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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I'm the front man. 

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And and today we are going to be
looking at Death Game from 

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Laurie O'Connell. 
This is a narrative driven 

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battle Royale RPG where you 
fight for your life, for the 

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entertainment of the rich and 
powerful. 

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Just like real life. 
Just like real life. 

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Yeah, we are. 
We are. 

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Things are going great. 
Yeah, it is. 

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It is not long until we are 
literally fighting to the death 

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of national television to, to, 
to man, it just got dark in my 

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head real fast. 
I was like, oh, they're going to

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be like, you don't want to get 
deported to El Salvador. 

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Fight for your life. 
I will not be shocked when when 

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Trump's running, man. 
Yeah, don't worry. 

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He's up on television. 
He's close to dead so. 

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I mean, here's something you 
know. 

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But but anyway, before we hop 
in, how you doing bud? 

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Oh so so good. 
I can't even express it. 

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There's a massive fire near me 
and I'm in a big valley so it's 

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been hazy outside and orange all
week and it's been really cool. 

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For my sinuses. 
It's been really enjoyable. 

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That sounds fun. 
Why don't you just mask when 

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you're outside? 
What about when I'm inside and I

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have no AC so I have to keep a 
door open to keep air 

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circulation or I keep it closed 
and it's really hot inside? 

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Sucks, yeah. 
Yeah, it's been a been a bummer.

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How about you, buddy? 
How's it going? 

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It's going much the same as last
time. 

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I don't think we've done, I, I, 
you know, I, we did, I did a 

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bunch of episodes with some 
interviews and stuff. 

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We didn't get to play our MEC 28
game yesterday. 

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So we're basically going to have
to relearn that whenever we get 

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to it. 
MEC 28 did drop a new a new 

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thing MEC 28 Arena. 
Arena, I saw that. 

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Yeah, yeah, I'm excited. 
It's it's interesting. 

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Also, the boss fight scenes put 
out by Big Boy Game time #2 that

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you can buy from the World Champ
site. 

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You can also get some of the 
sweet new World Champ shirts 

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rocking it right now. 
For those in podcast land, the 

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boss fight teens from Big Boy 
Game Time have bosses for Mech 

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28 in it, amongst other things. 
So. 

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So that's fire, but we'll 
eventually get back to Mac 28. 

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You know what I think? 
You know what I you know what? 

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I figured out what we need to do
next week that we totally kind 

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of forgot to do when we do not 
weekly war games. 

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Once we finish playing the game,
we should do an episode on the 

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show where we talk about it. 
Oh, it doesn't make any sense. 

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Yeah, so next week we're going 
to do Malagast on the show, 

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people. 
Oh, cool. 

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Yeah. 
And then once we finish Mac 28, 

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we'll do Mac 28 on the show. 
Maybe we'll talk to Berserk 

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Works and see if he wants to 
chat a little bit about it. 

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But that's kind of it. 
I I, I got new blue paints from 

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monument hobbies trying to 
figure out the my Night Lords 

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blue. 
I've only done like 15 different

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variations, but I think I 
finally figured out the color. 

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I I found the perfect color that
I wanted. 

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And it's a a Reaper paint that 
is discontinued. 

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So that was fun to be like, Oh 
my God, this is perfect. 

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Yeah, I'm so happy. 
Let me buy more and realize that

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it's gone. 
But I do have to mix the color 

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and that's going to waste a lot 
of pain. 

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So that sucks. 
But the color that I want to do.

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But I finally figured it out 
and, and me and Andy are going 

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to hop on tonight, do some more 
hobby stuff and make sure my 

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Night Lords list is all sorted 
and and then keep working with 

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the armies. 
That's about it. 

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That's all I'm doing. 
Nothing new, fancy, interesting,

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did anything, got paid 2 1/2 
times, pay for Labor Day. 

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Happy Labor Day, buddy. 
That's what. 

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I did. 
I'd worked and got paid regular 

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on Labor Day. 
So because there is no God. 

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Mean, yes, that's right. 
Yeah, that's true. 

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Yeah, that's what it. 
I think that's our our take 

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around time. 
I think we hit a lot of stuff 

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last week. 
We did. 

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I also did a lot less this week 
than I did last week, so. 

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Same, I worked a bunch and they 
know I'm in a nice long stretch 

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off. 
I finished in my mothership game

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I'm running weekly. 
We finished the drain and we 

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started meat grinder where they 
go to hell. 

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So that was really interesting 
because they were like it's been

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sci-fi this whole time. 
I like not this whole time. 

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We've been playing one adventure
and they're like, they really 

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geared up for a sci-fi game and 
then like I opened the portal to

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hell and they're like, wait, 
what are we doing? 

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Like you're going to hell. 
So. 

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Going to hell, buddy. 
I gave them the option to deny 

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the adventure and they were just
like, cool, we'll do it. 

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I'm like OK. 
Speaking of that, I haven't got 

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them in yet, but new new. 
We talked this before Traveller,

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mothership, blah blah blah. 
Arcane Sword Press does first of

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all, I think it's called 
Downlink. 

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Is there how to make traveler 
mothership or how to make 

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mothership traveler? 
Yeah, I have that somewhere in 

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here. 
I got I got their mech thing and

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they sent it with it so. 
Yeah, so, so Heavy Metal Space 

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Checkers is now out. 
Oh cool. 

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Yeah, Teamsters for science 
fiction adventures in the far 

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future. 
So. 

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So yeah, I definitely hit them 
up on the DMS and I got some 

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physicals. 
So very excited to keep both of 

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those. 
And maybe we'll eventually, 

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finally talk about Traveler on 
the show. 

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Yeah, maybe. 
Yeah, they might also be Yeah, 

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they might also be a really good
one to talk about it because 

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they've written so much stuff 
for traveler in a very and what 

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was really funny is the day IDM 
them and and, you know, ordered 

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from them the travelers Eens I 
ran into I got to their episode 

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on the high school podcast and 
listened to it that night. 

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So it's like, look at that happy
winky dinky. 

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Anyway, so check out all those 
people we talked about Berserker

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works, Arcane's WordPress. 
Yeah, so death game. 

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Death game is what we are 
talking about today. 

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So once again, death game. 
This is the physical in my 

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hands. 
It's a nice book. 

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Black and white, 100 and 2829 
odd pages came with the arena 

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board. 
Cool. 

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Two sided which is cool. 
Came with a an adventure death 

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match of Castle Von or funny 
yeah scenario from Hodag. 

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They did spell heroes wrong in 
the back. 

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This is Heros and it is does not
say that in the PDF, but it is a

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flip out adventure that's very 
hodag pill they'll say that. 

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Very Marvel and Marvel superhero
pilled as well. 

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Really. 
Are you sure? 

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Are you sure that's not just Red
Doom? 

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But yes, it's very, it's very 
Marvel, I mean, but. 

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Did you read the archetypes in 
there that you can pick in your 

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characters from? 
Wrist, wrist, claw. 

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Wrist. 
Yeah. 

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Which is, for those who can't 
tell very much, just a drawing 

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of a Canadian man with with 
things coming out of his hands, 

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you know? 
He's a Canadian man that has 

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been cryogenically frozen and 
has retractable wrist claws. 

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There's also a Captain America 
one. 

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There's there's an Iron Man one.
Like a genius rich guy built 

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himself an iron suit. 
It's pretty funny, honestly. 

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Mr. Mr. Vibrant, the Moon 
Viking, The Moon, the 

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Flamestress. 
Yeah. 

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It's good, it's good. 
My addition also came with an 

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art print, but I think I put 
that in a box somewhere As for 

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to protect it and confined it. 
So it's flowing around there 

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somewhere. 
But yeah. 

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So Death Game is a narrative 
driven tabletop role-playing 

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game where characters compete in
high stakes battle for survival.

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Throughout the game, players 
will pick up different 

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characters struggling against 
all odds for victory. 

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As the number of competitors 
narrows and the stakes grow 

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higher, you'll play until one of
you wins and the rest of you 

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die. 
During that time, you'll build 

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an arena, work out the rules of 
play, and grow attached to your 

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mostly doomed cohort of 
competitors. 

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That's the that's the copy for 
that. 

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So Death Game launched on 
Kickstarter on February 1st, 

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2024 and funded on February 
15th, 2024. 

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They like to do those short 
Kickstarters with 371 backers 

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for £7692 or $10,365 on a 2500 
LB goal, which is like 3300 

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bucks. 
You can get it in PDF at Lori 

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O'Connell dot itch dot IO or in 
print and PDF at 12 pins 

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press.com. 
The other thing that you can 

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check out right now is called 
Full send. 

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It is a project currently up 
from Laurie O'Connell. 

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It is a tarot powered 
mountaineering RPG. 

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I did get a chance to to peek at
it. 

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They hit me up in DMS were like,
hey, you want to look at this? 

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And I was like, hell yeah. 
I love THRBGS and climbing. 

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We're both climbers. 
Yeah. 

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So it was cool. 
It was really neat. 

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I'm, I'm excited for the 
project. 

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I backed it right away. 
I love that the if you go to the

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Kickstarter and look at the 
book, it the book, the cover of 

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the book looks like a like 
climbing guide. 

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Like for those of you who don't 
climb you, they make these 

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guides for different like 
popular rock climbing areas or 

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even like States and you can go 
buy them at most like outdooring

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or like retailers in that area 
or even online. 

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And the book totally like if you
look at your like, oh, that 

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fucking looks like like I have 
see if I can find one real 

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quick. 
Give me an example because 

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there's definitely like 5 right 
here. 

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It's very much got like this 
energy, you know? 

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Yeah, let me just let me just 
grab it real quick. 

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I'll show it. 
I want this page show yours 

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again. 
Yeah. 

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So when you look at the cover, 
which is right, Oh, is there 

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like a nice big picture of the 
cover? 

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Well, it's this right here. 
Yeah, it very much. 

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Yeah, it's this right here. 
It very much does look like 

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that, which I love. 
I think that's fantastic. 

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I think it's fucking great. 
Yeah. 

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So yeah. 
Full send Tera Powered 

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Mountaineering RPG. 
They're very close to their 

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goal. 
It was another I think like 2 

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00:11:17,480 --> 00:11:19,040
week funding, so it's only going
on for a while. 

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They're at 5600 bucks out of 
6054, so they're less than 500 

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bucks away from funding, which 
is really fantastic. 

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00:11:25,720 --> 00:11:30,120
And again, I'm really excited 
for you use tarot cards to to 

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after picking like archetypes 
for your climbers to to climb 

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these mountains together. 
It's not like it, it's, it's 

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mountaineering. 
It's not just, you know, boulder

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bouldering or, or you know, top 
rope or anything. 

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It's actually like full on 
mountaineering, which is cool. 

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So you get to climb some of 
those famous peaks in the world,

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go through your adventure. 
It reminds me a little bit of 

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like. 
Some real multi day multi pitch 

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adventures you know. 
Did you ever read the climb like

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manga? 
No. 

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00:11:59,600 --> 00:12:03,680
Oh, you should. 
It's fire, but it's it's really 

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00:12:03,680 --> 00:12:04,960
cool. 
It was like I said, it's really 

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00:12:04,960 --> 00:12:06,520
interesting. 
I got to actually take a look at

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00:12:06,520 --> 00:12:09,120
it. 
And they got some other really 

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00:12:09,120 --> 00:12:13,240
cool people on the team. 
Nye Shaw, Kayla Dice, Samantha 

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00:12:13,240 --> 00:12:14,480
Lee. 
Samantha Lee is actually the 

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00:12:14,480 --> 00:12:17,200
editor of Death Game, which is 
what we're looking at right now,

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00:12:17,680 --> 00:12:21,840
and a stretch goal writer of Sad
Pines. 

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And they used climbing 
photography from Lane Mathis. 

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00:12:27,240 --> 00:12:28,680
So again, it's a really cool 
project. 

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I'm excited to check it out 
whenever we get it. 

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00:12:30,720 --> 00:12:31,840
I'm sure we'll talk about it 
here on the show. 

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00:12:31,840 --> 00:12:33,400
We've talked about some of the 
De Laurie O'connell's other 

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00:12:33,400 --> 00:12:36,560
stuff on the show like 
Hieronymus, which is really 

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00:12:36,560 --> 00:12:39,520
interesting game. 
So excited to look at that. 

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00:12:39,600 --> 00:12:42,000
And so go back this go back this
shit. 

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00:12:42,480 --> 00:12:46,080
Like I said, they're they're. 
One of the work first, like when

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we first started doing the show,
I picked up Sleeping Above a 

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Stolen Crown for Lancer like 
before. 

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I think they ended up Laurie 
ended up putting it on 

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Kickstarter at one point. 
But like they post like a 

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version on like Twitter forever 
ago when I was on Twitter, yeah,

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everything that they've ever put
out, I'm like, this is good. 

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I really enjoy this. 
Yeah, I think I have most of 

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their catalog. 
Hieronymus. 

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I don't know if I have Winter's 
Tale. 

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I have Litchcraft. 
You just talked about Stolen 

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Crown. 
OK, I don't I'm missing a lot of

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stuff. 
Tawner and obey There's there's 

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a lot of stuff. 
Go check out 12 inch press, buy 

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a bunch of stuff, especially 
hyronymous. 

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Like I said, we talked about 
that on the show on some episode

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that I don't remember, but it 
was good. 

242
00:13:31,440 --> 00:13:34,160
Really liked the game. 
Really interesting using 

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Hyronymus's Hyronymus Bosch art 
as like the content of the game 

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was really. 
Good game. 

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It's truly odd in a very 
enjoyable way, and it's fucking 

246
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cool. 
Yeah, it's really neat. 

247
00:13:45,840 --> 00:13:47,880
So. 
So yeah, Lori does cool stuff 

248
00:13:49,440 --> 00:13:51,280
and we're going to talk about 
one of those things today, which

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is which is death game. 
So let's just let's just hop in.

250
00:13:58,280 --> 00:14:04,240
I guess there is one thing. 
Oh, read the introduction 

251
00:14:04,240 --> 00:14:05,920
paragraph is what a note I gave 
to myself. 

252
00:14:05,920 --> 00:14:11,720
So the art through the entire 
thing is from a Hodag shout out 

253
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HODAG. 
They do great art. 

254
00:14:14,040 --> 00:14:17,200
Yeah, they do great art and have
interesting opinions on the 

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00:14:17,200 --> 00:14:23,920
Internet, but there is a page in
the beginning that I really 

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00:14:23,920 --> 00:14:25,680
enjoyed. 
I mean I like the vibes and the 

257
00:14:25,680 --> 00:14:30,400
layout and stuff all throughout.
Luke Earl also did the the 

258
00:14:30,400 --> 00:14:32,600
layout for all of this Aether 
Corp. 

259
00:14:33,640 --> 00:14:36,840
I have this from them, which is 
really fantastic. 

260
00:14:37,760 --> 00:14:44,600
This is the Field Agent 
Handbooks which are really 

261
00:14:44,600 --> 00:14:49,920
fantastic. 
They are you just got to go 

262
00:14:49,920 --> 00:14:50,880
check out the fail like the 
handbooks. 

263
00:14:51,160 --> 00:14:54,440
There are these fantastic like 
game, but use the real world 

264
00:14:54,440 --> 00:14:57,000
kind of thing. 
And this was like a handmade 

265
00:14:57,240 --> 00:14:58,760
like traveler's notebook that 
came with it. 

266
00:14:58,760 --> 00:15:01,920
So all of these are that. 
So Aether Corp does really, 

267
00:15:01,920 --> 00:15:05,200
really cool stuff and these are 
gorgeous. 

268
00:15:05,200 --> 00:15:07,200
So a lot of a lot of really 
great people associated with 

269
00:15:07,200 --> 00:15:09,080
this project, which is really 
cool. 

270
00:15:10,360 --> 00:15:15,640
So, so, yeah. 
So death game paragraph, the 

271
00:15:15,640 --> 00:15:22,240
thing that I wanted to look at, 
we'll talk about that stuff. 

272
00:15:22,240 --> 00:15:24,880
So death game is a tabletop 
role-playing game. 

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This means the rules are here to
structure your play experience, 

274
00:15:28,360 --> 00:15:30,440
but they are not as rigid as a 
board game. 

275
00:15:30,840 --> 00:15:33,160
You need to use your imagination
to fill in the blanks with your 

276
00:15:33,160 --> 00:15:35,040
own story. 
If the rules of this game do not

277
00:15:35,040 --> 00:15:37,160
account for something, that 
means the answer has to be drawn

278
00:15:37,160 --> 00:15:38,880
from your own creativity and 
decision making. 

279
00:15:39,080 --> 00:15:40,680
I love that. 
That's one of my favorite. 

280
00:15:40,680 --> 00:15:42,400
Like, what is it teach RPG 
paragraphs? 

281
00:15:42,400 --> 00:15:46,600
I've ever really, really like 
just that line that like they 

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00:15:46,600 --> 00:15:48,720
structure the play but are not 
as rich as a board game. 

283
00:15:48,720 --> 00:15:50,840
I'm like, that's a great way to 
describe a tape around a 

284
00:15:50,840 --> 00:15:52,720
role-playing game. 
Yeah. 

285
00:15:54,360 --> 00:15:57,120
Anyway, there is some I do like.
There is some little board 

286
00:15:57,120 --> 00:15:58,880
gaming aspect to this game 
though. 

287
00:15:59,000 --> 00:16:00,840
We'll go over it and it's really
good. 

288
00:16:01,760 --> 00:16:04,880
Yeah, it it, it's a game, you 
know, and it doesn't try to not 

289
00:16:04,880 --> 00:16:07,920
be a game, which I like. 
Yeah, I think I've I've beat 

290
00:16:08,000 --> 00:16:10,280
with a dead horse. 
How much I wish people would 

291
00:16:10,280 --> 00:16:12,800
just realize that they're 
playing fucking games. 

292
00:16:14,240 --> 00:16:18,640
So what is this game? 
The gist of this game is that it

293
00:16:18,640 --> 00:16:25,840
is a quasi dice pool, quasi 
funnel roll over game that uses 

294
00:16:25,840 --> 00:16:31,760
clocks, arenas and rotating GMs 
or players battle to the death 

295
00:16:31,840 --> 00:16:35,320
until only one remains. 
That's the game. 

296
00:16:37,720 --> 00:16:39,440
Does that sum it up? 
Was that a good summation? 

297
00:16:39,440 --> 00:16:40,960
I think that was good. 
I like that. 

298
00:16:41,240 --> 00:16:41,880
That was good. 
Yeah. 

299
00:16:42,800 --> 00:16:45,400
So mechanically, what the fuck 
does that mean? 

300
00:16:46,120 --> 00:16:51,360
So some I'm rolling through some
parts for those. 

301
00:16:51,360 --> 00:16:53,880
Can't see at the beginning when 
it talks about the rolls of the 

302
00:16:53,880 --> 00:16:58,520
game, dice rolls, everything 
like that, Touchstones, which 

303
00:16:58,520 --> 00:17:01,480
are great. 
It is a battle Royale style 

304
00:17:01,480 --> 00:17:05,839
death game talking about things 
like Hunger Games, Squid Game, 

305
00:17:06,480 --> 00:17:09,160
Alice in Borderland. 
There's an entire genre of anime

306
00:17:09,160 --> 00:17:11,560
and shit. 
The battle Royale anime is 

307
00:17:11,560 --> 00:17:12,960
incredible. 
So is the manga. 

308
00:17:13,400 --> 00:17:15,800
The Battle Royale live action 
movie is great too. 

309
00:17:16,079 --> 00:17:19,240
So, so good classic we used to 
watch. 

310
00:17:19,280 --> 00:17:27,800
That in high school, actually. 
So good, and we'll talk about 

311
00:17:27,800 --> 00:17:30,600
this a little bit later, but 
playing the game, they get some 

312
00:17:30,600 --> 00:17:33,840
player principles here that 
matter, but we're talking about 

313
00:17:33,840 --> 00:17:35,840
the rules. 
So I'm going to skip character 

314
00:17:35,840 --> 00:17:37,800
creation because guess who does 
that? 

315
00:17:37,960 --> 00:17:39,480
Not me, and there's only two of 
us. 

316
00:17:39,480 --> 00:17:44,280
So the core rules of the game, 
the core mechanics, because 

317
00:17:44,280 --> 00:17:46,640
that's what I'm going over, is 
the rules breakdown. 

318
00:17:47,680 --> 00:17:51,080
Mechanically, the core is they 
skill check. 

319
00:17:51,480 --> 00:17:52,880
So how does the skill check 
work? 

320
00:17:53,080 --> 00:17:55,520
You have three skills that 
Hunter will go over a little bit

321
00:17:55,520 --> 00:17:59,440
more that is violent, smart and 
lucky, and you assign one of 

322
00:17:59,440 --> 00:18:02,160
three dice to each AD 4AD6 and 
AD 8. 

323
00:18:03,520 --> 00:18:06,240
And again, Hunter will go over 
that a little bit more. 

324
00:18:06,240 --> 00:18:11,560
When rolling a skill check. 
You pick one of those, let's say

325
00:18:11,560 --> 00:18:15,600
violent, and you had AD 6. 
On Violent you would take AD 6. 

326
00:18:16,200 --> 00:18:19,160
And then there are a couple 
other options you can have to 

327
00:18:19,160 --> 00:18:20,880
build out. 
Sometimes a dice pool. 

328
00:18:20,880 --> 00:18:23,040
That's why I said it's a quasi 
dice pool game, because 

329
00:18:23,280 --> 00:18:26,040
sometimes you will literally 
just roll your skill die, but 

330
00:18:26,040 --> 00:18:28,920
sometimes you'll have an item 
which lets you roll another D4, 

331
00:18:29,480 --> 00:18:32,480
Sometimes you will have an 
assistance from another player 

332
00:18:32,640 --> 00:18:34,360
which allows you to have another
D4. 

333
00:18:34,960 --> 00:18:37,880
And sometimes you will have a 
boost because of some abilities 

334
00:18:38,120 --> 00:18:41,040
and that lets you turn your 
skill die from up a level. 

335
00:18:41,040 --> 00:18:44,480
So instead of AD 4 would be AD 6
or D6 to D8, etc. 

336
00:18:46,120 --> 00:18:48,160
And sometimes you'll have a 
background skill, which Hannah 

337
00:18:48,160 --> 00:18:51,600
will go over a little bit more, 
and it allows you to just roll 

338
00:18:51,600 --> 00:18:54,240
AD 10 instead of whatever skill 
you were going to pick. 

339
00:18:55,160 --> 00:19:03,680
So you could potentially have AD
10 plus AD 4 plus AD 4 and have,

340
00:19:03,680 --> 00:19:07,000
you know, up to three dice to 
roll against a difficulty class.

341
00:19:08,040 --> 00:19:11,360
The difficulty class is 
generally A4. 

342
00:19:13,080 --> 00:19:16,680
We'll go over that a little bit 
more later, but it is a roll 

343
00:19:16,680 --> 00:19:20,640
over, not a roll at or over. 
So if it's DC 4, you have to 

344
00:19:20,640 --> 00:19:26,360
roll A5 or higher and you just 
try to to roll above that and 

345
00:19:26,360 --> 00:19:28,720
then you succeed at the thing 
that you're trying to do. 

346
00:19:29,680 --> 00:19:33,760
There are levels of success 
though, So when you resolve a 

347
00:19:33,760 --> 00:19:37,160
skill check, you can have 
critical, critical successes, 

348
00:19:37,160 --> 00:19:39,280
successes and failures. 
And then there are two kind of 

349
00:19:39,280 --> 00:19:41,840
differences with the way things 
are rolled. 

350
00:19:41,840 --> 00:19:44,480
So on a crit success, if you 
roll double whatever the DC is, 

351
00:19:45,200 --> 00:19:47,840
you Add all the dice together, 
not just take the highest when 

352
00:19:47,840 --> 00:19:50,520
you have like any more than one,
it's. 

353
00:19:50,520 --> 00:19:53,080
So say the DC is 4. 
If you roll an 8, you get a crit

354
00:19:53,080 --> 00:19:56,120
success, which gives you a bonus
to something. 

355
00:19:56,440 --> 00:19:58,960
Items, clock stuff, like 
whatever, you just get something

356
00:19:58,960 --> 00:20:02,000
extra. 
On a success, you just succeed 

357
00:20:02,000 --> 00:20:04,640
at what you were trying to do. 
On a failure, you just fail at 

358
00:20:04,640 --> 00:20:09,000
what you were trying to do. 
But there are modifiers to the 

359
00:20:09,000 --> 00:20:13,320
rolls. 
Roles are either perilous or 

360
00:20:13,320 --> 00:20:16,760
controlled. 
So if they are perilous, most 

361
00:20:16,760 --> 00:20:21,720
roles are perilous. 
It's a it's a death game, so 

362
00:20:21,880 --> 00:20:25,800
things are perilous when there's
risk harm could come to 

363
00:20:25,800 --> 00:20:29,120
something you're you're acting 
under fire, any of that stuff. 

364
00:20:29,400 --> 00:20:33,960
Controlled is when the odds are 
overwhelmingly in your favor. 

365
00:20:33,960 --> 00:20:35,640
You're chilling out like 
whatever. 

366
00:20:35,880 --> 00:20:38,120
Basically, if everything is 
super calm and it's not that big

367
00:20:38,120 --> 00:20:40,560
a deal, it's controlled. 
But most things are going to be 

368
00:20:40,560 --> 00:20:46,840
perilous. 
So if you fail on a control 

369
00:20:46,840 --> 00:20:50,440
rule, it lets you either just be
like, all right, I I don't do 

370
00:20:50,440 --> 00:20:54,320
that thing, I abandoned the 
attempt or re roll as a perilous

371
00:20:54,320 --> 00:20:57,280
check. 
But if you fail on a perilous 

372
00:20:57,280 --> 00:21:01,240
check, something goes wrong. 
Like you get hurt, lose an item,

373
00:21:01,560 --> 00:21:06,320
something else, and then you add
1 to your peril score and roll a

374
00:21:06,320 --> 00:21:08,920
death save. 
So you have peril as a stat. 

375
00:21:09,480 --> 00:21:11,960
Why don't we go over that a 
little bit more than character 

376
00:21:11,960 --> 00:21:16,440
creation? 
But every time you fail a 

377
00:21:16,440 --> 00:21:19,040
perilous check, you have to do a
death save, which means you 

378
00:21:19,040 --> 00:21:23,240
could potentially die on every 
skill check that you do. 

379
00:21:24,240 --> 00:21:31,800
The way death saves works is 
that you roll AD 12 and you have

380
00:21:31,800 --> 00:21:36,080
to roll higher than your current
peril score. 

381
00:21:37,440 --> 00:21:41,520
So if it's if your peril scores 
like 7 on AD 12, that sucks for 

382
00:21:41,520 --> 00:21:43,880
you. 
Yeah, yeah, yeah. 

383
00:21:43,880 --> 00:21:46,400
Any time it's. 
An incredibly lethal game. 

384
00:21:46,400 --> 00:21:48,720
You roll death save every time 
you fail. 

385
00:21:48,720 --> 00:21:51,080
Perilous. 
And like it states pretty 

386
00:21:51,080 --> 00:21:53,680
clearly, like most, if this is a
death game, most things are 

387
00:21:53,680 --> 00:21:56,000
perilous. 
Yeah, yeah. 

388
00:21:56,000 --> 00:22:00,800
So literally, like you could 
roll the very first time and 

389
00:22:00,800 --> 00:22:04,280
roll A1 on your and fail, roll 
A1 on your death save and die 

390
00:22:04,280 --> 00:22:09,840
immediately. 
I want to make sure I'm kind of 

391
00:22:09,840 --> 00:22:11,040
cruising through this, but I 
read it. 

392
00:22:11,040 --> 00:22:13,880
I read it, So I don't really 
need my notes so much. 

393
00:22:13,880 --> 00:22:16,040
Yeah. 
Must mean a beat rolls a pair of

394
00:22:16,040 --> 00:22:16,520
this. 
Yeah, I'm. 

395
00:22:16,640 --> 00:22:17,040
I'm new. 
Good. 

396
00:22:17,040 --> 00:22:19,400
So opposed skill checks are a 
thing. 

397
00:22:19,400 --> 00:22:20,640
They work like you think they 
do. 

398
00:22:20,640 --> 00:22:22,120
Both of you roll against each 
other. 

399
00:22:24,080 --> 00:22:31,160
The difference is that if the 
loser rolls three or more less 

400
00:22:31,160 --> 00:22:35,080
than the winner, they get to 
roll AD 8 for their death save 

401
00:22:35,080 --> 00:22:41,040
instead of AD 12, and if they 
tie, both get to roll a death 

402
00:22:41,040 --> 00:22:45,320
save. 
I mean, yeah, so that's fun. 

403
00:22:47,040 --> 00:22:48,440
I. 
Do love this is like a part 

404
00:22:48,440 --> 00:22:51,520
funnel adventure, you know, like
a game that's like mechanically 

405
00:22:51,520 --> 00:22:55,040
like is like a semi funnel 
adventure the entire time. 

406
00:22:55,480 --> 00:22:58,840
Yeah, yeah, yeah, yeah, yeah. 
Because because if you die, I 

407
00:22:58,840 --> 00:23:02,720
don't did I ever did I run into 
that? 

408
00:23:02,720 --> 00:23:04,960
Yeah, it's probably the run of 
the game section. 

409
00:23:05,240 --> 00:23:09,840
But if you die, you just take 
over another another competitor.

410
00:23:09,920 --> 00:23:13,240
You take over another competitor
and we'll get to how many 

411
00:23:13,240 --> 00:23:14,520
competitors are here in just a 
little bit. 

412
00:23:14,560 --> 00:23:18,080
So some other things that are 
this are hero points, which is 

413
00:23:18,080 --> 00:23:20,920
basically this 5 E inspiration. 
If you do something cool and 

414
00:23:20,920 --> 00:23:24,680
everyone says that was cool, you
get a hero point and you can 

415
00:23:24,680 --> 00:23:27,960
spend a hero point to not die. 
So if you fail a death save, you

416
00:23:27,960 --> 00:23:31,360
can spend a hero point and and 
not die. 

417
00:23:32,720 --> 00:23:36,600
I personally would prefer it not
be called hero points because HP

418
00:23:36,960 --> 00:23:42,040
is HP and I think that things 
that are, we've talked about 

419
00:23:42,040 --> 00:23:45,400
this numerous terms, don't call 
things HP or AC when it's not 

420
00:23:45,400 --> 00:23:48,680
hit points or or armor class 
because it's extremely 

421
00:23:48,680 --> 00:23:52,880
established and confusing it. 
Is kind of like it's own pseudo 

422
00:23:52,880 --> 00:23:55,360
health pool, right though 
because you can just wave away, 

423
00:23:55,440 --> 00:23:57,920
you spend the point to wave away
a death save. 

424
00:23:58,000 --> 00:24:01,840
So like I can kind of see the 
link there, but yeah, you know. 

425
00:24:02,320 --> 00:24:04,080
Yeah, I mean, I would call it 
like save points or something, 

426
00:24:04,080 --> 00:24:05,360
you know what I mean? 
Like kids, you're saving 

427
00:24:05,360 --> 00:24:08,360
yourself from death, but it's 
whatever because that's like the

428
00:24:08,360 --> 00:24:10,480
only use for it, right is 
literally just to not die. 

429
00:24:11,920 --> 00:24:15,120
Yeah, as far as my understanding
goes, yeah, yes. 

430
00:24:15,120 --> 00:24:19,200
Yeah, yeah, social encounters 
are part of the game. 

431
00:24:19,880 --> 00:24:24,400
You, you do stuff right, except 
that most often you have to 

432
00:24:24,400 --> 00:24:26,480
exchange something in order to 
do things. 

433
00:24:26,480 --> 00:24:32,840
Very transactional and and that 
can lead to promises, which is a

434
00:24:32,840 --> 00:24:36,600
mechanic in the game. 
So promises are part of social 

435
00:24:36,600 --> 00:24:38,280
encounters where you make a 
promise. 

436
00:24:40,520 --> 00:24:42,160
There's examples here. 
It says when you make an 

437
00:24:42,160 --> 00:24:44,680
alliance with a competitor, when
you take a quiet moment with 

438
00:24:44,680 --> 00:24:46,520
another competitor, which is an 
activity when you witness 

439
00:24:46,520 --> 00:24:50,760
another competitor's death. 
I, I, I don't think they're 

440
00:24:50,760 --> 00:24:54,400
explained super well right here,
but the examples are explain it 

441
00:24:54,400 --> 00:24:57,440
better because I was like, OK, 
like I think I know what this 

442
00:24:57,440 --> 00:24:59,440
means, but what does that mean? 
It literally means like if 

443
00:24:59,440 --> 00:25:02,040
someone dies in front of you and
you're holding their head in 

444
00:25:02,040 --> 00:25:05,400
your hands as they die, you can 
be like, I promise to avenge 

445
00:25:05,400 --> 00:25:08,560
you. 
That is a promise that you made 

446
00:25:09,400 --> 00:25:13,280
and any time you work towards a 
promise that you have made, you 

447
00:25:13,280 --> 00:25:16,240
get to boost your skill die, 
like bump it up as I said 

448
00:25:16,240 --> 00:25:18,280
before. 
So which is cool. 

449
00:25:18,920 --> 00:25:22,520
Also, when competitors die, 
other people can take their 

450
00:25:22,520 --> 00:25:24,920
promises. 
PCs or NPCS can take their 

451
00:25:24,920 --> 00:25:28,160
promises. 
So if if, if that same person 

452
00:25:28,160 --> 00:25:31,240
who wanted to avenge somebody 
died, I could take that promise 

453
00:25:31,240 --> 00:25:33,880
to avenge the person they were 
trying to avenge. 

454
00:25:34,200 --> 00:25:37,160
And then I get that promise, 
which is kind of neat that you 

455
00:25:37,160 --> 00:25:39,680
can just, like, keep that grudge
going, you know? 

456
00:25:39,680 --> 00:25:41,360
Yeah. 
There's a whole line, a whole 

457
00:25:41,360 --> 00:25:44,240
chain of vengeance, you know? 
Yeah, which I love. 

458
00:25:45,120 --> 00:25:49,160
Also, NPCS can take them and you
can eventually then get them 

459
00:25:49,160 --> 00:25:52,120
back because when you die, you 
take over NPC. 

460
00:25:52,120 --> 00:25:54,360
So we'll get to that a little 
bit more later. 

461
00:25:55,880 --> 00:25:57,920
Items. 
Items work in the game. 

462
00:25:57,920 --> 00:26:02,240
There are minor and major items.
Those tables can be found on 

463
00:26:02,240 --> 00:26:04,400
page 57 with those in line 
hyperlinks. 

464
00:26:04,400 --> 00:26:11,960
We'll get to that again a little
bit and you start honour, go 

465
00:26:11,960 --> 00:26:15,160
over what you start with. 
But as I said, if you have an 

466
00:26:15,160 --> 00:26:17,080
item that you can use, you get 
AD 4 in your pool. 

467
00:26:17,680 --> 00:26:20,280
Rations is an optional rule I 
think is really interesting and 

468
00:26:20,280 --> 00:26:23,800
I like that is an optional rule.
Me too, because I don't know if 

469
00:26:23,840 --> 00:26:27,160
I'd use it, you know? 
I would use it sometimes, which 

470
00:26:27,160 --> 00:26:30,960
is why it's optional. 
Basically what it does is it 

471
00:26:30,960 --> 00:26:37,440
creates a currency mechanic so 
you have things that are limited

472
00:26:37,440 --> 00:26:40,600
resources specifically like food
or or you can I think you can. 

473
00:26:40,600 --> 00:26:43,960
One of them says you can roll on
some of the item table but every

474
00:26:43,960 --> 00:26:45,880
competitor starts with the D4 
rations. 

475
00:26:46,640 --> 00:26:49,600
But then you if you use rations 
you have to use rations. 

476
00:26:49,600 --> 00:26:53,120
So you have to consume 2 rations
a day to remain functional. 

477
00:26:53,560 --> 00:26:56,720
If not bad stuff happens. 
It basically adds a currency and

478
00:26:56,720 --> 00:27:00,320
starvation mechanic, which 
again, I think it's great. 

479
00:27:00,320 --> 00:27:04,000
Sometimes if you're like, say 
your arena is like a desert 

480
00:27:04,000 --> 00:27:05,800
arena, I would love to use the 
rations again. 

481
00:27:05,800 --> 00:27:08,240
It can make it basically walk. 
Exactly on the style of death 

482
00:27:08,280 --> 00:27:11,400
game that you run, because I 
have a style of death game in 

483
00:27:11,400 --> 00:27:14,160
mind for what I would run and I 
don't think I would use rations 

484
00:27:14,160 --> 00:27:16,680
for it, but I do love that it's 
there, you know? 

485
00:27:16,760 --> 00:27:19,440
Yeah, I like it's there and I 
liked it specifically that it is

486
00:27:19,440 --> 00:27:20,800
optional. 
I think it's the only optional 

487
00:27:20,800 --> 00:27:22,800
rule in the game and it was good
call, good choice. 

488
00:27:23,160 --> 00:27:28,040
Yeah, absolutely. 
So player activities. 

489
00:27:28,040 --> 00:27:31,480
So this is the stuff that you do
when you actually are playing 

490
00:27:31,480 --> 00:27:36,000
the game. 
It allows you to set scenes and 

491
00:27:36,000 --> 00:27:41,840
moves a narrative forward and 
you can do one for each part of 

492
00:27:41,840 --> 00:27:43,640
the day. 
The day is broken into four 

493
00:27:43,640 --> 00:27:50,520
parts, morning, afternoon, 
evening and night, so everyone 

494
00:27:50,520 --> 00:27:56,920
can do something each time. 
So there are anytime activities 

495
00:27:56,920 --> 00:28:00,400
and then night only activity. 
So an example of activity could 

496
00:28:00,400 --> 00:28:04,360
be gathering supplies. 
So you can go out there, you set

497
00:28:04,360 --> 00:28:08,400
a scene by saying we're going to
go gather supplies and then you 

498
00:28:08,400 --> 00:28:10,200
can roll AD 4 and add it to 
rations. 

499
00:28:10,200 --> 00:28:11,880
And then you actually role play 
out those scenes. 

500
00:28:11,880 --> 00:28:16,480
Basically investigate move, 
which allows you to actually 

501
00:28:16,480 --> 00:28:19,120
move around the arena, moving to
new zones and stuff, which is 

502
00:28:19,120 --> 00:28:20,280
important. 
We can do that in just a bit, 

503
00:28:20,960 --> 00:28:23,680
looking for trouble, hunkering 
down, shit like that, right? 

504
00:28:24,560 --> 00:28:27,600
And then there's a night only 
activities, which is take a 

505
00:28:27,600 --> 00:28:32,840
quiet moment, which is taking 
the hunker down move. 

506
00:28:33,040 --> 00:28:34,680
They call it a move, but it's an
activity. 

507
00:28:34,680 --> 00:28:38,400
There's a little bit of, I think
some of the words kind of get 

508
00:28:38,400 --> 00:28:40,520
jumbled up a little bit here a 
couple of times. 

509
00:28:41,240 --> 00:28:43,960
It is just the taking the hunter
down activity because that's 

510
00:28:43,960 --> 00:28:45,360
what it's called called player 
activity. 

511
00:28:47,120 --> 00:28:51,560
But and moving under the cover 
of night is one get up close and

512
00:28:51,560 --> 00:28:55,160
personal. 
But then you also have hunts, 

513
00:28:55,320 --> 00:28:59,720
which are fire. 
It's kind of like, you know, 

514
00:28:59,720 --> 00:29:04,040
when when the the bad guys, 
quote UN quote in Squid games, 

515
00:29:04,520 --> 00:29:06,520
wait for all the lights to go 
out and then try to kill people.

516
00:29:07,240 --> 00:29:10,600
That's basically what this is. 
So hunts can only be carried out

517
00:29:10,600 --> 00:29:14,960
at night when competitors are 
hunkered down and basically it 

518
00:29:14,960 --> 00:29:18,880
starts a clock and you are 
moving from location to location

519
00:29:18,880 --> 00:29:23,840
trying to find another player, 
filling in clock segments every 

520
00:29:23,840 --> 00:29:26,160
time you successfully 
investigate a location. 

521
00:29:26,240 --> 00:29:31,000
So that's really neat. 
I like, I like that aspect of 

522
00:29:31,000 --> 00:29:34,360
it. 
It's dark and fucked up. 

523
00:29:34,720 --> 00:29:37,760
Yeah, I will say this is like 
for a game that has moves 

524
00:29:37,760 --> 00:29:39,360
essentially, this game 
essentially does have moves, 

525
00:29:39,560 --> 00:29:40,960
right? 
They're called activities. 

526
00:29:41,000 --> 00:29:43,720
They're fried, just moves a few 
times, but they are moves like 

527
00:29:43,720 --> 00:29:47,680
APBTAS game. 
I love them here. 

528
00:29:48,200 --> 00:29:52,040
Yeah, yeah, yeah, I have a whole
thing later on on the moves, 

529
00:29:52,600 --> 00:29:55,000
we'll discuss those more at 
length, trust me. 

530
00:29:55,960 --> 00:30:04,400
So getting into running the 
game, because not only when you 

531
00:30:06,320 --> 00:30:13,440
die do you take over to NPC when
you die, you actually become the

532
00:30:13,440 --> 00:30:16,120
GM. 
So in death game, everyone 

533
00:30:16,120 --> 00:30:18,000
shares the GM duties. 
When APC dies, our player 

534
00:30:18,000 --> 00:30:21,720
becomes AGM, the GM becomes a 
previously established or new 

535
00:30:21,720 --> 00:30:26,000
character. 
So when you die, you become GM 

536
00:30:26,200 --> 00:30:29,320
and then you then the GM gets 
bumped out into another 

537
00:30:29,320 --> 00:30:34,000
competitor or or a move happens,
something that is called a move,

538
00:30:34,000 --> 00:30:37,920
which we get to in a little bit 
and but everyone shares the GM 

539
00:30:37,920 --> 00:30:40,040
ING duties. 
So they make the game pretty 

540
00:30:40,040 --> 00:30:42,440
easy to run because everyone has
to run it. 

541
00:30:42,440 --> 00:30:45,040
There is no permanent GM in this
night like that a lot. 

542
00:30:46,240 --> 00:30:49,920
I think it's really interesting.
You can really change the flavor

543
00:30:49,920 --> 00:30:51,880
of the game by the way people 
run it, which is cool. 

544
00:30:53,160 --> 00:30:55,640
There's some principles here. 
Keep things moving, kill fast, 

545
00:30:55,640 --> 00:30:57,000
kill often. 
That's pretty much it. 

546
00:30:57,040 --> 00:30:58,960
So how does running the game 
work? 

547
00:30:58,960 --> 00:31:03,440
So first and foremost, you will 
set up the game. 

548
00:31:03,480 --> 00:31:06,960
You will make the game at the 
beginning, so you will 

549
00:31:06,960 --> 00:31:10,680
collaboratively answer a bunch 
of questions such as is the 

550
00:31:10,680 --> 00:31:14,160
existence of a death game, 
public knowledge, or a secret to

551
00:31:14,160 --> 00:31:16,280
everyone but those who compete 
and those who watch. 

552
00:31:17,240 --> 00:31:19,520
You will answer a bunch of 
setting questions to create the 

553
00:31:19,520 --> 00:31:22,520
actual setting for the game as a
group, because you're all going 

554
00:31:22,520 --> 00:31:25,800
to be running it. 
And then there are the arenas. 

555
00:31:26,360 --> 00:31:29,320
And every arena, well, most 
arenas have a gimmick. 

556
00:31:30,280 --> 00:31:33,240
There's some examples here like 
gradually flooding an abandoned 

557
00:31:33,240 --> 00:31:37,760
theme park, Jurassic Park themed
and it's cool the way that it's 

558
00:31:37,760 --> 00:31:43,120
picked. 
Everybody suggests 1 and and 

559
00:31:43,120 --> 00:31:48,360
then by secret ballot everyone 
writes down what they want and 

560
00:31:48,360 --> 00:31:51,520
gives it to. 
I guess whoever's going to run 

561
00:31:51,520 --> 00:31:56,720
the GM thing versed in the 
example, they everyone can hear 

562
00:31:56,800 --> 00:32:02,440
all of the suggestions, but when
the GM picks the suggestion out 

563
00:32:02,440 --> 00:32:04,840
of a hat or whatever, they keep 
it secret to themselves until 

564
00:32:04,840 --> 00:32:07,320
the game is up and going, which 
I think is a cool way to do it. 

565
00:32:07,840 --> 00:32:13,240
So, so that's cool. 
I I really like that group set 

566
00:32:13,240 --> 00:32:15,760
up to start the game. 
I like how collaborative it is. 

567
00:32:15,760 --> 00:32:18,560
I think it's just a fun thing to
do with your party at the table,

568
00:32:18,560 --> 00:32:19,840
too. 
I just sounds like a good time. 

569
00:32:19,880 --> 00:32:23,280
Also, yeah, I, I always love 
like, player ownership of the 

570
00:32:23,280 --> 00:32:25,080
game is cool, you know? 
Yeah. 

571
00:32:25,960 --> 00:32:28,320
Yeah, I mean, also, if someone 
does decide they just want to 

572
00:32:28,320 --> 00:32:30,440
make their own arena, you could 
just skip that and have someone 

573
00:32:30,440 --> 00:32:32,360
start with it. 
You just have to make sure that 

574
00:32:32,360 --> 00:32:35,480
you have that information easily
pass on a ball to the next GM, 

575
00:32:36,320 --> 00:32:40,840
and I think that's great. 
What else? 

576
00:32:40,840 --> 00:32:43,760
You prep the arena board. 
So this is the arena board. 

577
00:32:43,760 --> 00:32:47,120
As I said, it's this really cool
sheet. 

578
00:32:48,760 --> 00:32:51,120
I could probably pull up the 
PDF, but I'm not going to. 

579
00:32:53,680 --> 00:32:55,800
There's one if you want to print
out yourself. 

580
00:32:55,800 --> 00:32:57,760
There is a PDF that comes with 
this digitally. 

581
00:32:58,240 --> 00:33:02,320
Yeah, but there is. 
But on the arena board there is 

582
00:33:02,360 --> 00:33:05,760
the there's number of days and 
then it'll actually mark off. 

583
00:33:05,760 --> 00:33:07,200
Fuck man, I should just bring it
up. 

584
00:33:09,160 --> 00:33:12,560
So let's go over it real quick 
because there's no reason not 

585
00:33:12,600 --> 00:33:15,800
to. 
Arena board boom right there. 

586
00:33:15,800 --> 00:33:19,160
So the way it works in the top 
right it says Death game arena. 

587
00:33:19,160 --> 00:33:24,280
Underneath that it has 6 days 
with four, but they're circles, 

588
00:33:24,280 --> 00:33:28,160
basically clocks separating 4 
segments, which are the four 

589
00:33:28,320 --> 00:33:30,760
parts of the day. 
And they'll have little symbols 

590
00:33:30,760 --> 00:33:33,040
too. 
There's like a sun, you know, 

591
00:33:33,040 --> 00:33:36,360
etcetera, etcetera. 
And then there are clocks 

592
00:33:36,640 --> 00:33:40,320
beneath that there's 12345. 
There's like 10 clock options. 

593
00:33:41,000 --> 00:33:44,840
The main part of the board is a 
big square in the middle that 

594
00:33:44,840 --> 00:33:48,120
has numbers around. 
The outside goes from one goes 

595
00:33:48,120 --> 00:33:53,280
from 50 around to 1. 
That is your competitors. 

596
00:33:53,520 --> 00:33:58,000
That is when people die. 
You mark off a space and then on

597
00:33:58,000 --> 00:34:01,720
the left there is the kind of 
like game information. 

598
00:34:01,720 --> 00:34:05,120
So there's the place. 
So you write down what the place

599
00:34:05,120 --> 00:34:07,320
is. 
It says public or secret. 

600
00:34:07,320 --> 00:34:10,480
You would just circle that. 
There are competitors section 

601
00:34:10,480 --> 00:34:12,600
listed there. 
You can write notes for named 

602
00:34:12,600 --> 00:34:16,120
competitors and stuff in there. 
There's a game runners little 

603
00:34:16,120 --> 00:34:18,920
note box and then there's the 
gimmick little note box. 

604
00:34:19,120 --> 00:34:22,040
So it's cool. 
It's cool way to set set it up. 

605
00:34:22,040 --> 00:34:24,719
And that way when you have the 
arena board and someone else 

606
00:34:24,719 --> 00:34:26,560
sticks the GM stuff, you can 
hand it to them and all the 

607
00:34:26,560 --> 00:34:28,320
notes, even writing are, are on 
it. 

608
00:34:28,400 --> 00:34:32,080
So I think it's really clever, 
clever way to do that. 

609
00:34:33,080 --> 00:34:36,400
So, but we'll go over the arena 
board a little bit more because 

610
00:34:36,400 --> 00:34:38,199
I have I have thoughts and 
questions. 

611
00:34:38,199 --> 00:34:42,239
So you prep the board. 
The area is divided into zones, 

612
00:34:44,199 --> 00:34:47,000
and like I said, you log all of 
your stuff on it. 

613
00:34:47,480 --> 00:34:50,239
There are competitors, You 
choose how many competitors you 

614
00:34:50,239 --> 00:34:53,159
want. 
It's generally 25 to 50 

615
00:34:53,159 --> 00:34:58,320
competitors. 
And again, when a player dies, 

616
00:34:58,320 --> 00:34:59,960
they can take over one of those 
competitor spots. 

617
00:34:59,960 --> 00:35:01,840
That's what makes it the funnel 
part of the game. 

618
00:35:02,000 --> 00:35:05,360
It's very unlikely, I think that
you will win with the character 

619
00:35:05,360 --> 00:35:08,200
you started with, which is which
is cool. 

620
00:35:09,360 --> 00:35:11,840
But it's not impossible. 
And how crazy would that be, 

621
00:35:11,840 --> 00:35:14,200
honestly, you know? 
Yeah, it's not possible at all. 

622
00:35:15,160 --> 00:35:18,960
But I I like that it starts with
like you 50 people, but there 

623
00:35:18,960 --> 00:35:22,760
are actual like arena moves I'll
get to in just a little bit that

624
00:35:22,760 --> 00:35:26,120
reduce that number quickly. 
So there are a number of named 

625
00:35:26,120 --> 00:35:29,040
competitors just like, again, 
like Squid Games, not everybody 

626
00:35:29,040 --> 00:35:31,680
has names that matter. 
But you know what the bad guys 

627
00:35:31,680 --> 00:35:32,840
number was? 
You know what the cute girl's 

628
00:35:32,840 --> 00:35:34,640
number was like, you know, shit 
like that. 

629
00:35:35,320 --> 00:35:37,680
There are competitor archetypes 
which Hunter will go over a 

630
00:35:37,680 --> 00:35:44,080
little bit later and then you 
get into starting the play. 

631
00:35:44,080 --> 00:35:47,640
So again, this is not, this is 
kind of AGM section because GM's

632
00:35:47,640 --> 00:35:49,840
need to know this, but it's 
really just like how the game 

633
00:35:49,840 --> 00:35:52,600
works outside of like the core 
mechanic sections, the running 

634
00:35:52,600 --> 00:35:57,960
the game section. 
So starting play, it basically 

635
00:35:57,960 --> 00:36:02,480
says you prep the arena board, 
you get people in the arena, you

636
00:36:02,480 --> 00:36:04,080
start with an arena move right 
away. 

637
00:36:05,240 --> 00:36:08,600
And then there's a bunch of how 
to sections here. 

638
00:36:08,600 --> 00:36:13,600
So how to use zones, how to use 
locations, how to track time, 

639
00:36:13,920 --> 00:36:18,320
how to use clocks, how to use 
non played competitors. 

640
00:36:18,320 --> 00:36:22,520
That's what NPCS are. 
You are not a player character, 

641
00:36:22,520 --> 00:36:25,480
you are a played competitor or a
non played competitor. 

642
00:36:26,600 --> 00:36:29,160
There's a section on adding 
named NPCS, how to track 

643
00:36:29,160 --> 00:36:32,760
eliminations, pacing, and 
managing scenes. 

644
00:36:33,840 --> 00:36:36,200
Great section on how to run the 
game. 

645
00:36:36,200 --> 00:36:37,880
I think it's a really incredible
section. 

646
00:36:38,360 --> 00:36:41,480
I agree. 
Then you get to the arena moves.

647
00:36:41,640 --> 00:36:45,280
So in every part of the day 
players will have their player 

648
00:36:45,280 --> 00:36:49,240
activities, but then the GMs 
will also make arena moves. 

649
00:36:50,000 --> 00:36:52,480
And the arena moves are broken 
into three different types. 

650
00:36:52,480 --> 00:36:56,800
There are immediate moves. 
For example, there is Cull the 

651
00:36:56,800 --> 00:36:59,080
Arena forces all competitors 
into a challenge or 

652
00:36:59,080 --> 00:37:01,120
confrontation sure to kill a 
large proportion. 

653
00:37:01,120 --> 00:37:02,840
Basically the game in Squid 
Games, right? 

654
00:37:04,040 --> 00:37:07,680
For every six remaining 
competitors, roll 1D6 Add. 

655
00:37:07,680 --> 00:37:09,840
The results determine how many 
competitors die. 

656
00:37:11,520 --> 00:37:20,240
Damn, so if you have 60 people 
you roll 10D sixes and that many

657
00:37:20,240 --> 00:37:21,560
people die? 
Yep. 

658
00:37:22,080 --> 00:37:25,680
Makes pretty quick, yeah. 
So those are immediate moves. 

659
00:37:25,680 --> 00:37:27,440
And there are introduction 
moves, which are what they sound

660
00:37:27,440 --> 00:37:28,800
like. 
They introduce something new, a 

661
00:37:28,800 --> 00:37:30,360
competitor, affection or 
location. 

662
00:37:31,160 --> 00:37:34,720
And then there are clock moves 
which introduce a clock like 

663
00:37:34,720 --> 00:37:37,840
throwing a like someone's trying
to escape. 

664
00:37:38,120 --> 00:37:41,200
So you know, they will make 
move, they will make activities 

665
00:37:41,200 --> 00:37:45,240
towards like a A4 chunk clock to
try to escape. 

666
00:37:45,560 --> 00:37:49,160
The Hunt is a good example of a 
something that creates a clock. 

667
00:37:51,280 --> 00:37:55,080
Again, you do 1 per part of the 
day and then there are 

668
00:37:55,080 --> 00:37:57,800
showdowns. 
So basically once you get down 

669
00:37:57,800 --> 00:38:01,960
to just just PCs left you, it 
turns into a showdown. 

670
00:38:02,680 --> 00:38:06,720
It's basically like the end. 
So everything is wipes clean, 

671
00:38:07,240 --> 00:38:10,400
your hear points are destroyed, 
you're all in the same space, 

672
00:38:10,400 --> 00:38:12,560
all in the same scene. 
There are no death saves. 

673
00:38:12,560 --> 00:38:19,040
If you fail a peril perilous 
check, you immediately die or 

674
00:38:19,040 --> 00:38:21,440
abandoned a promise to survive, 
which is cool. 

675
00:38:21,440 --> 00:38:23,520
So if you've made a lot of 
promises throughout the game, 

676
00:38:23,880 --> 00:38:27,240
when you get to the showdown, 
you'll be able to basically say,

677
00:38:27,240 --> 00:38:29,280
yeah, nevermind, I'm not going 
to avenge you, I'm just not 

678
00:38:29,280 --> 00:38:32,920
going to die this time. 
And then there are some 

679
00:38:32,920 --> 00:38:35,000
questions that happens during 
the showdown. 

680
00:38:35,000 --> 00:38:38,360
So before the showdown, you ask 
what you won't give up to win. 

681
00:38:38,600 --> 00:38:40,880
After PC dies, you ask is there 
anything you regret? 

682
00:38:41,560 --> 00:38:43,840
And with the one character left,
you ask, what are you going to 

683
00:38:43,840 --> 00:38:45,920
do and was it worth it? 
I like that. 

684
00:38:46,000 --> 00:38:48,200
I think that's really cool way 
to wrap up the narrative. 

685
00:38:48,200 --> 00:38:51,560
This is obviously a very 
narrative focused game and 

686
00:38:51,560 --> 00:38:53,720
that's, that's kind of it. 
There's some examples showed on 

687
00:38:53,720 --> 00:38:58,120
here, a good old fashioned fight
in a closed room, a lethal 

688
00:38:58,120 --> 00:39:00,800
obstacle course, a literal 
sudden death exam, you know, 

689
00:39:01,000 --> 00:39:04,800
cool things. 
And that's that's the core 

690
00:39:04,800 --> 00:39:10,760
mechanics of the of the game, 
both running the game and 

691
00:39:10,880 --> 00:39:14,720
playing it. 
So next we got. 

692
00:39:16,320 --> 00:39:24,320
Next we got character creation. 
Yeah, boom. 

693
00:39:24,320 --> 00:39:27,360
Let me get to it. 
All right, Go for it. 

694
00:39:27,920 --> 00:39:30,080
All right, this is going to be 
much shorter than Ryan's 

695
00:39:30,080 --> 00:39:31,320
section. 
Now, character creation is like 

696
00:39:31,320 --> 00:39:34,080
a fairly, fairly simple process.
Ryan can't touch that. 

697
00:39:34,080 --> 00:39:38,920
Before you're going to generate 
First off, there is a about a 

698
00:39:39,000 --> 00:39:43,440
well that's wrong about a five 
step ish process. 

699
00:39:43,880 --> 00:39:45,800
One of the steps is really 
setting a score to 0. 

700
00:39:45,800 --> 00:39:48,320
So I'm if that counts. 
But the first step is going to 

701
00:39:48,320 --> 00:39:50,760
you're going to generate a name 
in the back story and it should 

702
00:39:50,760 --> 00:39:53,560
be like a fairly simple back 
story, a couple sentences, just 

703
00:39:53,920 --> 00:39:55,800
who this person has been up to 
this point. 

704
00:39:56,240 --> 00:39:58,760
After that, you'll distribute 
your die dice. 

705
00:39:58,760 --> 00:40:02,360
Like Ryan said, D4AD6 and AD 
eight among the three skills, 

706
00:40:02,640 --> 00:40:05,640
because three skills, being 
violent smart and lucky violent 

707
00:40:05,640 --> 00:40:07,400
being kind of strength, 
endurance or any time you're 

708
00:40:07,560 --> 00:40:13,640
being violent smart, any acts of
like intellect or braininess, 

709
00:40:13,640 --> 00:40:16,720
you know, setting traps, 
figuring stuff out and then 

710
00:40:16,720 --> 00:40:19,520
lucky Lucky's a interesting one.
It's kind of catch all. 

711
00:40:20,560 --> 00:40:22,480
It's a stat for when other stats
won't work. 

712
00:40:22,920 --> 00:40:25,960
So if you're in desperate need 
of trying to find something or, 

713
00:40:25,960 --> 00:40:29,360
or any other way luck might come
up, you roll lucky. 

714
00:40:30,480 --> 00:40:32,760
I feel like that is like an 
incredibly valuable one that I 

715
00:40:32,760 --> 00:40:36,720
would consider putting the D8 
into because you you can just 

716
00:40:36,720 --> 00:40:39,600
make stuff happen sometimes, you
know, and you just get really 

717
00:40:39,600 --> 00:40:41,880
lucky in this horrible game that
will kill you. 

718
00:40:43,680 --> 00:40:46,280
After that. 
Those are your skills. 

719
00:40:46,400 --> 00:40:49,040
You'll create a background 
skill, the background skills a 

720
00:40:49,040 --> 00:40:51,280
little bit more open and 
narrative. 

721
00:40:51,760 --> 00:40:54,120
It's basically just a skill 
based on your back story, 

722
00:40:54,120 --> 00:40:56,200
usually kind of a one word 
description. 

723
00:40:56,640 --> 00:40:58,960
The example they get here on 
here, I think one of them is 

724
00:40:58,960 --> 00:41:01,760
pickpocket. 
And so anytime you can reference

725
00:41:01,760 --> 00:41:06,440
that background skill on a 
challenge role, you roll AD 10 

726
00:41:06,440 --> 00:41:09,320
instead of whatever die you 
would have rolled otherwise, 

727
00:41:09,320 --> 00:41:12,520
which is a massive boost. 
The cool thing about background 

728
00:41:12,520 --> 00:41:14,440
skills that they're very 
useable, but they also cool 

729
00:41:14,440 --> 00:41:17,320
thing is they're narrow. 
So a pickpocket, I'm using the 

730
00:41:17,320 --> 00:41:18,600
example from the book because 
it's so good. 

731
00:41:18,920 --> 00:41:21,600
A pickpocket wouldn't get the 
same kind of bonus on just 

732
00:41:21,600 --> 00:41:25,240
stealth because that isn't 
expressed in that pickpocketing 

733
00:41:25,240 --> 00:41:27,800
is like sleight of hand. 
So anytime they're trying to do 

734
00:41:27,800 --> 00:41:30,400
something slight of handy, 
that's when they'd get that 

735
00:41:30,400 --> 00:41:36,120
bonus. 
After your background skill, 

736
00:41:36,120 --> 00:41:40,040
you're going to roll 1 minor 
item from the minor items list. 

737
00:41:41,200 --> 00:41:43,520
After that, you will set your 
peril score to 0. 

738
00:41:43,520 --> 00:41:47,080
It does start at 0, so your 
first failed role, perilous 

739
00:41:47,080 --> 00:41:49,680
role, will send it up to 1 when 
you make your death save. 

740
00:41:50,160 --> 00:41:55,200
But starting at 0 is nice. 
I doubt it's pretty much they 

741
00:41:55,200 --> 00:41:56,640
that's, that's creating a 
character. 

742
00:41:56,640 --> 00:41:58,440
It's it's honestly incredibly 
simple. 

743
00:41:58,440 --> 00:42:01,160
Which is good because they're 
going to die. 

744
00:42:05,000 --> 00:42:10,360
Yeah. 
After that, we have, it feels so

745
00:42:10,360 --> 00:42:11,400
short. 
I mean, it's good, it's 

746
00:42:11,400 --> 00:42:12,920
sufficient of what this is and I
like it. 

747
00:42:12,920 --> 00:42:15,920
But actually we have competitor 
archetypes. 

748
00:42:15,920 --> 00:42:21,920
Let me roll to that note. 
Yes. 

749
00:42:21,920 --> 00:42:25,920
So these are going to be your 
like archetypes for like your 

750
00:42:25,920 --> 00:42:30,000
named competitors. 
So very easy process here. 

751
00:42:30,000 --> 00:42:33,240
You're going to give them a 
name, something super iconic, 

752
00:42:33,240 --> 00:42:37,200
like #431 then you'll pick an 
archetype. 

753
00:42:37,200 --> 00:42:43,760
And the archetypes are listed 
below on page 44 to like 47 or 

754
00:42:43,760 --> 00:42:47,640
48, I believe. 
And each archetype gives them 

755
00:42:47,760 --> 00:42:51,640
like kind of a flavor and a 
specific ability. 

756
00:42:52,160 --> 00:42:57,480
So one that we can pull from 
immediately is the, yeah, I'll 

757
00:42:57,480 --> 00:43:01,520
see the knife pervert. 
It's a terrible name, but yeah, 

758
00:43:02,360 --> 00:43:04,360
the knife Pervert. 
The knife pervert always has a 

759
00:43:04,360 --> 00:43:07,280
sharp knife or 10. 
They're excellent throwing them.

760
00:43:07,480 --> 00:43:09,120
Sometimes they'll even lick 
them. 

761
00:43:09,120 --> 00:43:12,400
We all know the guy. 
So the ability of this archetype

762
00:43:12,400 --> 00:43:17,240
gets is a blade in the dark. 
When you fail a perilous check 

763
00:43:17,240 --> 00:43:21,800
in close proximity to this 
competitor, you roll AD 6 rather

764
00:43:21,800 --> 00:43:25,040
than AT12 for your death save. 
Does not matter if you're 

765
00:43:25,040 --> 00:43:28,000
technically their ally, being 
around them is just lethal. 

766
00:43:28,160 --> 00:43:31,320
They might just kill you out of 
hand, you know, because they're 

767
00:43:31,320 --> 00:43:31,760
a knife. 
Because. 

768
00:43:32,600 --> 00:43:35,560
They're a knife pervert. 
Yeah, so there's some really 

769
00:43:35,560 --> 00:43:37,480
good ones on here. 
There's like some archetypes 

770
00:43:37,480 --> 00:43:40,440
from characters we've seen in 
like other media, like the Game 

771
00:43:40,440 --> 00:43:43,920
Baby, which is definitely like a
Hunger Games reference. 

772
00:43:43,920 --> 00:43:47,000
No one wants the Game Baby to 
die. 

773
00:43:47,000 --> 00:43:51,800
But yeah, so you'll pick the 
archetype, you will give them a 

774
00:43:51,800 --> 00:43:59,440
secret, and then yeah, they have
ADC each archetype, and the DC 

775
00:43:59,440 --> 00:44:02,360
is basically what your players 
will roll against when dealing 

776
00:44:02,360 --> 00:44:05,440
with that archetype. 
Very simple. 

777
00:44:06,200 --> 00:44:09,400
Yeah, pretty straightforward. 
Yeah, I like it. 

778
00:44:10,960 --> 00:44:13,400
That's like my whole section 
honestly, so. 

779
00:44:13,760 --> 00:44:18,240
Yeah, I mean, longer than the 
Ryke, sorry, longer than the 

780
00:44:18,240 --> 00:44:19,760
Ryke where literally it's just 
pick one. 

781
00:44:20,520 --> 00:44:23,480
Yeah, yeah. 
I think like this whole game, 

782
00:44:23,480 --> 00:44:26,080
like Ryan spoke for a while 
about the mechanics of the game,

783
00:44:26,360 --> 00:44:28,880
but like, as far as like hard 
mechanics, like they're pretty 

784
00:44:28,880 --> 00:44:32,160
lightweight, you know, like what
takes up most of the brain space

785
00:44:32,160 --> 00:44:35,560
will be the moves. 
And they're good and they're 

786
00:44:35,560 --> 00:44:40,160
cool and I like how this is run.
Yeah, yeah, yeah, yeah. 

787
00:44:40,160 --> 00:44:43,000
So yeah, let's let's talk about 
that. 

788
00:44:43,000 --> 00:44:47,600
The rest of the book basically 
gets you to there's a really big

789
00:44:47,600 --> 00:44:50,520
example of play, which is 
really, really nice. 

790
00:44:50,920 --> 00:44:53,080
I did read it to clarify a 
couple of things and it does 

791
00:44:53,080 --> 00:44:56,040
really help, but it's literally 
like, I mean, it's literally 

792
00:44:56,040 --> 00:44:58,520
broken down. 
It's like making the game, 

793
00:44:58,640 --> 00:45:02,160
creating your characters like it
literally like skill checks and 

794
00:45:02,160 --> 00:45:04,400
stuff like an example skill 
check and. 

795
00:45:04,880 --> 00:45:06,840
Promise. 
It basically gives you an 

796
00:45:06,840 --> 00:45:09,840
example of like everything, 
which I like. 

797
00:45:10,000 --> 00:45:12,000
It's great to have all of this 
stuff. 

798
00:45:12,000 --> 00:45:20,800
I mean, it's literally the, the 
example is 123-4566 pages long 

799
00:45:20,960 --> 00:45:27,440
and it's good and I like it. 
Then you get the items lists and

800
00:45:27,440 --> 00:45:32,880
then a names table and then a 
secrets table, a more secrets 

801
00:45:32,880 --> 00:45:36,800
table. 
And then you get I I think it's 

802
00:45:36,800 --> 00:45:42,480
four example arenas, if I 
remember correctly, to say 

803
00:45:42,480 --> 00:45:44,960
strobe alert as I scroll very 
quickly. 

804
00:45:47,080 --> 00:45:51,720
They are the examination hall, 
the Conrad Open hospital, the 

805
00:45:51,720 --> 00:45:54,200
urban Mall and the oppression 
Olympics. 

806
00:45:54,200 --> 00:45:57,240
And that's cool. 
That's cool. 

807
00:45:57,960 --> 00:46:06,120
So. 
Let's get into our likes and 

808
00:46:06,120 --> 00:46:11,240
dislikes. 
So I'm going to start with a 

809
00:46:11,240 --> 00:46:16,040
dislike, and that is I, I don't 
dislike very much of this game, 

810
00:46:16,720 --> 00:46:19,800
but it will. 
But I will say with the amount 

811
00:46:19,800 --> 00:46:23,120
of examples given throughout, 
because we skipped over some 

812
00:46:23,120 --> 00:46:25,720
stuff, but in a lot of the 
paragraphs they give you 

813
00:46:25,720 --> 00:46:30,320
examples and then there's a A6 
paragraph or six page example of

814
00:46:30,320 --> 00:46:32,280
play. 
I wish there was more stuff 

815
00:46:32,280 --> 00:46:37,160
about the arena board. 
So the way you get a picture of 

816
00:46:37,160 --> 00:46:39,160
an arena board, it talks about 
zones and locations. 

817
00:46:39,160 --> 00:46:42,440
I wish they would have just like
the the arena board that they 

818
00:46:42,440 --> 00:46:45,120
give in the middle of the book 
because you're not going to 

819
00:46:45,120 --> 00:46:46,240
print that out of the middle of 
the book. 

820
00:46:46,240 --> 00:46:48,960
I guess you can, but like you're
you get the separate PDF no 

821
00:46:48,960 --> 00:46:51,800
matter what. 
Yeah, it would be nice if it was

822
00:46:51,800 --> 00:46:54,840
a filled out arena board so I 
can see what they mean by like. 

823
00:46:55,320 --> 00:46:57,600
Super. 
Greens locations like, you know 

824
00:46:57,600 --> 00:47:01,000
what specifically, Mostly like 
what's in the actual square on 

825
00:47:01,000 --> 00:47:02,880
the board Because I get like the
clocks. 

826
00:47:02,880 --> 00:47:06,440
I get like marking off 
competitors, but for a little 

827
00:47:06,440 --> 00:47:11,080
bit when I first saw it, I was 
like, oh, zones means it's zone 

828
00:47:11,080 --> 00:47:14,000
25 and zone this. 
But I'm like, no, that that's 

829
00:47:14,120 --> 00:47:17,360
that's you marking stuff off. 
So I think it's great. 

830
00:47:17,360 --> 00:47:19,120
I think it's cool. 
I wish there was an example of 

831
00:47:19,200 --> 00:47:22,080
of one actually set up. 
I think that would have been 

832
00:47:22,160 --> 00:47:23,480
really nice. 
Like I said, especially with 

833
00:47:23,480 --> 00:47:27,520
this many examples that are in 
this book, I feel like that 

834
00:47:27,520 --> 00:47:29,720
one's a little bit missing. 
What about you? 

835
00:47:30,520 --> 00:47:32,720
I think that might be my only 
one as well. 

836
00:47:32,720 --> 00:47:34,760
Like all I say, I had a hard 
time finding a dislike about 

837
00:47:34,760 --> 00:47:35,880
this game. 
Like it's an incredibly 

838
00:47:35,880 --> 00:47:42,200
lightweight and and it's pretty 
incredibly tight game, tight, 

839
00:47:42,240 --> 00:47:43,400
tight. 
And I like that. 

840
00:47:43,400 --> 00:47:44,520
I like that's the lightweight 
experience. 

841
00:47:44,520 --> 00:47:46,040
I think it does the thing it 
does well. 

842
00:47:46,360 --> 00:47:47,960
But yeah, it would be cool to 
have. 

843
00:47:47,960 --> 00:47:49,640
There's so many examples of 
everything else, like you said, 

844
00:47:49,640 --> 00:47:51,600
like it'd be cool to see it 
filled up or like there's 

845
00:47:51,600 --> 00:47:53,760
multiple zones, there's 
locations in each zone. 

846
00:47:53,760 --> 00:47:56,040
Like what does that look like 
when you draw it on that board? 

847
00:47:57,520 --> 00:47:59,680
Yeah. 
Punch circles. 

848
00:48:00,680 --> 00:48:07,320
Yeah, what is my like? 
I put I like that the game very 

849
00:48:07,320 --> 00:48:11,360
much knows what it is. 
It is not trying to be anything 

850
00:48:11,360 --> 00:48:16,400
beyond what it is to the point 
that there are literally quotes 

851
00:48:16,600 --> 00:48:19,200
all over the book like the back 
of the fucking book. 

852
00:48:19,520 --> 00:48:24,880
Like is literally a giant quote 
from Battle Royale and 

853
00:48:24,880 --> 00:48:28,240
throughout the entire book they 
have just Matt and it's not 

854
00:48:28,240 --> 00:48:30,880
small, they're not little. 
They will take up quarters, if 

855
00:48:30,880 --> 00:48:33,400
not whole pages. 
Yeah, there's like Squid Game 

856
00:48:33,400 --> 00:48:36,480
quotes and like. 
Alice in Borderland Battle 

857
00:48:36,480 --> 00:48:38,760
Royale, like all those things. 
So like right at the beginning 

858
00:48:38,760 --> 00:48:41,360
on the playing the game section,
there's a song who quote from 

859
00:48:41,360 --> 00:48:44,120
Squid Games. 
We were kids, we would play just

860
00:48:44,120 --> 00:48:46,440
like this and our moms would 
call us in for dinner, but 

861
00:48:46,440 --> 00:48:49,800
nobody calls us anymore. 
I like that it very much from 

862
00:48:49,800 --> 00:48:52,400
the beginning. 
It does not try. 

863
00:48:52,400 --> 00:48:53,840
It's not trying to reinvent the 
wheel. 

864
00:48:53,840 --> 00:48:56,120
It's just making a really good 
wheel, you know what I mean? 

865
00:48:56,400 --> 00:48:58,360
And I really like that. 
You know, we'll talk about that 

866
00:48:58,360 --> 00:49:00,600
a little bit more in 
originality, but I'm I'm a big 

867
00:49:00,600 --> 00:49:02,360
fan. 
Like, I'm a big fan of it being 

868
00:49:02,360 --> 00:49:05,240
like we, we wanted to do Battle 
Royale, so we did it, you know. 

869
00:49:05,680 --> 00:49:07,640
Yeah, yeah. 
What are we? 

870
00:49:08,080 --> 00:49:11,640
As for my like, I just think 
running this game and playing it

871
00:49:11,840 --> 00:49:16,120
sounds like a fucking blast. 
You know, It just sounds like so

872
00:49:16,120 --> 00:49:19,280
much fun to play this game. 
I do. 

873
00:49:19,320 --> 00:49:22,160
While we said that could be 
expanded upon with like what the

874
00:49:22,160 --> 00:49:25,600
board looks like, I do like the 
board a lot and I like the like 

875
00:49:25,600 --> 00:49:28,720
physical like artifacts that go 
on the board. 

876
00:49:28,720 --> 00:49:31,440
Like the name competitor notes 
that everyone's tracking what's 

877
00:49:31,440 --> 00:49:33,960
going on the entire time. 
Everyone has like a good amount 

878
00:49:33,960 --> 00:49:36,400
of context for how things are 
moving through. 

879
00:49:36,680 --> 00:49:39,520
I mean it's easy to like swap 
that around as you change, you 

880
00:49:39,520 --> 00:49:43,560
know, who is the game master? 
I like this game. 

881
00:49:44,880 --> 00:49:46,560
Yeah, I like the game. 
That's a good like. 

882
00:49:47,280 --> 00:49:49,360
So let's go to our metrics. 
For those that don't know what 

883
00:49:49,360 --> 00:49:52,880
the fuck we do, we do quantify 
our terrible opinions with 

884
00:49:52,880 --> 00:49:55,680
metrics 5 for books, 3 for 
Zions. 

885
00:49:56,280 --> 00:49:59,760
We will talk about kind of a 
combination of all of those 

886
00:49:59,760 --> 00:50:02,520
things here, and then we will 
jump to a section where we 

887
00:50:02,520 --> 00:50:07,040
actually give those things 
scores, the ones that we pick, 

888
00:50:07,040 --> 00:50:11,040
whether it's a book or a Zine. 
So the total is 6 different 

889
00:50:11,040 --> 00:50:13,680
things we do art and layout, 
usability, rule set, 

890
00:50:13,680 --> 00:50:16,840
originality, value and vibes. 
And then for books, we're going 

891
00:50:16,840 --> 00:50:20,040
to give scores for art and 
layout, usability, rule set, 

892
00:50:20,040 --> 00:50:23,240
originality, and value. 
For zines, it would be visuals, 

893
00:50:23,600 --> 00:50:26,000
rule set, and vibes. 
So obviously this is a book. 

894
00:50:26,040 --> 00:50:28,960
It's like 65 pages before the 
arena's 100 plus total. 

895
00:50:29,760 --> 00:50:30,880
Clearly a book. 
It's a book. 

896
00:50:30,880 --> 00:50:32,560
You can see it physically in my 
hand that it's a book. 

897
00:50:33,800 --> 00:50:44,960
So let's start with. 
Art and layout What are What are

898
00:50:45,040 --> 00:50:48,240
your thoughts on art and? 
Layout Oh, I think visually this

899
00:50:48,240 --> 00:50:50,120
is a great game. 
You know, I think the Hodag arts

900
00:50:50,120 --> 00:50:52,880
awesome. 
I really love the layout work. 

901
00:50:52,880 --> 00:50:56,600
I love these like diagonal 
hardline slashes through like 

902
00:50:56,600 --> 00:51:01,160
1/3 of the page and then that 
panels either art or like title 

903
00:51:01,160 --> 00:51:04,400
or whatever. 
I think visually it looks really

904
00:51:04,400 --> 00:51:07,840
good. 
It's a good, you know, it's it's

905
00:51:07,840 --> 00:51:11,080
black text on a white 
background, but it's not that 

906
00:51:11,080 --> 00:51:13,200
simple. 
It's a good use of that is 

907
00:51:13,200 --> 00:51:16,080
incredibly readable. 
I enjoyed it. 

908
00:51:16,760 --> 00:51:18,080
Yeah, I think it was pretty 
good. 

909
00:51:18,080 --> 00:51:20,520
I think there are there are a 
bunch of pages that have like a 

910
00:51:20,520 --> 00:51:23,320
lot of white space, but I think 
the way that they do the margins

911
00:51:23,320 --> 00:51:26,600
of the way that they do like 
this is an example of like grid 

912
00:51:26,600 --> 00:51:29,560
style, but they do it with like 
this kind of like diagonal. 

913
00:51:29,560 --> 00:51:32,000
I don't think it's actual, but 
they do this like diagonal 

914
00:51:32,000 --> 00:51:35,960
through all of it. 
And even when there's like big 

915
00:51:35,960 --> 00:51:38,680
pages, the, the way that they 
set the margins and stuff like 

916
00:51:38,680 --> 00:51:41,360
that, the way that they set the 
fonts and everything or the 

917
00:51:41,360 --> 00:51:45,680
typefaces, It never really 
bothered me that there's and 

918
00:51:45,680 --> 00:51:48,280
there is some spot art 
throughout and there are some 

919
00:51:48,280 --> 00:51:49,840
spaces where maybe they could 
have threw some more. 

920
00:51:49,840 --> 00:51:52,160
But it's good. 
I like you said, I really like 

921
00:51:52,160 --> 00:51:56,400
it. 
I like their use of the the 

922
00:51:56,400 --> 00:52:00,000
boxes to to have really 
important information in white 

923
00:52:00,000 --> 00:52:03,920
on black instead of black on 
white mixed with the full page 

924
00:52:03,920 --> 00:52:13,640
spread mixed with like the full 
page spread headers for all of 

925
00:52:13,640 --> 00:52:16,320
it. 
I will say I will say they 

926
00:52:16,320 --> 00:52:19,000
don't. 
They don't match up when you 

927
00:52:19,000 --> 00:52:21,360
look at it in PDF, they don't 
quite match up. 

928
00:52:23,600 --> 00:52:30,200
I assume that was a like a print
thing to try to fix the margins 

929
00:52:30,720 --> 00:52:32,400
so that. 
So this is obviously the print 

930
00:52:32,400 --> 00:52:33,880
PDF. 
So there was a little bit extra 

931
00:52:33,880 --> 00:52:38,400
so it'd meet. 
But I will say it doesn't in the

932
00:52:38,440 --> 00:52:39,560
physical of the book, I don't 
think. 

933
00:52:39,560 --> 00:52:40,840
I don't know if you have the 
physical. 

934
00:52:41,160 --> 00:52:46,320
Couple issues with the physical 
is that, for example, the page 

935
00:52:46,320 --> 00:52:49,920
that I just had up, Let's go 
back to the running the game 

936
00:52:49,920 --> 00:52:55,480
page or playing. 
No, I had it on the running the 

937
00:52:55,480 --> 00:53:04,000
game page. 
It's what page am I trying to 

938
00:53:04,000 --> 00:53:07,200
find? 
Oh, I'm a fucking idiot, don't 

939
00:53:07,200 --> 00:53:12,960
listen to me. 
But running the game so it does 

940
00:53:12,960 --> 00:53:16,760
not match up in the PDF. 
Let me bring it over there, but 

941
00:53:16,760 --> 00:53:22,040
it also doesn't really fix the 
margin issue in the book. 

942
00:53:22,040 --> 00:53:26,920
So what you what I'm trying to 
show is that no matter how hard 

943
00:53:26,920 --> 00:53:29,240
you spread it, you lose a big 
chunk. 

944
00:53:29,600 --> 00:53:35,360
So on the double page spreads, 
you lose a little bit of art in 

945
00:53:35,360 --> 00:53:36,800
the middle, which is like not a 
big deal. 

946
00:53:37,040 --> 00:53:40,920
But on some of the pages where 
there is like a box or 

947
00:53:40,920 --> 00:53:44,480
something, some of that gets 
really dug deep into the margins

948
00:53:44,480 --> 00:53:48,920
of the book. 
Also my book has this like see 

949
00:53:48,920 --> 00:53:51,360
this white line. 
I do see it, yeah. 

950
00:53:51,360 --> 00:53:56,120
It's on both pages all the way 
through the entire book, you 

951
00:53:56,160 --> 00:53:58,120
know, all the way down. 
You can really see it on like 

952
00:53:58,120 --> 00:54:00,440
the the Backpage here where it's
going to like the line. 

953
00:54:01,120 --> 00:54:03,200
Yeah. 
So it's through the entire book.

954
00:54:03,200 --> 00:54:08,440
There's just this like white 
line about like an inch and 1/2 

955
00:54:08,480 --> 00:54:11,560
in from the middle margin on 
every page. 

956
00:54:13,080 --> 00:54:16,320
So that's, I mean, that's, you 
know, that's not the actual art 

957
00:54:16,320 --> 00:54:17,840
and layout of the book, but 
it's, it's kind of like the 

958
00:54:17,840 --> 00:54:19,800
print stuff. 
But I just noticed, like I said 

959
00:54:19,800 --> 00:54:25,800
that in when you put this into 
spreads, it's not, it doesn't 

960
00:54:25,800 --> 00:54:27,480
quite line up and it doesn't 
quite line up in the book 

961
00:54:27,480 --> 00:54:29,600
either. 
That's all I have for that 

962
00:54:29,600 --> 00:54:33,600
though. 
But yeah, both are great. 

963
00:54:34,520 --> 00:54:36,680
The Hodag art is great. 
Luke girl did a really fantastic

964
00:54:36,680 --> 00:54:38,920
job with the layout and I think 
that they tie really well in 

965
00:54:38,920 --> 00:54:40,960
together. 
I think that the style, the way 

966
00:54:40,960 --> 00:54:44,320
that the a lot of times like the
art will be like set into one of

967
00:54:44,320 --> 00:54:47,200
the like slashed sections. 
So it creates that same kind of 

968
00:54:47,200 --> 00:54:52,080
like chopped off slap section, 
which is really neat and yeah, 

969
00:54:52,080 --> 00:54:56,800
it looks good. 
So usability, Listen. 

970
00:54:58,640 --> 00:55:02,400
Hyperlink table contents, inline
hyperlinks, hella bookmarks 

971
00:55:02,480 --> 00:55:04,240
pretty good. 
Yeah, it's really good. 

972
00:55:04,880 --> 00:55:06,960
I will say. 
Yes, there are bookmarks, there 

973
00:55:06,960 --> 00:55:08,280
are hyperlinks. 
There are a ton of inline 

974
00:55:08,280 --> 00:55:13,480
hyperlinks. 
Actually, when you are flipping 

975
00:55:13,480 --> 00:55:16,200
through the book, I didn't 
realize it for a while, but most

976
00:55:16,200 --> 00:55:23,040
of the bolded text, a lot of the
bolded text is linked, not just 

977
00:55:23,040 --> 00:55:26,440
where it has like a page number.
So on page 9, it says minor 

978
00:55:26,440 --> 00:55:28,400
items, page 57. 
You can click on that to go to 

979
00:55:28,400 --> 00:55:31,400
page 57. 
But a lot of times, like for 

980
00:55:31,400 --> 00:55:35,320
example, like on page 15, the 
bolded word item is also 

981
00:55:35,320 --> 00:55:37,720
hyperlinked and it will take you
to the items page, but it 

982
00:55:37,720 --> 00:55:41,560
doesn't say it. 
So, but it's not all the time. 

983
00:55:41,800 --> 00:55:45,040
And there are some hyperlinks 
that are missing, like for 

984
00:55:45,040 --> 00:55:53,160
example, what did I put here? 
On page 11 it says threat level.

985
00:55:53,160 --> 00:55:55,120
On page 43, that hyperlink is 
broken. 

986
00:55:55,680 --> 00:55:58,520
Sometimes on the same page, item
will be hyperlinked and then 

987
00:55:58,520 --> 00:56:00,480
item will be hyperlinked and 
then item won't be hyperlinked. 

988
00:56:00,680 --> 00:56:05,600
So I mean the hyperlinked shit, 
you know, just because one or 

989
00:56:05,600 --> 00:56:07,640
two are missing doesn't, you 
know, I don't think that really 

990
00:56:07,640 --> 00:56:09,640
takes anything away. 
I just noticed that. 

991
00:56:09,920 --> 00:56:12,640
But one thing I will say is if 
you are going to put that many 

992
00:56:12,640 --> 00:56:14,520
hyperlinks in your document, 
which everyone should do, thank 

993
00:56:14,520 --> 00:56:17,520
you so much for doing that. 
For the ones that don't have 

994
00:56:17,520 --> 00:56:22,600
page numbers, like make the PDF 
version slightly different where

995
00:56:22,600 --> 00:56:25,560
you just make a note in the 
beginning that says bolded words

996
00:56:25,560 --> 00:56:27,400
are hyperlinked or most bolded 
words are hyperlinked. 

997
00:56:28,080 --> 00:56:32,000
It's great to have PDF tools 
like like linking and 

998
00:56:32,000 --> 00:56:35,040
hyperlinking and everything, but
if most people aren't used to 

999
00:56:35,040 --> 00:56:40,640
having them and you spend the 
time to make them, let people 

1000
00:56:40,640 --> 00:56:43,120
know that they're there. 
Because like I said, I didn't 

1001
00:56:43,120 --> 00:56:45,440
know for a while that a lot of 
the bolded stuff was hyperlinked

1002
00:56:45,440 --> 00:56:48,000
until I happened to accidentally
roll over 1 and it was like oh 

1003
00:56:48,000 --> 00:56:51,840
fuck this is so hyperlinked. 
I ain't no till right now so. 

1004
00:56:52,560 --> 00:56:55,040
So just just make a little note 
in the beginning, if you do do 

1005
00:56:55,040 --> 00:56:58,160
that much work to hyperlink your
document that says document is 

1006
00:56:58,160 --> 00:57:02,160
hyperlinked, you know, there's a
couple other things. 

1007
00:57:02,160 --> 00:57:06,920
This is kind of going to be like
the errors we notice section on 

1008
00:57:06,920 --> 00:57:09,200
page 11. 
Man, we're beating up on page 11

1009
00:57:09,200 --> 00:57:12,160
a little bit. 
It talks about what you need. 

1010
00:57:13,760 --> 00:57:21,920
Oh, wait, oh, page 2, sorry. 
And one of the things it says 

1011
00:57:21,920 --> 00:57:26,000
you need is the arena booklet. 
I think maybe at some point the 

1012
00:57:26,000 --> 00:57:30,640
arenas were going to be in like 
a separate book, but they're in 

1013
00:57:30,640 --> 00:57:32,320
this book. 
So I don't think there is an 

1014
00:57:32,320 --> 00:57:34,600
arena booklet. 
I could be wrong, but I do 

1015
00:57:34,600 --> 00:57:37,680
believe that that might have 
been like a held a holdover from

1016
00:57:37,960 --> 00:57:42,040
maybe like a previous draft. 
And then I brought it up 

1017
00:57:42,040 --> 00:57:45,760
already, but on page 21 where it
talks about activities, players 

1018
00:57:45,760 --> 00:57:49,040
do activities and like the GM 
does moves and the arena does 

1019
00:57:49,040 --> 00:57:51,080
moves. 
There is I think maybe two or 

1020
00:57:51,080 --> 00:57:54,200
three times in the book where it
talks about player activities as

1021
00:57:54,200 --> 00:57:57,920
moves when it usually talks 
about it is activities. 

1022
00:57:57,920 --> 00:57:59,160
And I do like the separation 
there. 

1023
00:57:59,160 --> 00:58:02,640
I think players doing activities
and arenas doing moves and stuff

1024
00:58:02,640 --> 00:58:04,360
is good. 
I think that it's hard. 

1025
00:58:04,360 --> 00:58:06,840
I understand it's hard sometimes
to not be like using the hunker 

1026
00:58:06,840 --> 00:58:09,440
down move as opposed to the 
player activity, but that's just

1027
00:58:09,440 --> 00:58:13,040
something I noticed there. 
Rule set. 

1028
00:58:13,200 --> 00:58:15,560
Why don't you give me your your 
takes on some of the rule set 

1029
00:58:15,560 --> 00:58:16,640
stuff? 
Because mine's kind of long. 

1030
00:58:18,600 --> 00:58:25,360
Yeah, solid and slim. 
You know, I, I would like to. 

1031
00:58:25,360 --> 00:58:30,200
Find them in high school. 
Hey clear wording with the skill

1032
00:58:30,200 --> 00:58:36,880
check DC there it on page 11 it 
had am I right? 

1033
00:58:37,440 --> 00:58:39,920
Yeah. 
It has a skill check DC and it 

1034
00:58:39,920 --> 00:58:42,600
says that it is usually 4 but 
could be harder. 

1035
00:58:42,760 --> 00:58:45,400
How hard does it get? 
Does it go up to just five or 

1036
00:58:45,400 --> 00:58:47,240
does it go up to six? 
Does it go up to seven? 

1037
00:58:47,240 --> 00:58:51,560
Like how hard does it get mostly
in in love roll over games that 

1038
00:58:51,560 --> 00:58:54,240
you see they'll be like, you 
know, AD 20 games like, Oh yeah,

1039
00:58:54,240 --> 00:58:58,160
10s easy, twelves, whatever, 
fourteens hard or whatever. 

1040
00:58:58,480 --> 00:59:01,840
It'd be cool to have a little 
more context there, but mine can

1041
00:59:01,840 --> 00:59:04,600
play. 
Yeah, I I definitely think where

1042
00:59:04,600 --> 00:59:08,760
this game shines the hardest 
rule set wise is the is like the

1043
00:59:09,200 --> 00:59:13,640
the arena like set up and moves 
and the player moves. 

1044
00:59:13,640 --> 00:59:16,600
Like that is like very much the 
core of the dice mechanic is 

1045
00:59:16,600 --> 00:59:19,640
cool and it is good for this 
because it's pretty much all you

1046
00:59:19,640 --> 00:59:21,880
need. 
But like, that is not the focal 

1047
00:59:21,880 --> 00:59:24,600
point of what makes this like a 
really cool experience. 

1048
00:59:25,560 --> 00:59:31,920
Yeah, yeah, I completely agree. 
So yeah, the cool rules, the 

1049
00:59:31,920 --> 00:59:33,560
skill check is really 
straightforward, but I don't 

1050
00:59:33,560 --> 00:59:34,680
think you need really more than 
that. 

1051
00:59:34,680 --> 00:59:37,000
I think it's it's light, it's 
clever. 

1052
00:59:37,400 --> 00:59:40,360
It's basically just like a an 
attribute check. 

1053
00:59:40,600 --> 00:59:44,120
But getting to add that little 
bit of like dice pool rollover 

1054
00:59:44,120 --> 00:59:49,240
mechanic to it, I think is neat.
It's I, I thought it was really 

1055
00:59:49,240 --> 00:59:52,160
interesting that this is a death
game where you're literally like

1056
00:59:52,160 --> 00:59:54,960
fighting to the death with other
people, but it is not a combat 

1057
00:59:54,960 --> 00:59:57,240
game. 
You do not have HP. 

1058
00:59:57,880 --> 01:00:01,560
There is no like combat role. 
There's no real I guess 

1059
01:00:01,560 --> 01:00:03,560
sometimes there's like combat 
abilities, quote UN quote, but 

1060
01:00:03,560 --> 01:00:07,760
they're all narrative. 
Like at no point, like you can 

1061
01:00:07,760 --> 01:00:09,880
do a polls check or whatever, 
but even then it's still 

1062
01:00:09,880 --> 01:00:14,120
narrative. 
You know you don't have like. 

1063
01:00:14,480 --> 01:00:19,600
You know, you don't have like a 
knife and do an attack roll 

1064
01:00:19,880 --> 01:00:22,600
TO/6HP off of somebody, you know
what I mean? 

1065
01:00:22,600 --> 01:00:24,040
I thought it was really 
interesting that the way they 

1066
01:00:24,040 --> 01:00:28,840
did a death game with no real 
combat, which is cool. 

1067
01:00:29,000 --> 01:00:30,200
I like that a lot. 
I do. 

1068
01:00:30,280 --> 01:00:32,840
Too And the moves you talked 
about that a lot. 

1069
01:00:32,840 --> 01:00:34,800
So for anyone that watches this 
show on the show, you know, I 

1070
01:00:34,800 --> 01:00:39,320
fucking hate moves, but I like 
the way that moves are in this 

1071
01:00:39,320 --> 01:00:44,520
game and why do I like this 
version of moves? 

1072
01:00:44,880 --> 01:00:47,280
And it kind of helped me 
crystallize what I don't like 

1073
01:00:47,280 --> 01:00:51,200
about other moves, especially 
moves in Pbta or I I think 

1074
01:00:51,200 --> 01:00:53,720
specifically probably in in Pbta
because blades does stuff a 

1075
01:00:53,720 --> 01:00:55,760
little bit different, but I 
mean, still, you know, does some

1076
01:00:55,760 --> 01:00:56,920
shit and we beat up on blades 
enough. 

1077
01:00:56,920 --> 01:00:58,760
No, I'll do. 
It. 

1078
01:00:58,880 --> 01:01:02,840
Again, so basically the way 
these moves work are the way 

1079
01:01:02,840 --> 01:01:05,680
that we like moves when they're 
like abilities or something, 

1080
01:01:05,680 --> 01:01:10,720
right? 
It zooms out from the like kind 

1081
01:01:10,720 --> 01:01:12,320
of like from the player level 
back one. 

1082
01:01:12,320 --> 01:01:13,880
It's kind of the same some way I
feel about like narrative 

1083
01:01:13,880 --> 01:01:17,520
skirmish games to to 
role-playing games, but it it 

1084
01:01:17,520 --> 01:01:20,280
zooms out one level. 
So when you're doing a player 

1085
01:01:20,280 --> 01:01:23,080
activity or there's like an 
arena move, because the player 

1086
01:01:23,080 --> 01:01:25,800
activities are just moves, but 
we call them player activities 

1087
01:01:25,800 --> 01:01:28,360
because it I think it's better 
to call them that in the thing 

1088
01:01:29,840 --> 01:01:35,600
it you're it, it's never down to
this thing that you're doing. 

1089
01:01:35,600 --> 01:01:37,560
You're not doing a specific 
task. 

1090
01:01:38,160 --> 01:01:42,480
And then that has to then link 
up to a move, which then gives 

1091
01:01:42,480 --> 01:01:43,840
you a series of things you can 
do. 

1092
01:01:43,840 --> 01:01:46,800
Like the one of the things I 
dislike about moves is how you 

1093
01:01:46,800 --> 01:01:48,840
have this infinite amount of 
choice and then suddenly it 

1094
01:01:48,840 --> 01:01:52,200
narrows down to this tiny little
bottleneck of like the move. 

1095
01:01:52,240 --> 01:01:55,080
Mechanics you can push. 
Yeah, the pick list or the mix 

1096
01:01:55,080 --> 01:01:57,960
success section or whatever, it 
narrows it down to this very 

1097
01:01:57,960 --> 01:01:59,720
tiny little thing and then opens
up afterwards. 

1098
01:01:59,720 --> 01:02:03,160
What this does for moves is 
really, it's more, I don't say 

1099
01:02:03,160 --> 01:02:07,960
meta, but it's more it's setting
up a scene or doing like a group

1100
01:02:07,960 --> 01:02:10,360
activity or something. 
It, it's, it's moving their 

1101
01:02:10,360 --> 01:02:13,280
narrative forward in a way that,
like I said, isn't, isn't 

1102
01:02:13,520 --> 01:02:16,640
narrowing down one individual 
players role-playing to a, a, a 

1103
01:02:16,640 --> 01:02:20,200
specific little bottleneck. 
It is, it is moving the 

1104
01:02:20,200 --> 01:02:22,760
narrative forward. 
And he's like larger things. 

1105
01:02:22,760 --> 01:02:26,080
Like again, you, you pick an 
activity to set a scene, you do 

1106
01:02:26,080 --> 01:02:28,800
a move to, to, to push the 
narrative forward. 

1107
01:02:29,080 --> 01:02:32,520
It's zoomed out one level, I 
think from, like I said, from a 

1108
01:02:32,520 --> 01:02:36,960
specific individual player task 
to more like the game narrative 

1109
01:02:36,960 --> 01:02:38,400
moving forward. 
And I really like that. 

1110
01:02:38,400 --> 01:02:41,080
This is how I like moves that 
we've talked about using moves 

1111
01:02:41,080 --> 01:02:45,560
as special abilities or 
something and stuff like that. 

1112
01:02:45,720 --> 01:02:47,920
Same kind of thing. 
You're not using it to narrow 

1113
01:02:47,920 --> 01:02:52,960
your RP or the choices you have,
you're using it as a thing that 

1114
01:02:52,960 --> 01:02:56,600
pushes things forward. 
I hope I'm explaining that okay,

1115
01:02:56,600 --> 01:02:59,040
because some PTA head is gonna 
come in and be like what? 

1116
01:02:59,040 --> 01:03:00,640
The moves move saying forward 
too. 

1117
01:03:00,640 --> 01:03:04,040
Understand what I'm saying and. 
Fuck that person just before you

1118
01:03:04,040 --> 01:03:08,440
leave that comment. 
Yeah, the arena board is really 

1119
01:03:08,440 --> 01:03:11,800
neat. 
I think what's interesting about

1120
01:03:11,800 --> 01:03:15,080
this is I feel like it leans way
more into procedures than rules.

1121
01:03:15,080 --> 01:03:17,760
And I think that's what you're 
talking about with yes, yeah, 

1122
01:03:17,760 --> 01:03:21,720
the running the game procedures,
the arena board, procedures, 

1123
01:03:21,720 --> 01:03:23,720
like all of the kind of stuff. 
Obviously procedures are just 

1124
01:03:23,720 --> 01:03:25,400
also rules. 
They're just specialized rules. 

1125
01:03:26,600 --> 01:03:29,680
But I do think it leans more 
into the procedure side than the

1126
01:03:29,880 --> 01:03:33,080
rule side. 
Saying that as in like not the 

1127
01:03:33,080 --> 01:03:37,560
skill check, AKA that rule. 
It is the making the board, 

1128
01:03:37,560 --> 01:03:40,000
setting the scene, figuring out 
the gimmick, like the procedure 

1129
01:03:40,000 --> 01:03:40,920
stuff. 
And I, I like that. 

1130
01:03:40,920 --> 01:03:43,040
I think that's really great. 
And I think that is one way that

1131
01:03:43,040 --> 01:03:47,960
they made it less of a they made
it not a combat game by making 

1132
01:03:48,000 --> 01:03:49,560
by leaning it all into 
procedures. 

1133
01:03:51,320 --> 01:03:52,680
And yeah, I think it's I think 
it's clean. 

1134
01:03:52,680 --> 01:03:55,360
I think all of that reinforces 
the the theme. 

1135
01:03:55,360 --> 01:03:58,720
And I think that we missed from 
Ether Ryke last week is I feel 

1136
01:03:58,720 --> 01:04:02,120
like this dice mechanic, the 
procedures involved lean into 

1137
01:04:02,120 --> 01:04:05,600
the game where I really felt 
like, I think we decided near 

1138
01:04:05,600 --> 01:04:07,560
the end, like why? 
Why did it always feel off a 

1139
01:04:07,560 --> 01:04:08,880
little bit? 
It's because I feel like you 

1140
01:04:08,880 --> 01:04:11,240
could have just ripped the game 
right off Ether Ryke and it 

1141
01:04:11,240 --> 01:04:16,320
would have changed anything that
it wasn't really or yeah. 

1142
01:04:17,240 --> 01:04:21,480
So I think this one feeds into 
the system a little bit better. 

1143
01:04:21,480 --> 01:04:24,360
Like, it, it, it it reinforces 
the themes better. 

1144
01:04:25,600 --> 01:04:27,200
Yeah. 
So originality. 

1145
01:04:29,960 --> 01:04:34,000
It's definitely genre emulation,
but it yeah, yeah, it. 

1146
01:04:34,200 --> 01:04:40,080
But it leans in hard, doesn't 
try to not be that, and does it 

1147
01:04:40,080 --> 01:04:44,000
in a really interesting way. 
What are your thoughts? 

1148
01:04:44,680 --> 01:04:50,360
Yeah, I think yeah, it is genre 
emulation pretty hard and like I

1149
01:04:50,360 --> 01:04:53,720
like the mechanics of this game.
None of them are super original,

1150
01:04:53,720 --> 01:04:55,320
though they all do work really 
well. 

1151
01:04:56,800 --> 01:05:01,960
I think that the I don't know, I
don't know many like talking 

1152
01:05:01,960 --> 01:05:04,280
about originality and like this 
being a game. 

1153
01:05:04,520 --> 01:05:07,960
I don't know of many like death 
game. 

1154
01:05:08,480 --> 01:05:10,680
I know funnel adventures but 
none of that like set up like 

1155
01:05:10,840 --> 01:05:18,440
like a squid games or like like 
game Ified like death game I 

1156
01:05:18,440 --> 01:05:21,840
can't think of I can think of 1.
Well, there was the other one 

1157
01:05:21,840 --> 01:05:24,240
that also came out around the 
same time called Deathmatch 

1158
01:05:24,240 --> 01:05:26,200
Island, which we're gonna go 
over soon. 

1159
01:05:27,280 --> 01:05:29,480
That's the one which is the one.
Yeah. 

1160
01:05:29,800 --> 01:05:31,960
Yeah. 
It's very much felt like a, like

1161
01:05:32,000 --> 01:05:36,480
a, like a, oh, you know, when 
like bug's life and then ants 

1162
01:05:36,480 --> 01:05:37,560
came out. 
You know what I mean? 

1163
01:05:37,800 --> 01:05:40,360
Like there's always like, you 
know, when Nemo came out and 

1164
01:05:40,360 --> 01:05:42,960
then like that fish movie came 
out, like when these are both 

1165
01:05:42,960 --> 01:05:44,520
coming out. 
On the same time as Nemo. 

1166
01:05:45,760 --> 01:05:48,680
Yeah, there it has like Angelina
Jolie is like a sexy fish and 

1167
01:05:48,680 --> 01:05:51,200
shit, There's like the sharks. 
Is that shark tail? 

1168
01:05:52,080 --> 01:05:54,880
Probably shark tail yeah, it it 
felt kind of like this because I

1169
01:05:54,880 --> 01:05:56,960
think they both kind of came out
roughly around the same ish 

1170
01:05:56,960 --> 01:05:58,400
time. 
So it very much was just like, 

1171
01:05:58,400 --> 01:06:02,600
oh, we had two death games but 
yeah, so that's on the list to 

1172
01:06:02,600 --> 01:06:04,520
do as well. 
I I wanted to do both 

1173
01:06:04,520 --> 01:06:06,160
back-to-back, but it's not going
to work out that way. 

1174
01:06:06,160 --> 01:06:07,560
They're probably going to be 
separated by. 

1175
01:06:08,200 --> 01:06:12,320
I love the use of of a board and
these kind of game boarding 

1176
01:06:12,320 --> 01:06:15,760
procedures, but in like a 
tabletop RPG like that's 

1177
01:06:15,760 --> 01:06:18,840
definitely a massive strength of
the originality here. 

1178
01:06:18,920 --> 01:06:20,880
There are a couple other games 
we've gone over that done this. 

1179
01:06:21,120 --> 01:06:27,280
I think what is the the hard 
driving racing game? 

1180
01:06:28,800 --> 01:06:31,160
Yes, Torque is a great example 
that uses kind of board game 

1181
01:06:31,160 --> 01:06:34,440
setup. 
There's a couple other ones, but

1182
01:06:34,440 --> 01:06:37,480
like, it's not often done and I 
think it's like a potential area

1183
01:06:37,480 --> 01:06:40,000
of strength for especially game 
like this, yeah. 

1184
01:06:40,680 --> 01:06:42,000
Yeah, I can believe. 
It I think. 

1185
01:06:42,800 --> 01:06:46,600
Yeah, I think there's, I mean I 
think there's a lot of like 

1186
01:06:47,040 --> 01:06:50,320
wannabe intelligence to people 
in the TRPG space that wanna be 

1187
01:06:50,320 --> 01:06:53,040
like video games. 
You can't use anything in video 

1188
01:06:53,040 --> 01:06:54,520
games. 
You can't use anything for board

1189
01:06:54,520 --> 01:06:56,360
games. 
You can't do it TRPG or it's own

1190
01:06:56,360 --> 01:07:00,760
magic which is just bad and 
stupid and when you do kind of 

1191
01:07:00,760 --> 01:07:03,000
lean into some other things, you
can make things great like 

1192
01:07:03,000 --> 01:07:05,680
Torque or like this game. 
So it's. 

1193
01:07:05,720 --> 01:07:09,400
Funny that so many of those 
things, video games, other forms

1194
01:07:09,400 --> 01:07:14,640
of game take direct inspiration 
from like the original, like OD 

1195
01:07:14,680 --> 01:07:17,840
and D, like tabletop RPG kind of
era. 

1196
01:07:18,120 --> 01:07:21,400
But now it's like, we can't do, 
we can't reverse that at all. 

1197
01:07:21,400 --> 01:07:24,280
We can't, we can't take anything
from the art form that's taken 

1198
01:07:24,280 --> 01:07:26,680
from this. 
You know that's wrong. 

1199
01:07:27,440 --> 01:07:32,760
I mean, yeah, ridiculous, but I 
also think that video games kind

1200
01:07:32,760 --> 01:07:36,080
of took those ideas and have run
a lot farther than TT RPGs have.

1201
01:07:36,480 --> 01:07:39,080
Yes. 
And I think one of the reasons 

1202
01:07:39,080 --> 01:07:41,200
is because they don't feel 
constrained in the same way 

1203
01:07:41,200 --> 01:07:42,040
that. 
Exactly. 

1204
01:07:42,040 --> 01:07:47,960
Like shitty discourse from 30 
years ago still filters down and

1205
01:07:47,960 --> 01:07:53,040
constrains people in the TG 
space, but that is neither here 

1206
01:07:53,040 --> 01:07:55,680
nor there. 
So yeah, I think the arena board

1207
01:07:55,680 --> 01:07:58,840
aspect is a good chunk of 
originality that I really like a

1208
01:07:58,840 --> 01:08:00,840
lot. 
And the rotating GMs and stuff. 

1209
01:08:00,840 --> 01:08:02,960
Again the. 
Themes is great. 

1210
01:08:03,760 --> 01:08:08,760
The themes of this game are 
obviously genre, you know, 

1211
01:08:08,800 --> 01:08:11,560
emulation, but the way that it's
done I think is really 

1212
01:08:11,560 --> 01:08:12,920
interesting. 
I, I can't think of the game 

1213
01:08:12,920 --> 01:08:14,800
that runs it like this. 
I think Torque might be the 

1214
01:08:14,800 --> 01:08:22,720
closest one value wise. 
So it is $18.00 PDF on both. 

1215
01:08:24,520 --> 01:08:26,960
Laurie 
oconnor.h.ioand12pinchpress.com 

1216
01:08:27,920 --> 01:08:32,479
If you want just the physical 
book only, it is $32 and if you 

1217
01:08:32,479 --> 01:08:36,319
want the full set, which is I 
think, I think just this, it is 

1218
01:08:36,319 --> 01:08:40,960
the book, the arena board and 
the the Hodag Bonus arena, it is

1219
01:08:40,960 --> 01:08:45,200
$42.00. 
So I think that's good value. 

1220
01:08:45,520 --> 01:08:46,800
That's great. 
It's fine. 

1221
01:08:47,560 --> 01:08:51,160
Yeah, I think 32 for the 160 
plus page book is great. 

1222
01:08:51,160 --> 01:08:52,960
It's a soft back. 
I mean we're always going to 

1223
01:08:52,960 --> 01:08:59,000
say, you know, the $35, you 
know, foil cover or death in 

1224
01:08:59,000 --> 01:09:03,640
space book is always going to be
like peak, you know, money wise.

1225
01:09:04,200 --> 01:09:08,200
But I think there's a lot of 
value in this because it is it's

1226
01:09:08,200 --> 01:09:10,240
almost the opposite to be the 
right in that it is an endless 

1227
01:09:10,240 --> 01:09:14,359
options of that you can make 
where as opposed to just like 1 

1228
01:09:14,359 --> 01:09:18,040
adventure. 
We did do a weird flip like 

1229
01:09:18,120 --> 01:09:22,479
episode like the last one versus
this one and like they're both 

1230
01:09:22,560 --> 01:09:26,720
both contained experiences with 
their own systems and like how 

1231
01:09:26,720 --> 01:09:28,760
vastly different they're 
achieved, you know? 

1232
01:09:29,279 --> 01:09:31,920
Yeah, yeah, they are kind of 
almost like mirrors of each 

1233
01:09:31,920 --> 01:09:38,080
other to an extent. 
And watch both and make your own

1234
01:09:38,080 --> 01:09:42,600
decisions and then vibes. 
How's the vibes bro? 

1235
01:09:43,720 --> 01:09:47,000
Honestly, pretty high. 
I really want to play this. 

1236
01:09:47,000 --> 01:09:49,279
I want, I want to have this at 
my table. 

1237
01:09:49,279 --> 01:09:51,040
I want to Co run this with my 
group. 

1238
01:09:51,040 --> 01:09:53,160
Like, I just think it'd be a 
blast, you know? 

1239
01:09:53,240 --> 01:09:55,560
Yeah, I would be. 
We should just run. 

1240
01:09:55,560 --> 01:09:57,520
We should just fucking run this.
Yeah, we should. 

1241
01:09:57,920 --> 01:09:59,520
Set up an. 
AP It's very easy. 

1242
01:09:59,520 --> 01:10:02,120
We could just do this and pull 
in two or three more people and 

1243
01:10:02,280 --> 01:10:04,280
have a. 
We literally just have, yeah, 

1244
01:10:04,640 --> 01:10:06,760
four people and then everyone 
would just run. 

1245
01:10:08,240 --> 01:10:10,320
And it's not like we need to 
find AGM or anything, because 

1246
01:10:10,360 --> 01:10:12,160
everyone's AGM. 
Everyone's GM. 

1247
01:10:12,800 --> 01:10:15,240
And it's, it's not hard to run, 
so it wouldn't be hard, But I, 

1248
01:10:15,240 --> 01:10:17,160
yeah, I, I think vibes is pretty
high on this. 

1249
01:10:17,400 --> 01:10:20,520
I love this genre. 
I think any of the I love 

1250
01:10:20,520 --> 01:10:24,520
watching death game animes the 
the, you know, battle Royale, 

1251
01:10:24,520 --> 01:10:27,240
the movie was, was that's my 
shit. 

1252
01:10:27,440 --> 01:10:29,120
You know, I'm not a big horror 
fan. 

1253
01:10:29,120 --> 01:10:33,360
I but I'm a big gore fan. 
Like I would much rather watch 

1254
01:10:33,360 --> 01:10:37,280
martyrs than like the actual, 
you know what I mean? 

1255
01:10:37,280 --> 01:10:41,240
Like, you know, I I I like 
slashers not and not even 

1256
01:10:41,240 --> 01:10:43,720
slashers. 
It's like glory fucked up shit 

1257
01:10:45,240 --> 01:10:47,720
and and battle Royale was great.
Any of this shit is great. 

1258
01:10:47,720 --> 01:10:49,440
I really loved Alison borderline
anime. 

1259
01:10:49,440 --> 01:10:50,960
I think they did a good 
adaptation of that. 

1260
01:10:50,960 --> 01:10:52,680
So this is cool. 
That's cool. 

1261
01:10:52,680 --> 01:10:55,680
I'm excited to talk to death 
about deathmatch island because 

1262
01:10:56,280 --> 01:10:58,480
it does something this in a in a
different way. 

1263
01:10:58,480 --> 01:10:59,600
So we'll go over that 
eventually. 

1264
01:11:00,160 --> 01:11:04,720
But yeah, vibes, vibes are good.
So why don't we hop into the 

1265
01:11:05,560 --> 01:11:07,640
scoring? 
Actually, all of the metrics 

1266
01:11:08,560 --> 01:11:11,840
that I just talked about, so 
again, for books, it's five. 

1267
01:11:11,840 --> 01:11:13,800
We're going to do art and 
layout, usability, rule set, 

1268
01:11:14,560 --> 01:11:17,120
originality and value. 
We've already talked about all 

1269
01:11:17,120 --> 01:11:18,520
of them. 
So we can pretty much just bang 

1270
01:11:18,520 --> 01:11:20,320
out the scores we're going to 
get for this. 

1271
01:11:21,080 --> 01:11:25,920
So art and layout, So between 
Luke and Hodag, the art and the 

1272
01:11:25,920 --> 01:11:28,360
layout, what are your thoughts 
on this last week, if we're 

1273
01:11:28,400 --> 01:11:30,000
compared to either, right, they 
got a hard 10. 

1274
01:11:30,720 --> 01:11:31,760
So what are we talking about 
here? 

1275
01:11:32,200 --> 01:11:34,120
I'm, I'm pretty high on this one
too. 

1276
01:11:34,120 --> 01:11:36,160
I think it's pretty good. 
I'm pretty like I'm between the 

1277
01:11:36,160 --> 01:11:40,080
seven and eight, I think. 
Feel like I'm also between A7 

1278
01:11:40,080 --> 01:11:48,440
and AN8I mean, I think the 
layout, the layout really shines

1279
01:11:48,440 --> 01:11:50,840
in this. 
And I think the art, the art is 

1280
01:11:50,840 --> 01:11:54,680
really good, but I think it's 
made better by the layout, if 

1281
01:11:54,680 --> 01:11:56,520
that makes sense. 
Like I love the way like this 

1282
01:11:56,520 --> 01:11:59,280
page, for example, real quick 
introduction page. 

1283
01:11:59,400 --> 01:12:03,080
There's that slash that they use
of the entire book and then the 

1284
01:12:03,080 --> 01:12:05,680
art is tucked into like that 
slash. 

1285
01:12:05,960 --> 01:12:08,480
And they do that repeatedly in 
the book, like the very next 

1286
01:12:08,480 --> 01:12:12,080
page where the slash has stuff 
on one side but then becomes art

1287
01:12:12,080 --> 01:12:16,440
on the other. 
And there's, yeah, at times 

1288
01:12:16,440 --> 01:12:18,840
where they don't even have like 
a border separation. 

1289
01:12:18,840 --> 01:12:25,080
They just have art that is that 
that fills that space. 

1290
01:12:25,560 --> 01:12:26,920
I'm trying to think of a page 
that did it. 

1291
01:12:26,920 --> 01:12:30,960
But I think, I think they both 
work really well together. 

1292
01:12:31,800 --> 01:12:33,800
I don't know. 
I probably lean 8. 

1293
01:12:34,200 --> 01:12:37,920
I think I'm leaning 8 too. 
Yeah, I think this is really 

1294
01:12:37,920 --> 01:12:40,760
clean, really beautiful layout. 
I don't think it's got like a 

1295
01:12:41,360 --> 01:12:43,920
like it doesn't have like the 
bells and whistles of like a 

1296
01:12:43,920 --> 01:12:47,320
Mark Borg, but I think the 
layout is like super clean, 

1297
01:12:47,640 --> 01:12:50,920
super readable and the Hodag art
just kills all the time. 

1298
01:12:52,200 --> 01:12:55,280
I do not need the bells and 
whistle whistles of a Mark Borg.

1299
01:12:55,280 --> 01:12:57,960
So I will say also, like, when 
you held up the book, I love 

1300
01:12:57,960 --> 01:13:00,280
that the book really looks like 
a graphic novel. 

1301
01:13:00,800 --> 01:13:01,560
Yeah. 
I mean like. 

1302
01:13:01,800 --> 01:13:05,120
It does it. 
Super feels like a graphic novel

1303
01:13:05,160 --> 01:13:08,440
and I love that. 
I think it's so great. 

1304
01:13:09,120 --> 01:13:13,200
OK, the art layout 8. 
Yeah, usability pretty high in 

1305
01:13:13,200 --> 01:13:16,080
this. 
I mean, they got a ton of, I 

1306
01:13:16,080 --> 01:13:18,600
mean they have all the digital 
tools that we want, which is 

1307
01:13:18,600 --> 01:13:22,040
really fantastic. 
You get the arena board PDF or 

1308
01:13:22,040 --> 01:13:23,200
physical? 
Yeah. 

1309
01:13:24,760 --> 01:13:28,840
Trackable stuff on the board 
notes and other things like it's

1310
01:13:28,840 --> 01:13:32,040
super usable. 
Yeah, I don't think that really 

1311
01:13:32,040 --> 01:13:35,680
there's like I think the 
sections are all in a really 

1312
01:13:35,720 --> 01:13:37,920
easy way. 
I don't even mind character 

1313
01:13:37,920 --> 01:13:43,880
creation being before rules on 
this because the rules are so 

1314
01:13:43,880 --> 01:13:49,320
the core skill check is so light
you don't really need any more. 

1315
01:13:49,320 --> 01:13:53,320
And they give you rules during 
character creation like like the

1316
01:13:53,400 --> 01:13:56,000
the dice, you know, deviation, 
stuff like that. 

1317
01:13:56,200 --> 01:13:58,280
Yeah, character creations like 
two or three pages normally like

1318
01:13:58,280 --> 01:14:01,000
we say we like to get dice 
mechanic and then character 

1319
01:14:01,000 --> 01:14:02,360
creation and then the rest of 
the rules. 

1320
01:14:02,640 --> 01:14:05,080
I think it reads really well. 
And when I was going through the

1321
01:14:05,080 --> 01:14:09,880
running the game section, it's 
laid out in such a good order 

1322
01:14:10,080 --> 01:14:13,080
that it really explains the flow
because for a while I was like, 

1323
01:14:13,080 --> 01:14:14,760
well, why is this part here? 
And I'm like, well, because I 

1324
01:14:14,760 --> 01:14:17,720
didn't need, I honestly didn't 
need that information until 

1325
01:14:17,720 --> 01:14:19,240
there like the whole how to 
section. 

1326
01:14:19,440 --> 01:14:21,200
I was like, well, why is the how
to section before like this 

1327
01:14:21,200 --> 01:14:23,520
arena stuff or whatever, I'm 
like, because I needed to know 

1328
01:14:23,520 --> 01:14:25,440
how to do that shit before I 
really needed that other stuff. 

1329
01:14:25,440 --> 01:14:26,240
So I think I. 
Agree. 

1330
01:14:26,240 --> 01:14:27,880
I think the section's great, so 
yeah. 

1331
01:14:27,920 --> 01:14:29,360
I think it's sectioned out 
really, really well. 

1332
01:14:29,360 --> 01:14:31,000
So and it has all the digital 
tools we want. 

1333
01:14:31,000 --> 01:14:35,840
So what are you thinking? 
I don't know, like what does you

1334
01:14:35,840 --> 01:14:38,880
know? 
I think an 8 only because like I

1335
01:14:38,880 --> 01:14:41,520
think 9 and above you need like 
numbered sections. 

1336
01:14:41,960 --> 01:14:44,600
And like, yeah, it's crazy. 
It goes above already had eight 

1337
01:14:44,600 --> 01:14:47,280
in there. 
I'm so glad that like 99% of the

1338
01:14:47,280 --> 01:14:49,400
time we are within like .5 of 
each other. 

1339
01:14:49,440 --> 01:14:51,240
Like we're rarely more than like
a point which. 

1340
01:14:51,320 --> 01:14:54,120
We yelled at each other, really 
raised our horses. 

1341
01:14:54,440 --> 01:14:57,880
Yeah, you know, I mean, I never 
do that, so that'd be weird. 

1342
01:14:59,320 --> 01:15:03,240
Rule set, rule set. 
So it's interesting. 

1343
01:15:03,240 --> 01:15:08,520
Like I said, I mean procedures 
are rules, but the core mechanic

1344
01:15:08,880 --> 01:15:11,240
it's simple. 
But I think I don't I can't. 

1345
01:15:11,560 --> 01:15:13,640
Here's The thing is I can't 
think of anything else I would 

1346
01:15:13,640 --> 01:15:15,680
want to add. 
And I think even adding in like 

1347
01:15:15,720 --> 01:15:20,800
rations, like really, really 
puts it at like if you use 

1348
01:15:20,800 --> 01:15:24,320
ration rule. 
I can't think of anything else I

1349
01:15:24,320 --> 01:15:26,720
would want because it would 
start to get complicated. 

1350
01:15:27,080 --> 01:15:30,280
And the game is pretty quick. 
Like it's it's meant to move 

1351
01:15:30,280 --> 01:15:33,280
fast. 
I'm not a big like this 

1352
01:15:33,280 --> 01:15:37,360
obviously isn't like APBTA or 
like a like a Blades in the dark

1353
01:15:37,360 --> 01:15:39,760
kind of thing. 
Yeah, but I feel like it uses 

1354
01:15:39,760 --> 01:15:42,600
some of the bones of that a 
little bit like the moves. 

1355
01:15:43,440 --> 01:15:47,000
It's it's like a it's a story 
game, which is weird because 

1356
01:15:47,000 --> 01:15:49,160
like it feels like it's a combat
game, but it's not. 

1357
01:15:49,960 --> 01:15:52,400
I like, I really like it. 
I I think it's really, really 

1358
01:15:52,400 --> 01:15:54,400
well done. 
There's the thing that I've been

1359
01:15:54,400 --> 01:15:57,880
tossing around in the background
a little bit and I think like 

1360
01:15:58,080 --> 01:16:00,400
this does that well. 
And I'll probably Jack some 

1361
01:16:00,400 --> 01:16:02,640
stuff from this when I want to 
do that, but I can't think of 

1362
01:16:02,640 --> 01:16:04,200
any like rules that I would want
to change. 

1363
01:16:04,200 --> 01:16:06,520
And I think like what they do 
with the arenas and and the way 

1364
01:16:06,520 --> 01:16:08,080
they explain it all is is is 
really good. 

1365
01:16:08,080 --> 01:16:09,880
What do you? 
I agree. 

1366
01:16:09,880 --> 01:16:13,120
There's just like there's 
nothing in this that I feel like

1367
01:16:13,120 --> 01:16:15,960
is like really missing and 
there's also nothing in this 

1368
01:16:15,960 --> 01:16:18,560
that I feel like is incredibly 
unnecessary. 

1369
01:16:18,760 --> 01:16:22,520
This is like getting really 
dialed in experience. 

1370
01:16:22,840 --> 01:16:29,200
I enjoy the procedures. 
I'm pretty high on what you 

1371
01:16:29,200 --> 01:16:31,160
know. 
You, you talk first, you give 

1372
01:16:31,160 --> 01:16:32,680
your number first. 
This time I'm. 

1373
01:16:32,720 --> 01:16:35,720
Probably about an 8 on this. 
I'm also probably about an 8 on 

1374
01:16:35,720 --> 01:16:37,200
this. 
This might be across the board, 

1375
01:16:37,200 --> 01:16:39,240
which is a respectful. 
Place to be might be. 

1376
01:16:39,400 --> 01:16:42,560
Well, actually. 
All right, originality. 

1377
01:16:42,560 --> 01:16:45,440
So we talked about this already.
It's it's pure genre emulation, 

1378
01:16:45,600 --> 01:16:48,520
which is not a that is not a bad
word. 

1379
01:16:48,520 --> 01:16:50,680
Those aren't bad words. 
It's fine to just do a thing and

1380
01:16:50,680 --> 01:16:52,960
do it really well. 
And I think this thing not only 

1381
01:16:52,960 --> 01:16:57,520
does the thing once again leans 
in super hard to the thing to be

1382
01:16:57,520 --> 01:17:01,280
the thing and does the thing 
really fucking well. 

1383
01:17:01,280 --> 01:17:05,240
Like any part of this, you 
literally go I, I feel like I'm 

1384
01:17:05,240 --> 01:17:08,880
playing like Allison Borland, 
like I feel like I'm in battle 

1385
01:17:08,880 --> 01:17:11,840
Royale. 
Like it's not bad to do genre 

1386
01:17:12,000 --> 01:17:14,880
emulation when you do it so 
fucking good. 

1387
01:17:15,280 --> 01:17:18,280
I think the arena board 
procedures and everything like 

1388
01:17:18,280 --> 01:17:20,280
that really has a lot of good 
originality. 

1389
01:17:20,280 --> 01:17:23,760
Really ties a lot of stuff in 
and really takes all of the 

1390
01:17:23,760 --> 01:17:26,480
things that I'm not a fan of 
with PPTA importance in the dark

1391
01:17:26,720 --> 01:17:30,120
and converts him into the ways 
that work better in my brain. 

1392
01:17:30,440 --> 01:17:33,080
Like it uses moves the way I 
want moves. 

1393
01:17:33,080 --> 01:17:35,520
It uses like narrative and story
game and the way that I want 

1394
01:17:35,520 --> 01:17:38,240
narrative and story game. 
So it's it's it's good. 

1395
01:17:38,680 --> 01:17:41,560
What about? 
You. 

1396
01:17:41,600 --> 01:17:43,160
Yeah. 
I mean, I just, I don't have a 

1397
01:17:43,160 --> 01:17:45,000
lot to add to that. 
Yeah. 

1398
01:17:45,760 --> 01:17:47,400
I don't know if I'm an aid on 
this though. 

1399
01:17:47,960 --> 01:17:49,400
I don't. 
I don't think I have an aid on 

1400
01:17:49,400 --> 01:17:54,360
this though, so I think I'm a 
good seven. 

1401
01:17:54,960 --> 01:17:57,560
All right, 7's what I already 
had in there. 

1402
01:17:57,600 --> 01:18:02,920
Look at US value. 
I think it's. 

1403
01:18:04,120 --> 01:18:06,640
Appropriately priced. 
Yeah, I think it is 

1404
01:18:06,640 --> 01:18:09,240
appropriately priced. 
I would be fine paying $18.00 

1405
01:18:09,240 --> 01:18:12,640
for the PDF of this. 
I would be fine paying $42.00 

1406
01:18:12,880 --> 01:18:15,560
for all of this. 
I don't remember what my pledge 

1407
01:18:15,560 --> 01:18:17,920
on Kickstarter was. 
I did get the, like I said, the 

1408
01:18:17,920 --> 01:18:20,760
art print too. 
So. 

1409
01:18:21,280 --> 01:18:24,000
But yeah, I think that's it. 
And I think there's good value 

1410
01:18:24,000 --> 01:18:27,240
in the replayability, which 
again is kind of like the 

1411
01:18:27,240 --> 01:18:28,840
opposite of Eat the Right. 
You're paying 30 something 

1412
01:18:28,840 --> 01:18:31,160
dollars to play it like one time
with the same group of people. 

1413
01:18:32,480 --> 01:18:34,360
We're really taking a shot meet 
the right to that. 

1414
01:18:34,360 --> 01:18:35,320
I mean, it's very. 
It's not. 

1415
01:18:35,320 --> 01:18:37,880
Shots, it's just, it's just, I 
mean, yeah, but it's just 

1416
01:18:37,880 --> 01:18:41,720
different. 
It's I mean, we have to have 

1417
01:18:41,720 --> 01:18:44,680
like a a comparison, you know? 
Yeah, I agree. 

1418
01:18:44,680 --> 01:18:46,920
But, but I don't think it 
doesn't blow me out of the 

1419
01:18:46,920 --> 01:18:49,040
fucking water, you know what I 
mean? 

1420
01:18:50,240 --> 01:18:52,920
So value, I mean there's 
replayability, I think that adds

1421
01:18:52,920 --> 01:18:54,640
to it. 
We it's about an average price. 

1422
01:18:54,640 --> 01:18:57,840
So I'm a six to seven on this. 
Yeah, I'm at a six to seven on 

1423
01:18:57,840 --> 01:19:00,040
this. 
I can only assume. 

1424
01:19:00,080 --> 01:19:06,400
I don't know. 
There's no third party license 

1425
01:19:06,400 --> 01:19:09,080
kind of information in here, so 
I don't know if I could like 

1426
01:19:09,080 --> 01:19:10,680
hack it without doing the whole 
thing. 

1427
01:19:10,680 --> 01:19:12,920
I think that kind of might have 
been the difference between 6:00

1428
01:19:12,920 --> 01:19:14,360
and 7:00 to me. 
Maybe like a six, I guess. 

1429
01:19:14,360 --> 01:19:18,520
I mean, 5 is fine. 5 means 
something is bang average, not 

1430
01:19:18,520 --> 01:19:21,320
good or bad. 
I think this is slightly better 

1431
01:19:21,320 --> 01:19:25,880
because I think there is value 
in the replayability I I did I I

1432
01:19:25,880 --> 01:19:29,440
mean there are five arenas that 
you get to start with it too, 

1433
01:19:29,440 --> 01:19:30,640
though. 
I think that does that a little 

1434
01:19:30,640 --> 01:19:32,760
bit of value too. 
Let's just go 7. 

1435
01:19:32,800 --> 01:19:36,400
I'm a 5 to 7 on this. 
I think having not only having 

1436
01:19:36,400 --> 01:19:39,120
the four that are in the book 
but the bonus Hodag fucking 

1437
01:19:39,160 --> 01:19:42,120
hysterical 1 is great. 
The. 

1438
01:19:42,240 --> 01:19:45,040
Hodag one's fucking great. 
I really, really think that 

1439
01:19:45,040 --> 01:19:48,400
one's so funny. 
So we're going to go 7 on that. 

1440
01:19:48,400 --> 01:19:55,000
So across the board, we got 24 +
14 gives us a 38. 

1441
01:19:55,000 --> 01:19:56,960
You know what's so funny? 
That is the exact same score as 

1442
01:19:56,960 --> 01:19:59,560
either, right? 
Yeah, maybe either actually 

1443
01:20:00,000 --> 01:20:02,120
lower. 
No, I mean, But here's the 

1444
01:20:02,120 --> 01:20:03,520
thing, and this is what we 
always say. 

1445
01:20:03,880 --> 01:20:08,080
The total score matters much 
less than the individual scores 

1446
01:20:08,080 --> 01:20:11,280
that matter to you, right? 
If you don't give a fuck about 

1447
01:20:11,280 --> 01:20:13,800
originality, then a 38, it 
doesn't mean anything because 

1448
01:20:13,800 --> 01:20:15,560
seven of those points don't 
fucking mean anything to you, 

1449
01:20:15,680 --> 01:20:16,520
right? 
If you're not worried about 

1450
01:20:16,520 --> 01:20:18,880
value, if you're not worried 
about stuff, look at the things 

1451
01:20:18,880 --> 01:20:20,480
that matter to you. 
When you look at something like 

1452
01:20:20,760 --> 01:20:25,640
for example, ether right got a 
hard 10 in art and layout, but 

1453
01:20:25,640 --> 01:20:28,840
had like I think I think maybe a
6IN in value or something like 

1454
01:20:28,840 --> 01:20:31,680
that. 
So 2 scores can be 30 eights 

1455
01:20:31,680 --> 01:20:34,360
while being very different 
spreads of numbers. 

1456
01:20:34,560 --> 01:20:38,880
So the total score is good, kind
of like for us kind of like in 

1457
01:20:38,880 --> 01:20:43,640
the in the context of things. 
But you know, we've also had 

1458
01:20:43,640 --> 01:20:45,760
games that are like eights all 
the way down the board. 

1459
01:20:45,760 --> 01:20:49,000
And then we've also had games 
that had like two 10's and three

1460
01:20:49,000 --> 01:20:52,640
sixes. 
So which game would you rather, 

1461
01:20:52,640 --> 01:20:56,000
you know, look at? 
So I think this is exactly 

1462
01:20:56,240 --> 01:20:57,400
basically where I thought this 
would be. 

1463
01:20:57,400 --> 01:20:58,960
I think this is really fun and 
interesting game. 

1464
01:20:59,200 --> 01:21:01,520
I want to play it. 
It's really neat. 

1465
01:21:01,520 --> 01:21:04,760
Much like all of Lori's stuff. 
Their stuff is really 

1466
01:21:04,760 --> 01:21:06,040
incredible. 
So I was really clever. 

1467
01:21:06,040 --> 01:21:09,480
Again, Hieronymus is fantastic. 
I'm excited for full send once 

1468
01:21:09,480 --> 01:21:12,280
again. 
Check out full send over on 

1469
01:21:12,280 --> 01:21:13,760
Kickstarter. 
We'll make sure that the links 

1470
01:21:13,760 --> 01:21:16,920
are below and I'll make sure 
that this episode is out within 

1471
01:21:16,920 --> 01:21:18,760
the 11 days that I think are 
left in it. 

1472
01:21:19,440 --> 01:21:22,320
But if you you like narrative, 
if you like tarot based 

1473
01:21:22,320 --> 01:21:24,200
narrative games, if you like 
mountaineering, if you like 

1474
01:21:24,480 --> 01:21:27,920
interesting mechanics about 
personal journeys and stuff, I 

1475
01:21:27,920 --> 01:21:30,160
think Folsen is a really, really
neat game. 

1476
01:21:30,160 --> 01:21:33,160
Like I said, I got to check out 
the draft version of it. 

1477
01:21:33,480 --> 01:21:35,760
It's really cool. 
I was very excited for it as a 

1478
01:21:35,760 --> 01:21:39,360
climber and as a TRPG or it's 
really fun. 

1479
01:21:39,640 --> 01:21:43,960
So that is us. 
Catch us tomorrow. 

1480
01:21:44,840 --> 01:21:46,360
Guess what, this will not be out
before tomorrow. 

1481
01:21:46,360 --> 01:21:52,400
So check out the episode after 
this where the where the the 

1482
01:21:52,400 --> 01:21:57,480
rumpus boys, the rump boys are 
back for some for some rumpus. 

1483
01:21:57,480 --> 01:22:00,400
Tomorrow. 
We're having the the gents back 

1484
01:22:00,400 --> 01:22:06,560
on for Rumpus Part 2. 
And on Sunday we are going to 

1485
01:22:06,560 --> 01:22:09,320
have jerk back on for our not 
cat chats. 

1486
01:22:09,320 --> 01:22:13,000
We didn't have an episode last 
month because it's like the 

1487
01:22:13,000 --> 01:22:14,760
first time they've ever not had 
a release. 

1488
01:22:14,760 --> 01:22:17,080
They got to take a month off. 
So we're going to have them back

1489
01:22:17,080 --> 01:22:18,440
on the show. 
Did you get? 

1490
01:22:18,640 --> 01:22:20,360
Your break so. 
Did you get your? 

1491
01:22:20,360 --> 01:22:24,600
Did you get your thing already? 
I don't know if I got that one 

1492
01:22:24,600 --> 01:22:26,800
yet. 
Well, you need to get that. 

1493
01:22:26,840 --> 01:22:28,080
I didn't. 
Get that one yet? 

1494
01:22:28,720 --> 01:22:31,320
Well I got it days ago so make 
sure you don't have a slip in 

1495
01:22:31,320 --> 01:22:33,440
your fucking box again. 
Perfect dude. 

1496
01:22:33,800 --> 01:22:36,360
Can you please sign up for USPS 
informed delivery? 

1497
01:22:36,360 --> 01:22:37,640
It'll just let you know that 
it's there. 

1498
01:22:38,280 --> 01:22:39,480
It's free. 
It tells you. 

1499
01:22:39,480 --> 01:22:41,160
Sure, Yeah. 
Sign up. 

1500
01:22:41,160 --> 01:22:43,800
I'll talk to you about it after.
Anyway, check those episodes 

1501
01:22:43,800 --> 01:22:45,320
out. 
And then we have some other fun 

1502
01:22:45,320 --> 01:22:49,680
stuff coming up this month. 
Some APS, much, many fewer 

1503
01:22:49,680 --> 01:22:53,760
interviews. 
And and that is us for today. 

1504
01:22:53,760 --> 01:22:55,120
Thank you so much for being 
here. 

1505
01:22:55,760 --> 01:22:57,800
Go back full send and we will 
talk to you all later. 

1506
01:22:58,040 --> 01:22:59,160
Bye. 
Bye.

