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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan and today we 
have a very special guest with 

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us. 
It is Elliot Davis. 

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How you doing this morning 
Elliot? 

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Hey, Ryan, I'm good. 
Thanks so much for having me. 

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Yeah, absolutely. 
Thank you for being here. 

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So. 
So for those who might not know 

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Elliot Davis, who you are, why 
don't you tell us who, who Who 

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the heck are you? 
Where my people know you from? 

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Yeah, so I am a game designer 
and a podcast producer and an 

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artist that you might know from 
various places on the Internet 

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under the name More Blueberries.
You probably, if you're in the 

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TTRBGS, know me from my 
podcasting work. 

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I am a Co founder of Many Sided 
Media and we make my first 

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dungeon and talk at the table. 
And you can hear my voice on 

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both of those podcasts, GM ING, 
playing, hosting, doing a whole 

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bunch of other stuff. 
And then my games, the ones that

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you might know are Project Echo 
and ROM Com Drama Bomb are kind 

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of the two other big releases 
that I've had. 

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So I always, I always mean to do
this and then I completely 

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forgot because I have too many 
games and they're all on the 

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floor. 
But I always try to remember to 

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grab people's games of stuff 
that I have and I would normally

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just not worry about it. 
But I got the ROM com drama bomb

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like like the DVD case. 
Oh, you got the DVD. 

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Amazing. 
And it's so cool, like it's so 

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amazing. 
It's I want to it's, it's in 

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here on the pile. 
I'll sort it soon, but I wish I 

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would have remembered to grab 
that because Project Echo. 

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So, so I remember like way back 
in the day when you guys had 

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first started the My First 
Dungeon podcast, you guys had 

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reached out because you guys 
were going to do die. 

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I think we were even trying to 
do something, but I think it 

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kind of fell through. 
Was that was Project Echo around

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that same time when that came 
out? 

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Well, let let me put the 
timeline on. 

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Project Echo was 2023. 
Oh my God, what years are 

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blending together? 
Project Echo was 2023, which I 

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believe was also the year that 
Die happened. 

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I believe that I did. 
Were those or was it a year 

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apart? 
Oh no. 

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How many years have I been doing
this? 

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I think it was the same year. 
I think that Zine month 

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2022-2023, Jesus 2023, Zine 
month 2023 was Project Echo. 

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There's the DVD. 
There it is. 

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I'm so happy to see that like 
out at someone's house 'cause it

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was, was truly a labor of love 
cause the had to get it printed 

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in a different size. 
And like I printed the labels at

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home. 
I burned the DV DS. 

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I made the cover slip in. 
Yeah, really fun. 

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Great project. 
Yeah, I remember because. 

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Echo and die were similar time 
periods. 

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Absolutely. 
Yeah, cuz I don't remember where

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I I I kind of heard of you 
first, whether it was project 

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Echo or or the my first dungeon.
I feel like it was project Echo 

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cuz I remember backing that and 
even I remember the crowdfunding

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page and be like, this sounds 
fucking awesome. 

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And then I got it and it is it's
really fucking awesome. 

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So really, yeah, really, really 
great, enjoyable game. 

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So yeah, as soon as I saw ROM 
com drama bomb, I was all over 

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this. 
This is fantastic. 

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But but yeah, my first dungeon 
it's like, yeah, like I said, I 

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think we're trying to do 
something and then it didn't 

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work out and then you guys just 
blew up and I was like, wow, 

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this is awesome. 
What you guys do with Die was 

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absolutely fantastic. 
Die is a great game that we've 

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we've read like three times to 
review on the show, but it keeps

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getting like postponed that such
a beefy book. 

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It's a kick ass game and a great
book. 

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Yeah. 
Yeah, and, and the I mean, the 

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art is fantastic. 
The book itself is, is gorgeous.

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You know, everything about it is
really good. 

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And again, you guys show was was
fantastic. 

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And you've done so much more 
since then. 

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Like I mean for those that might
not be on the AP side, like what

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are what are like specifically 
for my first dungeon, what are 

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what are some of the plethora of
games you guys have gone over? 

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Yeah, so my first sorry die was 
kind of our first what I would 

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call like marquee season where 
we really became many sided 

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media. 
It became the team of the four 

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of us like all working together.
And then we've done some big 

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seasons playing orbital Blues 
from our friends at Soul Muppet 

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Publishing, which is one of my 
favorites. 

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We've done. 
We did Wild Sea earlier this 

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year, which I got to GM. 
We just did a season of Paint 

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the Town Red. 
We've done 10 Candles was 

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another earlier one that was 
post die was 10. 

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No 10 candles was pre die 
actually. 

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But yeah, we've done a bunch of 
really great games and and in 

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and then we've done a bunch of 
my games because that's always 

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when you own your own channel, 
you get to kind of do that stuff

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to. 
Do what the heck you want. 

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You know that's what we do with 
you. 

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And then also, you know, to the 
table happened as well and were 

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you did that did that that came 
after, right. 

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Talk of the table came kind of 
as like a natural, excuse me, 

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came as kind of a natural 
collaboration of me and Brian. 

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When many sided media properly 
formed, the two of us were like,

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we really want to talk to more 
TTRBG people and like have 

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interviews that you know, we 
would want to hear kind of 

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thing. 
And and so we just thought we'd 

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try it. 
We were just like, let's just 

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try doing an interview show and 
let's like really like give it a

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lot of effort and like go for 
bigger names that are kind of 

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batting above our like our 
league and stuff. 

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And so so, yeah, Talk to the 
Table has been such a joy. 

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I mean, and I talk about this in
the interview Brian just did 

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where he interviewed me on Talk 
to the Table in that it has just

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Talk to the Table has taught me 
so much in the last year. 

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Like I feel like talking to all 
these incredibly talented people

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makes me better at everything 
that I do. 

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Yeah, it's really interesting, 
especially in the TTRBG 

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community because it's kind of 
weird in that it is a very small

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but very big space. 
You know, it is might be like a 

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small number of people, but it's
like worldwide. 

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I I honestly think we've talked 
to more people in like in Europe

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than we even have in America. 
Yeah. 

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So it's really neat to get 
completely different 

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perspectives, especially in 
gaming when you think of 

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especially, you know, for some 
reason, there's a lot of people 

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in like Sweden, Denmark, Norway 
kind of area. 

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And the way they think about 
gaming is just like a slight 

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turn different. 
And it's so interesting to get 

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those perspectives. 
So I can imagine, you know, all 

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the interviews being, like you 
said, enlightening. 

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Yeah, 100%. 
I mean, it's like, and the more 

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that was kind of an effort we 
made in the after the first few 

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months, we like, you know, hit a
bunch of people we knew. 

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And then one of the things that 
we heard from our audience and 

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what we wanted to do was talk to
people kind of more 

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internationally. 
And so we got to talk to the 

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folks, the folks who made Goobut
Banwa, which was really 

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fascinating, and Momados, who is
another Southeast Asian designer

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who does like Arc and the Magus 
so, so good. 

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Like Momentos is one of those 
designers where like her layout 

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is just a master class in every 
book she makes. 

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And I feel like just looking at 
it, it's like I now have like 

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little tips and tricks to do 
that I wouldn't have thought of.

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Yeah, yeah, we, I think we did 
arc on the show. 

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I didn't get a chance to do 
Magus though. 

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But you like you said, her, her 
graphic design work is, is 

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absolutely insane. 
So yeah. 

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And then and then you yourself, 
you know, I mean, that's part of

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the reason why we're here. 
That's that's what the logo here

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in the bottom says the time we 
have. 

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But you, you not only do mini 
sided media on top of that, you 

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are also a game designer. 
And again, the first one that I 

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encountered from you was Project
Echo, which is amazing. 

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And just tell us a little bit 
for those that might not have 

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played it, like what what at 
first was Project Echo? 

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Yeah, Project Echo is a solo 
time travel TTRPG. 

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It is in the like tradition of 
journaling games, but instead of

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a journal you have a year 
planner and it is a time travel 

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game. 
So as you write in the planner, 

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you are moving backward and 
forward in time in the planner 

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as you hunt this cosmic horror 
entity which is called Echo, not

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the Dolphin. 
Although I didn't know about the

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dolphin and I've gotten that on 
the Internet like 150 times 

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since that game come came out. 
Yeah, cuz I mean echo Dolphin 

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doesn't get like super weird at 
the end because there's like. 

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I think it goes to like an alien
planet, yeah. 

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Yeah, like it gets really weird,
which would make sense in like a

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weird space travel solo game, 
but. 

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Totally. 
I just didn't even know it was a

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thing until I started posting 
about it online. 

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And all these people on Reddit 
were like, can you play as a 

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dolphin? 
And I was like, what? 

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Not yet, but way for the first 
supplement to project Echo. 

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Yeah, yeah. 
And then go from there. 

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So that's a solo game and 
there's a theme to this. 

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Just a second cuz then we have 
ROM Com Drama Bomb which is a 

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two player game. 
Three player. 3 Two players, 

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Yes. 
Yes, three players this time, 

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yeah. 
Yeah, yeah, yeah. 

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Exactly 3 players. 
Yeah, so tell us a little bit 

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about ROM Com Drama Bomb and how
you went from not one but to 

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three players for this one. 
Yeah, sure. 

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ROM com drama bomb is the I like
to say it is the mash up of a 

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cheesy ROM com and an over the 
top action movie. 

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It's like if you just took them 
and made them kiss. 

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And it is a game where you play 
two people who are a ROM com 

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trope and one person plays a 
super villain of sorts that is 

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forcing the other two to to act 
out a ROM com. 

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It uses like no dice, no masters
token based mechanics, but then 

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puts them on a time pressure so 
that the sort of comforting, 

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cozy pacing of token play gets 
kind of ramped up to 11. 

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But yeah, it was like ROM com 
drama bomb started with a name. 

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And then it was like, what is 
that? 

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And I came up to this idea of 
like a Dufen Schmertz esque 

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figure forcing people to like 
fall in love. 

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And then it became like, OK, 
this is always three players. 

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And that's what it, that's what 
it has to be. 

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Gotcha. 
And then the game that we're 

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eventually gonna get to today 
that we're talking about is a 

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game that you currently have on 
backer kit, which is the time we

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have, which is a two player 
game. 

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So now we've hit 1-3 and two, I 
did it in. 

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00:10:49,440 --> 00:10:52,120
The wrong order, I know. 
Yeah, if you would have done the

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two, then the three, then you 
could have moved on. 

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So before we get into that, I 
guess to just kind of iterate on

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the theme, what draws you 
towards these? 

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00:11:02,640 --> 00:11:05,200
Like I want to say like non 
traditional, I guess for those 

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OSR people out there, but the 
clearly more story games, 

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clearly not for like big groups,
you know, again, one player, two

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player, three players, specific 
specific numbers, things like 

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that. 
Yeah, I, I taste wise, I, I've, 

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I've learned that I'm really 
drawn to specificity in games 

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and games that are trying to go 
after like a really particular 

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00:11:27,400 --> 00:11:29,680
experience. 
And that kind of goes back to 

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one of the first games that 
really like lit my brain up was 

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10 Candles, which we which we 
played on my first dungeon. 

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And 10 Candles is just one of 
those games where it's like it 

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tells you exactly what it is 
from the jump. 

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It is a tragic horror 
role-playing game and you will 

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00:11:48,200 --> 00:11:50,520
die at the end of it. 
And like it is this very 

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00:11:50,560 --> 00:11:55,400
specific tight 10 scene story. 
And then I got into the work of 

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00:11:55,400 --> 00:11:59,360
Jay Dragon with games like 
Wander Home and specifically and

218
00:11:59,360 --> 00:12:02,280
especially games like Yazeba's 
Bed and Breakfast, which we 

219
00:12:02,280 --> 00:12:05,640
played also on my first dungeon,
which Yazeba's Bed and 

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00:12:05,640 --> 00:12:08,840
Breakfast. 
I like unlocked something in my 

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brain about games and like, oh, 
you can do that in a game kind 

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00:12:12,680 --> 00:12:17,120
of thing. 
And that's largely why there are

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00:12:17,120 --> 00:12:20,160
specific villains in ROM com 
drama bomb is because he's Ava's

224
00:12:20,160 --> 00:12:23,320
been breakfast makes these real 
specific character playbooks and

225
00:12:23,320 --> 00:12:28,160
asks you to embody them and like
not really put too much choice 

226
00:12:28,160 --> 00:12:30,400
on it. 
But because of that limitation 

227
00:12:30,400 --> 00:12:34,280
of choice and because of the 
specificity, you end up in this 

228
00:12:34,280 --> 00:12:37,800
very fun, constrained space of 
role-playing creativity where 

229
00:12:37,800 --> 00:12:41,000
you make choices and do things 
that you never would if you had 

230
00:12:41,240 --> 00:12:44,720
the freedom to just character 
create whatever you wanted. 

231
00:12:44,720 --> 00:12:48,040
And so those, this was all kind 
of a subject of taste. 

232
00:12:48,040 --> 00:12:54,240
And then I find myself to be a 
really narrative focused person,

233
00:12:54,240 --> 00:12:57,680
like really like tight, like I'm
a huge movie person, always have

234
00:12:57,680 --> 00:13:01,160
been. 
And I love the tight narrative 

235
00:13:01,160 --> 00:13:03,800
experience of watching a movie. 
And I think that I often am 

236
00:13:03,800 --> 00:13:08,200
emulating that in games of like 
this is a this is a one night 

237
00:13:08,200 --> 00:13:10,200
experience. 
This is a, you know, this is a 

238
00:13:10,200 --> 00:13:13,520
sit down and do sort of thing. 
And I think that it comes also 

239
00:13:13,520 --> 00:13:16,080
from doing AP. 
Like I think the more I make AP 

240
00:13:16,080 --> 00:13:19,520
and the more I think about 
making like an arc of a 

241
00:13:19,520 --> 00:13:22,880
narrative in a show with games, 
the more I think about making 

242
00:13:22,880 --> 00:13:25,320
games that make that easier for 
people. 

243
00:13:27,440 --> 00:13:29,800
Yeah, it's weird. 
It's not weird. 

244
00:13:29,800 --> 00:13:31,920
It's it's an interesting thing 
to think about, you know, 

245
00:13:31,920 --> 00:13:35,080
because especially again, a lot 
of people in our space are very,

246
00:13:35,600 --> 00:13:38,480
let's call that quote UN quote 
OSR, even though you can hear 

247
00:13:38,480 --> 00:13:40,280
flooding my other rants about 
why that's fucking dead. 

248
00:13:41,360 --> 00:13:47,080
But it's very not just the 
here's a structure of a game and

249
00:13:47,080 --> 00:13:49,240
then an open world and it is 
dangerous. 

250
00:13:49,240 --> 00:13:52,960
Go play swords and Shields and 
make up, you know, whatever you 

251
00:13:52,960 --> 00:13:55,160
want as you go. 
Like you said, Tin Candles is a 

252
00:13:55,240 --> 00:13:57,520
fucking amazing game. 
I love that we've played it on 

253
00:13:57,520 --> 00:13:59,480
the show. 
We've played it, you know, off 

254
00:13:59,480 --> 00:14:00,400
the show and everything like 
that. 

255
00:14:00,400 --> 00:14:02,760
It's really fantastic and and 
games like that. 

256
00:14:02,760 --> 00:14:05,760
And like Fiasco is another one 
that I think is to me is really 

257
00:14:05,760 --> 00:14:09,400
similar, like you said, is it's 
very much narrative focused. 

258
00:14:09,400 --> 00:14:12,920
It very much is themes. 
It very much is, like you said, 

259
00:14:12,920 --> 00:14:14,840
Tin Candles has those 10 scenes 
and that's it. 

260
00:14:14,840 --> 00:14:18,280
Fiasco has, you know, some stuff
that turn and then it all goes. 

261
00:14:19,000 --> 00:14:22,640
It's really interesting. 
And as you said, from like an AP

262
00:14:22,640 --> 00:14:27,480
standpoint, if you, it's a lot 
harder to have someone on and be

263
00:14:27,480 --> 00:14:30,000
like, hey, we're gonna do this 
open sandbox adventure and we're

264
00:14:30,000 --> 00:14:31,480
gonna stream it. 
It's like, yes, but we only have

265
00:14:31,480 --> 00:14:34,640
three hours, right? 
So it's a little different. 

266
00:14:35,120 --> 00:14:41,680
Yeah. 
So was there a time prior to 

267
00:14:41,720 --> 00:14:46,240
that prior to getting into like 
making project Echo and ROM com 

268
00:14:46,240 --> 00:14:49,200
drama bomb you seems like you 
said where you were more of kind

269
00:14:49,200 --> 00:14:52,160
of like a triad or OSR player 
and there was a shift or or did 

270
00:14:52,160 --> 00:14:54,760
you get into gaming kind of 
through through that lens? 

271
00:14:55,640 --> 00:14:58,760
Yeah, I was actually, I was a 5 
E player first. 

272
00:14:58,760 --> 00:15:01,520
I I discovered 5 E during the 
pandemic. 

273
00:15:02,120 --> 00:15:06,720
I had a friend who had played 
some Pathfinder in college and 

274
00:15:06,720 --> 00:15:12,640
wanted to like get back into 
tabletop and so me and him. 

275
00:15:12,640 --> 00:15:15,600
He was my roommate. 
He's actually Behold who is the 

276
00:15:15,600 --> 00:15:18,720
musician I collaborate with and 
we collaborate with on my first 

277
00:15:18,720 --> 00:15:24,800
dungeon a lot. 1 of my oldest 
friends and he, he was like, I 

278
00:15:24,800 --> 00:15:27,000
think he'd really like this like
let's do a one shot. 

279
00:15:27,000 --> 00:15:29,400
And I had some friends who lived
in other places and it was the 

280
00:15:29,400 --> 00:15:30,760
pandemic. 
We had a lot of time. 

281
00:15:31,000 --> 00:15:34,480
So we did like, you know, a 5 E 
one shot where a wizard is a 

282
00:15:34,480 --> 00:15:36,800
sheep. 
I think it's like kind of a go 

283
00:15:36,800 --> 00:15:38,640
to starter adventure for a lot 
of people. 

284
00:15:39,720 --> 00:15:43,440
And I just was really excited 
about it. 

285
00:15:43,440 --> 00:15:46,400
I had never played any kind of 
TTRPG before. 

286
00:15:46,400 --> 00:15:48,960
And it was just like, wait a 
second, like what is this? 

287
00:15:48,960 --> 00:15:54,640
And then we started running like
me and two of my friends all had

288
00:15:54,640 --> 00:15:58,000
campaigns going and we would 
rotate through our campaigns 

289
00:15:58,000 --> 00:16:00,360
every week over the course of 
the pandemic where it'd be like,

290
00:16:00,360 --> 00:16:03,320
OK, you get to schedule 1 next 
week, you get to schedule one 

291
00:16:03,320 --> 00:16:06,520
the week after. 
So we had like these three big 

292
00:16:06,520 --> 00:16:10,480
long running campaigns. 
So I was a huge DND 5E person 

293
00:16:11,240 --> 00:16:15,320
and then through TikTok and 
through my favorite local game 

294
00:16:15,320 --> 00:16:17,760
store, 20 sided store in 
Williamsburg. 

295
00:16:17,880 --> 00:16:21,040
Great place. 
I discovered indie RPGs. 

296
00:16:21,280 --> 00:16:25,320
Dicebreaker also at the time was
doing videos about like 10 games

297
00:16:25,320 --> 00:16:30,280
that are not D&D you should 
check out and Kids on bikes was 

298
00:16:30,280 --> 00:16:34,440
the first non D&D book I bought.
And then it kind of from there I

299
00:16:34,440 --> 00:16:38,680
became a collector and player 
and I ran Honey Heist was the 

300
00:16:38,680 --> 00:16:41,480
first non DND game I ran. 
And when I ran Honey Heist that 

301
00:16:41,480 --> 00:16:46,160
was like, oh, games don't have 
to be DND, You know, it was 

302
00:16:46,160 --> 00:16:48,680
like, that was kind of like a, 
oh, we can play as bear 

303
00:16:48,680 --> 00:16:54,240
criminals and have like a really
compelling, fun, narratively 

304
00:16:54,240 --> 00:16:57,520
satisfying experience in about 
90 minutes to 2 hours. 

305
00:16:57,520 --> 00:17:01,880
Like great, excellent. 
And then I was kind of on board 

306
00:17:01,880 --> 00:17:03,600
from there with this other style
of gaming. 

307
00:17:04,520 --> 00:17:06,920
That's awesome. 
It's really so I started as a 5V

308
00:17:06,920 --> 00:17:13,280
player as well back in 2014 and 
I love if you watch a show, you 

309
00:17:13,280 --> 00:17:15,520
know that I'm not a fan of 5V 
for a billion reasons. 

310
00:17:15,720 --> 00:17:20,680
The biggest one being Wattsy is 
a terrible garbage company, but 

311
00:17:22,359 --> 00:17:26,040
I love people's like like I 
don't even know what word you 

312
00:17:26,040 --> 00:17:27,880
would use for it. 
Like that moment they realize 

313
00:17:27,880 --> 00:17:30,640
that like there's other stuff 
besides 5 E like the stories 

314
00:17:30,640 --> 00:17:34,400
that they tell them, like the 
first game that they had kids on

315
00:17:34,400 --> 00:17:37,320
bikes being such a great game 
and like the entire like on bike

316
00:17:37,320 --> 00:17:39,240
series or the kids series is 
fantastic. 

317
00:17:40,240 --> 00:17:43,320
So it's always nice to hear that
story of like what radicalized 

318
00:17:43,320 --> 00:17:46,160
you like what what what got you 
off the path. 

319
00:17:47,000 --> 00:17:50,360
So that's great. 
And then and then that led you 

320
00:17:50,360 --> 00:17:52,400
to eventually, you know, 
everything that we already 

321
00:17:52,400 --> 00:17:55,840
talked about, like the game 
designs through project that go 

322
00:17:55,840 --> 00:17:58,200
through ROM com drama bomb and 
then to what we're talking about

323
00:17:58,200 --> 00:18:00,920
today that which is the time we 
have. 

324
00:18:00,920 --> 00:18:07,120
So what is the time we have? 
The Time We Have is a tragic 2 

325
00:18:07,120 --> 00:18:12,080
player RPG about brothers in the
zombie apocalypse and the final 

326
00:18:12,080 --> 00:18:15,280
days after one of them is 
infected and the conversation 

327
00:18:15,280 --> 00:18:17,960
that the two of them have before
that brother turns. 

328
00:18:18,200 --> 00:18:21,040
It's a card powered game 
inspired by games like For the 

329
00:18:21,040 --> 00:18:24,440
Queen, and you play it sitting 
on opposite sides of a closed 

330
00:18:24,440 --> 00:18:27,600
door to kind of get that 
emulation of the experience of 

331
00:18:27,600 --> 00:18:30,960
not seeing the other person and 
having to, you know, separate 

332
00:18:30,960 --> 00:18:34,400
from each other. 
Yeah. 

333
00:18:34,480 --> 00:18:36,520
So it's kind of it's, it's 
that's heavy. 

334
00:18:36,520 --> 00:18:38,240
There's some heavy shit I'm just
doing out there. 

335
00:18:38,520 --> 00:18:40,960
It's. 
Very heavy and it's a big tone 

336
00:18:40,960 --> 00:18:43,960
shift to make in the same year 
that I made ROM com drama bomb 

337
00:18:44,240 --> 00:18:46,760
for sure. 
Yeah, yeah. 

338
00:18:47,680 --> 00:18:50,400
And it's so. 
And then Romcom drama bomb is no

339
00:18:50,400 --> 00:18:53,080
dice, no masters, which is 
theoretically Pbta or whatever 

340
00:18:53,080 --> 00:18:55,800
Windley, the umbrella that they 
want to call PBT at this point. 

341
00:18:56,880 --> 00:19:01,160
But this is a like card game, 
which is so you did journaling. 

342
00:19:01,480 --> 00:19:03,400
You did, you did no dice, no 
masters. 

343
00:19:03,400 --> 00:19:06,040
Now you're doing storytelling 
card games. 

344
00:19:06,040 --> 00:19:08,400
So you're just gonna hit all of 
the bases eventually. 

345
00:19:09,160 --> 00:19:11,680
But but why? 
Why? 

346
00:19:11,680 --> 00:19:13,720
Why? 
Why did you go towards like a 

347
00:19:13,720 --> 00:19:15,720
card game style for this for 
this game? 

348
00:19:16,480 --> 00:19:23,280
Yeah, so this game idea is in 
its in its first little, when it

349
00:19:23,280 --> 00:19:26,560
was first a little glint in my 
eye two years ago, it was a 

350
00:19:26,560 --> 00:19:30,400
short note on my phone. 
That was when I was really into 

351
00:19:30,400 --> 00:19:32,360
solo games, really into solo 
journaling. 

352
00:19:32,360 --> 00:19:35,400
And I had a note about, you 
know, a solo game about 

353
00:19:35,400 --> 00:19:39,040
processing someone's turn into a
zombie. 

354
00:19:39,040 --> 00:19:42,840
Like that was the first nugget. 
And then it was, no, this is 

355
00:19:42,840 --> 00:19:47,040
actually a two player game and 
it's using playing cards and you

356
00:19:47,040 --> 00:19:51,160
split the deck like, you know, 
hearts and diamonds and spades 

357
00:19:51,160 --> 00:19:53,840
and clubs and you're either 
reading them or passing them. 

358
00:19:53,840 --> 00:19:56,320
But I wasn't still quite kind of
on board with it. 

359
00:19:57,760 --> 00:20:00,760
And then late last year, I came 
to the realization that. 

360
00:20:01,440 --> 00:20:04,560
For me to get excited about this
game, it has to be more 

361
00:20:04,560 --> 00:20:06,480
specific. 
I need to be more excited about 

362
00:20:06,480 --> 00:20:08,480
writing it and like really feel 
like I need to write it. 

363
00:20:08,480 --> 00:20:11,280
And then the idea came of like, 
what is the single most 

364
00:20:11,280 --> 00:20:15,120
devastating relationship for me 
that I would have to process 

365
00:20:15,120 --> 00:20:17,160
this through? 
And it was my brothers. 

366
00:20:17,160 --> 00:20:20,000
And so I was like, that's what 
this game is about. 

367
00:20:20,000 --> 00:20:22,960
This game is about specifically 
brothers and the weird 

368
00:20:23,560 --> 00:20:26,680
relationship that a brotherhood 
entails and and having to go 

369
00:20:26,680 --> 00:20:27,960
through like a hard thing in 
that. 

370
00:20:28,280 --> 00:20:33,600
And then at breakout con in 
March, I played for the Queen 

371
00:20:33,600 --> 00:20:36,920
for the first time, which was a 
game that I had heard a lot 

372
00:20:36,920 --> 00:20:39,640
about. 
It's like a designer's game in a

373
00:20:39,640 --> 00:20:41,880
lot of ways. 
Like I feel like every designer 

374
00:20:42,040 --> 00:20:45,120
sites this game in some way as 
like opening up something in 

375
00:20:45,120 --> 00:20:48,360
their brain. 
Have you played for the Queen? 

376
00:20:48,680 --> 00:20:51,240
I I'm not same as you, I had 
heard about it forever but I 

377
00:20:51,240 --> 00:20:52,400
haven't got a chance to play it 
yet, no. 

378
00:20:53,160 --> 00:20:56,480
I highly, highly recommend, 
especially it's a great game. 

379
00:20:56,520 --> 00:20:58,960
Like if somebody you're at a con
or something and somebody has 

380
00:20:58,960 --> 00:21:01,200
it, it's a great like pull out 
and play game. 

381
00:21:01,800 --> 00:21:04,600
I played that game. 
And what for the Queen does is a

382
00:21:04,600 --> 00:21:11,680
magic trick of the rules cards 
being as soon as you open the 

383
00:21:11,680 --> 00:21:14,040
game and you start reading those
rules cards, you're playing and 

384
00:21:14,040 --> 00:21:16,680
you're in the like magic circle 
and you're and you're getting 

385
00:21:16,680 --> 00:21:19,160
into it. 
Like you pull that first card 

386
00:21:19,160 --> 00:21:22,880
and it says like, go around and 
read these cards one at a time. 

387
00:21:23,080 --> 00:21:25,800
And then the next person goes 
and then it's like, you're right

388
00:21:25,800 --> 00:21:28,960
in the fiction. 
And it's like the the Kingdom is

389
00:21:28,960 --> 00:21:30,960
at war and the queen has to go 
on this thing. 

390
00:21:30,960 --> 00:21:33,600
And then the third card, which 
is this one that my friend 

391
00:21:33,600 --> 00:21:36,720
Vedicci Valetti, who's an 
incredible designer, really 

392
00:21:36,720 --> 00:21:39,880
loves and has like totally 
gotten me on board with loving 

393
00:21:40,120 --> 00:21:44,200
is she chose you for this 
mission because she knows that 

394
00:21:44,200 --> 00:21:48,600
you love her. 
And like that statement holds so

395
00:21:48,600 --> 00:21:52,320
much power and gives you so much
context for like who your 

396
00:21:52,320 --> 00:21:54,520
character, no matter like what 
else emerges about your 

397
00:21:54,520 --> 00:21:56,920
character and play. 
She chose you because she knows 

398
00:21:56,920 --> 00:21:59,240
that you love her. 
Just like hits so hard and like 

399
00:21:59,240 --> 00:22:01,720
makes this real specific 
decision about you. 

400
00:22:02,960 --> 00:22:05,280
And so for the queen just kind 
of broke my brain and I was 

401
00:22:05,280 --> 00:22:08,800
like, this is so powerful. 
This is such an easy way to get 

402
00:22:08,800 --> 00:22:11,520
somebody into role-playing. 
You don't have to reference. 

403
00:22:12,240 --> 00:22:14,560
I love playing card games. 
I love tarot card games. 

404
00:22:14,880 --> 00:22:18,960
Like obviously Project Echo is a
lot of pulling playing cards, 

405
00:22:18,960 --> 00:22:20,720
pulling tarot cards and 
referencing things. 

406
00:22:20,720 --> 00:22:25,320
But when the game is on the 
cards, you don't have to do that

407
00:22:25,320 --> 00:22:27,840
referencing. 
And so we also had the 

408
00:22:27,840 --> 00:22:30,200
opportunity to speak to Alex 
Roberts over the summer. 

409
00:22:30,400 --> 00:22:33,680
And I got a lot out of that 
conversation of like what goes 

410
00:22:33,680 --> 00:22:36,520
into good prompts in this kind 
of game? 

411
00:22:36,520 --> 00:22:39,720
And like how Alex thinks about 
the activation energy of playing

412
00:22:39,720 --> 00:22:45,160
games and how she is more 
inspired by like folk card 

413
00:22:45,160 --> 00:22:48,640
games, like old deck of card 
games and the ease of which you 

414
00:22:48,640 --> 00:22:51,520
can just pick up a box of cards 
and play a game so quickly. 

415
00:22:51,520 --> 00:22:55,760
Really, you know, got me. 
And honestly, this game was 

416
00:22:55,760 --> 00:22:58,840
going to be a book until like 
August. 

417
00:22:59,160 --> 00:23:02,160
I was still thinking it was 
going to be a book and using 

418
00:23:02,760 --> 00:23:05,520
playing cards. 
And then I just like was 

419
00:23:05,560 --> 00:23:07,480
thinking about the game and 
talking it out with some 

420
00:23:07,480 --> 00:23:08,920
friends. 
And I was like, I think it's got

421
00:23:08,920 --> 00:23:11,000
to be a deck of cards. 
I don't think this game will 

422
00:23:11,000 --> 00:23:15,440
ever like work as well if it's 
not just cards. 

423
00:23:15,880 --> 00:23:19,480
And then I just priced it out 
and it made the budget way 

424
00:23:19,480 --> 00:23:23,040
higher and and I was terrified 
to like go into this like bigger

425
00:23:23,040 --> 00:23:24,720
endeavor. 
But, you know, as of today, it 

426
00:23:24,720 --> 00:23:27,360
has worked out. 
But yeah, so that's kind of the 

427
00:23:27,360 --> 00:23:30,960
journey to to getting to cards. 
It was like, ultimately this is 

428
00:23:31,600 --> 00:23:34,800
the best possible way to help 
people tell this story with with

429
00:23:34,800 --> 00:23:38,360
the least amount of friction 
possible to immersion and to 

430
00:23:38,360 --> 00:23:41,520
play and to role play. 
Yeah, that's good. 

431
00:23:41,760 --> 00:23:44,560
I mean, a quick shout out for 
Vidich Valedi as well, cuz blood

432
00:23:44,560 --> 00:23:48,560
beam Badlands is an insane game 
and I cannot wait for it to come

433
00:23:48,560 --> 00:23:51,160
out with world champ, who is 
also one of our favorite people 

434
00:23:51,160 --> 00:23:54,080
in the entire world. 
So I, I, I'm, I'm very excited 

435
00:23:54,080 --> 00:23:54,920
for that. 
So we'll see. 

436
00:23:54,920 --> 00:23:57,440
We'll see when that comes out. 
I've had a chance to play some 

437
00:23:57,440 --> 00:24:00,160
of the updated stuff and it's. 
It rips. 

438
00:24:00,480 --> 00:24:01,120
It really rips. 
It's. 

439
00:24:01,560 --> 00:24:04,520
It's so funny cuz we, we rarely 
on our show cuz primarily we, we

440
00:24:04,520 --> 00:24:07,040
still do interviews, but 
primarily we try to do reviews. 

441
00:24:07,280 --> 00:24:11,120
And we did the, you know, the 
PDF of blood Beam Badlands and 

442
00:24:11,120 --> 00:24:13,360
it was like an in progress. 
And we don't really often do 

443
00:24:13,360 --> 00:24:15,000
that. 
But when I read it and then I 

444
00:24:15,000 --> 00:24:17,480
gave it to Hunter, we were like,
we have to like and read this on

445
00:24:17,480 --> 00:24:18,720
stream. 
We have to talk about it. 

446
00:24:18,720 --> 00:24:21,240
And like our biggest take away 
after we read it was like, we 

447
00:24:21,240 --> 00:24:23,320
need more of this, like, please 
finish this game. 

448
00:24:23,320 --> 00:24:25,680
Like we will do anything we can 
if you just finish this game. 

449
00:24:26,160 --> 00:24:28,080
So I'm very happy that that is 
happening. 

450
00:24:28,880 --> 00:24:31,600
It's OK, I'm gonna go bully him 
that this came up after and that

451
00:24:31,600 --> 00:24:34,360
he needs to get to work on on 
the finishing touches because 

452
00:24:34,360 --> 00:24:34,960
he's. 
Close. 

453
00:24:35,560 --> 00:24:37,080
Yeah. 
Tell him, tell him, tell him, 

454
00:24:38,920 --> 00:24:41,320
wrap it up, wrap it up. 
And then I was gonna say come 

455
00:24:41,320 --> 00:24:45,480
talk to us right now. 
We will be happy to review it 

456
00:24:45,480 --> 00:24:49,120
again and play it for sure. 
But as we said prior to talking 

457
00:24:49,160 --> 00:24:53,240
about the card games of it, we 
talked about how fucking heavy 

458
00:24:53,240 --> 00:24:57,840
this shit is and it's quite a 
lot. 

459
00:24:58,520 --> 00:25:02,440
But why don't you? 
So going through it's, it's 

460
00:25:02,440 --> 00:25:04,640
gonna be a deck. 
It is. 

461
00:25:04,840 --> 00:25:06,800
It definitely leans kind of 
towards that like journaling 

462
00:25:06,800 --> 00:25:09,320
game aspect like you said, cuz 
there's prompts and things like 

463
00:25:09,320 --> 00:25:10,760
that. 
But it's two people through the 

464
00:25:10,760 --> 00:25:13,800
door. 
But if you if you go to the 

465
00:25:13,800 --> 00:25:16,040
backer kit page, which we'll go 
into a little bit, you can 

466
00:25:16,040 --> 00:25:19,560
download the print and play 
demo. 

467
00:25:20,240 --> 00:25:24,320
So go check that out, but talk 
to us a little bit about 

468
00:25:24,360 --> 00:25:28,520
actually playing the game. 
I know here on the thing there's

469
00:25:28,520 --> 00:25:30,400
prompts, perceptions, infection,
those kind of things. 

470
00:25:30,400 --> 00:25:32,000
Like what are the steps to 
actually getting through the 

471
00:25:32,000 --> 00:25:33,440
game? 
Yeah. 

472
00:25:33,440 --> 00:25:37,040
So, so obviously there's a set 
of rules cards very, very 

473
00:25:37,040 --> 00:25:39,880
inspired by For the Queen where 
you read those and that helps 

474
00:25:39,880 --> 00:25:42,960
you establish what apocalypse 
are we in? 

475
00:25:42,960 --> 00:25:45,360
Like what's the nature of the 
zombie infection we're dealing 

476
00:25:45,360 --> 00:25:47,800
with? 
Which of us is infected and 

477
00:25:47,800 --> 00:25:50,640
which of us is older? 
Those are kind of everything you

478
00:25:50,640 --> 00:25:54,440
establish. 
Then the deck gets split between

479
00:25:54,440 --> 00:25:58,320
the infected and the survivor. 
You close the door between you 

480
00:25:58,640 --> 00:26:02,360
and you begin play. 
And this is going back and forth

481
00:26:02,360 --> 00:26:06,040
in turns, drawing a card and 
doing one of three things. 

482
00:26:06,280 --> 00:26:09,400
One of those cards types is a 
prompt card. 

483
00:26:09,520 --> 00:26:12,480
Anybody who's played for the 
Queen will very much recognize 

484
00:26:12,480 --> 00:26:14,680
this sort of card. 
You pick it up, you read the 

485
00:26:14,680 --> 00:26:18,680
question, the other person 
answers it aloud, and you have a

486
00:26:18,680 --> 00:26:21,600
sort of you let the conversation
flow from there. 

487
00:26:21,600 --> 00:26:24,160
If you'd like, you could also 
play it where you just answer 

488
00:26:24,160 --> 00:26:26,880
the question as written and 
still have a very narratively 

489
00:26:26,880 --> 00:26:29,000
satisfying experience. 
But often with these kinds of 

490
00:26:29,000 --> 00:26:33,360
games, I wanna encourage people 
to just kinda let the story take

491
00:26:33,360 --> 00:26:35,000
them a little bit before they 
move on. 

492
00:26:36,280 --> 00:26:38,880
The other kind of card, which is
my favorite kind of card in the 

493
00:26:38,880 --> 00:26:42,840
game, is the perception cards, 
which these are cards that when 

494
00:26:42,840 --> 00:26:45,440
you draw them, you don't read it
aloud. 

495
00:26:45,480 --> 00:26:48,600
You simply pass it under the 
door for the other person to 

496
00:26:48,600 --> 00:26:51,840
pull and read. 
And these are sensations, 

497
00:26:51,840 --> 00:26:57,040
smells, sounds that then you 
have to respond to without ever 

498
00:26:57,040 --> 00:26:59,200
kind of acknowledging it 
initially out loud. 

499
00:26:59,200 --> 00:27:04,880
And it creates this really eerie
and fun and surprising sort of 

500
00:27:04,880 --> 00:27:07,480
immersion where like when you 
are just like in the middle of a

501
00:27:07,480 --> 00:27:09,200
conversation and then it dies 
down. 

502
00:27:09,200 --> 00:27:12,080
And then instead of being asked 
a question, you just feel or 

503
00:27:12,080 --> 00:27:15,600
hear a card get slit under and 
it says you smell blood. 

504
00:27:15,600 --> 00:27:17,720
It's like, oh shit. 
Oh shit. 

505
00:27:17,720 --> 00:27:21,680
OK, now I have to like ask you 
what that like are you bleeding?

506
00:27:21,680 --> 00:27:25,560
And like, what is that? 
It's it's proven to be some of 

507
00:27:25,560 --> 00:27:29,280
the most fun moments. 
Fun is fun is a hard word with 

508
00:27:29,280 --> 00:27:31,480
this game. 
It is a very good game, I 

509
00:27:31,480 --> 00:27:33,280
believe. 
I don't know that it is always 

510
00:27:33,280 --> 00:27:35,280
fun. 
It is like it's good. 

511
00:27:35,280 --> 00:27:37,320
It's narratively satisfying. 
It can be very heavy. 

512
00:27:37,320 --> 00:27:39,760
It can be very cathartic. 
There is fun to it as well. 

513
00:27:39,880 --> 00:27:42,200
It's kind of weird to like, I 
sometimes feel weird throwing 

514
00:27:42,200 --> 00:27:44,520
the word fun around when it 
comes to this game because it is

515
00:27:44,520 --> 00:27:48,000
so heavy. 
But yeah, the perception cards 

516
00:27:48,000 --> 00:27:50,800
are great. 
And then the third kind of card 

517
00:27:50,800 --> 00:27:54,080
is the infection card. 
And the infection card is only 

518
00:27:54,080 --> 00:27:57,680
in the infected brother's deck. 
And these do two things. 

519
00:27:57,680 --> 00:28:02,320
So in the fiction broadly of the
game, the infection takes six 

520
00:28:02,320 --> 00:28:08,000
days or less to to take hold. 
And so there are five of these 

521
00:28:08,000 --> 00:28:10,960
infection cards. 
Each of them signals the end of 

522
00:28:10,960 --> 00:28:13,520
one of the first five days. 
And then obviously the 6th day 

523
00:28:13,520 --> 00:28:17,600
would be the end of the game. 
These end those days you pause 

524
00:28:17,600 --> 00:28:21,440
play for 30 seconds. 
They also give the infected 

525
00:28:21,440 --> 00:28:25,560
brother role play instructions 
to kind of change how they are 

526
00:28:25,560 --> 00:28:28,200
role-playing to emphasize the 
fact that the infection is 

527
00:28:28,200 --> 00:28:31,000
getting worse. 
So one of them, for example, is 

528
00:28:31,360 --> 00:28:34,480
the infection makes you angrier.
Take the next question your 

529
00:28:34,480 --> 00:28:39,720
brother asks you the wrong way. 
So it gives somebody that kind 

530
00:28:39,720 --> 00:28:43,000
of permission to, like, go over 
the top in a way that they might

531
00:28:43,000 --> 00:28:45,920
not if they weren't told to. 
You know, like, there is a kind 

532
00:28:45,920 --> 00:28:48,480
of player who, when asked a 
question, if it feels right in 

533
00:28:48,480 --> 00:28:50,400
the narrative, might be like, 
I'm going to take this the wrong

534
00:28:50,400 --> 00:28:52,000
way. 
But when you're told to, again, 

535
00:28:52,000 --> 00:28:54,480
this is that idea of putting 
constraints on your 

536
00:28:54,480 --> 00:28:56,240
role-playing. 
You get to do sort of surprising

537
00:28:56,240 --> 00:28:58,280
things from there. 
And then the single most 

538
00:28:58,280 --> 00:29:03,520
devastating card in there is an 
infection card that says the 

539
00:29:03,520 --> 00:29:06,440
infection makes you hunger. 
You need your brother to open 

540
00:29:06,440 --> 00:29:10,400
the door right now and is the I 
love this card because it is a 

541
00:29:10,400 --> 00:29:13,560
thing that tells you to do the 
one thing that will end the 

542
00:29:13,560 --> 00:29:15,160
game. 
It it's a thing that tells you 

543
00:29:15,160 --> 00:29:17,720
to beg your brother to do the 
one thing that will end the 

544
00:29:17,720 --> 00:29:20,840
game. 
And it is so horrifying and so 

545
00:29:20,840 --> 00:29:22,920
tragic. 
Every time I have encountered 

546
00:29:22,920 --> 00:29:25,760
it, nobody has ever opened the 
door when it's come up and ended

547
00:29:25,760 --> 00:29:28,760
the game. 
But it is that like you get that

548
00:29:28,760 --> 00:29:31,600
impulse when somebody is like 
saying it to you of like open 

549
00:29:31,600 --> 00:29:36,320
the door. 
It's like, oh, oh, I love it. 

550
00:29:36,320 --> 00:29:37,440
That's my favorite card in the 
game. 

551
00:29:37,440 --> 00:29:40,000
Probably is the is the you need 
your brother to open the door 

552
00:29:40,000 --> 00:29:42,800
right now. 
And then there's one other card,

553
00:29:42,800 --> 00:29:46,040
which is the ending card. 
This game always ends the same 

554
00:29:46,040 --> 00:29:48,360
way. 
It is a card passed from the 

555
00:29:48,360 --> 00:29:51,560
infected brother to the 
surviving brother silently, and 

556
00:29:51,560 --> 00:29:53,480
it just says, do you open the 
door? 

557
00:29:53,720 --> 00:29:55,840
And that is the final question 
of the game. 

558
00:29:55,840 --> 00:30:00,200
That is where the game ends. 
It's, it's not, it's, it's fun. 

559
00:30:00,200 --> 00:30:03,120
It's funny seeing you smile like
real big when you're like, this 

560
00:30:03,120 --> 00:30:05,240
is the most devastating card in 
the game. 

561
00:30:06,080 --> 00:30:07,040
Yeah, I'm. 
It's horrifying. 

562
00:30:07,040 --> 00:30:08,240
I'm a sicko. 
Yeah. 

563
00:30:08,240 --> 00:30:09,600
Listen, I'm right there with 
you. 

564
00:30:09,600 --> 00:30:12,280
This is this is fucked up and 
awesome and I, I can't wait to 

565
00:30:12,280 --> 00:30:15,640
get in hand. 
You know, one of the things I 

566
00:30:15,640 --> 00:30:21,600
really enjoy about your game 
design is that like a little bit

567
00:30:21,600 --> 00:30:24,960
extra, like, you know, Project 
Teco is a journaling game, but 

568
00:30:24,960 --> 00:30:27,560
you decide to make it. 
And not just that, just like the

569
00:30:27,560 --> 00:30:29,360
time travel stop, you're like, 
but it's in a planner. 

570
00:30:29,360 --> 00:30:32,920
Like there's a little bit more. 
And with this, it's the things 

571
00:30:32,920 --> 00:30:36,120
like the perception cards and 
actually being like, this isn't 

572
00:30:36,120 --> 00:30:37,640
just a journaling game. 
You're actually, I need you to 

573
00:30:37,640 --> 00:30:40,080
actually sit on two opposite 
sides of a door and you're gonna

574
00:30:40,080 --> 00:30:43,760
slide stuff back and forth 
underneath and even going so far

575
00:30:43,760 --> 00:30:49,000
as the knock for safety like the
the X card variant, which X 

576
00:30:49,000 --> 00:30:50,520
cards are great safety tools are
great. 

577
00:30:50,960 --> 00:30:54,000
Everyone should use them. 
You're not too cool to use 

578
00:30:54,000 --> 00:30:58,880
safety tools, people, but it's 
always nice when you can use the

579
00:30:58,880 --> 00:31:01,520
safety tool in a way that 
doesn't feel like you're 

580
00:31:01,520 --> 00:31:03,640
screeching everything to halt 
and everyone's like staring at 

581
00:31:03,640 --> 00:31:07,520
somebody. 
So the the not so so So what is 

582
00:31:07,520 --> 00:31:11,280
knock for safety? 
Yeah, so knock for safety is A3 

583
00:31:11,280 --> 00:31:16,280
knock system precisely because 
in this game you can't see the 

584
00:31:16,280 --> 00:31:18,200
other person. 
You don't have a shared table 

585
00:31:18,200 --> 00:31:19,720
space. 
The X card. 

586
00:31:19,720 --> 00:31:22,560
Well, I love the X card as a 
safety tool just was not going 

587
00:31:22,560 --> 00:31:25,560
to work for the system. 
You can't tap the X, you can't 

588
00:31:26,000 --> 00:31:29,080
verbally saying I'm going to X 
that would like especially 

589
00:31:29,080 --> 00:31:30,960
because you can't always hear 
each other super well through 

590
00:31:30,960 --> 00:31:34,120
the door, which is kind of part 
of the immersion that like it's 

591
00:31:34,360 --> 00:31:36,920
verbal safety tools. 
I just decided we're not going 

592
00:31:36,920 --> 00:31:39,120
to work. 
So the knock safety card is A3 

593
00:31:39,120 --> 00:31:42,920
knock system. 
One knock is very functional 

594
00:31:42,920 --> 00:31:46,040
like an X card. 
It is, I want to move past this.

595
00:31:46,040 --> 00:31:49,360
I want to end this particular 
discussion or topic or I want to

596
00:31:49,360 --> 00:31:51,920
skip this card. 
It is a it is a let's Fast 

597
00:31:51,920 --> 00:31:55,440
forward, let's move on. 
Script change is another safety 

598
00:31:55,440 --> 00:31:56,920
tool that inspired a lot of 
this. 

599
00:31:57,960 --> 00:32:02,160
But two knocks is I want to 
pause play and talk out of 

600
00:32:02,160 --> 00:32:05,000
character about something that 
happened, make sure everything's

601
00:32:05,000 --> 00:32:07,960
still feeling comfortable, and 
then we will resume knock, 

602
00:32:08,280 --> 00:32:11,120
resume play defiantly with two 
more knocks. 

603
00:32:11,440 --> 00:32:15,640
And then three knocks is a full 
RIP cord, no questions asked. 

604
00:32:15,640 --> 00:32:17,960
You knock three times. 
Let's open the door. 

605
00:32:18,000 --> 00:32:20,640
We're done playing. 
Maybe we'll start playing again,

606
00:32:20,720 --> 00:32:23,120
you know, later today. 
But like for now, that is the 

607
00:32:23,120 --> 00:32:26,920
full RIP cord on this story. 
And it, and it's nice because 

608
00:32:26,920 --> 00:32:33,680
it's like it is a thematic way 
of, of, of using safety like 

609
00:32:33,680 --> 00:32:35,880
where like you have like it's a 
very easy tool. 

610
00:32:35,880 --> 00:32:37,520
It's a very quick thing you can 
do. 

611
00:32:39,040 --> 00:32:42,320
And also, like I said just 
previously, you have like some 

612
00:32:42,320 --> 00:32:45,520
cards like the one that I was 
talking about before, where it 

613
00:32:45,520 --> 00:32:48,360
is like you are verbally telling
the other person you want them 

614
00:32:48,360 --> 00:32:52,920
to open the door, which if a 
safety tool was verbal, could be

615
00:32:52,920 --> 00:32:57,080
misconstrued as like, I'm having
a bad unsafe time in the game, 

616
00:32:57,200 --> 00:32:59,800
please open the door. 
But when you're doing that and 

617
00:32:59,800 --> 00:33:02,440
you're not using the knocking 
system, then that gives the 

618
00:33:02,440 --> 00:33:05,040
signal to the other person of 
like, oh, we are in play, we are

619
00:33:05,040 --> 00:33:07,200
in role play. 
I don't need to worry about your

620
00:33:07,200 --> 00:33:09,960
safety. 
So, yeah, that's the knock 

621
00:33:09,960 --> 00:33:12,040
system. 
So each player gets one of those

622
00:33:12,040 --> 00:33:14,480
cards. 
Yeah, and and like I was saying,

623
00:33:14,480 --> 00:33:16,880
just the the thought that goes 
into stuff like that beyond like

624
00:33:17,080 --> 00:33:19,200
you could have literally just 
had an X card you slide into the

625
00:33:19,200 --> 00:33:23,320
door. 
But but making it thematic is so

626
00:33:23,440 --> 00:33:26,760
it's clever. 
It's so clever to not only have 

627
00:33:27,000 --> 00:33:29,840
a a good adaptation for those 
non verbal cues since you're 

628
00:33:29,840 --> 00:33:31,680
literally not looking at each 
other, but like you're at a 

629
00:33:31,680 --> 00:33:34,280
door. 
So like knocking kind of like 

630
00:33:34,280 --> 00:33:35,720
feels like the thing you do at 
doors. 

631
00:33:35,720 --> 00:33:41,480
So it it really makes sense and 
then I know, so it says there 

632
00:33:41,480 --> 00:33:45,640
are 10 door cards which defines 
the zombie apocalypse. 

633
00:33:45,640 --> 00:33:48,920
So like, what are the different 
types of zombie apocalypse 

634
00:33:48,920 --> 00:33:52,360
ellipsize ellipses that that 
people could have? 

635
00:33:53,080 --> 00:33:56,920
Well, so it's interesting 
because I, I've heard a couple 

636
00:33:56,920 --> 00:34:00,920
pitches from some folks, but 
ultimately the door cards will 

637
00:34:00,920 --> 00:34:04,440
be, you know, pieces of little 
microfiction on one side and a 

638
00:34:04,440 --> 00:34:06,280
corresponding door illustration 
on the other. 

639
00:34:06,480 --> 00:34:08,679
You can choose these. 
This is another pulled 

640
00:34:08,679 --> 00:34:12,159
inspiration from For the Queen, 
which has Queen cards which help

641
00:34:12,159 --> 00:34:16,040
define your world. 
And I don't actually know what 

642
00:34:16,040 --> 00:34:18,960
all of these zombie apocalypse's
are going to look like yet 

643
00:34:18,960 --> 00:34:23,440
because I have 10 guest writers 
and 10 guest illustrators who 

644
00:34:23,440 --> 00:34:25,520
are going to be collaborating to
make them. 

645
00:34:26,040 --> 00:34:28,040
And they're definitely going to 
be doing it now that we're 

646
00:34:28,040 --> 00:34:29,639
funded. 
And I sent them all an e-mail 

647
00:34:29,639 --> 00:34:32,159
today that was like, hey, now 
that we've funded, if anybody's 

648
00:34:32,159 --> 00:34:35,159
excited to share pitches, I'd 
love to hear what you're 

649
00:34:35,159 --> 00:34:38,920
thinking. 
But when I sent the brief to to 

650
00:34:38,920 --> 00:34:43,320
these collaborators, like I 
threw out some, you know, wild 

651
00:34:43,320 --> 00:34:46,159
directions that you could go. 
You don't need to go traditional

652
00:34:46,159 --> 00:34:48,960
zombie apocalypse. 
I was like you. 

653
00:34:49,000 --> 00:34:55,480
You might do like a magic blight
in a medieval like high magic 

654
00:34:55,480 --> 00:34:56,679
setting. 
You know what I mean? 

655
00:34:56,679 --> 00:34:59,280
Where like magic is corrupted 
and maybe you're playing two 

656
00:34:59,280 --> 00:35:04,120
wizard brothers now and that 
like changes the game entirely. 

657
00:35:04,960 --> 00:35:08,600
Or another one that I like kind 
of threw out there to give them 

658
00:35:08,600 --> 00:35:13,120
some inspiration was like 
imagine like the the piece of 

659
00:35:13,120 --> 00:35:17,000
micro fiction is like a note 
from a priest about how there is

660
00:35:17,000 --> 00:35:20,480
like a possession epidemic 
beginning or something. 

661
00:35:20,480 --> 00:35:25,000
And then you play with the 
zombie virus as a possession. 

662
00:35:25,800 --> 00:35:28,680
And it's I think actually a 
great way that people can see an

663
00:35:28,680 --> 00:35:33,360
example of this is if you listen
to the actual plays from No 

664
00:35:33,360 --> 00:35:37,640
Quest for the Wicked and a queer
PG, because both of them set 

665
00:35:37,640 --> 00:35:41,320
their the time We have game in 
an existing world from their 

666
00:35:41,320 --> 00:35:45,440
show and used a plot point to 
define the infection, which I 

667
00:35:45,440 --> 00:35:48,000
love. 
And the No Quest for the Wicked 

668
00:35:48,000 --> 00:35:52,280
folks specifically, their 
infection was this kind of 

669
00:35:52,280 --> 00:35:56,600
cosmic horror deity infecting 
the mind of the infected 

670
00:35:56,600 --> 00:35:59,200
brother. 
And so it was this live 

671
00:35:59,200 --> 00:36:02,480
processing of like these 
impulses in his head to do 

672
00:36:02,480 --> 00:36:04,480
certain things that he's dealing
with throughout. 

673
00:36:04,480 --> 00:36:06,880
And he has these sort of 
chilling phrases he says and 

674
00:36:06,880 --> 00:36:10,560
stuff. 
So like the door cards are where

675
00:36:10,560 --> 00:36:14,000
this game gets replayable and 
really like opens up the 

676
00:36:14,000 --> 00:36:17,200
definition for folks is that 
like, you can play the Last of 

677
00:36:17,200 --> 00:36:20,680
Us, you can play, you know, I am
legend, these like zombie worlds

678
00:36:20,680 --> 00:36:23,800
that you know and love. 
But like, what does this become 

679
00:36:23,800 --> 00:36:26,720
when you're on a space station 
and you're playing like somebody

680
00:36:26,720 --> 00:36:30,080
who has like the alien parasite 
in their from alien and that's 

681
00:36:30,080 --> 00:36:31,640
what they're processing, you 
know what I mean? 

682
00:36:31,640 --> 00:36:34,920
Like it's just you get to bring 
in so many different weird 

683
00:36:34,920 --> 00:36:38,400
angles with the door cards. 
It's the part I'm most excited 

684
00:36:38,400 --> 00:36:40,920
to see take shape because it's 
also the part that's like kind 

685
00:36:40,920 --> 00:36:44,680
of amorphous right now. 
Yeah, You know, it's really neat

686
00:36:44,680 --> 00:36:47,760
that it is amorphous. 
I have the list of or the image 

687
00:36:47,760 --> 00:36:49,960
of the guest writers and 
illustrators on the screen right

688
00:36:49,960 --> 00:36:52,240
now, but the whole game sounds 
awesome. 

689
00:36:52,240 --> 00:36:54,480
That's the part I think I'm the 
most excited for because like 

690
00:36:54,920 --> 00:36:58,280
like you said, the the 
possibility of opening it up for

691
00:36:58,280 --> 00:37:02,000
so many things, but also just in
like a design and play sense. 

692
00:37:02,640 --> 00:37:05,120
If it was if it was just zombie 
apocalypse, people would play a 

693
00:37:05,120 --> 00:37:08,480
lot of zombie apocalypse. 
But the fact that you have 10 

694
00:37:08,480 --> 00:37:11,080
things that are different makes 
people go, wait a minute, I have

695
00:37:11,080 --> 00:37:13,160
10 more ideas that I could do 
when we could play this a 

696
00:37:13,160 --> 00:37:15,240
million different ways. 
Just by being like you got bit 

697
00:37:15,240 --> 00:37:18,040
by like a vampire or something 
like you got bit by a werewolf. 

698
00:37:18,040 --> 00:37:22,200
You have the whole plethora of 
of classic monster lore in front

699
00:37:22,200 --> 00:37:26,360
of you to to do it and and 
beyond, so really fantastic idea

700
00:37:26,360 --> 00:37:29,280
to give the game legs for a long
time. 

701
00:37:30,080 --> 00:37:33,000
Yeah. 
And I, I, I know from some folks

702
00:37:33,000 --> 00:37:38,200
who played the game at Big Bad 
Con told me that a couple of the

703
00:37:38,200 --> 00:37:41,120
people who were there when they 
were playing were already 

704
00:37:41,120 --> 00:37:44,200
writing their own door cards 
after they played it at the 

705
00:37:44,200 --> 00:37:46,520
thing. 
And I was like, that's so sick. 

706
00:37:46,520 --> 00:37:48,680
I don't know why I hadn't 
thought somebody would just do 

707
00:37:48,680 --> 00:37:50,480
that immediately, but I was 
like, that's so sick. 

708
00:37:50,480 --> 00:37:52,560
Like I would love to see, like, 
what they write. 

709
00:37:53,080 --> 00:37:53,760
So you're right. 
Yeah. 

710
00:37:54,200 --> 00:37:58,280
It's not only options, it's 
permission to like tweak the 

711
00:37:58,280 --> 00:38:02,480
game to your own setting. 
Yeah, which is always nice to 

712
00:38:02,480 --> 00:38:05,560
have if anyone that's in the 
TTRBG space. 

713
00:38:05,560 --> 00:38:08,480
It's like we don't need to give 
you permission theoretically to 

714
00:38:08,480 --> 00:38:11,720
hack shit, but it's always nice 
to have it at least once in 

715
00:38:11,720 --> 00:38:13,320
there. 
Just be like, sure, yeah, go for

716
00:38:13,320 --> 00:38:16,640
it. 
Like some people like that 

717
00:38:16,640 --> 00:38:21,200
little bit of permission. 
So, and the game is a deck of 

718
00:38:21,200 --> 00:38:25,400
cards and I know you said 
previously that you like you're 

719
00:38:25,400 --> 00:38:27,640
a fan of tarot cards and stuff 
like that because it is a tarot 

720
00:38:27,640 --> 00:38:30,560
sized deck of cards, correct? 
Yeah, the yeah, the actual 

721
00:38:30,560 --> 00:38:35,160
format size is tarot. 
Yeah, 2.75 by 4.75 inches. 

722
00:38:35,840 --> 00:38:39,560
I'm sure you had to say that a 
lot to try to get those printed.

723
00:38:40,040 --> 00:38:42,480
Yeah. 
So as far as the pledge levels, 

724
00:38:42,480 --> 00:38:45,200
like what can people when they 
go back this on back? 

725
00:38:45,200 --> 00:38:47,040
OK, right now 'cause like you 
said, it is already funded. 

726
00:38:47,040 --> 00:38:51,320
It is over $15,000 for a two 
player card game. 

727
00:38:51,320 --> 00:38:54,640
I'm so excited. 
We talk a lot about I back too 

728
00:38:54,640 --> 00:38:57,400
many fucking projects and we 
talk a lot about projects here 

729
00:38:57,400 --> 00:39:00,200
on the show. 
And backer kit is becoming more 

730
00:39:00,200 --> 00:39:03,400
and more and more popular and 
more sustainable as far as 

731
00:39:03,400 --> 00:39:07,600
things like that go, because you
know, $15,000 for a project like

732
00:39:07,600 --> 00:39:10,960
this is fantastic and it's 
really nice to see it able to 

733
00:39:10,960 --> 00:39:12,840
make that kind of money off of 
Kickstarter with. 

734
00:39:14,000 --> 00:39:17,960
But when they go to the backer 
kit page, what can they get from

735
00:39:17,960 --> 00:39:22,960
this project? 
Yeah, so you can grab APDF copy 

736
00:39:22,960 --> 00:39:26,240
of the game for $20. 
You can grab a physical copy, 

737
00:39:26,280 --> 00:39:29,120
everything you need to play the 
game for $40. 

738
00:39:29,320 --> 00:39:32,440
You can bundle those together 
for 50, which I did have 

739
00:39:32,440 --> 00:39:34,880
somebody asked the question 
about why don't I just bundle it

740
00:39:34,880 --> 00:39:37,520
with the base game. 
I do kind of see the digital and

741
00:39:37,520 --> 00:39:40,640
physical as pretty separate 
things because the digital is 

742
00:39:40,640 --> 00:39:43,720
also going to have a guide for 
using a deck of playing cards 

743
00:39:43,720 --> 00:39:46,240
that I'll layout sort of nicely 
like a digital Zine. 

744
00:39:46,400 --> 00:39:49,040
So it's a little bit of extra 
labor that I'll need to hire. 

745
00:39:49,040 --> 00:39:51,400
So that's that's why there's 
that little price differential. 

746
00:39:52,360 --> 00:39:56,120
You can also get 2 physical 
copies for a discount at $60.00 

747
00:39:56,120 --> 00:39:59,000
in a very cutesy tier called 
Four Brothers. 

748
00:40:00,800 --> 00:40:04,880
You can get the special edition 
deck which will be in a magnetic

749
00:40:05,240 --> 00:40:08,240
book box with an alternate 
silver foil cover. 

750
00:40:08,480 --> 00:40:10,960
Very minimalist. 
Essentially, I wanted to make a 

751
00:40:10,960 --> 00:40:13,880
version of the game that is an 
art piece that does not have any

752
00:40:13,880 --> 00:40:16,600
of the stuff that I'll have to 
put on for retail so that it is 

753
00:40:16,600 --> 00:40:18,600
something that you can kind of 
display on your shelf. 

754
00:40:19,680 --> 00:40:22,200
The way I put it is like this is
the thing you turn sideways 

755
00:40:22,200 --> 00:40:25,600
rather than, or you turn front 
ways rather than put in sideways

756
00:40:25,600 --> 00:40:27,640
on a shelf. 
I'm really excited to work with 

757
00:40:27,640 --> 00:40:31,440
Ripley, the illustrator to 
design the alt cover for that. 

758
00:40:32,360 --> 00:40:36,320
They have some cool ideas. 
And that special edition will 

759
00:40:36,320 --> 00:40:39,280
also contain three additional 
door cards that I will write 

760
00:40:39,280 --> 00:40:42,400
because I have a lot of ideas 
that I want to, you know, cram 

761
00:40:42,400 --> 00:40:44,760
into the game that I couldn't 
fit into the base version with 

762
00:40:45,040 --> 00:40:50,520
all of the incredible Murderer's
row of contributors for $150.00.

763
00:40:50,520 --> 00:40:52,800
This is the throw more money at 
the project because you would 

764
00:40:52,800 --> 00:40:55,560
like it. 
But in in exchange, you get a 

765
00:40:55,560 --> 00:40:58,080
limited signed edition of that 
deluxe copy. 

766
00:40:58,080 --> 00:41:00,200
I will put a small, you know, 
signature plate. 

767
00:41:00,200 --> 00:41:03,480
It'll be numbered and signed as 
like a Kickstarter exclusive. 

768
00:41:03,840 --> 00:41:07,640
And then if you're feeling 
nasty, you can pay $500 to play 

769
00:41:07,640 --> 00:41:11,840
the game with me. 
And I think so far my mom has 

770
00:41:11,840 --> 00:41:13,000
backed at that level. 
So there. 

771
00:41:14,840 --> 00:41:17,960
You go, you gotta listen, you 
gotta throw it out there. 

772
00:41:17,960 --> 00:41:19,720
You never know when someones 
going to just drop that. 

773
00:41:19,720 --> 00:41:20,960
Never know. 
You never. 

774
00:41:20,960 --> 00:41:23,480
Know we a lot of projects have 
been like, we do this out there 

775
00:41:23,480 --> 00:41:25,800
because it's ridiculous and we 
got five people to back it. 

776
00:41:25,800 --> 00:41:29,200
So but the the four brothers 
series kind of shit I was 

777
00:41:29,200 --> 00:41:30,840
talking about earlier where I 
was like, you just had these 

778
00:41:30,840 --> 00:41:34,320
like little clever extras that 
just that in all the stuff you 

779
00:41:34,320 --> 00:41:37,360
do and even having like, yeah, 
just do 2 decks like that's a 

780
00:41:37,360 --> 00:41:39,600
great thing to have for A2 
player game. 

781
00:41:39,600 --> 00:41:42,840
And it was I I laughed, I think 
out loud when when I saw that 

782
00:41:42,840 --> 00:41:46,560
too there. 
So that I'm glad I'm glad you 

783
00:41:46,560 --> 00:41:48,000
kind of chuckled when you saw 
that too. 

784
00:41:48,600 --> 00:41:50,760
One thing I do want to talk 
about too though, is we 

785
00:41:50,760 --> 00:41:53,040
mentioned there's a lot of guest
writers and guest illustrators, 

786
00:41:53,040 --> 00:41:54,920
but like who? 
Who we talking about here? 

787
00:41:55,880 --> 00:41:58,560
Oh yeah. 
So these are some of just like 

788
00:41:58,960 --> 00:42:02,800
names you will recognize from 
TTRPGS, some illustrators and 

789
00:42:02,800 --> 00:42:06,080
writers that I've found outside 
of TTRPGS. 

790
00:42:06,080 --> 00:42:09,440
So our guest writers are, and 
there's a lot of names, so bear 

791
00:42:09,440 --> 00:42:12,600
with me. 
Harlan Guthrie of malevolent 

792
00:42:12,600 --> 00:42:16,760
fame, Caleb Zane Hewitt, who you
might know from Triangle Agency.

793
00:42:16,920 --> 00:42:20,120
Jay Stroutman of Planet Arcana 
and currently working on A 

794
00:42:20,120 --> 00:42:22,760
Fool's Errand. 
Kendrick Smith of Tales Yet 

795
00:42:22,760 --> 00:42:26,040
Told. 
Kyle Tam, known for such games 

796
00:42:26,040 --> 00:42:29,400
as Mariah Vediccia Veletti, who 
we've just talked about today. 

797
00:42:29,840 --> 00:42:33,240
Caro Assertion who wrote I'm 
sorry, did you say St. 

798
00:42:33,240 --> 00:42:35,600
Magic? 
Amongst many other cool games, 

799
00:42:36,160 --> 00:42:41,040
but Taylor Navarro who made not 
Yet which was a romantic game 

800
00:42:41,040 --> 00:42:44,480
that came out around ROM com. 
So we were sort of romantic game

801
00:42:44,480 --> 00:42:47,520
buddies. 
And then Dylan Napelion, AKA 

802
00:42:47,520 --> 00:42:50,600
Super Dylan, who is a dear 
friend, host of one Shot, 

803
00:42:50,760 --> 00:42:52,640
incredible game designer in his 
own right. 

804
00:42:54,120 --> 00:42:59,400
Illustrators, we have Raul 
Vopato, Victor Winter who did 

805
00:42:59,400 --> 00:43:01,440
the villains on ROM com Drama 
Bomb. 

806
00:43:01,440 --> 00:43:04,440
So if you loved Victor's work on
that, I'm very excited to be 

807
00:43:04,440 --> 00:43:08,400
working with him again. 
John Gagney, Sonia Hennar, 

808
00:43:08,760 --> 00:43:15,320
Justin McElroy, No Relation, 
Connor Nolan, WK Hall, 

809
00:43:15,320 --> 00:43:17,600
Evangeline Gallagher and Nadir 
Noor. 

810
00:43:17,600 --> 00:43:21,680
And that's a mix of illustrators
who have been in TTRPGS, as well

811
00:43:21,680 --> 00:43:24,760
as about four or five folks who 
are brand new to TTRPGS. 

812
00:43:26,080 --> 00:43:30,040
Yeah, I think Murderer's Row is,
is the right the right thing to 

813
00:43:30,040 --> 00:43:32,160
call that. 
I mean, just the the the spread 

814
00:43:32,160 --> 00:43:33,800
there. 
First of all, I mean, putting 

815
00:43:33,800 --> 00:43:36,120
them on the cards was a 
fantastic idea too. 

816
00:43:36,840 --> 00:43:40,360
But between the illustrators and
the writers, it's it's it's it's

817
00:43:40,360 --> 00:43:42,680
an insane project. 
Like in the fact that you don't 

818
00:43:42,680 --> 00:43:46,560
even know what they're all doing
is one of the coolest parts of 

819
00:43:46,560 --> 00:43:49,800
all of this, where you've made 
the game, you've opened the door

820
00:43:50,600 --> 00:43:55,440
for the door cards for for that,
and then just brought on this 

821
00:43:55,480 --> 00:43:58,480
fantastic a group of people to 
just make it even better. 

822
00:43:58,480 --> 00:44:02,480
So that's, I mean, good job. 
I don't know what else to say. 

823
00:44:02,480 --> 00:44:04,240
It's fucking awesome. 
I'm very excited for it. 

824
00:44:04,520 --> 00:44:09,320
Yeah. 
It was a real I knew I wanted to

825
00:44:09,320 --> 00:44:11,480
get a bunch of people involved 
with this game and I wanted to. 

826
00:44:11,880 --> 00:44:14,280
And when I figured out that it 
was through the door cards, that

827
00:44:14,280 --> 00:44:18,160
was great because that is an 
easy pitch for someone who is 

828
00:44:18,160 --> 00:44:20,520
really wild and artistic and 
cool. 

829
00:44:20,520 --> 00:44:23,480
Is like, hey, do you want to 
define a weird fucking zombie 

830
00:44:23,480 --> 00:44:26,520
apocalypse for me? 
And everybody on this list was 

831
00:44:26,520 --> 00:44:28,960
like, yeah, yeah, I do. 
Yeah, I do want to do that. 

832
00:44:31,040 --> 00:44:35,920
No projects funded. 
Again, it's over $15,000, but 

833
00:44:35,920 --> 00:44:38,360
I'm still looking at the back of
the kit page and there's room to

834
00:44:38,360 --> 00:44:41,720
grow with stretch goals. 
So what? 

835
00:44:41,720 --> 00:44:45,960
What are we looking at for that?
So we are there are going to be 

836
00:44:45,960 --> 00:44:48,760
three additional door cards that
are stretch goals. 

837
00:44:48,760 --> 00:44:51,200
These will be in the core game, 
unlike the three that I'll be 

838
00:44:51,200 --> 00:44:55,280
writing for the special edition,
the first of which unlocks at 17

839
00:44:55,280 --> 00:44:58,160
five. 
That will be a card written by 

840
00:44:58,160 --> 00:45:00,760
Felix Isaacs, who is the 
designer of the Wild Sea and a 

841
00:45:00,760 --> 00:45:03,040
good friend. 
And the illustrator on that will

842
00:45:03,040 --> 00:45:06,480
be B Marsolier, who also did the
logo for the game, which 

843
00:45:07,120 --> 00:45:09,280
absolutely knocked it out of the
park with that logo. 

844
00:45:10,520 --> 00:45:14,520
And then once we hit that, I can
reveal two more exciting folks 

845
00:45:14,520 --> 00:45:17,760
who are gonna make a card at 
20,000 and then two more folks 

846
00:45:17,760 --> 00:45:20,120
who are gonna make a card at 22 
five. 

847
00:45:20,360 --> 00:45:23,640
And then at 25,000, if we can 
hit it is my favorite kind of 

848
00:45:23,640 --> 00:45:25,800
stretch goal. 
It's the everybody gets a range 

849
00:45:25,800 --> 00:45:27,480
stretch goal. 
It's where I can make room in 

850
00:45:27,480 --> 00:45:30,240
the budget to up all the 
contributors rates. 

851
00:45:30,640 --> 00:45:33,200
And I love to do that. 
I love to pay people to make 

852
00:45:33,200 --> 00:45:34,880
art. 
It's the best. 

853
00:45:35,520 --> 00:45:39,480
Yeah, it's, it's like if you pay
people, then you you make stuff,

854
00:45:39,960 --> 00:45:42,640
you know, one of the I, I love, 
I love the space. 

855
00:45:42,640 --> 00:45:44,120
I do. 
I promise I do. 

856
00:45:44,840 --> 00:45:48,320
I wish more people kind of 
thought about it that way. 

857
00:45:48,520 --> 00:45:50,600
Not that a lot of people don't, 
but there's definitely people 

858
00:45:50,600 --> 00:45:55,560
that make, make stuff, pay 
people and people will play your

859
00:45:55,560 --> 00:45:57,080
stuff. 
Like if you, if you make things 

860
00:45:57,080 --> 00:46:00,360
with love and, and surround 
yourself with good people and, 

861
00:46:00,360 --> 00:46:04,040
and creative people, you will 
get more from it. 

862
00:46:04,040 --> 00:46:07,280
And, and clearly you, you make 
great things and surround 

863
00:46:07,280 --> 00:46:09,800
yourself with great people. 
And, and here we are now talking

864
00:46:09,800 --> 00:46:12,400
about this project that's just 
funded on backer kit with. 

865
00:46:12,400 --> 00:46:13,920
So that's evidence of it enough,
but. 

866
00:46:15,000 --> 00:46:16,480
And people want to work with you
again. 

867
00:46:16,480 --> 00:46:18,360
You know what I mean? 
Like a lot of these people on 

868
00:46:18,360 --> 00:46:20,360
this project are repeat 
collaborators. 

869
00:46:20,360 --> 00:46:23,080
You know, Samantha Lee is 
editing for me once again. 

870
00:46:23,720 --> 00:46:25,560
Like I said, Victor is an 
illustrator. 

871
00:46:25,560 --> 00:46:28,520
Jay Strautman is a guest writer.
Yeah. 

872
00:46:28,520 --> 00:46:31,400
You know, when you when you 
treat people well, they want to 

873
00:46:31,400 --> 00:46:34,360
keep working with you. 
And I very much believe in 

874
00:46:34,360 --> 00:46:38,240
trying to make the kind of 
business I want to exist, even 

875
00:46:38,240 --> 00:46:42,000
though it's not objectively the 
most profitable or most like 

876
00:46:42,360 --> 00:46:46,600
growth minded. 
But I like to do business 

877
00:46:46,600 --> 00:46:51,560
practices that I think are good.
Yes, we there's already too many

878
00:46:51,560 --> 00:46:56,360
Dragons hoarding gold in this 
world, so I'd rather be happy 

879
00:46:56,360 --> 00:47:01,440
than than than that. 
As someone who backs too many 

880
00:47:01,440 --> 00:47:05,360
fucking projects, I do have to 
say I love that you have like 

881
00:47:05,360 --> 00:47:07,800
you're waiting until you hit the
stretch goal before you announce

882
00:47:07,800 --> 00:47:10,160
the next one. 
It's really nice. 

883
00:47:10,160 --> 00:47:13,200
It's clever to people being 
like, I wonder what the next one

884
00:47:13,200 --> 00:47:15,240
is. 
So I'm gonna see is a lot better

885
00:47:15,240 --> 00:47:19,080
than being like here's up to 
$1,000,000 and and we're at 

886
00:47:19,080 --> 00:47:22,960
like, you know, 10K right now. 
So it's, it's again, just a 

887
00:47:23,000 --> 00:47:25,680
continuation of the fact that 
you've you're this is a 

888
00:47:25,680 --> 00:47:30,800
fantastic project and you do 
stuff in a very thorough, 

889
00:47:30,800 --> 00:47:33,720
creative and interesting way. 
So thank you very much. 

890
00:47:34,480 --> 00:47:38,200
Yeah, It's, it's, I don't know 
what to say. 

891
00:47:38,200 --> 00:47:40,200
You make good shit. 
And I'm very excited for for 

892
00:47:40,200 --> 00:47:44,480
what goes beyond this. 
So what what the time we have is

893
00:47:44,840 --> 00:47:46,520
obviously going to be on your 
plate for a little bit. 

894
00:47:46,520 --> 00:47:49,280
You still have to do everything 
with these door cards and and 

895
00:47:49,280 --> 00:47:50,440
then make your own and things 
like that. 

896
00:47:50,440 --> 00:47:53,520
But what's is there a four 
player game in the future that 

897
00:47:53,520 --> 00:47:57,000
we can look forward to or like 
what what's what's, what's 

898
00:47:57,000 --> 00:48:01,160
coming down the pipeline? 
Yeah, I've been, I've been 

899
00:48:01,160 --> 00:48:03,760
thinking, I mean, I've been 
starting to think about what 

900
00:48:03,760 --> 00:48:08,920
2025 looks like. 
And you know, this was my first 

901
00:48:08,920 --> 00:48:12,240
year going full time into this. 
And I think that the turn into 

902
00:48:12,240 --> 00:48:14,320
the new year is figuring out 
like, can I make this 

903
00:48:14,320 --> 00:48:16,160
sustainable? 
I've been like pushing and 

904
00:48:16,160 --> 00:48:18,960
pushing this year. 
Can I make it sustainable? 

905
00:48:19,000 --> 00:48:21,840
How do I do that? 
I think that I'll be focusing on

906
00:48:22,160 --> 00:48:24,400
some supplements maybe in the 
beginning of the year. 

907
00:48:24,400 --> 00:48:28,240
I think ROM com I might do some 
supplements over February. 

908
00:48:28,560 --> 00:48:31,080
Maybe a couple Zine supplements 
to keep an eye out for. 

909
00:48:31,280 --> 00:48:33,920
Get some people to write some 
new villains, some new 

910
00:48:33,920 --> 00:48:37,280
playbooks. 
That's a thought existing right 

911
00:48:37,280 --> 00:48:39,640
now. 
I've wanted to do 2 different 

912
00:48:39,680 --> 00:48:42,520
Project Echo supplements since 
it released and just haven't 

913
00:48:42,520 --> 00:48:44,720
been able to give them time. 
The dolphin, Yeah. 

914
00:48:45,720 --> 00:48:47,480
Yeah, the Dolphin, the Dolphin 
supplement. 

915
00:48:48,120 --> 00:48:50,640
No, I really want to do Project 
Echo. 

916
00:48:50,640 --> 00:48:55,840
I really want to do a A2 player 
supplement where you introduce a

917
00:48:55,840 --> 00:48:59,680
way to play as the entity in the
same planner so you can pass it 

918
00:48:59,680 --> 00:49:03,600
back and forth. 
Very weird esoteric thoughts 

919
00:49:03,600 --> 00:49:06,440
about how that might look. 
And then I want to make a sequel

920
00:49:06,440 --> 00:49:10,600
to Project Echo eventually. 
That is a much more hopeful 

921
00:49:11,360 --> 00:49:12,760
concept. 
I'll just tell you about it. 

922
00:49:12,960 --> 00:49:15,400
It's called, it will be called 
hopefully Project Echo 

923
00:49:15,400 --> 00:49:19,400
Architect. 
And it is the idea that in the 

924
00:49:19,400 --> 00:49:22,800
year that you destroyed playing 
Project Echo, this is a 

925
00:49:22,840 --> 00:49:25,680
different kind of time traveller
who is responsible for 

926
00:49:25,680 --> 00:49:28,840
rebuilding time and rebuilding 
people's lives. 

927
00:49:28,840 --> 00:49:33,280
And like it's the hopeful 
response of a project Echo that 

928
00:49:33,280 --> 00:49:37,240
I hope to eventually make. 
And then otherwise I'm working 

929
00:49:37,240 --> 00:49:39,920
on an abstract strategy board 
game that I would like to late 

930
00:49:39,920 --> 00:49:42,880
make next year. 
So totally out of out of RPGs 

931
00:49:42,880 --> 00:49:45,720
that that is actually what's 
really exciting me right now is 

932
00:49:45,720 --> 00:49:48,520
I have this little prototype of 
an abstract strategy game that I

933
00:49:48,520 --> 00:49:53,240
want to make really bad. 
I that sounds awesome. 

934
00:49:53,280 --> 00:49:56,320
I when you said a two player 
game or one person gets to play 

935
00:49:56,320 --> 00:50:01,960
the bad guy like that, that is 
really tweaking me there. 

936
00:50:01,960 --> 00:50:03,480
That sounds fantastic. 
I mean it. 

937
00:50:03,800 --> 00:50:05,520
There are two player games like,
I don't know, like Matt 

938
00:50:05,520 --> 00:50:07,800
Graveland, A clever girl, where 
you're like the human and the 

939
00:50:07,800 --> 00:50:10,800
Raptor, which is cool. 
There's a clever girl, actually,

940
00:50:10,800 --> 00:50:13,360
yeah. 
Yeah, there's a game called, I 

941
00:50:13,360 --> 00:50:15,280
believe it's Tangled. 
That's a two player where like 

942
00:50:15,280 --> 00:50:18,040
one person is kind of like this 
entity and one person is not. 

943
00:50:18,960 --> 00:50:21,240
But having Project Echo where 
you actually get to play is that

944
00:50:21,240 --> 00:50:24,920
would be awesome. 
Again, the reveal is that it's 

945
00:50:24,920 --> 00:50:27,120
the dolphin, but the. 
Dolphin. 

946
00:50:27,120 --> 00:50:28,600
The entity is the Dolphin 
spoiler. 

947
00:50:28,640 --> 00:50:29,920
There you go. 
It has to be. 

948
00:50:31,080 --> 00:50:34,920
But but that sounds great. 
I mean, you know, on top of 

949
00:50:34,920 --> 00:50:38,040
everything you're doing with 
mini sided media, on top of the 

950
00:50:38,040 --> 00:50:41,960
success of my first dungeon and 
the wonderful Talking Table 

951
00:50:41,960 --> 00:50:45,480
podcast, being able to do these 
big game design projects, I can 

952
00:50:45,480 --> 00:50:49,320
only imagine that your calendar 
is full frequently. 

953
00:50:49,320 --> 00:50:53,800
Yeah, yeah, yeah. 
How are you juggling all of 

954
00:50:53,800 --> 00:50:58,480
that? 
Oh wow, not always. 

955
00:50:58,480 --> 00:51:03,200
Well, I, I work too hard. 
I, you know, I chatted with a 

956
00:51:03,240 --> 00:51:07,360
friend and a very, very designer
who is a huge inspiration, Will 

957
00:51:07,360 --> 00:51:10,640
Yobst at the beginning of this 
year when I, when I first quit 

958
00:51:10,640 --> 00:51:15,000
my job. 
And what they said was like they

959
00:51:15,000 --> 00:51:17,440
and I, and I still haven't 
pulled this off, but they said, 

960
00:51:17,800 --> 00:51:20,360
Elliot, I'll give you a piece of
advice if you can pull it off. 4

961
00:51:20,360 --> 00:51:22,640
day work weeks. 
And I was like 4 day work weeks.

962
00:51:22,640 --> 00:51:25,160
Are you insane? 
Like, I pretty much still work 

963
00:51:25,160 --> 00:51:26,960
six day work weeks. 
But they're right. 

964
00:51:26,960 --> 00:51:29,160
And like Will has a lot of 
really good thoughts about like 

965
00:51:29,160 --> 00:51:31,280
burnout and keeping yourself 
from burning out. 

966
00:51:31,520 --> 00:51:34,680
And I think that that is 
something I have not reached 

967
00:51:34,680 --> 00:51:37,680
burnout this year, but I think 
that I have gotten close to 

968
00:51:37,680 --> 00:51:41,880
touching that stove. 
And I think that one of the 

969
00:51:41,880 --> 00:51:45,240
things that this project funding
and hopefully doing, you know, 

970
00:51:45,240 --> 00:51:48,800
well beyond funding over the 
next couple weeks gives me space

971
00:51:48,800 --> 00:51:54,160
to break, take a break. 
I'm planning on taking two weeks

972
00:51:54,160 --> 00:51:57,240
off in December over the 
holidays to go back home to 

973
00:51:57,240 --> 00:52:00,680
Massachusetts to see family and 
like, really turn off from 

974
00:52:00,680 --> 00:52:03,800
everything because I haven't 
really taken a proper vacation 

975
00:52:03,800 --> 00:52:05,200
this year. 
I've taken, you know, some small

976
00:52:05,200 --> 00:52:07,840
ones. 
So that's the key. 

977
00:52:07,960 --> 00:52:12,480
And the key is that going full 
time gave me the space to make 

978
00:52:12,480 --> 00:52:13,840
all of these things happen at 
once. 

979
00:52:13,840 --> 00:52:18,960
Like the fact that my 40 to 80 
hours a week is focused just on 

980
00:52:18,960 --> 00:52:20,640
games means I can get a lot 
done. 

981
00:52:20,880 --> 00:52:24,040
And, you know, it's not always 
the most financially viable, but

982
00:52:24,040 --> 00:52:27,440
we're getting there. 
And and yeah. 

983
00:52:27,440 --> 00:52:30,480
And honestly, the other answer 
is I have a lot of really good 

984
00:52:30,520 --> 00:52:33,880
supportive friends, really good 
friends. 

985
00:52:33,880 --> 00:52:37,760
And also I have a really good 
group of games friends who I can

986
00:52:38,280 --> 00:52:42,120
play storm and, and play test 
with and, and just talk about 

987
00:52:42,120 --> 00:52:44,200
games with that all live in New 
York. 

988
00:52:44,200 --> 00:52:48,960
And that has been really, really
rejuvenating and and sustaining 

989
00:52:49,960 --> 00:52:51,920
so. 
I can only imagine, like you 

990
00:52:51,920 --> 00:52:54,680
said, I mean, be a good person 
trying yourself with good people

991
00:52:54,680 --> 00:52:56,880
and you're going to just keep 
finding more good people to be 

992
00:52:56,880 --> 00:52:59,880
around you. 
So that's, I mean 100% keeping 

993
00:52:59,880 --> 00:53:03,120
it going. 
So we've already said the term 

994
00:53:03,120 --> 00:53:05,320
we have is on backer kit. 
I'll make sure. 

995
00:53:05,840 --> 00:53:10,320
So sadzombiegame.com, yeah. 
Sadzombiegame.com. 

996
00:53:10,840 --> 00:53:14,960
Love that. 
I know Adam over at World Champ 

997
00:53:14,960 --> 00:53:19,600
does that a bunch where they'll 
get just a little URL vanity 

998
00:53:19,600 --> 00:53:22,760
URL. 
It's funny too, because when I 

999
00:53:22,760 --> 00:53:25,680
was setting up all of this, I 
was like, man, I want to put the

1000
00:53:25,680 --> 00:53:29,000
URL on the screen, but it's a 
really long backer kid thing. 

1001
00:53:29,240 --> 00:53:31,040
And then I was like, there has 
to be something else. 

1002
00:53:31,040 --> 00:53:34,080
And I went to your, it must have
been like your Twitter page and 

1003
00:53:34,080 --> 00:53:36,240
I saw this ad zombie game and I 
was like, that's it. 

1004
00:53:36,240 --> 00:53:38,280
This is this is what we have. 
That's fantastic. 

1005
00:53:38,280 --> 00:53:42,600
So always great to to to have 
that on top of again, everything

1006
00:53:42,600 --> 00:53:45,040
else we already talked about, 
you know, prior to the show with

1007
00:53:45,080 --> 00:53:47,760
the thoroughness with which you 
are prepared for these things. 

1008
00:53:49,280 --> 00:53:53,760
But besides sad zombiegame.com, 
which is where they'll go to the

1009
00:53:53,760 --> 00:53:57,240
time we have, like where can 
people find more of you, more of

1010
00:53:57,240 --> 00:53:58,720
mini sided media, all of those 
things. 

1011
00:53:59,440 --> 00:54:05,000
Yeah, so you can find me on 
pretty much every social media 

1012
00:54:05,000 --> 00:54:08,080
at More Blueberries now that I'm
not really on Twitter, 

1013
00:54:08,320 --> 00:54:11,680
Instagram, Blue Sky, TikTok, 
Tumblr. 

1014
00:54:11,680 --> 00:54:14,440
Actually, I might be more bloops
on Tumblr, but I'm most active 

1015
00:54:14,440 --> 00:54:18,040
on Blue Sky and TikTok. 
On TikTok, I mostly talk about 

1016
00:54:18,040 --> 00:54:20,040
my stuff. 
Sometimes I talk about other 

1017
00:54:20,040 --> 00:54:23,120
games and stuff. 
I'll talk about the process of 

1018
00:54:23,120 --> 00:54:24,560
being a game designer here and 
there. 

1019
00:54:24,560 --> 00:54:27,360
But I've been a little bit, it's
been a little one note on my 

1020
00:54:27,360 --> 00:54:31,160
TikTok lately because I've been 
promoting a crowdfunder and you 

1021
00:54:31,160 --> 00:54:35,320
can hear me once again my first 
dungeon and talk at the table 

1022
00:54:35,320 --> 00:54:38,600
wherever you get your podcasts. 
And we have a new show coming 

1023
00:54:38,600 --> 00:54:41,000
out tomorrow. 
Bitcherton starts releasing new 

1024
00:54:41,000 --> 00:54:43,080
episodes, which is not a games 
podcast. 

1025
00:54:43,080 --> 00:54:47,000
It is an improvised Regency 
podcast and I'm very, very 

1026
00:54:47,000 --> 00:54:48,440
excited to see what people think
of that. 

1027
00:54:48,440 --> 00:54:50,000
I'm not on that, but I produce 
it. 

1028
00:54:50,920 --> 00:54:54,680
Yeah, because not only do you do
you do everything you've already

1029
00:54:54,680 --> 00:54:56,800
said, but you're a producer on 
top of everything else. 

1030
00:54:56,800 --> 00:54:59,920
So you just have all of all, of 
all the fingers and all the pies

1031
00:54:59,920 --> 00:55:01,800
there. 
Last question, what? 

1032
00:55:02,560 --> 00:55:04,680
Why more blueberries? 
Why were there not enough 

1033
00:55:04,680 --> 00:55:05,760
blueberries before? 
Where? 

1034
00:55:05,760 --> 00:55:09,760
Where did? 
So this is a this is a small 

1035
00:55:09,760 --> 00:55:12,560
story. 
Long story short, I was in 

1036
00:55:12,560 --> 00:55:15,800
college and a friend of mine and
I were in a class where we 

1037
00:55:15,800 --> 00:55:19,800
couldn't really talk much and we
had a carton of blueberries and 

1038
00:55:19,840 --> 00:55:23,000
we ate them very quickly because
they were particularly good. 

1039
00:55:23,320 --> 00:55:27,400
And my friend flipped over the 
carton and wrote quickly in pen,

1040
00:55:27,400 --> 00:55:29,440
more blueberries on the back of 
the carton. 

1041
00:55:29,880 --> 00:55:32,560
I took a picture of it. 
I posted on my Instagram. 

1042
00:55:32,840 --> 00:55:36,520
And then something broke in my 
brain where I decided that I 

1043
00:55:36,520 --> 00:55:40,160
needed to post the words more 
blueberries in some fashion on 

1044
00:55:40,160 --> 00:55:43,920
my Instagram every day for like 
a year. 

1045
00:55:44,240 --> 00:55:47,320
And I taught myself Photoshop. 
I got into photography. 

1046
00:55:47,320 --> 00:55:51,680
I started doing that to do that.
And it was just a big like kick 

1047
00:55:51,680 --> 00:55:54,000
off to my artistic journey. 
And then when I had to make a 

1048
00:55:54,000 --> 00:55:57,440
website for a class in college, 
it was more blueberries.com. 

1049
00:55:57,440 --> 00:56:01,360
And then it was kind of cemented
as a personal brand and it's 

1050
00:56:01,360 --> 00:56:05,600
stuck with me ever since. 
Well, listen, if anything's 

1051
00:56:05,600 --> 00:56:08,640
gonna do it, I'm glad that the 
blueberry has got you on the 

1052
00:56:08,640 --> 00:56:13,520
path to where we are today. 
So hey, listen, it was so nice 

1053
00:56:13,520 --> 00:56:15,280
talking to you. 
I'm I'm very glad that you were 

1054
00:56:15,280 --> 00:56:17,240
able to come on the show and we 
got to talk about this fantastic

1055
00:56:17,240 --> 00:56:18,480
game. 
So thank you so much. 

1056
00:56:19,000 --> 00:56:22,080
Yeah, thank you so much. 
This was really a great easy 

1057
00:56:22,080 --> 00:56:23,000
chat. 
Super fun. 

1058
00:56:23,000 --> 00:56:27,440
Thanks for giving me the space. 
Yeah, let's let have this be the

1059
00:56:27,440 --> 00:56:30,800
only time next time you have 
something coming down, Dolphin 

1060
00:56:30,800 --> 00:56:32,560
supplement and everything, I 
would love to have you back on. 

1061
00:56:32,560 --> 00:56:34,360
So, so let's set that up for the
future. 

1062
00:56:34,360 --> 00:56:37,320
But again, thank you and thank 
you everyone listening out 

1063
00:56:37,320 --> 00:56:39,000
there. 
You can find us the same place 

1064
00:56:39,000 --> 00:56:41,160
you always do. 
The links are where they always 

1065
00:56:41,160 --> 00:56:43,360
are. 
And that'll be us for today. 

1066
00:56:43,360 --> 00:56:45,360
We will see you later. 
Bye.

