1
00:00:14,720 --> 00:00:17,640
Hello and welcome to the Weekly 
Scroll podcast brought to you by

2
00:00:17,640 --> 00:00:19,520
The Adventure Archive. 
My name is Ryan. 

3
00:00:20,400 --> 00:00:21,800
And I'm Kirby. 
Hello. 

4
00:00:22,880 --> 00:00:26,200
And today we are going to be 
going over the rules. 

5
00:00:26,200 --> 00:00:32,180
Light, horror, TTRPG, squishy. 
This is from Emmitt Kiernan with

6
00:00:32,180 --> 00:00:36,620
art from Mike Wassian and 
designed from dye Sugars, whose 

7
00:00:36,620 --> 00:00:40,020
name is on a lot of stuff that 
I've been finding recently. 

8
00:00:40,300 --> 00:00:43,340
So they do a fantastic job. 
So this is this is a fun one. 

9
00:00:44,140 --> 00:00:47,980
Yeah, for sure. 
I think we every time you come 

10
00:00:47,980 --> 00:00:50,540
on, we we chat a little bit 
about like, you know, like what 

11
00:00:50,540 --> 00:00:52,940
the heck are we going to do? 
And we decided to do a horror 

12
00:00:52,940 --> 00:00:55,860
episode this time because we're 
also going to be chatting about 

13
00:00:55,860 --> 00:00:57,700
what else are we chatting about 
today. 

14
00:00:59,160 --> 00:01:02,360
Dead Horse magazine, but well, 
I'll just leave it there so 

15
00:01:02,360 --> 00:01:06,280
everybody can have their, their,
I don't want to say dirty things

16
00:01:06,280 --> 00:01:10,920
on your stream, so. 
There you go. 

17
00:01:11,440 --> 00:01:14,360
And that's that's good. 
So yeah, so we're we're going to

18
00:01:14,600 --> 00:01:17,760
we're going to hop into Squishy.
My phone just said reminder 

19
00:01:17,760 --> 00:01:18,960
you're supposed to be doing this
right now. 

20
00:01:18,960 --> 00:01:21,560
So thank you for letting me know
we're going to hop into that 

21
00:01:21,560 --> 00:01:22,840
Squishy. 
Squishy is fun. 

22
00:01:22,840 --> 00:01:25,040
It's really fucking fun. 
This is, this is one of the ones

23
00:01:25,040 --> 00:01:27,520
that was put out from Exalted 
funeral. 

24
00:01:27,930 --> 00:01:30,650
Got the little exalter funeral 
tag in the back here but there's

25
00:01:30,650 --> 00:01:33,050
been some I think. 
I think there's three adventures

26
00:01:33,050 --> 00:01:35,850
and I I know that two have been 
printed because I I have them 

27
00:01:36,410 --> 00:01:42,690
And there's a third one on on 
emit itch. 

28
00:01:43,010 --> 00:01:44,090
Fuck. 
I can't remember what it what 

29
00:01:44,090 --> 00:01:45,810
what the itch is now. 
We'll find it at the end but 

30
00:01:45,810 --> 00:01:47,490
it's like sugar render or 
something like that. 

31
00:01:47,650 --> 00:01:48,770
We'll make sure we send that 
link out. 

32
00:01:49,010 --> 00:01:51,890
But two of them are really fun. 
The first one they're all really

33
00:01:51,890 --> 00:01:53,810
fun is called Dance till You're 
Dead. 

34
00:01:54,250 --> 00:02:00,010
This is a big gorgeous Zine. 
Very different art style. 

35
00:02:00,770 --> 00:02:04,850
And then then the squishy Zine 
itself. 

36
00:02:05,210 --> 00:02:07,730
It definitely has like this kind
of amalgamation of like 

37
00:02:07,730 --> 00:02:10,250
different things, but it's 
really neat, very artsy. 

38
00:02:10,650 --> 00:02:13,090
And then we were just talking 
about Halloween babysitter. 

39
00:02:13,690 --> 00:02:18,370
These are both, yeah, these are 
all exalted, really, really fun 

40
00:02:18,370 --> 00:02:21,050
little scene. 
The Halloween babysitter is 

41
00:02:21,050 --> 00:02:23,170
like. 
I said this before we started 

42
00:02:23,170 --> 00:02:25,930
the stream, but this is one of 
my favorite game books that I 

43
00:02:25,930 --> 00:02:32,370
own because just because of how 
fun it is to just look at like 

44
00:02:32,370 --> 00:02:34,610
it's like a comic book for like 
a 12 year old. 

45
00:02:35,530 --> 00:02:38,210
Yeah, but like, but like murder 
like. 

46
00:02:38,250 --> 00:02:40,210
Oh yeah, yeah. 
For Murder is 12 year old, 

47
00:02:40,250 --> 00:02:43,490
obviously. 
Yeah, it's really, really neat, 

48
00:02:43,490 --> 00:02:45,010
really interesting. 
It's got a lot of fantastic 

49
00:02:45,010 --> 00:02:47,490
arts, really cool spreads. 
But the beginning really is a 

50
00:02:47,490 --> 00:02:48,650
comic. 
Like there literally is. 

51
00:02:48,650 --> 00:02:51,330
I got comic in the in the 
beginning of it, so. 

52
00:02:51,770 --> 00:02:53,090
Really cool. 
Really neat. 

53
00:02:53,490 --> 00:02:56,170
This is a fun game. 
This is definitely going on the 

54
00:02:56,170 --> 00:03:00,570
list of games that fuck. 
If I could just start one, then 

55
00:03:00,570 --> 00:03:02,890
we'll get a series going, but 
this is one of the ones that is 

56
00:03:02,930 --> 00:03:06,850
absolutely going to be going. 
Yeah. 

57
00:03:07,130 --> 00:03:10,090
Maybe if I start talking about 
it, if I start talking about it 

58
00:03:10,090 --> 00:03:11,610
on here, maybe it'll force me to
actually do it. 

59
00:03:12,130 --> 00:03:15,650
I have a plan to start a series 
called Side Quests, which is a 

60
00:03:15,650 --> 00:03:18,490
lot of these, especially rules 
like games we've gone over where

61
00:03:18,490 --> 00:03:20,810
we get to review them. 
But maybe a lot of people 

62
00:03:20,810 --> 00:03:23,250
haven't played them or there's 
not like in a lot of Ap's for 

63
00:03:23,290 --> 00:03:25,850
them really want to have like a 
one to two sessions for each one

64
00:03:25,850 --> 00:03:29,450
and bounce through a lot of the 
games that when we review them 

65
00:03:30,410 --> 00:03:32,930
we're like, fuck, I want to play
this super bad or I've read this

66
00:03:32,930 --> 00:03:35,210
a bunch of times and haven't had
the opportunity really want to 

67
00:03:35,210 --> 00:03:36,810
do that. 
This is definitely going to go 

68
00:03:36,810 --> 00:03:39,650
on that because it's so light, 
so easy, super quick. 

69
00:03:39,850 --> 00:03:43,490
So why don't we just stop into 
it and we'll get crack a 

70
00:03:43,490 --> 00:03:48,280
lacking. 
Boom. 

71
00:03:48,280 --> 00:03:52,720
So this is Squishy, a quick 
start horror game. 

72
00:03:53,040 --> 00:03:56,400
First of all, Vibes. 
Immaculate. 

73
00:03:56,480 --> 00:03:58,880
Love it. 
Yeah, this is my this is my shit

74
00:03:58,880 --> 00:04:02,040
right here. 
Like the the art style of this. 

75
00:04:02,080 --> 00:04:04,120
I'm already. 
I'm already trying to I'm 

76
00:04:04,120 --> 00:04:08,800
already trying to contact MM 
Wazion about doing art for dead 

77
00:04:08,800 --> 00:04:12,200
horse. 
So good. 

78
00:04:12,480 --> 00:04:14,760
And I mean I already have. 
I have a I don't know if you can

79
00:04:14,760 --> 00:04:17,740
see this but. 
A little crypt keeper head 

80
00:04:17,740 --> 00:04:20,940
tattoo on my arm and as I was 
looking through this I was 

81
00:04:20,940 --> 00:04:23,740
reminded of that tattoo. 
I was like this is like very 

82
00:04:23,740 --> 00:04:25,060
similar art style. 
I love it. 

83
00:04:25,220 --> 00:04:27,700
Yeah, well, they're on Twitter 
at Corpsemonger. 

84
00:04:28,020 --> 00:04:31,060
I found them earlier, so 
definitely, definitely check out

85
00:04:31,060 --> 00:04:32,540
there. 
But their style is definitely 

86
00:04:32,540 --> 00:04:38,220
that, that very far out there. 
Gross like. 

87
00:04:38,850 --> 00:04:39,450
Punk. 
I don't know. 

88
00:04:39,450 --> 00:04:40,090
I don't. 
I don't. 

89
00:04:40,090 --> 00:04:41,970
I don't know well, the punk, I'm
not going to get into that. 

90
00:04:41,970 --> 00:04:46,050
But like, it's there. 
There's a genre of this kind of 

91
00:04:46,050 --> 00:04:49,210
art that's really I love the 
shit out of. 

92
00:04:49,250 --> 00:04:51,770
I know that some people. 
Repugnant got similar stuff. 

93
00:04:52,290 --> 00:04:56,050
Yeah, yeah, repugnant has that. 
There's a lot of the stuff from 

94
00:04:56,690 --> 00:05:00,970
below dwelling sewer mutants is 
that kind of like slime gorness 

95
00:05:00,970 --> 00:05:04,210
to it. 
So really, really fantastic art 

96
00:05:04,210 --> 00:05:07,890
and it really suits this game 
incredibly well. 

97
00:05:08,790 --> 00:05:11,510
And because the game itself is 
super fucking light, the rules 

98
00:05:11,510 --> 00:05:13,710
are like only just a couple of 
pages and the rest of it is just

99
00:05:13,710 --> 00:05:16,870
more addons to it. 
But hopping into it, I really 

100
00:05:16,870 --> 00:05:20,830
love the design of it all the 
way through as well. 

101
00:05:21,550 --> 00:05:26,910
I will say one thing that I that
is in the PDF but that is also 

102
00:05:26,910 --> 00:05:29,870
on here that I I would I would 
have liked a little bit 

103
00:05:29,870 --> 00:05:31,270
differently but it's not a big 
deal. 

104
00:05:31,510 --> 00:05:33,030
The table of contents is the 
back cover. 

105
00:05:34,850 --> 00:05:38,290
Would have really liked actually
to see this page which is kind 

106
00:05:38,290 --> 00:05:42,170
of like a this kind of like hex 
comb grid over the interior art 

107
00:05:42,170 --> 00:05:46,170
or the cover art on the back and
maybe this replaced by the table

108
00:05:46,170 --> 00:05:48,210
of contents. 
But that's about, that's about 

109
00:05:48,210 --> 00:05:51,010
the only bit that was a little 
bit different for me. 

110
00:05:51,450 --> 00:05:54,330
It is a short of Zine that it 
does have bookmarks but it 

111
00:05:54,330 --> 00:05:56,170
doesn't have hyperlinks. 
But again it's it's literally 

112
00:05:56,170 --> 00:05:59,690
like you know 20-30 pages. 
So that's not a huge drop off on

113
00:05:59,690 --> 00:06:05,200
a short Zine like this. 
But again, overall really really

114
00:06:05,200 --> 00:06:07,960
love the layout in graphic 
design of this mixed with the 

115
00:06:08,040 --> 00:06:13,680
the art style. 
So hopping in quick let's play a

116
00:06:13,680 --> 00:06:17,000
horror game. 
A rules like system for those 

117
00:06:17,000 --> 00:06:19,640
who want to run a survival 
horror scenario on a pinch 

118
00:06:20,080 --> 00:06:22,880
Squishy is good for players who 
want a challenging experience 

119
00:06:22,880 --> 00:06:24,240
without a lot of number 
crunching. 

120
00:06:24,770 --> 00:06:28,370
For TRBG newbies and veterans 
for large groups if you want, 

121
00:06:28,370 --> 00:06:31,890
it's a D10 system and most 
important, the system is super 

122
00:06:31,890 --> 00:06:33,970
quick. 
Character creation is very 

123
00:06:33,970 --> 00:06:35,850
abstracted. 
If you are one of those 

124
00:06:35,850 --> 00:06:39,490
grognards that really likes to 
just, you know, jerk off with 

125
00:06:39,490 --> 00:06:43,330
your fucking dice, this is not 
the game for you. 

126
00:06:44,130 --> 00:06:49,690
This is extremely abstracted and
I really enjoy that for a lot of

127
00:06:49,690 --> 00:06:53,270
the rules, light style stuff. 
Yeah, this, this. 

128
00:06:53,390 --> 00:06:56,750
When I was reading through it 
earlier today, I I realized how 

129
00:06:58,910 --> 00:07:02,110
how different this is than a lot
of the other games that I have 

130
00:07:02,110 --> 00:07:06,910
that are extremely rules. 
Like even what was the last one 

131
00:07:06,910 --> 00:07:12,830
we did together I can remember. 
You're like, man, that would 

132
00:07:12,830 --> 00:07:15,350
make a whole game for this. 
Like, I don't know. 

133
00:07:15,790 --> 00:07:20,350
But no, the last one was. 
I wish I could remember that May

134
00:07:20,350 --> 00:07:22,030
because I don't want to wait, I 
don't want to just sit here 

135
00:07:22,030 --> 00:07:24,270
thinking about it. 
But the I remember thinking 

136
00:07:24,270 --> 00:07:27,670
like, wow, this game is so cool 
because it's so it's so just 

137
00:07:27,670 --> 00:07:30,270
simplistic. 
Like everything is just so easy 

138
00:07:30,270 --> 00:07:32,070
and simple and the numbers just 
make sense. 

139
00:07:32,070 --> 00:07:36,510
But like, I love this even more 
because of how the numbers are 

140
00:07:36,510 --> 00:07:39,950
basically irrelevant. 
Like it's literally like, yeah, 

141
00:07:39,950 --> 00:07:43,150
just you know, just get like if 
it works, then you just say it's

142
00:07:43,150 --> 00:07:45,830
a 10 like if like some of the 
shit's like that. 

143
00:07:45,990 --> 00:07:50,680
And I love that. 
Yeah, I'm, I'm completely 

144
00:07:50,680 --> 00:07:53,000
blanking on what we did for the 
last one because the one we did 

145
00:07:53,000 --> 00:07:55,240
prior to that, which was one of 
the first times you were on 

146
00:07:55,240 --> 00:07:58,680
that, we really, really did like
a really deep dive I think was 

147
00:07:58,680 --> 00:08:00,240
when we did a slip gate Check 
Point. 

148
00:08:00,960 --> 00:08:05,440
We did, yeah, we did that. 
We did packs and blades dead. 

149
00:08:05,480 --> 00:08:06,760
Oh. 
Packs and blades. 

150
00:08:06,920 --> 00:08:10,960
Yeah, and then? 
It must have been packs and 

151
00:08:10,960 --> 00:08:12,680
blades. 
Maybe it was packs and blades. 

152
00:08:13,880 --> 00:08:15,840
Was that the last? 
I mean, I don't want to. 

153
00:08:16,320 --> 00:08:18,360
I'm talking about it. 
But yeah, I'm just trying to 

154
00:08:18,360 --> 00:08:20,080
remember like that. 
I was just thinking about that 

155
00:08:20,080 --> 00:08:23,200
how I I love the games that are 
so, so simple. 

156
00:08:23,400 --> 00:08:25,640
But then this one just takes 
that on a different in a 

157
00:08:25,640 --> 00:08:28,120
different direction, where it's 
like, it's so simple that you 

158
00:08:28,120 --> 00:08:30,520
could just make shit up, make 
the rules up while you play, 

159
00:08:30,520 --> 00:08:33,240
like make the numbers up. 
It doesn't fucking matter, like.

160
00:08:34,059 --> 00:08:36,980
Well that's The thing is like 
the numbers for them for a lot 

161
00:08:36,980 --> 00:08:39,900
of the time don't matter and 
it's a really interesting way to

162
00:08:39,980 --> 00:08:43,580
to run a game especially for 
like it specifically says this 

163
00:08:43,580 --> 00:08:45,380
is for people that don't want to
do a whole lot of number 

164
00:08:45,380 --> 00:08:48,460
crunching and that's that's 
really cool so so character 

165
00:08:48,460 --> 00:08:51,620
creation really expounds on that
and again man I just I love the 

166
00:08:51,620 --> 00:08:54,780
graphic design throughout this. 
I think that if this is I 

167
00:08:54,780 --> 00:08:58,300
believe it was dye that did a 
lot of this, the mix of their 

168
00:08:58,300 --> 00:09:00,940
graphic design with Mike 
Watson's art throughout this 

169
00:09:00,940 --> 00:09:03,560
entire thing. 
Is is just perfect. 

170
00:09:03,680 --> 00:09:07,000
Like perfect. 
I even really love this texture 

171
00:09:07,000 --> 00:09:09,120
that they put on all the pages. 
So it's not just like a plain 

172
00:09:09,120 --> 00:09:11,480
white. 
It's so much nicer on the eyes 

173
00:09:11,480 --> 00:09:13,680
and so much nicer in the design 
that it's really cool. 

174
00:09:13,680 --> 00:09:17,760
So this is character creation. 
We got a couple of big pieces 

175
00:09:17,760 --> 00:09:21,120
with like, I don't know, weird 
to form, children rotting with 

176
00:09:21,480 --> 00:09:22,680
needles in their heads and 
stuff. 

177
00:09:23,760 --> 00:09:27,000
A lot of the, yeah, a lot of the
Zine has this kind of like 

178
00:09:27,320 --> 00:09:29,830
green. 
Like, almost like a dark 

179
00:09:29,830 --> 00:09:32,110
chartreuse color throughout 
That's really, really beautiful.

180
00:09:33,390 --> 00:09:36,190
And yeah, so character creation.
Jump into a world. 

181
00:09:36,190 --> 00:09:38,350
Survival horror in six simple 
steps. 

182
00:09:38,350 --> 00:09:40,270
Love when we get a list of 
steps. 

183
00:09:40,270 --> 00:09:42,190
Skate Wizards. 
Thank you Ozo. 

184
00:09:42,550 --> 00:09:43,470
Skate. 
Wizards. 

185
00:09:44,550 --> 00:09:46,110
Yeah. 
Love that shit. 

186
00:09:46,190 --> 00:09:47,990
Yeah, yeah, yeah, yeah. 
So damn you. 

187
00:09:47,990 --> 00:09:49,670
You're almost getting double 
digits on some of these 

188
00:09:49,670 --> 00:09:52,190
episodes, man. 
That is why you are a R de facto

189
00:09:52,190 --> 00:09:56,370
third host. 
So step one, the GM lets the 

190
00:09:56,370 --> 00:09:58,890
players know what time period 
and basic saving the game plays.

191
00:09:59,010 --> 00:10:02,410
The game takes place in and 
gives him a moment to come up 

192
00:10:02,410 --> 00:10:04,250
with a character idea and name. 
That's it. 

193
00:10:04,250 --> 00:10:07,410
So I could be like, hey, we're 
doing Jack the Ripper era, 

194
00:10:07,410 --> 00:10:11,250
Victorian England. 
Think of a name and a character 

195
00:10:11,250 --> 00:10:12,130
idea and you could be like, 
okay. 

196
00:10:12,130 --> 00:10:14,250
Well then I'm going to be some, 
you know, I'll be like a 

197
00:10:14,290 --> 00:10:16,730
detective or whatever and boom, 
there's your whole fucking shit,

198
00:10:17,450 --> 00:10:20,200
yeah. 
Step 2. 

199
00:10:20,200 --> 00:10:23,160
The GM asks players to write 
down the following list on a 

200
00:10:23,160 --> 00:10:25,400
piece of paper. 
Why don't you make a fucking 

201
00:10:25,400 --> 00:10:27,240
character while you do this? 
Are you down for that or do you 

202
00:10:27,240 --> 00:10:29,760
wanna? 
All right, So okay. 

203
00:10:29,880 --> 00:10:32,760
So then why don't we stick with?
Why don't we just stick with? 

204
00:10:32,760 --> 00:10:39,240
Like, let's just do nineties, 
90s, small America, You know, 

205
00:10:39,480 --> 00:10:42,720
classic. 
Kind of like nightmare for. 

206
00:10:43,000 --> 00:10:45,890
Halloween. 
There you go, Yeah, let's do, 

207
00:10:45,930 --> 00:10:48,130
let's do that. 
So that's that is the time 

208
00:10:48,130 --> 00:10:50,930
period and basic setting we're 
we're talking about suburban, 

209
00:10:51,210 --> 00:10:55,970
suburban America, mid-october, 
Halloween creeping up, 

210
00:10:56,810 --> 00:11:01,450
decorations are already out in 
the mid mid 90s we'll say. 

211
00:11:01,810 --> 00:11:04,370
So that's. 
Hollingswood, Indiana. 

212
00:11:04,370 --> 00:11:06,130
That's where we're going to go, 
Hollingswood. 

213
00:11:06,810 --> 00:11:07,770
Perfect. 
So what is? 

214
00:11:07,850 --> 00:11:09,930
What is the character idea that 
you want to have for that? 

215
00:11:09,930 --> 00:11:12,050
You want to be like a teenager? 
You want to be like the? 

216
00:11:13,650 --> 00:11:16,890
Let's say I'm going to be the 
the mechanic's daughter. 

217
00:11:19,250 --> 00:11:24,170
She's going to be like super, 
super beefy and super, like 

218
00:11:24,170 --> 00:11:31,930
technical but extremely not 
savvy with like, you know, her 

219
00:11:31,930 --> 00:11:34,770
attitude going real tomboy, 
tomboy I was. 

220
00:11:34,890 --> 00:11:37,010
Going to say So what we used to 
call Tomboy in the 90s. 

221
00:11:37,090 --> 00:11:38,650
Yeah, yeah. 
Back in the 90s we called them 

222
00:11:38,650 --> 00:11:40,090
Tomboys, yeah. 
Yeah. 

223
00:11:40,290 --> 00:11:44,390
Versus, you know. 
Anyway, so Step 2, the G massive

224
00:11:44,390 --> 00:11:46,710
players to write down the 
following list on a piece of 

225
00:11:46,710 --> 00:11:48,070
paper. 
So I need you to write down on 

226
00:11:48,070 --> 00:11:50,870
that same paper. 
There are 12345. 

227
00:11:50,870 --> 00:11:58,150
There are 6 stats right? 
The 1st is Brains, the 2nd is 

228
00:11:58,190 --> 00:12:08,150
Braun, the third is Moxie, the 
4th is Handiness. 

229
00:12:09,880 --> 00:12:12,880
The 5th is combat, and the final
one is survival. 

230
00:12:13,000 --> 00:12:14,400
Those are your stats. 
That's it. 

231
00:12:14,400 --> 00:12:17,280
You got 6 stats, 6 stats system,
and that's what it is. 

232
00:12:18,480 --> 00:12:22,440
And then step three, the GM asks
the players to write the 

233
00:12:22,440 --> 00:12:26,760
following descriptors next to 
each stat, matching them in a 

234
00:12:26,760 --> 00:12:29,600
way that best describes how that
character might play. 

235
00:12:29,680 --> 00:12:33,720
What I think would be really fun
with this would be like almost 

236
00:12:33,720 --> 00:12:37,000
like a like a serial killer 
like. 

237
00:12:38,740 --> 00:12:41,420
Letter cut from a magazine 
character sheet where I 

238
00:12:41,420 --> 00:12:44,580
literally hand a little package 
to players and these are 

239
00:12:44,580 --> 00:12:49,020
actually cut out already and 
then they can just like do the 

240
00:12:49,020 --> 00:12:51,900
lines and shit. 
I think you need some disaster 

241
00:12:51,900 --> 00:12:54,460
tourism supplemental material. 
There you go. 

242
00:12:54,620 --> 00:12:56,980
So I would have the six there 
and then I would have the other 

243
00:12:56,980 --> 00:12:59,300
ones and you would literally and
I would hand a glue stick to you

244
00:12:59,340 --> 00:13:01,180
and you would literally just 
glue stick and you would slap 

245
00:13:01,460 --> 00:13:07,460
these like these descriptions 
next to the the stat, so. 

246
00:13:08,660 --> 00:13:11,180
So these are the descriptors you
put next to each of yours. 

247
00:13:11,180 --> 00:13:15,540
You've got shit kind of bad, 
kind of good, OK, great and 

248
00:13:15,540 --> 00:13:19,140
superstar. 
So you match those with your 

249
00:13:19,300 --> 00:13:23,820
stats and that's, that's that is
how that is how that works. 

250
00:13:24,260 --> 00:13:26,420
There are numbers there are, 
there are numbers. 

251
00:13:26,700 --> 00:13:29,620
But that is as far as you like 
it. 

252
00:13:29,620 --> 00:13:33,140
It determines like what you need
to roll for this D10 system, so.

253
00:13:34,180 --> 00:13:36,940
Once you have all those down, 
tell me in order which which 

254
00:13:36,940 --> 00:13:38,460
ones you went with. 
Which ones Like what? 

255
00:13:38,460 --> 00:13:45,940
Which stat got what I'm. 
Going to go superstar for Braun 

256
00:13:46,700 --> 00:13:52,700
and great for handiness. 
Brains Okay. 

257
00:13:53,860 --> 00:13:58,860
Combat kind of good. 
Survival kind of bad. 

258
00:13:59,500 --> 00:14:03,680
And then moxie is shit. 
And that sounds like the the 

259
00:14:03,680 --> 00:14:07,480
buff tomboy mechanics daughter. 
That's a good one. 

260
00:14:07,600 --> 00:14:09,880
I like that. 
So in the next section we'll 

261
00:14:09,880 --> 00:14:12,320
break down what this means 
numbers wise, but it should be 

262
00:14:12,320 --> 00:14:14,080
enough to keep the casual 
players happy. 

263
00:14:14,840 --> 00:14:17,480
And so see page four for the 
descriptor table. 

264
00:14:17,960 --> 00:14:20,760
So this will just kind of 
explain on the next page what 

265
00:14:20,920 --> 00:14:24,880
all of that means I I really 
love the next page and and just 

266
00:14:25,000 --> 00:14:27,120
first of all, again, how it's 
laid out, which is gorgeous. 

267
00:14:28,040 --> 00:14:31,480
But the descriptors here, So 
Step 4, the GM asset players who

268
00:14:31,480 --> 00:14:33,880
write something that they are 
especially good at or especially

269
00:14:33,880 --> 00:14:36,840
bad at relating to each 
descriptor. 

270
00:14:37,080 --> 00:14:39,960
So this can be written in 
brackets next to the descriptor.

271
00:14:39,960 --> 00:14:42,680
So the examples here they have 
handiness, combat, and brains. 

272
00:14:42,880 --> 00:14:46,000
So for handiness it says it 
could mean arts or mechanical 

273
00:14:46,000 --> 00:14:49,000
engineering or hacking. 
Which I assume for yours, since 

274
00:14:49,000 --> 00:14:51,200
we're the mechanics solder, it's
going to be like machine 

275
00:14:51,200 --> 00:14:54,080
tinkering or something like that
could yeah. 

276
00:14:54,480 --> 00:14:56,240
Machines. 
Yeah. 

277
00:14:56,240 --> 00:14:59,600
So combat could be hand to hand 
or a specific gun or mainly. 

278
00:14:59,760 --> 00:15:02,080
So it is, it's more specific. 
You're basically picking your 

279
00:15:02,080 --> 00:15:04,800
like if these are your 
abilities, you're picking the 

280
00:15:04,800 --> 00:15:07,120
skills that associated with it 
and you get like one really good

281
00:15:07,120 --> 00:15:09,160
one, right. 
So brains could be wit, 

282
00:15:09,160 --> 00:15:12,200
toughness, medical knowledge or 
even psychic powers. 

283
00:15:12,480 --> 00:15:16,080
So again you could have like the
mechanical handiness bit to it. 

284
00:15:16,080 --> 00:15:18,400
And if you want for the brains, 
you could have that be like the 

285
00:15:18,920 --> 00:15:23,080
the actual know how like 
whatever if if that's a or 

286
00:15:23,080 --> 00:15:27,000
something like that, yeah. 
So especially good at or 

287
00:15:27,000 --> 00:15:29,080
especially bad at relating to 
each descriptor. 

288
00:15:29,280 --> 00:15:32,240
So if you have like shit and 
stuff like that, you should put 

289
00:15:32,240 --> 00:15:35,040
like what you're super shit at 
for for each one as well. 

290
00:15:36,120 --> 00:15:40,680
So there's a section here that 
says hey GM, so this is talking 

291
00:15:40,680 --> 00:15:42,840
to the gym. 
It says let them know that they 

292
00:15:42,840 --> 00:15:45,760
will get bonuses when they try 
to carry out actions related to 

293
00:15:45,760 --> 00:15:48,800
their specialty, right? 
But if they try to roll for 

294
00:15:48,800 --> 00:15:51,960
something related to a stat that
is too far removed from their 

295
00:15:51,960 --> 00:15:55,170
chosen specialty? 
It won't be quite as good a 

296
00:15:55,170 --> 00:15:59,090
margin for success. 
This is called a stray roll. 

297
00:15:59,490 --> 00:16:02,730
The bonus debuff effects for 
specialty and stray rolls are 

298
00:16:02,730 --> 00:16:08,250
reversed for the negative 
descriptors, right, so that 

299
00:16:08,250 --> 00:16:11,610
stray rolls are the ones that 
That's the only part that I was 

300
00:16:11,610 --> 00:16:13,450
a little bit like I had to 
reread. 

301
00:16:21,870 --> 00:16:24,470
Yeah, somebody said brains 
equals toughness. 

302
00:16:25,590 --> 00:16:29,590
I think that might be in the 
sense of like being smart enough

303
00:16:29,590 --> 00:16:32,470
to like evade or something like 
that. 

304
00:16:32,470 --> 00:16:36,390
Being smart in combat as opposed
to like your physical like 

305
00:16:36,390 --> 00:16:40,750
toughness or more like a will 
thing like as opposed to 

306
00:16:40,830 --> 00:16:43,830
physically being tough. 
I think will probably is a is a 

307
00:16:43,830 --> 00:16:46,230
good interpretation for that. 
So the stray roles are the only 

308
00:16:46,230 --> 00:16:48,150
ones that when we get to it 
we'll we'll chat about a lot 

309
00:16:48,150 --> 00:16:50,630
because I just want to make sure
I have that correct in my mind. 

310
00:16:52,600 --> 00:16:55,680
So what did you what did you 
want to go through all of yours,

311
00:16:55,680 --> 00:16:58,040
or are you good with just going 
through just the first couple? 

312
00:16:58,040 --> 00:17:01,440
So what what what did you pick 
for your for your specialties in

313
00:17:01,440 --> 00:17:03,440
each one? 
So brains I had. 

314
00:17:03,440 --> 00:17:06,119
OK, so my specialty is problem 
solving. 

315
00:17:07,079 --> 00:17:10,520
Braun was my superstar. 
So that one is heavy lifting, 

316
00:17:10,920 --> 00:17:15,040
lifting, engine blocks and shit.
Moxie is my shit. 

317
00:17:15,319 --> 00:17:20,130
So flirting. 
Handiness I am great at, so I 

318
00:17:20,130 --> 00:17:22,650
chose machines and machine 
parts, that kind of thing. 

319
00:17:22,970 --> 00:17:26,329
Combat, I'm kind of good at. 
So I chose baseball bat as like 

320
00:17:26,329 --> 00:17:29,130
just a standard thing. 
Swing hitting, that kind of 

321
00:17:29,130 --> 00:17:31,090
shit. 
And then survival was kind of 

322
00:17:31,090 --> 00:17:33,210
bad and that would be planning 
ahead. 

323
00:17:33,970 --> 00:17:35,250
I like that. 
Those are great. 

324
00:17:35,250 --> 00:17:37,170
That's fantastic. 
So those are your. 

325
00:17:38,410 --> 00:17:42,170
The your specialties that go 
with your stats, that go with 

326
00:17:42,170 --> 00:17:45,250
your descriptors that go with 
with all of that. 

327
00:17:45,250 --> 00:17:46,850
So that's great. 
So that's most of character 

328
00:17:46,850 --> 00:17:50,050
creation right there. 
So Step 5 is the first dice 

329
00:17:50,050 --> 00:17:54,650
roll, each player rolls D100 and
that is your luck. 

330
00:17:54,930 --> 00:17:59,810
So hit me with that D100. 
Shit, I don't have a D100 now. 

331
00:18:02,950 --> 00:18:05,190
You're going to have to do it. 
I don't have to do 100 handy. 

332
00:18:05,430 --> 00:18:09,870
No worries. 
I will throw a Actually, you 

333
00:18:09,870 --> 00:18:12,710
know what? 
Just do exclamation point D100 

334
00:18:12,710 --> 00:18:18,990
in chat. 
I do believe that I have 6262. 

335
00:18:19,150 --> 00:18:23,150
Boom. 
I also while we're rolling dice 

336
00:18:23,150 --> 00:18:25,030
and stuff, I'll show off this 
real quick. 

337
00:18:25,030 --> 00:18:28,110
I just got this from Critical 
Machines. 

338
00:18:28,110 --> 00:18:30,630
This is my new Electronic Dice 
Roller. 

339
00:18:31,530 --> 00:18:34,130
That is really dope. 
I'll unplug this real quick and 

340
00:18:34,130 --> 00:18:38,130
throw it in. 
So basically when you have like 

341
00:18:38,130 --> 00:18:41,890
the dice that you need a roll, I
could just hit D100 and it'll 

342
00:18:41,890 --> 00:18:47,290
give me a D100. 
So really, really fun little 

343
00:18:47,290 --> 00:18:51,170
thing I got here from critical 
machines across the pond. 

344
00:18:53,330 --> 00:18:57,370
Anyway, so you got a 62. 
So this is your luck. 

345
00:18:57,370 --> 00:19:03,970
This is your stay alive money. 
This is points that you can 

346
00:19:03,970 --> 00:19:10,890
spend to pass roles that you 
missed, or if you straight up 

347
00:19:11,010 --> 00:19:14,130
die from one of the GM's more 
deadly monsters, you can choose 

348
00:19:14,130 --> 00:19:17,890
to set your luck to zero and 
continue onward. 

349
00:19:18,290 --> 00:19:20,970
In a game, be sure to describe 
in detail what would have 

350
00:19:20,970 --> 00:19:22,570
happened if they didn't burn 
their luck. 

351
00:19:22,570 --> 00:19:28,130
So basically when you this is 
you have 62 points to make roles

352
00:19:28,130 --> 00:19:32,070
successes or to not die with. 
That's what luck is. 

353
00:19:32,070 --> 00:19:35,750
And then step 6. 
Get them to write down HP next 

354
00:19:35,750 --> 00:19:38,910
to their name and draw a box 
next to it if that box. 

355
00:19:39,270 --> 00:19:41,430
In that box they can fill in how
much HP they have. 

356
00:19:41,790 --> 00:19:45,070
If you want this to be more of 
an an action oriented D&D style,

357
00:19:45,070 --> 00:19:47,670
smack the monster set game. 
You might want to let them take 

358
00:19:47,670 --> 00:19:50,750
their bronze stat as their HP or
even roll the D100 and take 

359
00:19:50,750 --> 00:19:52,390
whatever they get. 
But seeing as this game is 

360
00:19:52,390 --> 00:19:55,950
called a squishy, I recommend 
giving them all a flat starting 

361
00:19:55,950 --> 00:19:59,070
HP of 16. 
Make a death only be one or two 

362
00:19:59,070 --> 00:20:01,270
hits away. 
It always makes combat more 

363
00:20:01,270 --> 00:20:03,990
interesting like that. 
We'll just say HP16 you get with

364
00:20:03,990 --> 00:20:07,790
that, and that's mostly. 
And so essentially that's sort 

365
00:20:07,790 --> 00:20:12,910
of it. 
And then there's a really cool, 

366
00:20:12,910 --> 00:20:18,470
extraordinarily gruesome piece 
of art here, which is just like 

367
00:20:18,470 --> 00:20:21,710
a face, but it's like almost 
like a shotgun blast into it. 

368
00:20:21,710 --> 00:20:24,110
But it's got like a 3D Ness to 
the gore. 

369
00:20:24,110 --> 00:20:28,210
That's fantastic. 
And then there is a stat table 

370
00:20:28,210 --> 00:20:32,610
on this page, I think in the 
context of the Zine itself in 

371
00:20:32,610 --> 00:20:38,410
spreads. 
This page, yeah, ties right into

372
00:20:38,450 --> 00:20:42,170
the next one, which it says 
another basically full page 

373
00:20:42,170 --> 00:20:45,730
piece, but it just says beyond 
the six steps. 

374
00:20:46,010 --> 00:20:48,890
So if that's all you wanted to 
do, you could play the game like

375
00:20:48,890 --> 00:20:50,290
that. 
There's a whole section here 

376
00:20:50,290 --> 00:20:53,210
where it's like full page art, 
full page art, full page art. 

377
00:20:53,410 --> 00:20:55,930
It's a nice, nice batch right in
the middle. 

378
00:20:56,360 --> 00:21:03,720
Of a lot of really good art, but
there is more that you can do. 

379
00:21:03,720 --> 00:21:05,560
What did you pick for your name?
For your character? 

380
00:21:07,120 --> 00:21:09,480
Shit, I didn't pick a name. 
Let me see. 

381
00:21:09,760 --> 00:21:11,600
I think there's a name generator
in the back, isn't there? 

382
00:21:11,760 --> 00:21:14,760
Or no, it's not. 
It's not a name generator. 

383
00:21:15,120 --> 00:21:16,120
No, it's. 
It's. 

384
00:21:16,680 --> 00:21:19,080
Other stuff Generator. 
Random tables, yeah. 

385
00:21:20,190 --> 00:21:21,870
Let's see. 
I'm going to pick the name of 

386
00:21:21,870 --> 00:21:25,630
the person who wrote the 
Halloween babysitter Valkyrie T 

387
00:21:25,710 --> 00:21:27,670
Love Crew. 
I'm going to say my name is 

388
00:21:27,670 --> 00:21:29,590
Valkyrie. 
There you go. 

389
00:21:29,990 --> 00:21:32,270
Friends call you Val. 
Yes. 

390
00:21:33,070 --> 00:21:35,190
Boom, thumbs up. 
So you got Val. 

391
00:21:35,750 --> 00:21:38,070
All right, so that is that's the
core of the game right there. 

392
00:21:38,470 --> 00:21:40,790
And then there's more, which I 
which I really like. 

393
00:21:40,790 --> 00:21:45,190
I like the extra little nitty 
gritty bits here so you can peep

394
00:21:45,190 --> 00:21:47,590
the next section to see how all 
of the stat descriptors 

395
00:21:47,590 --> 00:21:49,770
function. 
When it comes to dice rolls and 

396
00:21:49,770 --> 00:21:51,490
then start playing. 
So these are necessary parts. 

397
00:21:51,490 --> 00:21:53,250
Actually. 
There are some ideas for how to 

398
00:21:53,250 --> 00:21:55,210
run monsters just ahead on page 
8 too. 

399
00:21:55,490 --> 00:21:57,890
And some ideas for different 
kinds of magic systems on page 

400
00:21:57,890 --> 00:22:01,570
18. 
I'm going to get, I'm going to. 

401
00:22:01,570 --> 00:22:03,610
I'm going to with some of these 
smaller ones. 

402
00:22:03,610 --> 00:22:04,930
I'm just going to start 
hyperlinking shit. 

403
00:22:06,410 --> 00:22:13,170
So Oh my God, dude. 
Yeah, this is the piece I used 

404
00:22:13,170 --> 00:22:16,170
for for the socials. 
Like yeah, it's just it's. 

405
00:22:16,760 --> 00:22:17,640
The maggots. 
Really. 

406
00:22:17,840 --> 00:22:19,240
Eyes and stuff. 
Oh my God. 

407
00:22:20,120 --> 00:22:22,640
It's fantastic. 
Yeah, I actually, I'm just going

408
00:22:22,640 --> 00:22:26,280
to go ahead and turn the zoom 
off and and really, really get 

409
00:22:26,280 --> 00:22:29,800
this one in there for people. 
It's like look how gruesome that

410
00:22:29,800 --> 00:22:32,400
is. 
It's so good and the art color 

411
00:22:32,400 --> 00:22:38,800
is so vibrant. 
Yeah, I love again, like this is

412
00:22:38,800 --> 00:22:43,200
the kind of stuff for small 
zines that really hits that vibe

413
00:22:44,280 --> 00:22:46,400
stat that we're going to be 
talking about later. 

414
00:22:46,950 --> 00:22:49,150
Because with a lot of the small 
zines, I know there's a little 

415
00:22:49,150 --> 00:22:53,870
bit of discourse around arts and
tabletop role-playing games, but

416
00:22:54,510 --> 00:22:55,950
it's really nice to have 
something. 

417
00:22:56,870 --> 00:23:00,190
It's really nice to have 
something that really pulls you 

418
00:23:00,230 --> 00:23:02,870
into the game when you have a 
thing that is as small. 

419
00:23:02,870 --> 00:23:06,870
So mods and mechanics. 
There are also extra mods you 

420
00:23:06,870 --> 00:23:09,870
can add to character creation 
and game play related to what 

421
00:23:09,870 --> 00:23:11,950
your ideal play style and tone 
is. 

422
00:23:12,540 --> 00:23:16,140
There's sanity and fear, 
experience and leveling and psy 

423
00:23:16,140 --> 00:23:19,020
slash magic. 
I love sanity and fear for sure.

424
00:23:19,820 --> 00:23:22,820
And the psy magic one, you know,
experience and leveling is 

425
00:23:22,820 --> 00:23:24,940
really if you want to do more 
than just one shot. 

426
00:23:24,980 --> 00:23:28,100
And the psy magic is if you want
to have, you know psychic and 

427
00:23:28,100 --> 00:23:31,060
magic stuff in your game, which 
you know I think in a lot of 

428
00:23:31,060 --> 00:23:35,300
horror I wouldn't but it would 
depend on like the setting if I 

429
00:23:35,300 --> 00:23:37,420
was really going to lean into 
something more like Lovecrafty 

430
00:23:37,420 --> 00:23:40,300
and or like put this more into 
like a quasi, you know, 

431
00:23:40,300 --> 00:23:43,810
medieval. 
You know our sword and sorcery? 

432
00:23:43,810 --> 00:23:45,490
Kind of like black Odds kiss 
setting. 

433
00:23:45,490 --> 00:23:48,250
I would definitely have that. 
But if it's like 90s, you know 

434
00:23:48,250 --> 00:23:51,450
Suburbia, I don't know if I'd 
have like Sigh and Magic, but 

435
00:23:51,450 --> 00:23:54,090
it's I like that there are 
options that both have it and 

436
00:23:54,090 --> 00:23:55,890
not have it and it doesn't break
the game either way. 

437
00:23:56,290 --> 00:23:58,930
Yeah, and they do. 
They do go over a couple of 

438
00:23:58,930 --> 00:24:02,050
different options of each of 
those too Later on as well, in 

439
00:24:02,050 --> 00:24:03,730
different ways, you can 
incorporate them. 

440
00:24:04,130 --> 00:24:06,050
Low magic, high magic, that kind
of shit too. 

441
00:24:06,050 --> 00:24:08,180
So. 
Absolutely. 

442
00:24:08,260 --> 00:24:10,660
So we'll we'll we'll hit all 
that as we get there. 

443
00:24:11,060 --> 00:24:13,340
So these will add extra steps to
character creation. 

444
00:24:13,340 --> 00:24:16,420
Although some of these can be 
brought up mid game and they say

445
00:24:16,420 --> 00:24:18,700
that will explicitly point out 
when this is applicable. 

446
00:24:18,700 --> 00:24:20,780
Those who don't worry and of 
course feel free to add any 

447
00:24:20,780 --> 00:24:22,740
hacks or mods. 
Another great piece of art in 

448
00:24:22,740 --> 00:24:27,300
the bottom left of the page here
it's got a very gosh, like I 

449
00:24:27,300 --> 00:24:30,050
don't even. 
Know how to describe? 

450
00:24:30,050 --> 00:24:32,170
Swim from the 90s like that, 
kind of. 

451
00:24:32,250 --> 00:24:35,970
Shit, this is like the 90s this 
is screams 90s, right? 

452
00:24:35,970 --> 00:24:39,610
This is the kind of shit that 
you would see from like like 

453
00:24:39,610 --> 00:24:43,210
someone in like 11th grade who's
rocking like smells like 

454
00:24:43,210 --> 00:24:46,490
children, shirt like on the back
of their fucking notebook, you 

455
00:24:46,490 --> 00:24:52,010
know what I mean? 
So dice rolls when a player in 

456
00:24:52,010 --> 00:24:54,370
PC or Monster has to take an 
action. 

457
00:24:54,780 --> 00:24:57,700
Such as attacking, fleeing, 
boarding up a window, or driving

458
00:24:57,700 --> 00:25:00,380
a vehicle, so pretty much 
anything they might be called on

459
00:25:00,380 --> 00:25:02,980
to roll a dice. 
To pass a dice roll, a player 

460
00:25:02,980 --> 00:25:06,300
must roll a D100, and if the 
number they roll is under the 

461
00:25:06,300 --> 00:25:09,220
number associated with their 
descriptor, they succeed. 

462
00:25:09,780 --> 00:25:13,460
If they roll over the number but
less than 15 points over, the GM

463
00:25:13,460 --> 00:25:15,220
might find it in their heart to 
grant them either a light 

464
00:25:15,220 --> 00:25:17,860
failure or a mixed success, 
depending on contacts and if 

465
00:25:17,860 --> 00:25:21,980
they roll under 10% on anything 
other than shit. 

466
00:25:22,750 --> 00:25:25,990
They get a critical success. 
If they roll over 90% on 

467
00:25:25,990 --> 00:25:28,990
anything other than a superstar 
skill, they create fail. 

468
00:25:28,990 --> 00:25:30,870
So this is the only part that 
does get like a tiny bit 

469
00:25:30,870 --> 00:25:32,270
crunchy. 
It's like you actually, you 

470
00:25:32,270 --> 00:25:37,030
really do need to look at this 
table and bounce the math off of

471
00:25:37,030 --> 00:25:38,070
it. 
So I want to do a couple of 

472
00:25:38,070 --> 00:25:40,510
example roles just to see where 
we're at with stuff. 

473
00:25:40,510 --> 00:25:43,870
So real quick first, so helpful 
tip in the sake. 

474
00:25:44,690 --> 00:25:47,210
Of the flow the game requires. 
Don't be afraid to let a player 

475
00:25:47,210 --> 00:25:49,530
pass a roll for something 
they're good at automatically. 

476
00:25:49,530 --> 00:25:51,690
If they only fail by a few 
points let them off of the light

477
00:25:51,690 --> 00:25:54,050
fail. 
So I like that there is a buffer

478
00:25:54,050 --> 00:25:55,890
for make success. 
Make success is one of my 

479
00:25:55,890 --> 00:25:58,570
favorite mechanics and table dog
games so always love and that's 

480
00:25:58,570 --> 00:26:01,850
in a game. 
But we we see automatic we see 

481
00:26:01,850 --> 00:26:07,210
right away that the core for 
this is a D100 roll under system

482
00:26:07,890 --> 00:26:11,330
right And then the stats that 
you had really the number 

483
00:26:11,330 --> 00:26:15,700
doesn't matter. 
As much as the percentage based 

484
00:26:15,700 --> 00:26:17,380
on what you chose, which is 
interesting. 

485
00:26:17,380 --> 00:26:20,460
So you don't ever have a flat 
number, right? 

486
00:26:21,820 --> 00:26:22,900
Right. 
Am I wrong? 

487
00:26:23,780 --> 00:26:25,780
No, I mean it is kind of always 
a flat number. 

488
00:26:26,420 --> 00:26:28,740
It's, it's the, it's basically 
always going to be a flat 

489
00:26:28,740 --> 00:26:29,980
number. 
You're always going to be doing 

490
00:26:29,980 --> 00:26:33,460
something except for if you're 
using the specialty in in that 

491
00:26:33,460 --> 00:26:37,540
specific instance. 
So you if I'm using my bra on to

492
00:26:37,860 --> 00:26:41,050
do do some bullshit. 
Right. 

493
00:26:41,050 --> 00:26:43,130
Like push open a door or 
something. 

494
00:26:43,610 --> 00:26:46,490
I could probably apply my 
specialty to that because it's 

495
00:26:46,810 --> 00:26:49,330
lifting heavy objects. 
I can make an argument for that.

496
00:26:49,330 --> 00:26:55,010
So I'd be rolling under 85, 
whereas if it was going to be, I

497
00:26:55,010 --> 00:26:59,810
don't know, pulling a rope or 
climbing a wall, that might be 

498
00:26:59,810 --> 00:27:02,370
just a regular base, which would
only be 75. 

499
00:27:02,770 --> 00:27:06,770
So that's I think that's and the
stray is like, I think what 

500
00:27:06,810 --> 00:27:09,090
that's like the the hardest one,
right? 

501
00:27:10,340 --> 00:27:15,380
Yeah, that's if so, like if you 
for example, like if you're if 

502
00:27:15,380 --> 00:27:18,260
you have to roll a survival role
and specifically related to like

503
00:27:18,260 --> 00:27:20,540
planning ahead or something and 
that's the shit that you had, 

504
00:27:20,860 --> 00:27:23,580
then you get stray. 
Or like if your specialty was 

505
00:27:23,580 --> 00:27:27,660
like mechanical tinkering or 
whatever for handiness. 

506
00:27:27,900 --> 00:27:32,100
But the actual skill is maybe 
like what's something that's the

507
00:27:32,100 --> 00:27:36,020
polar opposite of like 
mechanical tinkering, like PC 

508
00:27:36,020 --> 00:27:37,820
hacking or something. 
That would be like a brain scale

509
00:27:37,820 --> 00:27:40,220
or something. 
Like you would, you would 

510
00:27:40,340 --> 00:27:44,100
potentially roll a stray on that
you would you would be gone for 

511
00:27:44,460 --> 00:27:46,140
stray. 
But see this is the part where 

512
00:27:46,140 --> 00:27:49,140
I'm like I really want to go 
over something and so you don't 

513
00:27:49,140 --> 00:27:53,780
have so super, so like you're 
never going to write down for 

514
00:27:53,780 --> 00:27:56,020
example or I guess maybe you 
could always write down for 

515
00:27:56,020 --> 00:27:57,740
example like the numbers next to
it. 

516
00:27:57,740 --> 00:28:00,700
But let's say that what you just
did for an example, right. 

517
00:28:00,700 --> 00:28:05,500
So we get to a door that you 
have to push open, right. 

518
00:28:05,500 --> 00:28:07,660
So you're going to do a Braun 
roll. 

519
00:28:08,260 --> 00:28:09,460
Right. 
And what's your specialty in 

520
00:28:09,460 --> 00:28:12,140
Braun? 
My specialty is heavy lifting. 

521
00:28:12,780 --> 00:28:14,540
Heavy lifting. 
So we would say pushing the door

522
00:28:14,540 --> 00:28:16,420
open, right. 
So we're saying, so you are 

523
00:28:16,420 --> 00:28:18,740
saying that will probably fit 
your specialty. 

524
00:28:18,900 --> 00:28:21,660
So you roll a D100 and you just 
have to get less than 85. 

525
00:28:22,380 --> 00:28:23,620
Yeah. 
Right. 

526
00:28:23,820 --> 00:28:31,180
So but if you get within 10 of 
85, you get a critical success. 

527
00:28:32,420 --> 00:28:38,440
A mixed success. 
You're right. 

528
00:28:38,440 --> 00:28:39,960
You're right. 
Sorry, I missed that last part. 

529
00:28:39,960 --> 00:28:40,280
Yeah. 
Yeah. 

530
00:28:40,720 --> 00:28:44,520
Yeah. 
So you're within 10 points of of

531
00:28:44,520 --> 00:28:46,880
the actual thing. 
See this. 

532
00:28:46,880 --> 00:28:49,920
Is other than superstar right? 
You can't roll hold. 

533
00:28:52,400 --> 00:28:53,600
On Oh yeah, because you can't 
wait. 

534
00:28:53,600 --> 00:28:55,560
So this is what I'm saying. 
This is the only part that gets 

535
00:28:55,560 --> 00:28:59,400
a tiny bit confusing if they 
roll over the number, but less 

536
00:28:59,400 --> 00:29:02,720
than 15 points over, you get a 
mixed success, right? 

537
00:29:03,480 --> 00:29:07,520
If they roll under 10%. 
Oh no, no, no. 

538
00:29:07,520 --> 00:29:10,680
That's literally under 10. 
So you would have to roll under 

539
00:29:10,680 --> 00:29:14,320
10 on anything less than shit. 
It's a critical success. 

540
00:29:14,360 --> 00:29:17,400
And if you roll over 90 on 
anything other than superstar to

541
00:29:17,400 --> 00:29:19,480
crip fail. 
So that is, those are flat 

542
00:29:19,480 --> 00:29:21,600
numbers. 
You roll under 10 or 10%, you 

543
00:29:21,600 --> 00:29:25,760
roll over 90. 
So if you go under, if you were 

544
00:29:25,760 --> 00:29:29,360
to roll an 80, you succeed, 
right? 

545
00:29:29,360 --> 00:29:33,600
But if you were to roll a 87? 
You would fail, but I could 

546
00:29:33,600 --> 00:29:36,480
potentially give you a mixed 
success because you're within 15

547
00:29:36,480 --> 00:29:40,440
points of rolling over and then 
say that you're rolling 

548
00:29:40,440 --> 00:29:41,440
something. 
What is the stuff that you're 

549
00:29:41,440 --> 00:29:45,240
kind of good at? 
Kind of good is my combat. 

550
00:29:45,240 --> 00:29:48,240
So like baseball bat. 
OK, so whenever you're trying to

551
00:29:48,240 --> 00:29:52,400
attack a monster with your 
baseball bat, right, you have to

552
00:29:52,400 --> 00:29:55,800
roll under 40%. 
Well, no, no, because it's your 

553
00:29:55,800 --> 00:29:59,800
specialty under 45. 
But say you picked up a crowbar 

554
00:29:59,800 --> 00:30:02,320
instead or something. 
You would then have to roll 

555
00:30:02,360 --> 00:30:06,000
under a 40%. 
Or if it was a dagger or like 

556
00:30:06,040 --> 00:30:10,000
something lightweight that's 
super like, you know, fast. 

557
00:30:10,040 --> 00:30:12,040
I would holding a 30 problem 
under 30. 

558
00:30:12,120 --> 00:30:12,560
Right. 
Yes. 

559
00:30:12,640 --> 00:30:15,880
I would definitely say stray 
would be, yeah, like us a pokey 

560
00:30:15,880 --> 00:30:19,200
thing versus a baseball bat. 
Yeah, you, you pick up a dagger 

561
00:30:19,200 --> 00:30:21,280
and yeah, you would have to roll
under a 30%. 

562
00:30:21,280 --> 00:30:23,280
So, OK. 
So that makes sense just talking

563
00:30:23,280 --> 00:30:25,920
through it. 
So basically the these, this 

564
00:30:25,920 --> 00:30:28,680
graph here gives you the flat 
numbers for everything that you 

565
00:30:28,680 --> 00:30:30,200
want. 
You could theoretically also 

566
00:30:30,200 --> 00:30:33,800
just write these down. 
To your your stats too on your 

567
00:30:33,800 --> 00:30:36,560
character sheet to just say what
your very specialty is. 

568
00:30:36,560 --> 00:30:37,880
But I guess you don't even 
really need to. 

569
00:30:37,880 --> 00:30:40,840
You could just have this sitting
out for players and they would 

570
00:30:40,840 --> 00:30:44,200
just always know what it is. 
Like I would a quick reference 

571
00:30:44,200 --> 00:30:45,800
card or something. 
Just yeah, I was going to say 

572
00:30:45,800 --> 00:30:47,760
that just that that page, you 
could have this little quick 

573
00:30:47,760 --> 00:30:51,060
reference card on the table. 
I'm just printing that hold it 

574
00:30:51,060 --> 00:30:53,140
over. 
Yeah, even that like doesn't 

575
00:30:53,140 --> 00:30:55,260
really matter because you just 
like ask them what it is. 

576
00:30:55,260 --> 00:30:57,300
You reference it on the roll and
you you're good. 

577
00:30:57,340 --> 00:30:59,740
Like, you know, because it's 
really irrelevant to the players

578
00:30:59,740 --> 00:31:03,220
what the number is. 
It's all on the GM side to 

579
00:31:03,220 --> 00:31:06,900
decide, you know, does this 
number match the thing good, 

580
00:31:06,900 --> 00:31:08,260
done. 
You know, like that. 

581
00:31:08,300 --> 00:31:10,180
I really I I. 
I love that a lot. 

582
00:31:10,180 --> 00:31:12,980
You know what I think could be a
fun way to GM this too is to go 

583
00:31:12,980 --> 00:31:16,860
full like quasi narrative with 
it for the for the players. 

584
00:31:17,340 --> 00:31:22,180
And literally just have the GM 
roll all of these behind a 

585
00:31:22,180 --> 00:31:25,340
screen and just have the players
say, like, well, what do you 

586
00:31:25,340 --> 00:31:27,860
want to do? 
And then I would hit my button 

587
00:31:27,860 --> 00:31:30,940
on my new critical machine or 
whatever for a 100 and I'll say 

588
00:31:31,340 --> 00:31:32,700
ooh, like that's what you try to
do. 

589
00:31:32,700 --> 00:31:35,540
Like this was the outcome of it.
And they could just go with 

590
00:31:35,540 --> 00:31:37,620
never having to roll dice on 
their own at all if they really 

591
00:31:37,620 --> 00:31:39,220
didn't want to. 
Because as a GM, all you have to

592
00:31:39,220 --> 00:31:42,500
do is hit do 100, do 100, do 
100, do 100 for everything. 

593
00:31:42,700 --> 00:31:45,310
That'd be really fun to do too. 
Because in that lets the 

594
00:31:45,350 --> 00:31:47,310
players, yeah. 
And it lets the players stay 

595
00:31:47,310 --> 00:31:48,670
completely immersed the entire 
time. 

596
00:31:48,870 --> 00:31:52,270
They never have it broken up by 
by dice, and they never have to 

597
00:31:52,270 --> 00:31:53,990
be like, ooh wait, did I hit a 
35? 

598
00:31:53,990 --> 00:31:56,190
Did I hit a 32 or whatever? 
It could just be like, here's 

599
00:31:56,190 --> 00:31:57,830
what you tried, here's what what
worked when it didn't. 

600
00:31:57,830 --> 00:31:59,270
That'd be really fun, a way to 
play this game. 

601
00:31:59,870 --> 00:32:01,910
Yeah. 
Okay. 

602
00:32:01,910 --> 00:32:05,550
So that's the core mechanic. 
You assign all of your stuff. 

603
00:32:06,160 --> 00:32:08,040
You get a number when you 
attempt something. 

604
00:32:08,040 --> 00:32:11,120
You have to roll under based on 
if it was your specialty, your 

605
00:32:11,120 --> 00:32:14,440
base skill, or a stray roll if 
you're really bad at that thing.

606
00:32:14,640 --> 00:32:19,200
And then that's the whole game. 
Next we get into the monsters, 

607
00:32:19,200 --> 00:32:22,720
which are also, you know, 
somewhat abstracted to jog your 

608
00:32:22,720 --> 00:32:24,160
imagination. 
We're going to break monsters 

609
00:32:24,160 --> 00:32:27,520
into four categories. 
I love the four categories of 

610
00:32:27,520 --> 00:32:28,800
monsters. 
What are your thoughts on this? 

611
00:32:29,720 --> 00:32:32,760
Yeah, no, I think it's cool. 
It's it's like a super easy way 

612
00:32:33,560 --> 00:32:36,330
to. 
You know, now I'm thinking about

613
00:32:36,330 --> 00:32:39,130
I I kind of did something 
similar with with Guild, but 

614
00:32:39,650 --> 00:32:43,810
it's just a super easy way to 
just categorize your Beastiere 

615
00:32:43,810 --> 00:32:48,010
and then when you get your 
supplements, people just 

616
00:32:48,010 --> 00:32:52,650
reference the category, add 
their own bonuses to it, and 

617
00:32:52,650 --> 00:32:57,010
then you know you end up with 
the phasing hunter or something 

618
00:32:57,010 --> 00:32:59,650
like that, right? 
Like, you know, it's I I love 

619
00:32:59,650 --> 00:33:00,890
that concept. 
I think that. 

620
00:33:01,320 --> 00:33:04,880
Like core core rule books that 
have extremely extensive 

621
00:33:04,880 --> 00:33:08,240
beastiaries and magic spell 
lists and all that stuff I think

622
00:33:08,240 --> 00:33:11,600
are kind of just over like it. 
It's not necessary. 

623
00:33:11,600 --> 00:33:14,720
Let let people use their their 
creativity to come up with that 

624
00:33:14,720 --> 00:33:17,380
kind of stuff. 
I I mean, I agree to a point on 

625
00:33:17,380 --> 00:33:19,340
that. 
But what I really like from a 

626
00:33:19,340 --> 00:33:24,020
court rule book is like an OK 
beast theory because I like to 

627
00:33:24,020 --> 00:33:27,180
know the context of what the 
creators were thinking when they

628
00:33:27,180 --> 00:33:29,700
write monsters and stuff. 
What I really, what I really 

629
00:33:29,700 --> 00:33:33,380
love to see is a page on how to 
build their own beasts like 

630
00:33:33,380 --> 00:33:35,700
Fallen has that. 
I'm pretty sure Pax and Blades 

631
00:33:35,700 --> 00:33:38,660
had one where like here's how to
quickly do one or whatever. 

632
00:33:39,300 --> 00:33:42,620
I really really like that a lot 
where it specifically says like 

633
00:33:42,820 --> 00:33:45,620
to make a quick monster pick the
level pick. 

634
00:33:45,700 --> 00:33:47,980
Yes, pick that. 
You know when we when we looked 

635
00:33:47,980 --> 00:33:51,860
at just yesterday when we went 
over Vaults of Arne from Leo 

636
00:33:51,860 --> 00:33:55,140
Hunt, there was a whole page on 
how the Adversary worked and 

637
00:33:55,140 --> 00:33:56,580
adversary types and I really 
like that. 

638
00:33:56,580 --> 00:33:58,860
And then like a decent sized B 
series, but not too much. 

639
00:33:59,660 --> 00:34:02,380
It's definitely not, you know 
fucking 5E. 

640
00:34:02,380 --> 00:34:06,620
And yeah, anyway, so the the 
four monsters are broken down 

641
00:34:06,620 --> 00:34:09,540
into the Horde, the Stalker, the
Overlord and a special monster. 

642
00:34:09,540 --> 00:34:12,780
So going over those real quick, 
the Horde is the lowest tier. 

643
00:34:13,280 --> 00:34:15,320
They come with a lot of 
different varieties or they add 

644
00:34:15,320 --> 00:34:19,600
variety to the game. 
They are lethal, but they have 

645
00:34:19,600 --> 00:34:23,360
low HP, maybe even dying after 
one or two hits. 

646
00:34:23,360 --> 00:34:26,400
So they're almost like kind of 
like minion style depending on 

647
00:34:26,400 --> 00:34:29,400
the weapon used. 
And they should be relatively 

648
00:34:29,400 --> 00:34:32,960
numerous and give the oppression
of being relentless. 

649
00:34:33,639 --> 00:34:37,600
Have you ever seen Wonder? 
Wonder Egg Priority The anime? 

650
00:34:38,760 --> 00:34:41,199
No. 
For anyone out there who has 

651
00:34:41,199 --> 00:34:45,800
seen Wonder a priority, first of
all, good job, and 2nd the 

652
00:34:45,880 --> 00:34:48,600
bouncy, the bouncy things the 
first time she goes in there, 

653
00:34:48,880 --> 00:34:52,080
that's what I imagine. 
No, I'm just kidding. 

654
00:34:52,080 --> 00:34:55,320
I love anime. 
So yeah, so I love the horde. 

655
00:34:55,320 --> 00:34:57,440
They're basically supposed to be
super low level. 

656
00:34:58,410 --> 00:35:01,890
Not a whole lot of hit power, 
but just a shit load of them. 

657
00:35:01,890 --> 00:35:04,210
And that's why they're called 
the Horde and I love, I love 

658
00:35:04,210 --> 00:35:06,570
that where you run into maybe 
one or two, you think it's easy,

659
00:35:06,570 --> 00:35:09,330
you turn the corner and then 
there's like 10 more and then 

660
00:35:09,330 --> 00:35:11,330
behind you there's like 10 more.
And then to your right there's 

661
00:35:11,330 --> 00:35:12,850
like 10 more and you're like 
fuck, you know? 

662
00:35:12,850 --> 00:35:15,690
I love that, that vibe and 
there's cool little piece of art

663
00:35:15,690 --> 00:35:18,770
next to it. 
The next is the STALKER monster,

664
00:35:18,850 --> 00:35:21,050
and it says the STALKER should 
haunt the players over multiple 

665
00:35:21,050 --> 00:35:23,970
encounters to provide a 
counterpoint to the challenge of

666
00:35:23,970 --> 00:35:25,970
the Horde. 
If the Horde is fast and small, 

667
00:35:25,970 --> 00:35:27,930
the Stalker should be tall and 
slow. 

668
00:35:28,410 --> 00:35:30,610
If the Horde is dimwitted, the 
Stalker should be terrifyingly 

669
00:35:30,610 --> 00:35:33,890
intelligent, and the Stalkers 
attack should be lethal, and it 

670
00:35:33,890 --> 00:35:35,090
should be extremely hard to 
kill. 

671
00:35:35,090 --> 00:35:37,290
So it's literally supposed to be
the direct opposite of the 

672
00:35:37,290 --> 00:35:40,250
Horde, and it's. 
I feel like it's one of the ones

673
00:35:40,250 --> 00:35:43,330
that should hop in, take a big 
strike, and then like, bounce 

674
00:35:43,330 --> 00:35:45,570
out and the players should 
constantly fear that it's going 

675
00:35:45,570 --> 00:35:50,650
to drop in on them. 
Again, the Overlord is the 

676
00:35:50,650 --> 00:35:53,210
Commander of the Horde, the main
manifestation of evil. 

677
00:35:53,630 --> 00:35:56,230
And an unknowable ancient horror
and is the ultimate bioweapon 

678
00:35:56,350 --> 00:35:57,870
whatever it is. 
And if you're playing with 

679
00:35:57,870 --> 00:36:01,230
sanity, witnessing the Overlord 
should be a huge danger to the 

680
00:36:01,230 --> 00:36:03,430
mental and emotional wellbeing 
of non monster characters. 

681
00:36:03,790 --> 00:36:06,870
And attack should be fatal and 
should either require a special 

682
00:36:06,870 --> 00:36:09,430
weapon, ritual, or trap to 
defeat or be completely 

683
00:36:09,430 --> 00:36:11,270
unstoppable. 
The aim should drop hints and 

684
00:36:11,270 --> 00:36:12,870
tease your words present 
throughout the game. 

685
00:36:13,870 --> 00:36:16,910
So this is literally the BBEG. 
This is the final thing. 

686
00:36:17,150 --> 00:36:20,630
This is the the worst of the 
worst and literally just looking

687
00:36:20,630 --> 00:36:25,960
at it fucks you up. 
And then there is the special. 

688
00:36:25,960 --> 00:36:27,840
The special is a monster that 
looks, acts, and plays 

689
00:36:27,840 --> 00:36:30,120
differently to any other 
creature in the session. 

690
00:36:30,120 --> 00:36:32,400
It might be a spiritual entity 
that attacks a player's sanity 

691
00:36:32,400 --> 00:36:35,320
and fear. 
Could be invisible or gigantic 

692
00:36:35,320 --> 00:36:37,880
or have a projectile attack. 
Could be spreading fungus or 

693
00:36:37,880 --> 00:36:40,200
disease. 
It could be hallucination or 

694
00:36:40,240 --> 00:36:42,880
alien implant trying to overcome
the player's personalities. 

695
00:36:43,560 --> 00:36:46,440
Feel like the players want to 
have the rug pulled out from 

696
00:36:46,440 --> 00:36:47,720
underneath them bring out the 
special. 

697
00:36:47,720 --> 00:36:51,600
So that's the four core monsters
and I love. 

698
00:36:52,070 --> 00:36:55,390
That spread for all games, but 
also for like horror games 

699
00:36:55,390 --> 00:36:57,310
specifically. 
I think it's really dope. 

700
00:36:58,110 --> 00:37:01,190
That top bar all the way across 
that just says monsters. 

701
00:37:01,190 --> 00:37:05,110
It's just, yeah, it's great. 
So cool, this whole thing is 

702
00:37:05,110 --> 00:37:09,070
really great. 
Is this actually viewable in two

703
00:37:09,070 --> 00:37:10,750
page grilling spreads? 
No RLC. 

704
00:37:10,750 --> 00:37:13,310
I hate this when and that's why 
I don't do it in spreads a lot 

705
00:37:13,310 --> 00:37:16,750
because it doesn't break off the
first one, the first page. 

706
00:37:17,110 --> 00:37:20,350
But anyway, yes I completely 
agree it looks. 

707
00:37:22,070 --> 00:37:23,830
It's really again, the graphic 
design throughout. 

708
00:37:23,830 --> 00:37:26,950
This is really fucking good, but
what are your thoughts on these 

709
00:37:26,950 --> 00:37:30,470
four monster types? 
I think they're great. 

710
00:37:30,510 --> 00:37:36,030
I I I love, like I said before I
love the way that I think a lot 

711
00:37:36,030 --> 00:37:42,070
of games are kind of moving into
using categorized like monsters 

712
00:37:42,070 --> 00:37:43,950
and and weapons and other things
like that. 

713
00:37:43,950 --> 00:37:48,110
Like I just feel like that's the
best way to go but they do a 

714
00:37:48,110 --> 00:37:52,750
great job of explaining. 
In the description, the various 

715
00:37:52,750 --> 00:37:56,270
ways that you can use these, 
which is good because it's also 

716
00:37:56,830 --> 00:38:00,590
kind of like feeding examples to
the people reading, like this is

717
00:38:00,590 --> 00:38:04,270
how you do it without telling 
you how to do it, right? 

718
00:38:04,950 --> 00:38:09,030
Yeah, so I like that. 
I, I, I, I do really feel like 

719
00:38:09,030 --> 00:38:12,390
if there's an interesting move 
in tabletop games and stuff in 

720
00:38:12,390 --> 00:38:19,430
general, that's kind of like 
often like on Unsaid. 

721
00:38:19,830 --> 00:38:23,590
Almost like on like it on 
Unsaid. 

722
00:38:23,590 --> 00:38:26,670
Dealing with it, I can describe 
it where everyone hated 4th 

723
00:38:26,670 --> 00:38:30,660
edition D&D and now. 
A lot of people are putting 

724
00:38:30,660 --> 00:38:33,420
stuff in their game that is 
literally just 4th edition D&D, 

725
00:38:33,860 --> 00:38:37,780
like having more gamey bits to 
it, having minion monsters, 

726
00:38:37,780 --> 00:38:42,580
having like once per like 
encounter powers and things like

727
00:38:42,580 --> 00:38:43,740
that. 
I I think it's really 

728
00:38:43,740 --> 00:38:46,460
interesting that everyone shit 
on 40 so hard and now they're 

729
00:38:46,460 --> 00:38:48,940
basically saying everything 
wrong with 5E they should just 

730
00:38:48,940 --> 00:38:53,420
fix it by doing. 
X&X is just 40, so these kind of

731
00:38:53,420 --> 00:38:55,340
speak to me a little bit in the 
way that that does, where 

732
00:38:55,340 --> 00:38:57,660
there's literally just like 
minion monsters and stuff. 

733
00:38:58,350 --> 00:39:00,110
And the spread of the monsters 
here is really fantastic. 

734
00:39:00,110 --> 00:39:02,150
I love that The Horde is going 
to be your base bad guys, and 

735
00:39:02,150 --> 00:39:05,070
there's a ton of them. 
The stalker is going to be, you 

736
00:39:05,070 --> 00:39:07,710
know, the the mid level Batty 
that's going to come for you all

737
00:39:07,710 --> 00:39:10,110
the time. 
There's the final Overlord boss 

738
00:39:10,150 --> 00:39:12,310
and then like just the weirdo 
special and that's going to pop 

739
00:39:12,310 --> 00:39:13,510
out a bunch. 
It's really, really cool. 

740
00:39:14,110 --> 00:39:16,350
Yeah, and there's enough 
flexibility in there too where 

741
00:39:16,350 --> 00:39:20,630
you can just be like, you know, 
I I might I might mix mix some 

742
00:39:21,190 --> 00:39:27,670
of the overlords like not 
powers, but like concept of 

743
00:39:27,670 --> 00:39:31,700
like. 
Being whatever it is into the 

744
00:39:31,700 --> 00:39:36,860
stalker or even into the Horde. 
Like maybe the Horde has one guy

745
00:39:36,860 --> 00:39:40,460
that's like slightly bigger and 
more mutated than the rest and 

746
00:39:40,460 --> 00:39:44,300
he's like an offshoot of the of 
the Overlord's like, you know, 

747
00:39:44,540 --> 00:39:46,700
appendix. 
It like fell out of his stomach 

748
00:39:46,700 --> 00:39:48,100
and became his own thing or 
something. 

749
00:39:48,100 --> 00:39:50,180
You know, you could do weird 
stuff like that. 

750
00:39:50,180 --> 00:39:53,420
And you know the the rules are 
so, so simple and and and open 

751
00:39:53,420 --> 00:39:54,740
that it's very easy to do that 
with. 

752
00:39:55,500 --> 00:40:00,570
Absolutely. 
Next is the section of how to 

753
00:40:00,570 --> 00:40:03,450
run monsters and combat which is
really great. 

754
00:40:03,450 --> 00:40:05,890
That is one thing that Zine does
really well is it tells you like

755
00:40:05,890 --> 00:40:08,490
how easy it is to do it and it 
gives you plenty of examples. 

756
00:40:08,490 --> 00:40:12,130
But like when we get into the 
the other the right after this. 

757
00:40:12,130 --> 00:40:15,010
I love that they do examples 
here, but basically monsters 

758
00:40:15,010 --> 00:40:16,810
have three main stats. 
They have speed, horror, and 

759
00:40:16,810 --> 00:40:19,810
Ferocity. 
Speed could be rolled with a 

760
00:40:19,810 --> 00:40:23,210
chase within chase or combat for
dodging right if the monsters 

761
00:40:23,210 --> 00:40:25,540
very fat. 
Fast horror could be rolled 

762
00:40:25,540 --> 00:40:28,860
against a player's brains or 
survival to try and frighten 

763
00:40:28,860 --> 00:40:32,100
them, and then Ferocity is like 
a combination of their combat 

764
00:40:32,100 --> 00:40:35,340
survival step. 
So again, pretty broad, pretty 

765
00:40:35,340 --> 00:40:37,340
abstracted. 
Definitely gives you enough 

766
00:40:37,340 --> 00:40:39,900
information for running those 
three, but gives you a ton of 

767
00:40:39,900 --> 00:40:42,340
freedom in the way that you 
build your creature and the way 

768
00:40:42,340 --> 00:40:46,980
that you want them to run in 
combat hit points, they also 

769
00:40:46,980 --> 00:40:49,270
have them. 
A good quick way of running hit 

770
00:40:49,270 --> 00:40:52,230
points is to give the monsters a
small pool of HP that is 

771
00:40:52,230 --> 00:40:54,710
difficult to whittle down. 
I really like this part. 

772
00:40:54,710 --> 00:40:57,190
This is interesting. 
A horrid monster can have one to

773
00:40:57,190 --> 00:40:59,630
three HP, and every time a 
player succeeds a combat role 

774
00:40:59,630 --> 00:41:02,550
against a creature, the GM 
should tell them to roll a 

775
00:41:02,550 --> 00:41:05,910
number of D10 depending on how 
they feel. 

776
00:41:05,910 --> 00:41:09,270
The strength of the weapon used 
and success of the attack would 

777
00:41:09,270 --> 00:41:12,590
be to indicate damage. 
For every multiple of 10 the 

778
00:41:12,590 --> 00:41:16,500
creature loses 1HP. 
Every multiple of 5 dictates how

779
00:41:16,500 --> 00:41:19,780
staggered by the attack the 
enemy is, and the staggered is 

780
00:41:19,780 --> 00:41:22,020
highlighted, so we're going to 
know that this is interesting. 

781
00:41:22,420 --> 00:41:24,860
I think there are, in my 
opinion, there might be like 

782
00:41:24,900 --> 00:41:30,500
easier ways to to do this. 
One way if they're going to have

783
00:41:30,500 --> 00:41:33,940
one to three HP and then there 
is like you're rolling a number 

784
00:41:33,940 --> 00:41:37,220
of D 10s or whatever for damage.
Honestly, for a lot of these I 

785
00:41:37,220 --> 00:41:40,100
would just have no damage roles 
at all and just say like a 

786
00:41:40,100 --> 00:41:43,540
successful combat role just 
takes away one of the creature's

787
00:41:43,540 --> 00:41:45,130
Hp's. 
I think that's it. 

788
00:41:45,330 --> 00:41:49,050
So like it would take one if 
your if your horn monster has 

789
00:41:49,170 --> 00:41:52,450
2HP2 successful combat roles 
would kill it like and I would 

790
00:41:52,450 --> 00:41:54,530
not worry about damage. 
I think that's a really super 

791
00:41:54,530 --> 00:41:59,250
easy way to do it. 
But that does kind of take away 

792
00:41:59,250 --> 00:42:02,570
the the stagger thing. 
So this basically says like 

793
00:42:03,650 --> 00:42:06,050
because the part that really I 
think is maybe it's a little too

794
00:42:06,050 --> 00:42:10,210
abstracted, I think a little too
hand WAVY is this part here 

795
00:42:10,210 --> 00:42:14,080
where it says. 
If the player succeeds against 

796
00:42:14,080 --> 00:42:16,000
the creature of the gym should 
tell them to roll a number of 

797
00:42:16,000 --> 00:42:20,000
D10 depending on how they feel 
the strength of the weapon used 

798
00:42:20,000 --> 00:42:21,520
and success of the attack would 
be. 

799
00:42:21,520 --> 00:42:23,320
So like you're hitting with a 
baseball bat and I'm like, well,

800
00:42:23,320 --> 00:42:26,680
I feel like you did maybe 2 D 
10s worth of damage with a 

801
00:42:26,680 --> 00:42:28,920
baseball bat on that hit. 
But then later I'll be like, 

802
00:42:28,920 --> 00:42:31,240
well now I feel like you maybe 
did 4 D 10s worth of damage. 

803
00:42:31,240 --> 00:42:35,200
Like that's a little maybe like 
for rules light, that's a little

804
00:42:35,200 --> 00:42:38,160
bit too hand WAVY for me, like I
do like a little bit more 

805
00:42:38,160 --> 00:42:40,840
structure than we'll. 
Yeah, tell me how hard you think

806
00:42:40,840 --> 00:42:43,040
you feel like you hit. 
You know, that's just a bit too 

807
00:42:43,160 --> 00:42:45,920
abstracted for me. 
I actually read this the 

808
00:42:45,920 --> 00:42:49,320
opposite way. 
I read this that the GM should 

809
00:42:49,320 --> 00:42:52,960
tell the player to roll a number
of D10 based on how many how 

810
00:42:52,960 --> 00:42:56,680
strong the player feels like 
their weapon is. 

811
00:42:57,200 --> 00:42:59,160
Yeah. 
And I don't know if maybe 

812
00:42:59,160 --> 00:43:03,600
that's, well, that wasn't what 
you were saying, right? 

813
00:43:03,880 --> 00:43:05,520
I thought you. 
Were saying oh. 

814
00:43:05,520 --> 00:43:08,880
OK, I thought you were saying. 
That either way, either way, 

815
00:43:08,880 --> 00:43:11,360
yeah. 
I was thinking I read it and I 

816
00:43:11,360 --> 00:43:14,000
thought the play and I was 
reading it as the player making 

817
00:43:14,000 --> 00:43:16,040
that determination. 
I actually really like that 

818
00:43:16,040 --> 00:43:19,880
because it kind of gives that 
like it kind of takes that 

819
00:43:19,880 --> 00:43:23,120
narrative control back away from
the GMA little bit where like 

820
00:43:23,120 --> 00:43:26,960
the player, you know, which is 
for me, I'm fine with that in 

821
00:43:26,960 --> 00:43:29,320
some in some cases. 
And I kind of like it because 

822
00:43:29,320 --> 00:43:32,720
it's like, I don't know 
sometimes I feel like the 

823
00:43:32,720 --> 00:43:35,400
players should have a little 
more control and sometimes I 

824
00:43:35,400 --> 00:43:39,130
feel like they shouldn't and. 
I don't know, Maybe it doesn't 

825
00:43:39,130 --> 00:43:40,890
work. 
It doesn't work in a lot of 

826
00:43:40,890 --> 00:43:42,290
games. 
But I don't know, maybe it 

827
00:43:42,290 --> 00:43:43,450
would. 
Maybe it works well on this one.

828
00:43:43,450 --> 00:43:45,090
I guess we'll find out when we 
play it on Cyclist. 

829
00:43:45,610 --> 00:43:48,130
I think the only, I think, I 
think the only thing that I 

830
00:43:48,130 --> 00:43:51,490
would really need to make that 
just a little bit less hand WAVY

831
00:43:51,490 --> 00:43:53,410
is context. 
You know what I mean? 

832
00:43:53,770 --> 00:43:56,050
Like like what? 
How would you say that you 

833
00:43:56,050 --> 00:43:59,970
picked gun right and the other 
person picked bat, like as a 

834
00:43:59,970 --> 00:44:02,730
player or a GM? 
If you're letting the player 

835
00:44:02,730 --> 00:44:06,090
decide they're choosing how well
their gun did versus another 

836
00:44:06,090 --> 00:44:09,730
player who's choosing how well 
their bat did, and their context

837
00:44:09,810 --> 00:44:12,610
of the D 10s could be like a 
little bit different, so then 

838
00:44:12,610 --> 00:44:17,010
the GM is at least that center 
point for for whatever, for 

839
00:44:17,010 --> 00:44:19,610
consistency at least. 
So I think that's all it's 

840
00:44:19,610 --> 00:44:24,250
missing is context of like what?
How many D 10s is considered a 

841
00:44:24,250 --> 00:44:27,090
really hard hit and how many D 
10s is considered like a weak 

842
00:44:27,090 --> 00:44:29,010
hit. 
If that had, if there's a line 

843
00:44:29,010 --> 00:44:31,610
in here that basically said like
4010 is considered really 

844
00:44:31,610 --> 00:44:35,010
strong, then I would go, OK. 
Based on just that one line. 

845
00:44:35,010 --> 00:44:39,130
I can say contextually I know 
what a baseball bat versus a 

846
00:44:39,130 --> 00:44:41,810
bazooka is and then I can 
understand a little bit more. 

847
00:44:41,810 --> 00:44:43,570
That's the part where I feel 
like is maybe just a little bit 

848
00:44:43,570 --> 00:44:47,290
too handy with me, I. 
Feel like might have a 30% 

849
00:44:47,290 --> 00:44:53,930
chance of 1 shotting a creature 
with 3HP if you had 3D 10. 

850
00:44:54,930 --> 00:44:56,530
Potentially, Yeah. 
Yeah, potentially. 

851
00:44:56,770 --> 00:44:59,370
Yeah. 
Yeah. 

852
00:44:59,370 --> 00:45:02,970
So, yeah, I would say that two 
or 3D 10 really would be a 

853
00:45:02,970 --> 00:45:08,250
strong hit or. 
Well, well, wait a second, wait 

854
00:45:08,250 --> 00:45:09,490
a second. 
Yeah, I was going to say average

855
00:45:09,490 --> 00:45:12,930
because it literally says they 
should have low HP, maybe even 

856
00:45:12,930 --> 00:45:19,170
dying from one to two attacks. 
So if IF3D10 would be like kind 

857
00:45:19,170 --> 00:45:22,930
of like an average age attack 
because the odds of you rolling.

858
00:45:23,540 --> 00:45:26,900
You know, 30 are pretty low, 
right? 

859
00:45:26,980 --> 00:45:29,060
Because it says every multiple 
of 10. 

860
00:45:29,380 --> 00:45:34,300
So if you roll 3D ten and get 
20, that's 2HP down, but if you 

861
00:45:34,300 --> 00:45:37,500
roll 15, that's 1HP down. 
And they're staggered. 

862
00:45:37,700 --> 00:45:39,300
That feels about, that feels OK,
yes. 

863
00:45:39,300 --> 00:45:41,780
But again, we're still talking 
about like we're sitting down 

864
00:45:41,780 --> 00:45:43,780
and having to figure all of that
out here instead of having 

865
00:45:43,780 --> 00:45:46,380
something just say like 3D ten 
is an average hit. 

866
00:45:46,380 --> 00:45:47,580
You know what I mean? 
So. 

867
00:45:47,860 --> 00:45:49,900
You know what, the more the more
you talk about it, the more I 

868
00:45:49,900 --> 00:45:53,850
actually kind of like it. 
Because it's like, wait, hold 

869
00:45:53,850 --> 00:45:57,290
on, If I roll 2D10 and I roll 
A-15, I get 1HP and it's 

870
00:45:57,290 --> 00:45:58,730
staggered. 
Like, I think that's actually 

871
00:45:58,730 --> 00:46:01,370
kind of cool. 
Yeah, no, I do think that you're

872
00:46:01,370 --> 00:46:03,410
right. 
I I do think it is maybe just a 

873
00:46:03,410 --> 00:46:06,810
tad it it needs just a little 
something, but. 

874
00:46:07,150 --> 00:46:08,990
Yeah, yeah, just just not. 
Not a ton. 

875
00:46:08,990 --> 00:46:10,870
And it could be. 
So it could be individualized to

876
00:46:10,870 --> 00:46:13,830
your to your table. 
But this is this is that fine 

877
00:46:13,830 --> 00:46:17,470
line in rules light that goes 
from abstracted to hand WAVY. 

878
00:46:17,670 --> 00:46:20,750
And I love abstracted, but hand 
WAVY is where, like it starts to

879
00:46:20,750 --> 00:46:25,670
get a little too blurry for me. 
But yeah, so retreat if the 

880
00:46:25,670 --> 00:46:28,190
combat role goes under the 
creature's ferocity. 

881
00:46:28,660 --> 00:46:32,020
The creature might make a 
ferocity saving throw to avoid 

882
00:46:32,020 --> 00:46:34,660
being forced to retreat. 
This only counts if the creature

883
00:46:34,660 --> 00:46:37,620
isn't mindless, so you can 
actually make like the stalk or 

884
00:46:37,620 --> 00:46:40,020
retreat or something if you get 
a combat roll and and force them

885
00:46:40,020 --> 00:46:42,340
away. 
I I like this page too how it's 

886
00:46:42,340 --> 00:46:44,740
split into like the black and 
white and then it has these like

887
00:46:44,740 --> 00:46:46,700
cards of like different monsters
across the bottom. 

888
00:46:47,180 --> 00:46:54,740
Really love that great piece of 
art here with like a a house 

889
00:46:54,740 --> 00:46:56,380
with those cards kind of in the 
windows. 

890
00:46:56,770 --> 00:47:02,850
And then this like gruesome just
horrific Eldridge creature and 

891
00:47:03,090 --> 00:47:05,810
like creatures coming up over 
the top of the house. 

892
00:47:06,570 --> 00:47:10,290
Yeah and this is an example of a
block of monsters for a game of 

893
00:47:10,290 --> 00:47:14,730
squishy. 
I love this entire section here 

894
00:47:15,090 --> 00:47:18,610
as the both it this is a really 
great way. 

895
00:47:18,610 --> 00:47:22,450
It has an example of monsters. 
It also has an example kind of 

896
00:47:22,450 --> 00:47:25,130
adventure that it does like this
is one of the best ways I've 

897
00:47:25,130 --> 00:47:28,680
seen. 
To describe this kind of like 

898
00:47:28,680 --> 00:47:33,600
abstracted rules light to give 
all of the contacts that we're 

899
00:47:33,600 --> 00:47:37,200
we're just talking about going 
through it. 

900
00:47:37,200 --> 00:47:42,840
I really loved all of this. 
So it says example of a block of

901
00:47:42,840 --> 00:47:46,880
monsters for a game of Squishy. 
And so Kelsey, the GM, was able 

902
00:47:46,880 --> 00:47:50,720
to convince their friends to 
allow them to run a game of 

903
00:47:50,720 --> 00:47:52,520
Squishy. 
Their setting is a Haunted 

904
00:47:52,520 --> 00:47:56,730
Mansion run by an insane, 
immoral Dr. They quickly get to 

905
00:47:56,730 --> 00:48:00,730
work creating the horrors that 
will plague their players. 

906
00:48:01,610 --> 00:48:04,970
I, I, the pronoun you said here 
is really nice. 

907
00:48:06,450 --> 00:48:11,090
So this literally walks through 
as if you are from the mind of 

908
00:48:11,090 --> 00:48:15,670
the GM, Kelsey. 
Creating the characters and why 

909
00:48:15,670 --> 00:48:16,950
you would create them the way 
you did. 

910
00:48:17,150 --> 00:48:21,230
So clever, right? 
So the horde is the melon heads.

911
00:48:21,430 --> 00:48:24,030
If we Scroll down, it is these 
children that look like they've 

912
00:48:24,030 --> 00:48:27,550
been turned inside out with 
these giant fucking heads. 

913
00:48:27,950 --> 00:48:32,830
Like it's it's yeah, it's got a 
very kind of, like disgusting 

914
00:48:33,070 --> 00:48:35,030
what what are the gross cabbage 
Patch Kids? 

915
00:48:36,150 --> 00:48:39,950
Garbage pail kids. 
It looks like a garbage pail 

916
00:48:39,950 --> 00:48:44,510
kid's been turned inside out. 
So Kelsey the gym decides to use

917
00:48:44,510 --> 00:48:47,550
the urban legend the melon heads
to inspire the mentions horde. 

918
00:48:47,550 --> 00:48:49,270
The description is a gaggle of 
children who have been 

919
00:48:49,270 --> 00:48:52,030
experimented on, their heads 
becoming bulbous, their flesh 

920
00:48:52,030 --> 00:48:54,070
rotting away, their hunger 
becoming insatiable. 

921
00:48:54,430 --> 00:48:57,350
And Kelsey has decided to make 
them fast, hard to hit but weak 

922
00:48:57,350 --> 00:48:59,470
to damage, cowardly and weak 
without a weapon. 

923
00:48:59,950 --> 00:49:03,190
So she stats them, but so yeah, 
so they stat them. 

924
00:49:03,310 --> 00:49:05,670
Thusly, they have 1HP. 
By the end of the game they'll 

925
00:49:05,670 --> 00:49:07,990
be attacking in fairly large 
groups, so Kelsey reckons 

926
00:49:07,990 --> 00:49:09,670
there's no sense making them too
hard to kill. 

927
00:49:10,190 --> 00:49:13,070
Because the melon heads innocent
child like looks, Kelsey makes a

928
00:49:13,070 --> 00:49:17,110
mental note to have the players 
make a fear save anytime they 

929
00:49:17,110 --> 00:49:23,230
kill one because they look like 
little kids, so it's going to 

930
00:49:23,230 --> 00:49:27,430
fuck you up. 
The speed of the monsters is set

931
00:49:27,430 --> 00:49:30,430
to 65% because they're supposed 
to be fast, but not insanely 

932
00:49:30,430 --> 00:49:34,190
fast. 
The horror is 50% because he 

933
00:49:34,190 --> 00:49:35,990
figures over time they become 
less frightening. 

934
00:49:36,340 --> 00:49:40,140
And they said the modifier 2 -, 
5% horror for each following 

935
00:49:40,140 --> 00:49:42,540
encounter. 
So it's 50% to start and then 

936
00:49:42,540 --> 00:49:44,860
each time you encounter them you
reduce it by 5:00 and then 

937
00:49:44,860 --> 00:49:48,220
ferocity is 45% because yeah, if
they have a kitchen knife or 

938
00:49:48,220 --> 00:49:51,300
whatever Kelsey thinks shouting 
down that without weapons their 

939
00:49:51,300 --> 00:49:56,230
ferocity is 30%. 
As well as they do 1D10 damaged,

940
00:49:56,350 --> 00:49:59,390
armed and armed and unarmed. 
So there's a little bit of 

941
00:49:59,390 --> 00:50:02,270
context right there for D10 
damage. 

942
00:50:02,390 --> 00:50:05,830
So a slash by a little melon 
head, kid with a dagger or with 

943
00:50:05,830 --> 00:50:08,990
their fist, or whatever. 
There's only one D10 damage, so 

944
00:50:09,030 --> 00:50:11,510
there comes in a little bit of 
the context. 

945
00:50:11,950 --> 00:50:15,230
Next is the Stalker, which is 
the crawler. 

946
00:50:16,750 --> 00:50:18,710
They're small. 
They're they're supposed to be 

947
00:50:18,710 --> 00:50:21,710
small. 
No, the melon heads are small 

948
00:50:21,710 --> 00:50:24,580
and fast. 
So this should be slow and 

949
00:50:24,580 --> 00:50:26,540
heavy. 
It's an early experiment. 

950
00:50:26,540 --> 00:50:29,420
It's a scionic crawler that 
drags itself around and moans in

951
00:50:29,420 --> 00:50:31,820
pain. 
She's going to make it slow, 

952
00:50:31,820 --> 00:50:34,860
relentless, high HP, and can 
break down doors and use psychic

953
00:50:34,860 --> 00:50:36,820
powers. 
So it's got HP5. 

954
00:50:37,140 --> 00:50:40,180
Slow to attack, slow to 
maneuver, not great at sneaking 

955
00:50:40,180 --> 00:50:42,300
up on players. 
Soaks a lot of damage, so it's a

956
00:50:42,300 --> 00:50:45,660
lot higher than the kids. 
Kelsey reckons though, that if 

957
00:50:45,660 --> 00:50:47,100
the players can blow up the 
brain. 

958
00:50:47,550 --> 00:50:49,630
Or turn the brain, or set the 
brain on fire. 

959
00:50:49,630 --> 00:50:52,950
It'll drop TO1HP, so the speed 
is 25% because it's slow, the 

960
00:50:52,950 --> 00:50:57,710
horror is 65% because it is more
scary, and the ferocity is 75% 

961
00:50:57,710 --> 00:51:00,950
because it's harder to kill. 
It's been attacked as an instant

962
00:51:00,950 --> 00:51:04,030
kill, but it takes two turns to 
complete. 

963
00:51:04,510 --> 00:51:06,510
It picks up a victim and then 
either slams them on the ground 

964
00:51:06,510 --> 00:51:09,030
or tears them apart. 
So again, you are squishy. 

965
00:51:09,550 --> 00:51:12,870
It can kill you in two hits. 
Jesus. 

966
00:51:13,950 --> 00:51:16,390
Right, so polar opposite of the 
melon heads. 

967
00:51:16,390 --> 00:51:18,530
Really cool. 
Overlord is a Doctor. 

968
00:51:19,810 --> 00:51:22,370
Great piece of art here. 
I feel like that's almost like 

969
00:51:22,370 --> 00:51:26,450
the guy from the the the art 
from the main page we showed 

970
00:51:26,450 --> 00:51:28,530
earlier. 
The Doctor is the villain. 

971
00:51:28,530 --> 00:51:31,770
They're half rotten, half 
embalmed, corporeal, revenant, 

972
00:51:33,170 --> 00:51:38,330
they The HP is not applicable, 
so we talked about it being more

973
00:51:38,330 --> 00:51:40,490
than just HP. 
To kill it you have to do 

974
00:51:40,490 --> 00:51:43,230
something special. 
And the Doctor can be staggered,

975
00:51:43,230 --> 00:51:45,750
but can only be defeated by 
burning its original remains, 

976
00:51:45,750 --> 00:51:49,550
which are buried in the woods. 
Did we did we touch on what 

977
00:51:49,550 --> 00:51:52,030
staggered means? 
I know it's been highlighted a 

978
00:51:52,030 --> 00:51:53,430
couple times. 
I don't remember if you saw what

979
00:51:53,430 --> 00:51:54,590
that means. 
I don't think we've gotten 

980
00:51:54,590 --> 00:51:59,150
there. 
Yeah, I think that might be at 

981
00:51:59,150 --> 00:52:01,190
the end of this section. 
Gotcha. 

982
00:52:02,310 --> 00:52:05,270
This the speed? 
Well, we'll we'll control F it 

983
00:52:05,270 --> 00:52:08,430
and try to find it in a second. 
So the speed is 25%, which means

984
00:52:08,430 --> 00:52:11,190
it's slow, but it can teleport. 
The horde is 75%. 

985
00:52:11,870 --> 00:52:14,910
Because it exudes raw horror and
radiates the sound of crying 

986
00:52:14,910 --> 00:52:19,750
children, and it can temporarily
convert players into its 

987
00:52:19,750 --> 00:52:21,910
acolytes, and the ferocity is 
55%. 

988
00:52:22,150 --> 00:52:24,990
The doctor can attack with its 
scalpel for one D10 damage, or 

989
00:52:24,990 --> 00:52:27,110
vomit acidic bile for 2D10 
damage. 

990
00:52:27,350 --> 00:52:29,750
So I think that an average 
attack is liberty is just one 

991
00:52:29,750 --> 00:52:32,350
D10, and then everything above 
that it gets harsher and harsher

992
00:52:32,350 --> 00:52:35,190
and harsher. 
So vomiting acidic bile from the

993
00:52:35,270 --> 00:52:38,660
big bad is only two D 10. 
It seems like one D 10 is pretty

994
00:52:38,660 --> 00:52:41,060
average hit and you just kind of
go up from there so 3D ten might

995
00:52:41,060 --> 00:52:43,740
actually be like a pretty pretty
brutal hit. 

996
00:52:45,180 --> 00:52:48,340
So but if you hit the bat with 
your specialty and get really 

997
00:52:48,340 --> 00:52:50,900
good I would give 2D10 for a 
specialty hit. 

998
00:52:50,900 --> 00:52:53,540
One D 10 for base hit, 2D10 for 
specialty hit is what it feels 

999
00:52:53,540 --> 00:52:56,820
like for me feels good and then 
a crit maybe even throws a 

1000
00:52:56,820 --> 00:53:00,300
little more and then those are 
the three monsters and then the 

1001
00:53:00,300 --> 00:53:02,260
special one. 
I love this piece of art here 

1002
00:53:02,260 --> 00:53:04,860
too where there's this like. 
I don't even know what the fuck.

1003
00:53:05,300 --> 00:53:07,140
It's the melon head being 
disemboweled. 

1004
00:53:08,340 --> 00:53:10,900
Yeah, and like all of. 
It's like, it's like squirting 

1005
00:53:10,900 --> 00:53:13,460
juice from everywhere. 
I want this as a tattoo. 

1006
00:53:14,140 --> 00:53:15,500
That's pretty fucking disgusting
and dope. 

1007
00:53:15,540 --> 00:53:18,300
I love it. 
Get it? 

1008
00:53:18,380 --> 00:53:23,060
Get it right on them cheeks. 
Creeping spawn is the special. 

1009
00:53:23,780 --> 00:53:27,020
It's some other horror stalking 
the mansion but growing inside 

1010
00:53:27,020 --> 00:53:29,180
of it. 
So it's a diabolical mold that 

1011
00:53:29,180 --> 00:53:31,660
absorbs living flesh, creating 
hybrids of human and animal 

1012
00:53:31,660 --> 00:53:35,480
flesh. 
It scrabbles at doors of 

1013
00:53:35,480 --> 00:53:38,200
quarantine rooms with which 
contain key items. 

1014
00:53:38,480 --> 00:53:41,600
The spawn will be largely 
immobile, but can spit out 

1015
00:53:41,600 --> 00:53:44,120
multiple limbed freaks which 
crawl around in search of 

1016
00:53:44,120 --> 00:53:47,920
creatures to infect. 
HP is one of three, speed is 0 

1017
00:53:47,920 --> 00:53:51,440
to 30%, the whore is 55%, and 
the frosty is 45%. 

1018
00:53:51,440 --> 00:53:54,240
So again, I really And then 
another gorgeous huge. 

1019
00:53:54,570 --> 00:53:56,850
Page piece of art here that ties
in with the other spread, which 

1020
00:53:56,850 --> 00:53:58,850
is great. 
I love the context of everything

1021
00:53:58,850 --> 00:54:02,290
that they just did for creating 
an adventure, walking through 

1022
00:54:02,290 --> 00:54:05,130
from the context of the GM and 
writing it as if you were 

1023
00:54:05,130 --> 00:54:07,450
writing it. 
That is such a clever way to 

1024
00:54:07,490 --> 00:54:09,090
give context for rules like 
Teen. 

1025
00:54:09,090 --> 00:54:11,130
I think it's fantastic and 
actually answer the question 

1026
00:54:11,210 --> 00:54:13,930
that we had just a bit ago among
What's an average hit? 

1027
00:54:14,890 --> 00:54:18,250
Yeah, yeah, this that that whole
section right there is like, 

1028
00:54:18,810 --> 00:54:23,610
honestly, just amazing and it. 
You know, even with the the page

1029
00:54:23,610 --> 00:54:26,210
before it, with the the little 
chapter title page or whatever, 

1030
00:54:26,210 --> 00:54:29,250
with the haunted house on it, 
like I just love that because I 

1031
00:54:29,250 --> 00:54:33,330
immediately was like you just 
you just instantly can come up 

1032
00:54:33,330 --> 00:54:36,010
with all kinds of ideas for like
I don't even need to populate 

1033
00:54:36,010 --> 00:54:38,050
this with anything. 
It's just a fucking nasty house 

1034
00:54:38,050 --> 00:54:40,850
that these people, I don't know 
did they get kid, bunch of 

1035
00:54:41,050 --> 00:54:43,130
people got kidnapped and they're
going to turn be turned into 

1036
00:54:43,130 --> 00:54:45,890
melon heads or something. 
Now they escaped and now they 

1037
00:54:45,890 --> 00:54:48,370
have to get out. 
Like you know, it's just super 

1038
00:54:48,370 --> 00:54:51,530
easy, quick, fast, just throw it
on the table, go like I love it.

1039
00:54:52,260 --> 00:54:54,740
I love that. 
Yeah, Fear insanity. 

1040
00:54:54,740 --> 00:54:57,980
This is the section for that. 
We're we're we're so we're we're

1041
00:54:57,980 --> 00:54:59,980
past all the monsters and these 
are the bonus stuff that you can

1042
00:54:59,980 --> 00:55:01,060
add to it. 
So fear insanity. 

1043
00:55:01,540 --> 00:55:03,980
Most. 
Most horror RPG's have fear or 

1044
00:55:03,980 --> 00:55:07,580
sanity's system to represent 
emotional and psychological 

1045
00:55:07,580 --> 00:55:09,780
toll. 
Sometimes it can be really fun 

1046
00:55:10,580 --> 00:55:11,940
and squishy. 
It's an optional mod. 

1047
00:55:11,940 --> 00:55:14,740
Some people don't like that, so 
it makes sense. 

1048
00:55:14,740 --> 00:55:16,460
This is kind of one of those 
like talk to your place 

1049
00:55:16,460 --> 00:55:18,840
beforehand. 
Some people might be down for 

1050
00:55:18,840 --> 00:55:21,400
like gross stuff, but not might 
might not be down for like 

1051
00:55:21,400 --> 00:55:24,040
sanity and things like that 
depending on, you know, whatever

1052
00:55:24,040 --> 00:55:26,360
they feel like. 
So this is it's nice to have as 

1053
00:55:26,360 --> 00:55:29,160
an optional mod and something 
you can talk to your players 

1054
00:55:29,160 --> 00:55:31,520
about. 
So the brain dain the downward 

1055
00:55:31,520 --> 00:55:33,520
brain drain downward spiral of 
insanity. 

1056
00:55:33,520 --> 00:55:36,000
This is not something you can 
spring on your players mid game.

1057
00:55:36,240 --> 00:55:39,480
It's an extra step in creation. 
Basically the GM asks the 

1058
00:55:39,480 --> 00:55:42,000
players to pick which stat 
brains mocks your survival. 

1059
00:55:42,000 --> 00:55:44,560
So which of your three stats 
brains mocks your survival are 

1060
00:55:44,560 --> 00:55:45,680
you going to pick for your 
sanity? 

1061
00:55:48,920 --> 00:55:55,520
I mean, it would probably be. 
I assume it would be my 

1062
00:55:55,520 --> 00:55:59,200
superstar, which would be oh 
sorry no, my brains monster. 

1063
00:55:59,200 --> 00:56:04,000
It would be my highest one on 
that would be brains which is my

1064
00:56:04,160 --> 00:56:06,120
OK. 
So brains. 

1065
00:56:06,120 --> 00:56:10,520
So you they have the highest. 
So yeah, whichever one has the 

1066
00:56:10,520 --> 00:56:13,760
highest, the gym will tell you 
to set that number as your 

1067
00:56:13,760 --> 00:56:15,480
sanity. 
So your sanity is also OK. 

1068
00:56:16,230 --> 00:56:19,510
When you witness a new creature 
or horrific event, like seeing 

1069
00:56:19,510 --> 00:56:22,790
the BBEG for the first time, you
must make a Sanity save attempts

1070
00:56:22,790 --> 00:56:25,110
to roll under your existing 
sanity score. 

1071
00:56:25,550 --> 00:56:29,070
If you fail, you lose 1D10 
Sanity at a minimum. 

1072
00:56:29,350 --> 00:56:33,150
So if you're just OK at brains, 
which would be what? 

1073
00:56:33,150 --> 00:56:37,590
Like a I don't remember what the
what the table for for that stat

1074
00:56:37,590 --> 00:56:41,510
was, you would have your you 
said you're OK. 

1075
00:56:41,510 --> 00:56:45,950
That's a 55% so. 
Yeah, every time you fail to 

1076
00:56:45,950 --> 00:56:48,990
save, you roll one to 10 and 
reduce your save by that. 

1077
00:56:50,350 --> 00:56:53,190
But you can regain sanity by 
killing monsters, sleeping, 

1078
00:56:53,190 --> 00:56:56,470
eating, or whatever. 
When sanity drops to zero, you 

1079
00:56:56,470 --> 00:57:01,590
become insane or an NPC and it's
essentially death. 

1080
00:57:02,510 --> 00:57:04,870
But you can be cured if you get 
decent therapy, yeah. 

1081
00:57:05,510 --> 00:57:07,190
I have a decent therapist, so I 
think it'll be all right. 

1082
00:57:07,790 --> 00:57:11,200
There you go. 
So there's actually two ways to 

1083
00:57:11,200 --> 00:57:13,840
do insanity. 
That's the first one is 

1084
00:57:13,840 --> 00:57:18,280
basically like a a a constant 
reduction in your insanity over 

1085
00:57:18,280 --> 00:57:20,880
time. 
The second one is the freak out 

1086
00:57:20,880 --> 00:57:23,360
meter. 
This is called the pressure 

1087
00:57:23,360 --> 00:57:25,360
cooker. 
It's something that GM can 

1088
00:57:25,360 --> 00:57:29,040
spring on the players mid game. 
The GM simply needs to tell them

1089
00:57:29,040 --> 00:57:33,160
to take X Points of fear when 
they fail a horror check or 

1090
00:57:33,160 --> 00:57:35,540
witness something awful. 
When a situation reaches A 

1091
00:57:35,540 --> 00:57:38,900
suitable crisis point, the GM 
asks players to roll 2D10. 

1092
00:57:39,300 --> 00:57:42,300
If the player rolls under their 
current fear, they freak out. 

1093
00:57:42,380 --> 00:57:45,580
The GM will then give the player
three tough choices of how 

1094
00:57:45,580 --> 00:57:48,380
they're going to freak out and 
the player will pick one. 

1095
00:57:48,420 --> 00:57:50,900
Fear can be shed by killing 
monsters sleeping in a minute, 

1096
00:57:51,060 --> 00:57:54,100
so this is more of like a a 
panic mothership table. 

1097
00:57:55,620 --> 00:57:58,300
So if these were your two 
options as a GM, would you do 

1098
00:57:58,300 --> 00:58:00,780
more of the brain drain or would
you do more of like the freak 

1099
00:58:00,780 --> 00:58:04,680
out panic? 
Porque no Los dos. 

1100
00:58:06,040 --> 00:58:08,280
I mean, I guess theoretically 
you could do both, but. 

1101
00:58:09,440 --> 00:58:11,320
No, I would probably do the 
freak out meter. 

1102
00:58:11,880 --> 00:58:15,680
Obviously I would, I would let 
them know ahead of time if 

1103
00:58:15,680 --> 00:58:17,040
that's the thing I'm going to 
have in the game. 

1104
00:58:17,040 --> 00:58:19,960
But I I would prefer that one 
just because I feel like it 

1105
00:58:19,960 --> 00:58:25,880
would be more fun to pop. 
But I but I definitely think 

1106
00:58:25,880 --> 00:58:28,560
that. 
If you were planning to play a 

1107
00:58:28,560 --> 00:58:32,760
longer term game, then the brain
drain would probably be 

1108
00:58:32,760 --> 00:58:35,320
something that would be 
interesting to see happen over 

1109
00:58:35,320 --> 00:58:38,760
several sessions. 
Well, I guess you can do. 

1110
00:58:38,760 --> 00:58:40,360
I guess you can do both. 
One is sanity. 

1111
00:58:40,360 --> 00:58:43,360
And one is 1. 
Is 1 is sanity and one is fear. 

1112
00:58:43,360 --> 00:58:45,080
So you absolutely can do both I 
guess. 

1113
00:58:45,480 --> 00:58:48,720
Yeah. 
This definitely would though add

1114
00:58:48,880 --> 00:58:54,360
a I think like a much a big like
level to your rules like game to

1115
00:58:54,360 --> 00:58:57,310
have both. 
Insanity and Fear having two 

1116
00:58:57,310 --> 00:59:00,230
more stats on top of everything 
that you're doing, I think that 

1117
00:59:00,230 --> 00:59:01,870
would. 
I don't know if I would use 

1118
00:59:01,870 --> 00:59:06,070
these for one shots, but I would
use this for like arcs or longer

1119
00:59:06,070 --> 00:59:08,350
campaigns for sure. 
I would probably use the freak 

1120
00:59:08,350 --> 00:59:10,630
out meter for a one shot if I. 
Felt. 

1121
00:59:11,150 --> 00:59:15,230
It was chunky enough of like a 
spooky thing, you know, because 

1122
00:59:15,550 --> 00:59:19,670
it's just a quick one off kind 
of event, but yeah. 

1123
00:59:20,640 --> 00:59:23,160
Yeah, I think, yeah, I think, I 
think freak out meter definitely

1124
00:59:23,160 --> 00:59:26,600
reminds me of like the kind of 
like jump scare movies and the 

1125
00:59:27,040 --> 00:59:31,000
brain drain Definitely reminds 
me more of like the slow burn, 

1126
00:59:31,400 --> 00:59:35,800
like ratcheted up tension like 
in the background kind of thing 

1127
00:59:35,800 --> 00:59:36,440
too. 
Yeah. 

1128
00:59:36,800 --> 00:59:38,000
Cool. 
Yeah. 

1129
00:59:39,320 --> 00:59:43,560
Then we have XP and leveling up 
if you want to continue your 

1130
00:59:43,560 --> 00:59:46,360
quick start, squishy one shot 
into campaign. 

1131
00:59:46,870 --> 00:59:48,910
We're gonna have to let the 
players get stronger over time. 

1132
00:59:50,390 --> 00:59:53,230
They're proposing 2 methods for 
gaining XP and leveling up. 

1133
00:59:53,710 --> 00:59:56,190
First is just the XP increase. 
It's the straightforward, simple

1134
00:59:56,190 --> 01:00:00,870
method, getting more capable 
over time passing milestones. 

1135
01:00:01,470 --> 01:00:03,190
And I love milestone over XP 
leveling. 

1136
01:00:03,190 --> 01:00:08,430
Unless XP is gold or pulling off
impressive feats, IE scoring A 

1137
01:00:08,430 --> 01:00:10,390
headshot with a rifle or 
something like that, players 

1138
01:00:10,390 --> 01:00:12,430
gain a point of XP which they 
can spend. 

1139
01:00:12,910 --> 01:00:17,030
To increase one of their stats 
by 5%, capping at 85, I I think 

1140
01:00:17,030 --> 01:00:18,190
that's clever. 
I really like that. 

1141
01:00:20,150 --> 01:00:24,830
And then the. 
Yeah, the B the B movie Nitro. 

1142
01:00:25,390 --> 01:00:28,230
This is Mechanic. 
This one says, Am I quoting? 

1143
01:00:28,230 --> 01:00:30,030
This is mechanic I'm really 
proud of. 

1144
01:00:30,030 --> 01:00:32,630
That's one of the main 
mechanisms in a more in depth 

1145
01:00:32,630 --> 01:00:35,550
RPG system I have in the works 
called Legends of the Video 

1146
01:00:35,550 --> 01:00:37,630
Wasteland. 
Where is Legends of the Video 

1147
01:00:37,630 --> 01:00:38,630
Wasteland? 
Because. 

1148
01:00:39,190 --> 01:00:41,610
I don't know. 
Emit. 

1149
01:00:41,770 --> 01:00:43,650
Let's come on. 
Up. 

1150
01:00:45,930 --> 01:00:49,850
So it is intended to 
mechanically illustrate the 

1151
01:00:49,850 --> 01:00:52,970
process of how heroes and genre 
movies become increasingly 

1152
01:00:52,970 --> 01:00:56,490
unkillable and unrealistically 
capable as their sequels 

1153
01:00:56,490 --> 01:00:58,650
progress. 
Think Ash from Evil Dead. 

1154
01:00:59,410 --> 01:01:01,410
How it works is that when a 
player pulls off a risky 

1155
01:01:01,410 --> 01:01:04,850
maneuver or one liner or 
something just straight up 

1156
01:01:04,850 --> 01:01:08,330
cinematically badass, the game 
awards them a Nitro point. 

1157
01:01:08,880 --> 01:01:11,560
Point of Nitro can be spent to 
automatically pass any role or 

1158
01:01:11,560 --> 01:01:14,720
shrug off any damage. 
If you save up five Points of 

1159
01:01:14,720 --> 01:01:18,920
Nitro, you can burn them to 
bring one stat up one level. 

1160
01:01:18,960 --> 01:01:23,000
i.e. from kind of good to OK. 
Doing this one will allow your 

1161
01:01:23,000 --> 01:01:26,920
character to take on a character
class from the upcoming Legends 

1162
01:01:26,920 --> 01:01:30,720
of the Video Wasteland game and 
two of their feats. 

1163
01:01:31,040 --> 01:01:33,680
Come on man, Give us this Legend
of the Video Wasteland then. 

1164
01:01:38,290 --> 01:01:42,450
So watch the space. 
So I so both are really 

1165
01:01:42,450 --> 01:01:45,890
interesting. 
I think that the the Nitro movie

1166
01:01:45,890 --> 01:01:49,050
one obviously requires you to 
have Legend of the Video 

1167
01:01:49,050 --> 01:01:53,690
Wasteland associated with it 
because it specifically says 

1168
01:01:53,690 --> 01:01:55,690
that you get to take a character
class from that game. 

1169
01:01:55,690 --> 01:01:58,490
So you need that game to do it. 
So I guess XP increases a way to

1170
01:01:58,490 --> 01:02:02,770
go from there. 
Sty and Magic is an X1. 

1171
01:02:02,770 --> 01:02:05,050
It adds another stat to the game
similar to Sanity. 

1172
01:02:05,780 --> 01:02:09,740
Can be used for psi or magic. 
The GM can have this in play 

1173
01:02:09,740 --> 01:02:11,500
from the start or spring it mid 
game. 

1174
01:02:11,740 --> 01:02:14,900
You can set your survival brains
or moxie as your psi or magic 

1175
01:02:14,900 --> 01:02:16,780
point. 
So survival brains or moxie If 

1176
01:02:16,780 --> 01:02:20,340
we're already using sanity, 
which is your brains. 

1177
01:02:21,540 --> 01:02:24,900
What are you going to do for For
psi? 

1178
01:02:24,900 --> 01:02:26,980
I guess it could also be brains,
but. 

1179
01:02:28,260 --> 01:02:32,820
Yeah, I would probably use psi. 
I wouldn't want to use moxie or 

1180
01:02:32,820 --> 01:02:35,180
moxie. 
See a survival. 

1181
01:02:36,320 --> 01:02:39,760
Possibly, but I would probably 
just go with brains. 

1182
01:02:40,600 --> 01:02:44,960
Gotcha Failed magic costs 1D10 
Sanity slash Fear. 

1183
01:02:45,440 --> 01:02:50,920
So every time you fail magic you
you you reduce your sanity or 

1184
01:02:50,920 --> 01:02:55,880
fear stat by 10%, which I love. 
I love magical failures. 

1185
01:02:55,960 --> 01:02:57,160
I think they're really 
fantastic. 

1186
01:02:57,480 --> 01:03:01,240
I I love the idea of magic being
innately dangerous and anyone 

1187
01:03:01,240 --> 01:03:03,800
who chooses to walk around with 
it can hurt themselves as much 

1188
01:03:03,800 --> 01:03:05,000
as help themselves. 
So. 

1189
01:03:06,300 --> 01:03:09,180
There's low magic, high magic, 
and and psy in here which is 

1190
01:03:09,180 --> 01:03:10,860
cool. 
Low magic is mainly used on 

1191
01:03:10,860 --> 01:03:13,180
ritual and creation of sigils 
and talismans. 

1192
01:03:13,660 --> 01:03:16,500
Players tell the GM what the 
intent of the magic is and the 

1193
01:03:16,500 --> 01:03:18,580
GM makes a secret role to see if
they pass. 

1194
01:03:18,780 --> 01:03:21,380
Talked about secret roles 
earlier, essentially the player 

1195
01:03:21,380 --> 01:03:23,860
making a monkey's Paul style 
wish that can affect the course 

1196
01:03:23,860 --> 01:03:27,500
of events but not directly break
the laws of physics and the 

1197
01:03:27,500 --> 01:03:29,980
starting threshold to pass is 
15%. 

1198
01:03:30,720 --> 01:03:33,560
So the players can spend magic 
points to raise their odds and 

1199
01:03:33,560 --> 01:03:37,920
XP to raise the base. 
Damn magic is hard in a low 

1200
01:03:37,920 --> 01:03:43,560
magic setting. 15% roll in your 
yeah and you're spending XP to 

1201
01:03:43,680 --> 01:03:46,480
to increase it. 
And it may not even be the thing

1202
01:03:46,480 --> 01:03:47,960
you want. 
I love that. 

1203
01:03:48,640 --> 01:03:51,880
And and you're gonna and every 
time. 

1204
01:03:51,920 --> 01:03:54,800
And if you fail it, you're 
taking sanity damage. 

1205
01:03:54,800 --> 01:03:55,960
Damn, that is. 
That is. 

1206
01:03:56,000 --> 01:03:58,600
That is how I love magic. 
That is literally exactly how I 

1207
01:03:58,600 --> 01:04:03,430
love magic. 
Really great Psy Psychic players

1208
01:04:03,430 --> 01:04:07,190
can pick up one type of psychic 
specialty per and can add other 

1209
01:04:07,190 --> 01:04:10,030
specialties per level of Nitro. 
Again, we're getting to this 

1210
01:04:10,030 --> 01:04:13,430
Nitro thing, but it really ties 
into a game that I don't. 

1211
01:04:13,430 --> 01:04:15,550
I don't see. 
I don't know if you saw it on 

1212
01:04:15,550 --> 01:04:20,550
their itch page, but we'll have 
to look into that. 

1213
01:04:20,550 --> 01:04:25,390
So to use roll against the stat 
chosen to run Psy and take one D

1214
01:04:25,390 --> 01:04:26,910
10 point sanity fear when they 
use it. 

1215
01:04:26,910 --> 01:04:30,090
Failures cause a misfire. 
Where the powers go wrong and 

1216
01:04:30,090 --> 01:04:32,730
blast out uncontrollably. 
So same thing like you're just 

1217
01:04:32,730 --> 01:04:35,810
rolling under the staff that you
chose for it and it talks about 

1218
01:04:35,810 --> 01:04:38,530
pyrokinesis, telekinesis, 
cryokinesis, electrokinesis, 

1219
01:04:38,530 --> 01:04:46,050
telepathy, and remote viewing. 
And then there is oh shit, 

1220
01:04:46,050 --> 01:04:47,770
there's literally a weapon 
damage table. 

1221
01:04:47,970 --> 01:04:50,290
So all that bitching and Mona. 
Was doing earlier. 

1222
01:04:50,290 --> 01:04:52,250
I noticed that earlier, but I 
didn't want to say anything. 

1223
01:04:53,150 --> 01:04:55,510
We should just maybe that should
be up where it talks about 

1224
01:04:55,510 --> 01:04:58,870
weapon damage. 
It probably should be quite 

1225
01:04:58,870 --> 01:05:02,750
earlier in here because this is 
about magic and weapon damage 

1226
01:05:02,750 --> 01:05:05,630
just kind of feels like tacked 
onto this page. 

1227
01:05:05,870 --> 01:05:08,110
Yeah, it should definitely be in
the combat section. 

1228
01:05:08,750 --> 01:05:10,670
Yeah, for sure. 
And then I wouldn't have had to 

1229
01:05:10,670 --> 01:05:12,990
complain so much. 
Hi, Magic. 

1230
01:05:14,200 --> 01:05:16,360
They say I'm under the opinion 
that high magic you should feel.

1231
01:05:16,360 --> 01:05:17,560
Well, magical. 
Duh. 

1232
01:05:17,720 --> 01:05:21,000
So while maybe at some point I 
will put out a grim or of 

1233
01:05:21,000 --> 01:05:23,240
interesting prompts for rituals 
or spells, I really don't think 

1234
01:05:23,240 --> 01:05:25,320
it reads a list of this kind of 
projectile. 

1235
01:05:25,320 --> 01:05:27,600
Does this kind of number of 
damage is very exciting. 

1236
01:05:27,600 --> 01:05:29,800
So if you want to play a wizard 
you can do magic. 

1237
01:05:30,080 --> 01:05:32,240
Any magic you tell the gym what 
kind of magic you want to do, 

1238
01:05:32,240 --> 01:05:35,840
the gyms it's OK, make a magic 
roll and the GM decides where 

1239
01:05:35,840 --> 01:05:38,640
this falls on the difficulty 
table, so it gives the table 

1240
01:05:38,640 --> 01:05:41,400
here Impossible is 95%, very 
hard is 80. 

1241
01:05:41,910 --> 01:05:43,550
Hard 75, et cetera, et cetera, 
et cetera. 

1242
01:05:43,550 --> 01:05:48,870
Simple as 25% to the player can 
spend magic points to raise 

1243
01:05:48,870 --> 01:05:53,230
their odds and XP to raise the 
base by 5% per point. 

1244
01:05:53,390 --> 01:05:57,750
So shouldn't this be reversed? 
Am I wrong? 

1245
01:05:57,830 --> 01:05:59,830
Is it? 
Do you suddenly do like A roll 

1246
01:05:59,830 --> 01:06:01,510
over? 
Yeah, yeah, Yeah. 

1247
01:06:01,550 --> 01:06:03,750
So impossible. 
Should be 25% and simple should 

1248
01:06:03,750 --> 01:06:07,830
be 95%, unless suddenly they 
they go backwards on it. 

1249
01:06:08,630 --> 01:06:11,390
So and basically they're like 
they they're basically saying 

1250
01:06:11,390 --> 01:06:14,670
hi, magic. 
I I I'm addressing it, but I I'm

1251
01:06:14,710 --> 01:06:17,110
not really caring a whole lot. 
Which means you could have just 

1252
01:06:17,110 --> 01:06:18,630
not had it in here. 
You could have just had low 

1253
01:06:18,630 --> 01:06:20,030
magic be magic and get rid of 
this. 

1254
01:06:21,150 --> 01:06:22,630
I'm fine with that. 
I could see. 

1255
01:06:22,910 --> 01:06:25,390
I could see a reason why they 
might want to include it, 

1256
01:06:25,390 --> 01:06:29,590
because there's plenty of plenty
of great horror movies that 

1257
01:06:29,590 --> 01:06:33,910
include High Magic, like 
Wishmaster and what is it, Lord 

1258
01:06:33,910 --> 01:06:35,350
of Darkness or something like 
that. 

1259
01:06:35,350 --> 01:06:37,990
There there's a lot of really 
good 80s. 

1260
01:06:38,320 --> 01:06:41,520
Horror movies with like high 
magic but but you think. 

1261
01:06:41,560 --> 01:06:44,320
Wishmaster is this version of 
High Magic where a character is 

1262
01:06:44,320 --> 01:06:47,640
a wizard, as opposed to the Low 
Magic where they get like one 

1263
01:06:47,640 --> 01:06:48,640
wish but it's not what they 
want. 

1264
01:06:48,640 --> 01:06:50,520
Kind of. 
Lord of Illusions, Thank you. 

1265
01:06:50,520 --> 01:06:54,520
Insane as a I guess it's 
probably actually more low 

1266
01:06:54,520 --> 01:06:56,240
magic. 
Lord of Illusions I think maybe 

1267
01:06:56,560 --> 01:06:59,040
might be more high magic. 
But then again, it is only one 

1268
01:06:59,040 --> 01:07:01,600
character and I'm trying to 
think. 

1269
01:07:01,600 --> 01:07:03,480
I know that there's more I can't
think off the top of my head 

1270
01:07:03,480 --> 01:07:05,640
with. 
Leprechaun, Right Where you get 

1271
01:07:05,640 --> 01:07:07,840
one wish but till they fuck you,
yeah. 

1272
01:07:08,440 --> 01:07:10,800
Yeah. 
I think there's a valid reason 

1273
01:07:10,800 --> 01:07:14,400
to include this. 
I do think that, and I don't 

1274
01:07:14,400 --> 01:07:16,320
hate the way that he wrote it. 
Honestly. 

1275
01:07:16,320 --> 01:07:18,480
Like, I kind of like agree with 
what he said. 

1276
01:07:18,480 --> 01:07:24,880
I do think that maybe it just 
needed to be more. 

1277
01:07:27,880 --> 01:07:31,600
Yeah, maybe just like I I feel 
like there was less effort put 

1278
01:07:31,600 --> 01:07:35,040
into this specific section than 
there was for the low magic 

1279
01:07:35,040 --> 01:07:36,460
like. 
Yeah, that's right. 

1280
01:07:36,660 --> 01:07:38,940
Well, and it specifically says 
that they put less effort into 

1281
01:07:38,940 --> 01:07:40,260
it. 
And I just think that at that 

1282
01:07:40,260 --> 01:07:43,140
point, if you're just gonna be 
like, man, let me slap it in. 

1283
01:07:43,300 --> 01:07:47,020
This is where a TTRPG could just
say, then the core doesn't need 

1284
01:07:47,020 --> 01:07:48,260
it and I'll just have it in the 
expansion. 

1285
01:07:48,260 --> 01:07:49,140
You know what I mean? 
Yeah. 

1286
01:07:49,660 --> 01:07:51,900
Yeah. 
L Razor absolutely would be high

1287
01:07:51,900 --> 01:07:53,660
magic, yeah. 
For sure, yeah. 

1288
01:07:54,140 --> 01:07:56,670
I think, yeah. 
Cybernetics. 

1289
01:07:56,670 --> 01:07:58,150
The player wants to be a Cyborg?
No problem. 

1290
01:07:58,150 --> 01:08:01,830
Add a new stat energy or even 
just a lightning bolt mark will 

1291
01:08:01,830 --> 01:08:03,590
do. 
Set your bra on as your energy, 

1292
01:08:03,590 --> 01:08:05,830
pick a way to charge your 
cybernetic batteries, power 

1293
01:08:05,830 --> 01:08:07,430
grid, whatever. 
And every time you want to use 

1294
01:08:07,430 --> 01:08:09,950
your augmentation you have to 
roll against your current 

1295
01:08:09,950 --> 01:08:11,550
energy. 
Success or failure reduces the 

1296
01:08:11,550 --> 01:08:15,790
energy by D10. 
See that I think is a like super

1297
01:08:15,790 --> 01:08:19,910
quick smart sticks with it that 
I really I love that. 

1298
01:08:20,670 --> 01:08:24,109
Again, weapon damage should be 
up at the top. 

1299
01:08:25,420 --> 01:08:28,420
In the combat section where it 
talks about doing damage, so the

1300
01:08:28,420 --> 01:08:30,540
list here says suggested weapon 
damage. 

1301
01:08:30,819 --> 01:08:35,859
Knives and hammers do D10 plus 
D10 per turn of bleeding club. 

1302
01:08:35,859 --> 01:08:39,700
Swords and machetes do 2D10 so 
plus D10 per turn of bleed if 

1303
01:08:39,700 --> 01:08:43,020
bleeding. 
Small arms do 3D ten. 

1304
01:08:43,100 --> 01:08:46,819
So literally your your baseball 
bat would do 2D10 and the gun 

1305
01:08:46,819 --> 01:08:49,060
would do 3D10. 
Rifles and shotgun do 3D10. 

1306
01:08:49,060 --> 01:08:53,060
I have a 20% chance of 1 
shotting and 2HP. 

1307
01:08:54,850 --> 01:08:58,649
Yeah, yeah, yeah, yeah. 
Because Well, 10 if it's ten, 

1308
01:08:59,250 --> 01:09:03,729
yeah, rifles and shotguns 3D. 
Ten instant kill slash monster 

1309
01:09:03,729 --> 01:09:07,850
HP loss up close. 
And then explosives are instant 

1310
01:09:07,850 --> 01:09:10,450
kill slash reduce monsters 
TO1HP. 

1311
01:09:10,689 --> 01:09:13,890
And claymores and giant clubs 
are instant kills. 

1312
01:09:14,450 --> 01:09:15,569
And that's funny, there's two 
random. 

1313
01:09:16,130 --> 01:09:19,250
That's funny, when I when I read
Claymore under explosive, I 

1314
01:09:19,250 --> 01:09:22,149
thought Claymore mine. 
And I was like, why is that? 

1315
01:09:22,149 --> 01:09:25,790
Not under the explosive section?
But then I remembered that it's 

1316
01:09:25,790 --> 01:09:27,630
also a sword. 
A giant sword? 

1317
01:09:27,750 --> 01:09:31,310
Yeah, random tables. 
There's two of them exploring a 

1318
01:09:31,310 --> 01:09:34,390
mystery shrouded town. 
So there's a D20 table. 

1319
01:09:34,390 --> 01:09:36,630
So let's just say #9. 
It says the bourbon kids are 

1320
01:09:36,630 --> 01:09:38,990
reporting an old lady knocking 
on their window at night, 

1321
01:09:39,270 --> 01:09:40,710
beckoning them towards the 
woods. 

1322
01:09:40,910 --> 01:09:43,229
There you go. 
And then there's a random table 

1323
01:09:43,229 --> 01:09:44,790
for exploring A sinister 
mansion. 

1324
01:09:44,790 --> 01:09:47,740
Blue #9 again. 
A room encrusted with slugs and 

1325
01:09:47,740 --> 01:09:49,460
snails. 
A crepid figure sits in the 

1326
01:09:49,460 --> 01:09:51,220
center of the room on a wooden 
chair. 

1327
01:09:51,220 --> 01:09:53,899
It looks like a human sized 
doll, but seems to be breathing 

1328
01:09:54,060 --> 01:09:57,420
something much larger than a 
slug, if you heard moving around

1329
01:09:57,420 --> 01:09:59,620
the cluttered furniture just out
of sight. 

1330
01:10:00,460 --> 01:10:02,940
And then there is exploring 
oppressive underground tunnels, 

1331
01:10:03,340 --> 01:10:05,260
#9 says. 
The walls are lined with spikes 

1332
01:10:05,260 --> 01:10:08,700
and below, rickety floorboards 
live more sharp into cruelty, A 

1333
01:10:08,700 --> 01:10:11,060
terrible place for an enemy to 
suddenly appear. 

1334
01:10:11,620 --> 01:10:14,540
And then I love this. 
There's an art, index by page. 

1335
01:10:14,970 --> 01:10:19,450
So it literally has page by page
all art by Mike Wasion and it 

1336
01:10:19,450 --> 01:10:23,450
has the name of each piece of 
art on it, which is really 

1337
01:10:23,450 --> 01:10:25,450
fantastic. 
I love that they gave a whole 

1338
01:10:25,450 --> 01:10:29,770
page to the artist and then the 
back. 

1339
01:10:29,770 --> 01:10:31,610
Cover. 
The only problem is, I think 

1340
01:10:31,610 --> 01:10:35,490
that the pages are actually. 
Misnumbered. 

1341
01:10:36,730 --> 01:10:43,210
Only because I think. 
It might be the old yeah, yeah, 

1342
01:10:43,490 --> 01:10:50,580
because. 
The Zine only goes to page 2120 

1343
01:10:50,580 --> 01:10:52,700
and 21 but the. 
Art. 

1344
01:10:54,740 --> 01:10:58,660
Yeah, because art shows down to 
page 23, but the Zine only goes 

1345
01:10:58,660 --> 01:11:01,100
to page 21. 
So yeah, just a little typo 

1346
01:11:01,140 --> 01:11:03,100
there. 
But still regardless. 

1347
01:11:03,140 --> 01:11:07,340
I I I do really like that they 
that they have a whole page 

1348
01:11:07,340 --> 01:11:09,700
dedicated to the the artist, 
which is really cool. 

1349
01:11:10,480 --> 01:11:13,800
And then like we said, the back 
cover is the table of contents, 

1350
01:11:13,800 --> 01:11:16,920
which again I would have much 
preferred to be instead of the 

1351
01:11:16,920 --> 01:11:21,200
back cover to just be the in 
pages on the on the inside cover

1352
01:11:21,200 --> 01:11:23,920
here. 
I think that would have been a 

1353
01:11:23,920 --> 01:11:26,240
better place to put it, maybe 
have something like this on the 

1354
01:11:26,240 --> 01:11:29,760
back or or something. 
But that's it. 

1355
01:11:30,240 --> 01:11:35,520
That is squishy. 
Why don't we do a Zine review of

1356
01:11:35,520 --> 01:11:37,680
this real quick and then we're 
gonna talk about we're going 

1357
01:11:37,680 --> 01:11:40,880
back dead or a little bit. 
Dude, I really like this fucking

1358
01:11:40,880 --> 01:11:43,280
game though. 
Like, I and you know, I've been 

1359
01:11:43,280 --> 01:11:46,120
talking to Kristen about putting
out This House is Haunted 

1360
01:11:46,320 --> 01:11:48,880
another another edition of that 
book this year. 

1361
01:11:49,360 --> 01:11:52,440
And I was just realizing how 
good that would go for something

1362
01:11:52,440 --> 01:11:55,360
like this because the random 
tables in the back are perfect. 

1363
01:11:55,360 --> 01:11:57,960
Like, that's all you know? 
That's like stuff I included in 

1364
01:11:57,960 --> 01:12:02,600
that in that book last year. 
I would love to, I should get in

1365
01:12:02,600 --> 01:12:05,200
contact with this guy and see if
we could we can work together, 

1366
01:12:05,200 --> 01:12:06,720
because I think that'd be really
cool. 

1367
01:12:08,230 --> 01:12:11,150
The itch page and I because I I 
did say earlier that we were 

1368
01:12:11,150 --> 01:12:13,750
gonna do the we were gonna make 
sure we talk about the squishy 

1369
01:12:13,750 --> 01:12:22,670
ptrbg their itch page is sugary 
head you know dot H dot io let 

1370
01:12:22,670 --> 01:12:26,630
me throw that into the the chat 
here real quick and I'll pin 

1371
01:12:26,630 --> 01:12:33,070
that up there so sugary head and
I did want to see what else is 

1372
01:12:33,070 --> 01:12:39,310
on the page to see if they. 
There is indwelling Malevolent, 

1373
01:12:39,470 --> 01:12:43,870
which is a buyer, Terror reigns 
and Survival TTRPG. 

1374
01:12:44,350 --> 01:12:48,390
There is some some point, some 
point and click adventures which

1375
01:12:48,390 --> 01:12:52,950
look really, really cool. 
There is Phobophobia, which is 

1376
01:12:52,950 --> 01:12:56,870
the point and click. 
There is the squishy oh squishy 

1377
01:12:56,870 --> 01:12:59,950
campfire carnage. 
You will die before the fire 

1378
01:12:59,950 --> 01:13:01,310
does. 
There is, so there's another 

1379
01:13:01,310 --> 01:13:04,890
adventure besides. 
Halloween Babysitter and dance 

1380
01:13:04,890 --> 01:13:07,530
to your dead for squishy. 
So I got to snag that it's only 

1381
01:13:07,530 --> 01:13:14,610
4 bucks and then the terrazon of
the Astro Creep and Squishy. 

1382
01:13:14,610 --> 01:13:16,610
So I do not see the game that 
they were referencing. 

1383
01:13:17,130 --> 01:13:20,810
But hopefully it will be coming 
out because if this is the quick

1384
01:13:20,810 --> 01:13:23,250
start and the next one maybe is 
like this but expanded into a 

1385
01:13:23,250 --> 01:13:25,490
full game, I would love to see 
that because I really enjoyed 

1386
01:13:25,490 --> 01:13:27,730
this game a lot. 
Yeah, I really, I really do. 

1387
01:13:27,730 --> 01:13:29,690
This is such a cool, such a cool
game. 

1388
01:13:29,690 --> 01:13:31,370
I've been wanting to play this 
for a long time. 

1389
01:13:33,010 --> 01:13:35,010
You know what? 
When we get to when we get to 

1390
01:13:35,010 --> 01:13:38,570
the side quests, yeah, listen, 
for those out there listening, 

1391
01:13:39,010 --> 01:13:43,770
try to hold me accountable, 
message me or drop a comment and

1392
01:13:43,770 --> 01:13:46,450
follow on our stuff and say hey,
don't forget to start side 

1393
01:13:46,450 --> 01:13:48,570
quests. 
So here we go. 

1394
01:13:49,290 --> 01:13:53,450
This is squishy, this is a Zine.
When we do most of our views for

1395
01:13:53,450 --> 01:13:57,490
a for a full size game, we 
usually do 5 metrics. 

1396
01:13:57,490 --> 01:14:00,810
For zines, we have squished it 
down to three metrics. 

1397
01:14:00,810 --> 01:14:02,690
So it is visuals. 
We're all set and. 

1398
01:14:03,450 --> 01:14:08,090
So what those means are Visuals 
is the arts, the which is the 

1399
01:14:08,090 --> 01:14:11,010
style, the quality everything. 
Visuals also represents all of 

1400
01:14:11,010 --> 01:14:16,010
the like graphic design, the the
layout, the readability, the all

1401
01:14:16,010 --> 01:14:17,610
the functionality, all that 
stuff. 

1402
01:14:17,930 --> 01:14:21,530
Basically when you look at any 
aspect of this, that's visuals, 

1403
01:14:21,530 --> 01:14:24,530
right? 
Rule set is if it is a new rule 

1404
01:14:24,530 --> 01:14:28,290
set, is it good? 
Do we enjoy it subjectively or 

1405
01:14:28,290 --> 01:14:31,650
objectively? 
And if it is an adapted rule 

1406
01:14:31,650 --> 01:14:34,170
set, how well is it adapted and 
have they made of their own? 

1407
01:14:34,530 --> 01:14:40,330
And vibes are a mix of like 
originality and just like how 

1408
01:14:40,330 --> 01:14:44,010
bad you want to play it, why you
want to play it so bad and just 

1409
01:14:44,010 --> 01:14:47,370
overall, like does the Zine 
itself. 

1410
01:14:48,240 --> 01:14:52,200
Speak to what the Zine is and 
what it wanted to be. 

1411
01:14:52,480 --> 01:14:57,360
And even like does description 
of the game feel like what it 

1412
01:14:57,360 --> 01:14:59,600
was like Once you finish reading
it Do you feel like you 

1413
01:14:59,640 --> 01:15:02,480
understand the game and does it 
make you want to play the game? 

1414
01:15:02,480 --> 01:15:08,400
That is what vibes are. 
So visually just thoughts 

1415
01:15:08,400 --> 01:15:10,040
overall before we get to the 
score, what are your thoughts 

1416
01:15:10,040 --> 01:15:12,160
overall? 
Visually talking about quality, 

1417
01:15:12,160 --> 01:15:15,160
quantity, layout, everything for
the art and everything. 

1418
01:15:15,840 --> 01:15:19,000
I mean. 
Visually, it's it's fucking 

1419
01:15:19,040 --> 01:15:25,040
fabulous. 
This is like my shit, like the 

1420
01:15:25,160 --> 01:15:30,920
gory, gory, sludgy flesh 
intestines being like torn apart

1421
01:15:31,000 --> 01:15:33,800
and asunder. 
Like that's the stuff I love. 

1422
01:15:34,800 --> 01:15:40,360
The layout is incredible. 
Die like, absolutely fucks. 

1423
01:15:40,960 --> 01:15:43,520
Seriously. 
Like this is just unbelievable. 

1424
01:15:45,140 --> 01:15:48,660
Artwork is just amazing. 
Yeah. 

1425
01:15:48,660 --> 01:15:52,980
I mean, I I I just, I love it. 
Yeah, I I think it's fantastic. 

1426
01:15:52,980 --> 01:15:57,100
I think like you said, the art 
in general by Mike Lassian, like

1427
01:15:57,180 --> 01:15:59,780
like you said is absolutely 
stunning. 

1428
01:15:59,780 --> 01:16:02,500
There's a lot of full page 
pieces of art for a Zine this 

1429
01:16:02,500 --> 01:16:03,980
small 2, which is really 
fantastic. 

1430
01:16:04,820 --> 01:16:08,020
But the layout too, you know, 
Merck Borg had kind of got a bad

1431
01:16:08,020 --> 01:16:09,980
rap for people being like I 
can't read it. 

1432
01:16:10,670 --> 01:16:12,430
It is an incredibly readable 
book. 

1433
01:16:12,430 --> 01:16:14,470
When you really look at it. 
There's never a time where 

1434
01:16:14,470 --> 01:16:17,270
there's like a lot of texture 
behind font and stuff like that.

1435
01:16:17,270 --> 01:16:19,110
And this layout is kind of 
similar. 

1436
01:16:19,390 --> 01:16:23,630
There's no really white pages, 
but there's never a time where 

1437
01:16:23,630 --> 01:16:27,350
the font where the text isn't 
really black on white or white 

1438
01:16:27,350 --> 01:16:30,230
on black. 
It's very, very readable for 

1439
01:16:30,230 --> 01:16:32,790
still being very like 
graphically designed and art 

1440
01:16:32,790 --> 01:16:35,830
heavy. 
Yeah, visually I think at the 

1441
01:16:35,830 --> 01:16:39,510
end of the day, like gruesome, 
gross horror. 

1442
01:16:39,840 --> 01:16:44,240
Is what the whole thing visually
screams the entire time, and I 

1443
01:16:44,240 --> 01:16:45,800
think that's exactly what it 
wanted to be. 

1444
01:16:45,800 --> 01:16:48,920
So visually, I think it's 
really, really, really well 

1445
01:16:48,920 --> 01:16:50,520
done. 
I think. 

1446
01:16:50,520 --> 01:16:56,000
I think it really kind of the 
one that it's going to really 

1447
01:16:56,000 --> 01:17:00,600
mirror for me as far as 
comparing it to other scores is 

1448
01:17:00,600 --> 01:17:04,000
going to be below dwellings or 
mutants. 

1449
01:17:04,280 --> 01:17:06,160
I think visually it really hits 
the same thing. 

1450
01:17:06,160 --> 01:17:08,450
I mean, it's the same. 
That one's a little bit more 

1451
01:17:08,450 --> 01:17:11,610
sludge than gore, but it still 
hits the same thing. 

1452
01:17:11,610 --> 01:17:15,130
So what are you thinking for? 
For, For art? 

1453
01:17:15,130 --> 01:17:17,570
For blood dwelling supermutants?
We we did give a nine for the 

1454
01:17:17,570 --> 01:17:20,410
visuals on that because for all 
the reasons that we said right 

1455
01:17:20,410 --> 01:17:23,610
now. 
Stickers left from that book. 

1456
01:17:26,010 --> 01:17:29,250
You know what you gave BDSMAA 
nine. 

1457
01:17:32,010 --> 01:17:34,010
I mean, honestly, I'm flipping 
through it right now. 

1458
01:17:34,050 --> 01:17:36,730
I I would. 
I would. 

1459
01:17:37,730 --> 01:17:44,130
I would match that honestly. 
I think that the art is not not 

1460
01:17:44,130 --> 01:17:46,650
to knock the art in BDSM at all,
but I think that the art in 

1461
01:17:46,890 --> 01:17:51,450
Squishy is is is much better or 
much more. 

1462
01:17:51,450 --> 01:17:57,330
I shouldn't say better, but much
more visually like shocking, I 

1463
01:17:57,330 --> 01:17:59,310
guess to me. 
In a good way. 

1464
01:17:59,550 --> 01:18:01,710
Where that makes me go, Oh fuck 
yeah, you know, I mean. 

1465
01:18:01,750 --> 01:18:03,510
Yeah, I I definitely think it's 
a different vibe. 

1466
01:18:03,510 --> 01:18:05,230
I love the fucking. 
Art in media? 

1467
01:18:05,270 --> 01:18:07,230
Yeah, absolutely. 
But I definitely think, I think.

1468
01:18:07,230 --> 01:18:09,630
I think there's more art in this
as well too. 

1469
01:18:09,630 --> 01:18:12,870
I mean, it like it jumps off the
page like it. 

1470
01:18:12,910 --> 01:18:14,590
Is. 
I'm still trying to say art is a

1471
01:18:14,630 --> 01:18:16,390
good art, obviously. 
Right, right. 

1472
01:18:16,390 --> 01:18:17,950
Just a little different. 
Speaks to you a little more. 

1473
01:18:18,270 --> 01:18:20,830
Yeah. 
Yeah, I'm happy with a nine. 

1474
01:18:20,830 --> 01:18:24,030
I really think visually what 
what I want from a Zine. 

1475
01:18:24,030 --> 01:18:26,910
This gives me artistically. 
So I I can't think. 

1476
01:18:27,380 --> 01:18:30,260
Of anything better as far as 
quality, quantity, layout, all 

1477
01:18:30,260 --> 01:18:32,380
those kind of things. 
There's not really a loss at all

1478
01:18:32,900 --> 01:18:36,700
visually and all of that rule 
set, rule set. 

1479
01:18:36,700 --> 01:18:42,740
OK, so it is ultra light and 
although I do like that, like I 

1480
01:18:42,740 --> 01:18:46,540
said, I think there are some 
parts that are I think hand WAVY

1481
01:18:46,540 --> 01:18:48,300
in both a good way and a bad 
way. 

1482
01:18:49,300 --> 01:18:53,340
I do really enjoy the how simple
it is. 

1483
01:18:55,250 --> 01:18:57,570
So but that's always kind of 
like a double edged sword a 

1484
01:18:57,570 --> 01:19:00,730
little bit. 
Where do I feel like it's too 

1485
01:19:00,730 --> 01:19:03,610
simple at times where like I 
wouldn't mind like a little bit 

1486
01:19:03,610 --> 01:19:06,690
more to bite into it. 
Really this is this is where it 

1487
01:19:06,690 --> 01:19:11,530
gets hard to do both to be a 
little bit objective as opposed 

1488
01:19:11,530 --> 01:19:13,570
to subjective in this because 
it's really going to come down 

1489
01:19:13,570 --> 01:19:16,730
to how you feel about rule sets,
if you like something this 

1490
01:19:16,730 --> 01:19:18,210
simple or if you want something 
a little bit more. 

1491
01:19:18,410 --> 01:19:21,690
Personally I really enjoy it, 
but I wouldn't mind just a 

1492
01:19:21,690 --> 01:19:24,490
little bit more like I do feel 
like. 

1493
01:19:25,080 --> 01:19:28,120
When it's slightly, there's 
parts of it that are a little 

1494
01:19:28,120 --> 01:19:32,000
bit hand WAVY that I feel like 
it's this war in my mind where 

1495
01:19:32,000 --> 01:19:34,840
it's saying is it hand WAVY or 
is it under designed a little 

1496
01:19:34,840 --> 01:19:37,400
bit. 
So I feel like maybe there is 

1497
01:19:37,400 --> 01:19:41,280
maybe like 10% of this in a 
couple areas, maybe a little bit

1498
01:19:41,280 --> 01:19:43,520
less that is maybe a little bit 
under designed that could have 

1499
01:19:43,520 --> 01:19:46,880
been maybe like I think high 
magic could have been a little 

1500
01:19:46,880 --> 01:19:49,440
bit even though they say like 
and my other issue too is where 

1501
01:19:49,440 --> 01:19:51,840
it specifically references a 
game that doesn't exist yet. 

1502
01:19:52,340 --> 01:19:54,940
I think you're you're creating 
rules for something that you 

1503
01:19:54,940 --> 01:19:57,700
can't use. 
So that kind of yeah. 

1504
01:19:57,700 --> 01:19:59,580
So I think there's about 10% of 
the game that's a little bit 

1505
01:19:59,580 --> 01:20:02,700
underdeveloped but and I think 
it was because the game it's a 

1506
01:20:02,700 --> 01:20:05,660
it's a quick start and I think 
it does this does feel like once

1507
01:20:05,660 --> 01:20:09,020
you hear about that other game 
maybe this is supposed to like 

1508
01:20:09,060 --> 01:20:12,860
lead into that but then that 
kind of takes away from the game

1509
01:20:12,860 --> 01:20:16,180
being standalone. 
So I I like I said I really 

1510
01:20:16,180 --> 01:20:18,740
enjoy the game but I do feel 
like maybe it is just like a 

1511
01:20:18,740 --> 01:20:21,220
little bit undercooked on the 
edges just a smidge. 

1512
01:20:21,580 --> 01:20:24,090
What do you think? 
Yeah no, I totally agree. 

1513
01:20:24,090 --> 01:20:28,690
I I especially the the parts 
that mention his future game. 

1514
01:20:28,690 --> 01:20:33,250
I was kind of a little bit like 
you know you you didn't have to 

1515
01:20:33,970 --> 01:20:38,570
especially for the V movie Nitro
section for experience and 

1516
01:20:38,570 --> 01:20:42,250
leveling up. 
I feel like you could just have 

1517
01:20:42,250 --> 01:20:48,690
explained how it works and kind 
of left it at that tying a game 

1518
01:20:48,690 --> 01:20:51,170
that. 
Doesn't exist yet into here, 

1519
01:20:51,170 --> 01:20:55,890
kind of like drags me out of out
of the space a little bit. 

1520
01:20:58,170 --> 01:21:01,810
The rules overall though, I I 
like the, I like the vagueness 

1521
01:21:02,250 --> 01:21:04,050
to a degree. 
I think I agree with you. 

1522
01:21:04,330 --> 01:21:07,930
I think that some of some of it 
is a bit too empty. 

1523
01:21:09,290 --> 01:21:13,170
However, I do also think that 
some of that had to do with just

1524
01:21:13,170 --> 01:21:17,610
like a layout choice. 
Which I don't know if it's 

1525
01:21:17,610 --> 01:21:21,330
necessary layout choice on the 
on the graphic design end as 

1526
01:21:21,330 --> 01:21:25,330
much as layout in the actual 
writing of the game like the 

1527
01:21:25,330 --> 01:21:27,490
weapon damage. 
That section could have 

1528
01:21:27,490 --> 01:21:31,170
clarified so much for us if it 
was way earlier on in the book, 

1529
01:21:31,610 --> 01:21:33,930
right So. 
Just yeah, that's if we were in,

1530
01:21:33,930 --> 01:21:38,250
if we were in, if we were in 
like a full like 5 metric game, 

1531
01:21:38,250 --> 01:21:40,730
that would definitely fall into 
like the functionality layout 

1532
01:21:40,730 --> 01:21:43,170
section, because that's a big 
beef we have sometimes where 

1533
01:21:43,170 --> 01:21:44,930
it's just like why did you put 
this section? 

1534
01:21:45,410 --> 01:21:47,850
Here when if it was 20 pages 
earlier, you would answer a lot 

1535
01:21:47,850 --> 01:21:49,730
of questions completely agree 
with that 100%. 

1536
01:21:50,130 --> 01:21:52,490
Yeah. 
So I like for me like that that 

1537
01:21:52,490 --> 01:21:56,490
kind of like doesn't knock 
points away, but that just kind 

1538
01:21:56,490 --> 01:21:59,370
of made it a little bit 
difficult to like parse like OK,

1539
01:21:59,370 --> 01:22:01,970
am I just guessing at this? 
And then like all the last page 

1540
01:22:01,970 --> 01:22:03,690
of the book you're like, oh 
wait, that's that's how it 

1541
01:22:03,690 --> 01:22:06,450
works. 
But overall, I feel like the 

1542
01:22:06,450 --> 01:22:09,770
system is, is extremely simple 
for a. 

1543
01:22:11,010 --> 01:22:13,570
The rule set is extremely simple
for especially for players who 

1544
01:22:13,570 --> 01:22:16,010
are like you come over to watch 
a movie and then your fucking 

1545
01:22:16,010 --> 01:22:17,930
power goes out of some shit. 
Like you have a bunch of people 

1546
01:22:17,930 --> 01:22:21,970
over to watch fucking Friday, 
Friday the 13th or something. 

1547
01:22:22,090 --> 01:22:24,930
You know, whatever. 
You could throw this on the 

1548
01:22:24,930 --> 01:22:27,170
table and make characters in 
literally like 10 seconds and 

1549
01:22:27,170 --> 01:22:30,370
then lay Friday the 13th real 
quick. 

1550
01:22:30,370 --> 01:22:32,690
Like I just feel like that would
be you could do that. 

1551
01:22:34,010 --> 01:22:36,090
So I kind of like that. 
But I do agree that some of the 

1552
01:22:36,090 --> 01:22:38,410
things are just a little too 
little, too hand WAVY. 

1553
01:22:39,200 --> 01:22:41,960
Yeah, like I said, I think it's 
just a little bit just a just a 

1554
01:22:41,960 --> 01:22:46,160
touch undercooked and it like 
it's like it does feel like 

1555
01:22:46,160 --> 01:22:48,640
maybe it's because it is the 
quick start for maybe something 

1556
01:22:48,640 --> 01:22:51,400
more, but I wish it was just a 
little bit more standalone. 

1557
01:22:51,680 --> 01:22:54,240
Not to say it's not great like 
you said, I'd love. 

1558
01:22:54,240 --> 01:22:58,640
I probably my favorite part 
really is how how abstracted the

1559
01:22:58,640 --> 01:23:01,000
character creation part is. 
I really enjoy that. 

1560
01:23:02,280 --> 01:23:05,560
It's just yeah, like I wouldn't 
mind just a little bit more in 

1561
01:23:05,560 --> 01:23:07,960
this maybe another page or two. 
So what are what are you 

1562
01:23:07,960 --> 01:23:12,800
thinking for for this? 
I'd probably go with like a mid 

1563
01:23:12,800 --> 01:23:15,840
7. 
Yeah, I think 7 is exactly where

1564
01:23:15,840 --> 01:23:18,360
it was because SO55 is bang 
average. 

1565
01:23:18,360 --> 01:23:25,520
But this is also kind of like, I
feel like we say 5 is bang 

1566
01:23:25,520 --> 01:23:27,920
average, but we don't do bad 
games, we don't really get to 5.

1567
01:23:27,920 --> 01:23:29,680
So this almost feels a little 
bit like. 

1568
01:23:30,610 --> 01:23:33,610
Like high school, a little bit 
like 100% on a paper versus 90% 

1569
01:23:33,610 --> 01:23:36,490
on a paper versus 70% of the 
paper still passing still 

1570
01:23:36,490 --> 01:23:39,290
average like that's fine. 
But if you got 50% on the paper,

1571
01:23:39,290 --> 01:23:43,970
like I mean you didn't get a 0, 
but but yeah, I I, I think 7 

1572
01:23:43,970 --> 01:23:50,130
feels good for this vibes. 
I mean, I I like it a lot. 

1573
01:23:50,410 --> 01:23:52,810
I I I definitely want to play 
it. 

1574
01:23:53,790 --> 01:24:00,310
Very soon I actually am in a 
horror creators tick tock 

1575
01:24:00,310 --> 01:24:05,860
creators Discord that. 
With some really cool people who

1576
01:24:05,860 --> 01:24:07,900
are like filmmakers and all 
kinds of stuff. 

1577
01:24:07,900 --> 01:24:10,380
And I've been talking about 
running liminal horror in there,

1578
01:24:11,540 --> 01:24:13,340
but now I'm kind of like I kind 
of want to run this in there 

1579
01:24:13,340 --> 01:24:15,140
instead because it like liminal 
horror. 

1580
01:24:15,140 --> 01:24:16,900
Obviously Fucking fantastic 
game. 

1581
01:24:16,900 --> 01:24:20,260
I love it and I definitely want 
to run it, but most of these 

1582
01:24:20,260 --> 01:24:23,300
people are extremely busy and 
have a lot of stuff going on. 

1583
01:24:23,580 --> 01:24:28,260
So running the mall or the 
Bureau is not really. 

1584
01:24:29,000 --> 01:24:31,360
Something I could really do, 
unless I just like cranked out 

1585
01:24:31,360 --> 01:24:34,000
the story really fast and made 
everything working within like a

1586
01:24:34,000 --> 01:24:37,080
two hour session. 
But like this, I feel like I 

1587
01:24:37,080 --> 01:24:39,760
could just pick up, just do a 
quick pickup game for like an 

1588
01:24:39,760 --> 01:24:43,000
hour and a half and just like 
you know, once everybody dies, 

1589
01:24:43,000 --> 01:24:44,040
the game's over. 
Like fuck it. 

1590
01:24:44,040 --> 01:24:45,680
You know that, like, I feel like
that's great. 

1591
01:24:45,680 --> 01:24:47,840
It would be the perfect kind of 
game for that kind of situation.

1592
01:24:48,400 --> 01:24:52,760
So I definitely am excited to 
try and run this. 

1593
01:24:54,080 --> 01:24:56,880
The artwork really just drags me
in like. 

1594
01:24:58,010 --> 01:24:59,530
Like it? 
This is one of the games that 

1595
01:24:59,530 --> 01:25:04,570
like, fuck the I don't fucking 
know what the discourse is, but 

1596
01:25:04,570 --> 01:25:09,370
fuck the discourse like I I you 
know, if you tell me that this 

1597
01:25:09,370 --> 01:25:12,370
doesn't give you the vibes of 
what the game is telling you, 

1598
01:25:12,570 --> 01:25:16,450
telling you the vibes are 
supposed to be, or that that's 

1599
01:25:16,450 --> 01:25:19,290
not relevant or important like I
you can go fuck yourself. 

1600
01:25:22,900 --> 01:25:24,700
I couldn't agree more. 
I I I really do. 

1601
01:25:24,740 --> 01:25:26,180
I think. 
I think the vibes are super high

1602
01:25:26,180 --> 01:25:28,380
on this. 
So so vibes in general is 

1603
01:25:28,380 --> 01:25:32,100
really, it really comes down to 
like once you once you finish 

1604
01:25:32,100 --> 01:25:34,940
the Zine, once you've read the 
rules, once you've looked at the

1605
01:25:34,940 --> 01:25:41,220
visuals like you know, really 
like originalities tossed in 

1606
01:25:41,220 --> 01:25:42,780
this too. 
Have you played a lot of other 

1607
01:25:42,780 --> 01:25:46,930
like super gore horror games? 
That's kind of tossed in here 

1608
01:25:46,930 --> 01:25:47,970
too. 
It's also kind of like the 

1609
01:25:47,970 --> 01:25:49,730
default like if there's 
something that really stands out

1610
01:25:49,730 --> 01:25:51,210
that doesn't fit in the other 
two, it goes in here. 

1611
01:25:51,610 --> 01:25:52,930
I think it's I think it's really
good. 

1612
01:25:52,930 --> 01:25:54,570
I think it's high vibes. 
I want to play it. 

1613
01:25:54,690 --> 01:25:57,130
I want to be honest like when we
are comparing this to something 

1614
01:25:57,130 --> 01:25:59,610
like below dwelling Superman. 
So when I finished that I did 

1615
01:25:59,610 --> 01:26:01,250
want to play that one a little 
bit more than this. 

1616
01:26:01,250 --> 01:26:06,570
I really enjoy this, but I think
I felt like the the my issue 

1617
01:26:06,570 --> 01:26:08,610
with this is the rule set for me
does kind of. 

1618
01:26:09,090 --> 01:26:12,410
It it does, I don't know drag it
down just a little before me, 

1619
01:26:12,410 --> 01:26:15,130
like the feeling how it's a 
little bit like underdeveloped 

1620
01:26:15,130 --> 01:26:18,090
as you finish the scene kind of 
makes me like slightly less 

1621
01:26:18,090 --> 01:26:20,050
excited for playing it. 
So it takes it down just like a 

1622
01:26:20,050 --> 01:26:21,930
notch for me. 
But this is definitely one that 

1623
01:26:21,930 --> 01:26:23,930
I want to play super bad. 
Like that's not to say that this

1624
01:26:23,930 --> 01:26:26,770
isn't fantastic that I think 
this is a wonderful game with 

1625
01:26:26,770 --> 01:26:29,890
fantastic art, but just 
objectively and when comparing 

1626
01:26:29,890 --> 01:26:32,570
it to other things. 
So I'm probably, I mean we gave,

1627
01:26:32,570 --> 01:26:36,450
we gave BDSM a nine. 
This is not a nine for me, which

1628
01:26:36,450 --> 01:26:38,930
is like almost perfect. 
This is, I don't know, this is. 

1629
01:26:39,090 --> 01:26:44,690
Between A7 and an 8 for me. 
That's kind of where I was at. 

1630
01:26:44,690 --> 01:26:47,890
I was thinking, I was thinking 8
because of the because it is 

1631
01:26:48,250 --> 01:26:50,490
kind of perfect for like my 
situation. 

1632
01:26:51,850 --> 01:26:54,770
But I could definitely see A7 
working just because of the. 

1633
01:26:55,330 --> 01:27:00,610
I mean having that kind of 
fading rules at the end of the 

1634
01:27:00,610 --> 01:27:04,570
book kind of kind of diminishes 
the excitement just a tiny bit, 

1635
01:27:04,570 --> 01:27:07,310
but not too much. 
No, But then, but then you flip 

1636
01:27:07,310 --> 01:27:09,510
through it and you see this page
that I brought up like a million

1637
01:27:09,510 --> 01:27:11,190
times and you're just like. 
Fuck. 

1638
01:27:11,830 --> 01:27:13,910
You know, that's. 
Going to be my whole back. 

1639
01:27:13,950 --> 01:27:15,430
My whole back piece is going to 
be that. 

1640
01:27:16,270 --> 01:27:18,910
It's so fucking good. 
Just just they. 

1641
01:27:18,910 --> 01:27:21,230
I think they liked our tweet. 
Just reach out to Mike Wasson. 

1642
01:27:21,870 --> 01:27:23,430
Really fantastic. 
Really, really awesome. 

1643
01:27:23,430 --> 01:27:24,910
You should definitely get them a
dead horse too. 

1644
01:27:26,190 --> 01:27:29,350
But yeah, where are you at 7:00 
or an 8? 

1645
01:27:32,430 --> 01:27:33,550
I'm going to. 
I'm going to. 

1646
01:27:34,190 --> 01:27:36,710
Be I'm going to be harsh this 
week and say 7. 

1647
01:27:37,310 --> 01:27:39,670
OK, I'm down with that. 
I was OK being a little bit 

1648
01:27:39,670 --> 01:27:43,430
harsh too, so not very. 
Very not harsh. 

1649
01:27:43,910 --> 01:27:45,310
You are, you are. 
You're like, well, I'm going to 

1650
01:27:45,310 --> 01:27:46,510
give it all 10s. 
We're like. 

1651
01:27:47,790 --> 01:27:49,750
We. 
Can't. 

1652
01:27:50,230 --> 01:27:56,990
We can't do that. 
But yeah, so this is a it's 14 +

1653
01:27:56,990 --> 01:28:00,870
9 is a 23 overall, and that puts
it at the same score. 

1654
01:28:00,870 --> 01:28:02,910
That actually gives it the same 
score as Skate Wizards. 

1655
01:28:03,360 --> 01:28:06,880
Which I think is which is good 
because I do think that shines 

1656
01:28:06,880 --> 01:28:10,640
in different ways comparatively.
So I think that feels really, 

1657
01:28:10,640 --> 01:28:13,520
really good. 
Packs and blades was 21 as far 

1658
01:28:13,520 --> 01:28:15,280
as when we're talking about Z 
and scores and stuff. 

1659
01:28:15,520 --> 01:28:20,080
So I do, I do think that the art
really elevated it above and 

1660
01:28:20,080 --> 01:28:27,120
beyond that, but but yeah, I 
think this feels good and that 

1661
01:28:27,120 --> 01:28:33,450
is that is squishy so. 
Another reason that our de facto

1662
01:28:33,450 --> 01:28:39,050
third host is here tonight is to
talk about Dead Horse issue 1. 

1663
01:28:39,530 --> 01:28:43,810
So I'm going to, I'm going to 
kick over to this page here and 

1664
01:28:43,810 --> 01:28:50,370
what, pray tell, is Dead Horse? 
All right, Dead Horse is our for

1665
01:28:50,650 --> 01:28:54,370
our new, I guess, horror 
anthology magazine that Disaster

1666
01:28:54,370 --> 01:28:58,530
Tourism is publishing. 
Kind of started as a. 

1667
01:28:59,730 --> 01:29:03,130
Something else. 
And then I just kind of moved 

1668
01:29:03,130 --> 01:29:07,210
into it being a horror anthology
after I don't even know like 

1669
01:29:07,210 --> 01:29:09,890
maybe like four or five days of 
kicking around as an idea. 

1670
01:29:10,650 --> 01:29:15,050
But I I'm, I'm just so fucking 
happy with this magazine. 

1671
01:29:15,050 --> 01:29:23,400
It is just so good we've got. 30
plus contributors in this 

1672
01:29:23,400 --> 01:29:27,760
magazine. 
There's fiction, short fiction. 

1673
01:29:27,760 --> 01:29:30,880
There's game entries. 
There's solo games. 

1674
01:29:30,880 --> 01:29:34,920
There's game gameable material, 
There's poetry. 

1675
01:29:35,240 --> 01:29:40,760
There is a lot of artwork from a
bunch of different artists. 

1676
01:29:41,800 --> 01:29:43,960
It's just it it's fucking 
fantastic. 

1677
01:29:43,960 --> 01:29:47,220
I I'm I'm. 
This is like one of the coolest 

1678
01:29:47,220 --> 01:29:48,380
things I think that I've ever 
done. 

1679
01:29:48,580 --> 01:29:51,820
Like, I'm just and I didn't even
actually do anything in the 

1680
01:29:51,820 --> 01:29:55,100
magazine. 
I just, I just have been like 

1681
01:29:55,100 --> 01:29:57,420
the project manager and like 
kind of like doing all the 

1682
01:29:57,420 --> 01:30:00,340
financial stuff and like 
marketing and all that stuff 

1683
01:30:00,340 --> 01:30:02,500
behind the scenes. 
But like I, you know, I am. 

1684
01:30:03,140 --> 01:30:04,940
This is literally the coolest 
thing that I've ever put 

1685
01:30:04,940 --> 01:30:07,100
together and I'm so happy with 
it. 

1686
01:30:07,580 --> 01:30:11,630
It's so cool. 
They asked me questions about 

1687
01:30:11,630 --> 01:30:12,670
it. 
I don't know what else to say. 

1688
01:30:13,390 --> 01:30:16,670
Yeah, I mean, So what what was 
the impetus for starting the the

1689
01:30:16,710 --> 01:30:18,030
magazine in the 1st place? 
Like what? 

1690
01:30:18,030 --> 01:30:20,190
What is? 
Well, like why did you want to 

1691
01:30:20,190 --> 01:30:27,750
do first of all, why dead horse?
Dead Horse was the name of my my

1692
01:30:27,750 --> 01:30:30,590
disaster tourism newsletter. 
Still is, but I. 

1693
01:30:32,440 --> 01:30:36,240
And that started as me beating a
dead horse and talking about 

1694
01:30:36,600 --> 01:30:38,200
discourse. 
And then I was like, I shouldn't

1695
01:30:38,200 --> 01:30:41,320
do that, but I just like the 
name because the name was cool. 

1696
01:30:41,840 --> 01:30:44,920
So I stuck with it. 
And then it just kind of turned 

1697
01:30:44,920 --> 01:30:49,080
into that after a little bit. 
I I I wanted to I wanted to do 

1698
01:30:49,080 --> 01:30:54,240
like a a game magazine that 
focused on, like creators of 

1699
01:30:54,240 --> 01:30:59,760
games and then like, featured. 
Like entries from a bunch of 

1700
01:30:59,760 --> 01:31:03,160
different contributors, like 
kind of around that topic of 

1701
01:31:03,160 --> 01:31:07,480
that game. 
But, and so I, you know, I have 

1702
01:31:07,480 --> 01:31:11,080
a Nick from Goblin archives. 
We did an interview with him in 

1703
01:31:11,200 --> 01:31:15,440
this first issue and so our 
topic was uncanny or unsettling 

1704
01:31:15,440 --> 01:31:20,060
horror. 
After I kind of set that up, I 

1705
01:31:20,060 --> 01:31:21,140
was like, you know what, fuck 
this. 

1706
01:31:21,140 --> 01:31:23,380
It's not going to be a tabletop 
game exclusive thing. 

1707
01:31:23,380 --> 01:31:25,540
It's just going to be a horror 
magazine because I just love 

1708
01:31:25,620 --> 01:31:27,980
horror. 
It's like my favorite fucking 

1709
01:31:27,980 --> 01:31:31,220
thing in the world. 
So I just want it to be a horror

1710
01:31:31,220 --> 01:31:34,580
magazine. 
I talked to Christian, Christian

1711
01:31:34,580 --> 01:31:39,090
Sorrel, Meat Castle, game Wear. 
We got a lovely tshirt there. 

1712
01:31:39,450 --> 01:31:43,610
They're they're our editor in 
chief and my partner Kristen is 

1713
01:31:43,610 --> 01:31:45,530
the art director for the 
magazine. 

1714
01:31:45,530 --> 01:31:47,810
And we just kind of decided, you
know what, fuck, it's it's a 

1715
01:31:47,810 --> 01:31:50,210
horror magazine. 
Like, we'll just go crazy with 

1716
01:31:50,210 --> 01:31:52,210
it and see what happens next 
time. 

1717
01:31:52,210 --> 01:31:55,330
But we got a lot of good 
submissions in here. 

1718
01:31:55,930 --> 01:32:00,090
Wasps by David Garrett is just 
incredible. 

1719
01:32:00,530 --> 01:32:05,890
It's probably one of the fucking
weirdest things, Weirdest, most 

1720
01:32:05,890 --> 01:32:09,310
uncomfortable stories. 
I actually did a voice over 

1721
01:32:09,310 --> 01:32:12,670
recording for it that I'm going 
to eventually put on the website

1722
01:32:12,670 --> 01:32:16,350
here. 
And then yeah, we've got a 

1723
01:32:16,350 --> 01:32:19,590
really cool solo game from Exit 
and press called Music and it's 

1724
01:32:19,590 --> 01:32:23,270
Roar. 
We've got a comic and a solo 

1725
01:32:23,270 --> 01:32:26,630
game about giant mutant 
cockroaches from Novacento, 

1726
01:32:26,630 --> 01:32:30,750
Manfredi. 
Yeah, there's like tables. 

1727
01:32:30,750 --> 01:32:34,310
There's little tiny mini games. 
There's short fiction, longer 

1728
01:32:34,310 --> 01:32:37,120
fiction with like. 
Like Christians, Christians 

1729
01:32:37,120 --> 01:32:38,920
entry here, Can you keep a 
secret? 

1730
01:32:38,920 --> 01:32:45,080
Has like actual like stats for 
you to include the fictional 

1731
01:32:45,080 --> 01:32:50,520
creature in his entry in your 
various RPG games if you wanted 

1732
01:32:50,520 --> 01:32:52,000
to do that. 
We got a couple entries kind of 

1733
01:32:52,000 --> 01:32:53,800
like that. 
Just really cool stuff. 

1734
01:32:53,800 --> 01:32:59,000
And I really want to do more 
stuff like this but expand that 

1735
01:32:59,000 --> 01:33:02,680
more focus more on like the 
writing aspect of it, but still 

1736
01:33:02,680 --> 01:33:05,040
leave it open for gameable 
materials because I feel like. 

1737
01:33:05,650 --> 01:33:07,890
There's a lot of stuff in in 
both camps, but there's not 

1738
01:33:07,890 --> 01:33:09,650
really anything that's kind of 
in the middle, right? 

1739
01:33:09,650 --> 01:33:12,770
There's a lot of game stuff. 
There's a lot of fiction and 

1740
01:33:12,770 --> 01:33:15,330
poetry, but there's not like 
anything that really just like 

1741
01:33:15,330 --> 01:33:18,450
his, all of it. 
And so that's, yeah, that's what

1742
01:33:18,450 --> 01:33:19,850
that is. 
I just talked a lot about it. 

1743
01:33:20,010 --> 01:33:22,210
It's good stuff. 
Yeah, no, it's really fantastic.

1744
01:33:22,210 --> 01:33:25,210
I love that. 
It's the, the progression from 

1745
01:33:25,210 --> 01:33:29,090
it being like a TTRPG magazine 
to kind of like a TTRPG adjacent

1746
01:33:29,090 --> 01:33:32,370
magazine, I think is really 
fantastic because yeah, I mean a

1747
01:33:32,370 --> 01:33:35,370
lot of, I mean you are a a 
fantastic. 

1748
01:33:36,130 --> 01:33:39,370
Role-playing game designer. 
So to completely divorce 

1749
01:33:39,370 --> 01:33:41,730
yourself from that I think would
would almost be like a 

1750
01:33:41,730 --> 01:33:44,130
disservice. 
And also a lot of the people 

1751
01:33:44,130 --> 01:33:46,010
that we that we all that we 
know. 

1752
01:33:46,250 --> 01:33:48,090
I think a lot of people that are
your friends and stuff like that

1753
01:33:48,090 --> 01:33:50,770
are also in the scene. 
So to have something that can 

1754
01:33:50,770 --> 01:33:54,450
bridge that gap like you just 
said between fiction and still 

1755
01:33:54,450 --> 01:33:58,330
having gamable material, I think
not only speaks to the people 

1756
01:33:58,330 --> 01:34:01,450
that are going to be reading it,
but I also think speaks to a lot

1757
01:34:01,450 --> 01:34:05,570
of incredibly talented, creative
people that you and I know. 

1758
01:34:06,370 --> 01:34:09,370
That want to write for it. 
So I mean I think there are 

1759
01:34:09,370 --> 01:34:12,890
plenty of people that have 
fantastic probes but also like 

1760
01:34:13,170 --> 01:34:17,370
you just said here have a little
bit of gamable material that 

1761
01:34:17,370 --> 01:34:19,970
could be thrown in that it's 
absolutely fantastic. 

1762
01:34:19,970 --> 01:34:22,010
I mean is the plan going forward
I mean. 

1763
01:34:22,740 --> 01:34:24,340
It sounds like it's going to 
constantly evolve. 

1764
01:34:24,780 --> 01:34:28,100
As of right now, it is a horror 
magazine, but the plan is to 

1765
01:34:28,100 --> 01:34:31,020
kind of keep it as that bridge, 
right to be able to have like 

1766
01:34:31,020 --> 01:34:34,860
some gamable material mixed in 
with with all the fiction going 

1767
01:34:34,860 --> 01:34:36,060
forward. 
So it's never going to be 

1768
01:34:36,060 --> 01:34:38,380
completely divorced from the 
from the scene. 

1769
01:34:38,940 --> 01:34:42,620
I don't think so. 
I mean, I I I really think it's 

1770
01:34:42,620 --> 01:34:46,660
very interesting to see people 
that I only know of writing 

1771
01:34:47,500 --> 01:34:50,240
game. 
Entries and game books and 

1772
01:34:50,240 --> 01:34:53,200
things to submit, just short 
fiction and it's like, wow, 

1773
01:34:53,200 --> 01:34:55,720
these people like you had said 
wow, they really actually have 

1774
01:34:55,720 --> 01:34:57,280
some chops. 
Like with their pros, like this 

1775
01:34:57,280 --> 01:35:00,080
is actually good shit. 
Or we had like two or three 

1776
01:35:00,080 --> 01:35:02,000
poems. 
I think submitted that one of 

1777
01:35:02,000 --> 01:35:05,320
them I we really wanted to 
include, but we just couldn't. 

1778
01:35:05,320 --> 01:35:07,800
And I was just like, you know, 
these are really good. 

1779
01:35:07,800 --> 01:35:10,520
Like these people are actually. 
Really good writers like this 

1780
01:35:10,520 --> 01:35:12,680
is, you know, it's not 
surprising but like when you're 

1781
01:35:12,680 --> 01:35:16,160
writing game rules, it's not the
same as writing like just 

1782
01:35:16,160 --> 01:35:21,440
fiction or you know, so it's 
it's interesting expanding on 

1783
01:35:21,440 --> 01:35:25,520
the magazine in the future is 
it's going to be whatever it 

1784
01:35:25,520 --> 01:35:27,280
turns out to be. 
But I will. 

1785
01:35:27,280 --> 01:35:30,840
I'm never going to turn down 
game entries like I I think that

1786
01:35:30,840 --> 01:35:34,360
the the ones we got for this, 
this specific. 

1787
01:35:35,760 --> 01:35:40,280
Issue our first issue, we got 
way more than I wanted, to be 

1788
01:35:40,280 --> 01:35:44,080
honest, just because I was like,
I wanted like maybe like 30% 

1789
01:35:44,080 --> 01:35:47,520
that, 30% art, 30% fiction and 
poetry kind of thing. 

1790
01:35:47,800 --> 01:35:52,240
And we ended up with probably 
like 60% game entries and 

1791
01:35:52,240 --> 01:35:58,960
probably like 20% fiction and 
like 15 or 20% artwork, which 

1792
01:35:59,440 --> 01:36:01,240
I'm not complaining. 
We got a lot of fucking really 

1793
01:36:01,240 --> 01:36:04,400
good stuff and it was really 
hard to pick everything but. 

1794
01:36:05,180 --> 01:36:08,140
I do hope to kind of hit like a 
balance with that in the future 

1795
01:36:08,140 --> 01:36:11,940
where as we spread out and get 
bigger and get more people to 

1796
01:36:11,940 --> 01:36:16,020
submit things, we can get a 
really good, like really like 

1797
01:36:16,140 --> 01:36:20,700
difficult to choose from pool of
material from all over the 

1798
01:36:20,700 --> 01:36:23,060
writing spectrum and art 
spectrum too. 

1799
01:36:24,460 --> 01:36:28,780
But yeah, I mean, I don't know 
it'll evolve, we'll see what 

1800
01:36:28,780 --> 01:36:31,570
happens, but. 
I mean the game, the game entry 

1801
01:36:31,570 --> 01:36:34,010
is like there's no reason not to
include them if they're fun and 

1802
01:36:34,090 --> 01:36:38,850
and creepy and cool like. 
You know what what happens? 

1803
01:36:38,850 --> 01:36:42,170
So I, I, I, I'm not a magazine 
editor and what not. 

1804
01:36:42,290 --> 01:36:44,770
What happens to the entries that
aren't chosen? 

1805
01:36:44,770 --> 01:36:47,890
Do they just the the person that
created them just just has them 

1806
01:36:48,130 --> 01:36:51,730
or is there going to be like a 
dead horse besides that? 

1807
01:36:51,730 --> 01:36:54,130
Just like they get put to 
somewhere that people can have 

1808
01:36:54,130 --> 01:36:56,690
like downloads for it or 
something or like what's what's 

1809
01:36:56,690 --> 01:36:58,930
the what happens with with with 
that? 

1810
01:37:00,100 --> 01:37:03,180
For anybody that didn't get 
chosen for this issue, I mean, 

1811
01:37:03,180 --> 01:37:06,700
they're welcome to submit this. 
If they want to submit the same 

1812
01:37:06,700 --> 01:37:08,780
piece again for the next one, 
they're welcome to do that. 

1813
01:37:09,340 --> 01:37:13,780
They're also everybody, so the 
magazine is profit chair, so 

1814
01:37:13,780 --> 01:37:16,020
everybody retains full rights of
their work. 

1815
01:37:16,020 --> 01:37:21,220
So a lot of people may choose to
go on and publish their own 

1816
01:37:21,220 --> 01:37:23,620
thing, like if they wrote a 
little game for the magazine and

1817
01:37:23,620 --> 01:37:26,260
it didn't get published, didn't 
get chosen, they can put it on 

1818
01:37:26,260 --> 01:37:29,220
their edge and sell it like the 
people who did get chosen. 

1819
01:37:29,590 --> 01:37:31,150
They can also put it on their 
itch and sell it. 

1820
01:37:31,150 --> 01:37:32,990
They can print it in their own 
book if they want. 

1821
01:37:32,990 --> 01:37:35,270
They can send it to another 
anthology. 

1822
01:37:35,270 --> 01:37:37,190
If their fiction is good enough 
and they want it to print 

1823
01:37:37,190 --> 01:37:39,150
another anthology. 
It's all that doesn't. 

1824
01:37:39,230 --> 01:37:41,510
None of that is relevant to me. 
I don't care what they do with 

1825
01:37:41,510 --> 01:37:44,190
their work. 
The only thing I care about is 

1826
01:37:44,790 --> 01:37:47,510
trying to get people to buy this
magazine so that everybody can 

1827
01:37:48,030 --> 01:37:49,510
make more money off of their 
work. 

1828
01:37:49,510 --> 01:37:54,310
Because, you know, the more 
issues that sell, the more that 

1829
01:37:54,310 --> 01:37:56,910
person gets paid out based on 
their share, you know? 

1830
01:37:58,190 --> 01:38:02,710
Yeah, but So what So talk about 
that that that model a little 

1831
01:38:02,710 --> 01:38:06,190
bit with the the whole profit 
share thing and everything that 

1832
01:38:06,190 --> 01:38:09,350
which is also I think different 
than a lot of what magazines do.

1833
01:38:09,350 --> 01:38:13,510
So just you know why did you go 
with that model and and and I, 

1834
01:38:13,550 --> 01:38:14,710
you know I'm in your discord as 
well. 

1835
01:38:14,710 --> 01:38:16,670
So there's been a lot of 
transparency with a lot of that 

1836
01:38:16,670 --> 01:38:17,830
stuff. 
Just gonna talk about that a 

1837
01:38:17,830 --> 01:38:20,190
little bit. 
Yeah, well, I'm fucking 

1838
01:38:20,190 --> 01:38:23,190
communist, so that's what that's
one. 

1839
01:38:23,190 --> 01:38:25,910
Or do them. 
But you know, I I. 

1840
01:38:27,000 --> 01:38:31,040
As as enticing as it is even 
now, looking at the numbers of 

1841
01:38:31,040 --> 01:38:35,880
sales, like I'm to be like, oh 
man, that would be so nice to 

1842
01:38:35,880 --> 01:38:39,440
have that money as profit. 
And like, you know, scrubbing my

1843
01:38:39,440 --> 01:38:43,040
dirty little greedy hands 
together, I'm still like, no, 

1844
01:38:43,040 --> 01:38:45,720
like this. 
It doesn't have to be like these

1845
01:38:45,720 --> 01:38:50,920
people submitted work to 
something that I organized, but 

1846
01:38:50,920 --> 01:38:53,680
this is their work. 
They deserve to be paid like an 

1847
01:38:53,680 --> 01:38:57,330
equal. 
Share of like the the labor that

1848
01:38:57,330 --> 01:38:59,410
they put into it. 
You know we put a lot of Labor 

1849
01:38:59,410 --> 01:39:03,330
into the into the magazine. 
Kristen and I and Christian put 

1850
01:39:03,330 --> 01:39:05,210
a lot of work into this like a 
lot. 

1851
01:39:06,130 --> 01:39:08,850
But that doesn't mean that the 
people who submitted their 

1852
01:39:08,850 --> 01:39:12,980
written work didn't also put in.
You know, they may not have put,

1853
01:39:12,980 --> 01:39:16,700
I wouldn't necessarily say on a 
meter that they put in the same 

1854
01:39:16,700 --> 01:39:19,340
amount of Labor as me and 
Christian and Christian because 

1855
01:39:19,340 --> 01:39:21,620
we had a lot more things to 
hand. 

1856
01:39:21,620 --> 01:39:24,700
We, you know, Christian had to 
edit every single, every single 

1857
01:39:24,700 --> 01:39:28,820
written entry. 
And Kristen had to do all of the

1858
01:39:28,820 --> 01:39:31,220
art direction, all the layout 
for the entire magazine. 

1859
01:39:31,460 --> 01:39:35,140
Go over several things, dozens 
of times, you know, dozens of 

1860
01:39:35,140 --> 01:39:38,260
hours on that on that front. 
And me, I've just been, you 

1861
01:39:38,260 --> 01:39:41,100
know, making spreadsheets like 
crazy and figuring out all these

1862
01:39:41,100 --> 01:39:43,180
financial things and. 
Kind of you know find the best 

1863
01:39:43,180 --> 01:39:46,700
printers and all the all the 
numbers is is not easy. 

1864
01:39:47,260 --> 01:39:50,780
But that all that to say like 
these people still submitted 

1865
01:39:50,780 --> 01:39:54,660
work that they deserve to be 
paid for and a lot of anthology 

1866
01:39:54,660 --> 01:39:57,180
magazines and stuff, they might 
pay you like 20 or 30 bucks if 

1867
01:39:57,180 --> 01:40:00,860
it's a smaller one and you know 
good for them that's that's 

1868
01:40:00,860 --> 01:40:02,500
fine. 
If that works for them, that's 

1869
01:40:02,500 --> 01:40:07,970
great, but I would hope that. 
I can provide a lot more than 

1870
01:40:07,970 --> 01:40:11,530
that with whatever little reach 
I have through this magazine. 

1871
01:40:11,530 --> 01:40:15,850
And it also helps because if 
somebody is is really excited 

1872
01:40:15,850 --> 01:40:20,530
about their entry being chosen 
and the magazine is, is really 

1873
01:40:20,530 --> 01:40:22,450
cool, they're going to want to 
sell it. 

1874
01:40:22,850 --> 01:40:27,850
It's not just like thanks for my
$25, I'll take a comp copy, have

1875
01:40:27,850 --> 01:40:31,010
fun. 
It's like thanks for my comp 

1876
01:40:31,010 --> 01:40:33,400
copy. 
Everybody should go buy this 

1877
01:40:33,400 --> 01:40:36,120
because the more you buy, the 
more I get paid for my work. 

1878
01:40:36,120 --> 01:40:37,600
Like, I just think that's cool, 
you know? 

1879
01:40:37,680 --> 01:40:39,920
I just, I want everybody to work
that way. 

1880
01:40:39,920 --> 01:40:43,600
I think it's awesome. 
Yeah, I mean you know it's it's 

1881
01:40:43,600 --> 01:40:49,600
about labor getting the the 
fruits of that labor as opposed 

1882
01:40:49,600 --> 01:40:54,160
to 1 fucking robber Baron just 
using to take all of it. 

1883
01:40:56,050 --> 01:40:58,210
But yeah, I mean, the magazine 
seems fantastic. 

1884
01:40:58,250 --> 01:41:00,850
I'm really excited for it. 
Maybe one day I'll pull the 

1885
01:41:00,850 --> 01:41:03,130
entry into it. 
Maybe there's a little something

1886
01:41:03,130 --> 01:41:05,250
in there. 
Because above and beyond just 

1887
01:41:05,250 --> 01:41:07,130
all that, there's ads in here 
too. 

1888
01:41:07,690 --> 01:41:09,980
Yes. 
Yeah, some really, really 

1889
01:41:09,980 --> 01:41:13,460
fantastic cool stuff from some 
some some cool people or. 

1890
01:41:14,300 --> 01:41:17,300
Something called like the 
adventure archive and the weekly

1891
01:41:17,300 --> 01:41:19,540
scroll or something. 
Something something's in there. 

1892
01:41:19,580 --> 01:41:22,220
Yeah. 
But and then yeah, just, I mean 

1893
01:41:22,220 --> 01:41:24,980
when you go through the actual 
the the list of contributors, 

1894
01:41:24,980 --> 01:41:27,540
it's it's absolutely fantastic. 
I mean I don't want to it's up 

1895
01:41:27,540 --> 01:41:29,620
here on the screen for those 
that see it. 

1896
01:41:29,620 --> 01:41:32,060
But I mean and without you know,
not. 

1897
01:41:33,010 --> 01:41:35,970
Listing everybody but you know 
people that we we speak with a 

1898
01:41:35,970 --> 01:41:40,370
lot of exit and press who put 
your your the video together. 

1899
01:41:40,370 --> 01:41:42,970
That's been the playing on here.
I mean like you said Christian 

1900
01:41:43,170 --> 01:41:46,410
Cassie Mothwin is even in here 
who is like one of the sweetest 

1901
01:41:46,410 --> 01:41:48,850
people ever but is also written 
some like really dark horse 

1902
01:41:48,850 --> 01:41:51,210
stuff which is which is 
interesting with the the grope 

1903
01:41:51,210 --> 01:41:53,210
man and whatnot. 
There are two names missing from

1904
01:41:53,210 --> 01:41:57,170
this list that I just actually 
added in tonight to the actual 

1905
01:41:57,170 --> 01:42:00,570
magazine because I spaced on 
them, but that is WH Arthur and.

1906
01:42:01,800 --> 01:42:04,160
And Richard Kelly, I just want 
to make sure I mention them 

1907
01:42:04,160 --> 01:42:05,520
because they're not on the 
screen. 

1908
01:42:05,520 --> 01:42:08,600
So if if they're happening to be
watching, know that I remembered

1909
01:42:08,600 --> 01:42:10,840
your names. 
There we go. 

1910
01:42:11,080 --> 01:42:13,760
But yeah, really great list. 
I mean, still like Andre too. 

1911
01:42:13,760 --> 01:42:15,880
Like this is. 
It's a fantastic list of of 

1912
01:42:15,880 --> 01:42:18,800
writers and artists, you know, 
Gene Byrne, Tony Jaguar, like 

1913
01:42:18,800 --> 01:42:20,920
just a fantastic list across all
of this. 

1914
01:42:20,920 --> 01:42:23,960
I'm super excited for it. 
It's in preorder right now, 

1915
01:42:23,960 --> 01:42:26,200
right? 
Yeah, it's in preorder on our 

1916
01:42:26,200 --> 01:42:30,640
website you can get the. 
So the preorder is $20.00 for 

1917
01:42:30,640 --> 01:42:33,780
the physical print. 
And if you buy it in preorder, 

1918
01:42:33,780 --> 01:42:37,660
you'll get a free copy of the 
PDF as soon as it's ready, which

1919
01:42:37,660 --> 01:42:43,340
will be next Monday and after 
the preorder's over. 

1920
01:42:43,620 --> 01:42:46,940
It'll still be 20 bucks for the 
print, but it'll be $10.00 for 

1921
01:42:46,940 --> 01:42:51,300
the digital, $20.00 for the 
print, and $25 for print and 

1922
01:42:51,300 --> 01:42:55,300
digital. 
So if you want the digital for 

1923
01:42:55,300 --> 01:42:58,420
free, and you want to get it a 
little bit in advance, pick up 

1924
01:42:58,420 --> 01:43:03,540
the preorder now. 
And all of the that. 

1925
01:43:03,540 --> 01:43:06,020
One thing I did want to mention 
is talking about the profit 

1926
01:43:06,020 --> 01:43:09,300
share thing, all the financials.
I'm keeping an open record of 

1927
01:43:09,300 --> 01:43:13,780
that in a public spreadsheet 
that I have on the website that 

1928
01:43:13,780 --> 01:43:16,340
you can click and you can look 
and you can see every 

1929
01:43:16,340 --> 01:43:21,140
contributor's name, every person
on the staff, the people who 

1930
01:43:21,140 --> 01:43:23,260
worked on it, how many shares 
everybody gets. 

1931
01:43:25,310 --> 01:43:28,630
How many wholesale sales we 
have, how many retail preorder 

1932
01:43:28,630 --> 01:43:31,550
sales we have and and in the 
future how much they all cost, 

1933
01:43:31,830 --> 01:43:35,110
what the cost of the book was, 
how much the share sale is, all 

1934
01:43:35,110 --> 01:43:36,910
that stuff. 
Everything is completely public.

1935
01:43:36,910 --> 01:43:39,030
I'm trying to keep myself 
extremely transparent with this 

1936
01:43:39,350 --> 01:43:42,750
because I want people to be 
encouraged to also submit 

1937
01:43:42,750 --> 01:43:45,870
because they know that I am 
doing my best to be as 

1938
01:43:45,870 --> 01:43:49,830
transparent as possible with the
financials in all the profit. 

1939
01:43:49,830 --> 01:43:53,190
The actual like final as net 
profit of this is going to be 

1940
01:43:53,190 --> 01:43:56,880
divided out. 
Equally for everyone like that's

1941
01:43:56,880 --> 01:43:59,920
you know, it's my goal so. 
Fantastic. 

1942
01:43:59,960 --> 01:44:04,160
I mean, I'm super excited to get
this physically in hand. 

1943
01:44:04,720 --> 01:44:07,080
You said the digital will be 
ready next Monday, so how long 

1944
01:44:07,080 --> 01:44:08,880
are preorders open for it? 
I don't know if you said it. 

1945
01:44:09,000 --> 01:44:12,120
Until Monday, yeah. 
So the digital as soon as 

1946
01:44:12,120 --> 01:44:14,960
preorders close, everybody that 
preordered is should be getting 

1947
01:44:14,960 --> 01:44:19,680
an e-mail like that day or the 
next day whenever I get the time

1948
01:44:19,680 --> 01:44:22,880
to actually sit down and do it 
to send out the preorder 

1949
01:44:22,880 --> 01:44:25,970
download links and. 
You'll get the the PDF. 

1950
01:44:26,250 --> 01:44:29,130
I'm trying to figure out if I 
can get an actual like mobi or 

1951
01:44:29,170 --> 01:44:32,410
epub version of this that can 
like go on to an e-reader. 

1952
01:44:32,410 --> 01:44:35,850
Eventually I'd like to to put 
this on on Amazon's Kindle 

1953
01:44:36,570 --> 01:44:39,530
things so I can get some sales 
on there too, but I'm having 

1954
01:44:39,530 --> 01:44:41,450
some issues with the 
transference of that. 

1955
01:44:41,450 --> 01:44:46,770
But so it'll likely be PDF 
Monday or Tuesday of next week 

1956
01:44:46,770 --> 01:44:48,810
and that that is when preorders 
will close. 

1957
01:44:49,640 --> 01:44:51,760
Gotcha. 
So that would be July 10th or 

1958
01:44:51,760 --> 01:44:54,720
11th next week. 
If you were listening to this in

1959
01:44:54,720 --> 01:44:58,120
the future, you missed out. 
But if you're hearing it anytime

1960
01:44:58,120 --> 01:45:01,280
soon, definitely go snag that 
it's going to be absolutely 

1961
01:45:01,280 --> 01:45:04,840
worth it. 
I see oh oh two is already 

1962
01:45:05,400 --> 01:45:08,200
listed on the website at least. 
So if that's already in the 

1963
01:45:08,200 --> 01:45:10,840
works, very excited for #2 to go
and for this issue. 

1964
01:45:11,160 --> 01:45:14,280
That will open next week as 
well. 

1965
01:45:15,020 --> 01:45:17,380
And so they're going to be open 
for like 6 months, though it's 

1966
01:45:17,380 --> 01:45:18,940
not going to be any. 
There's not going to be any rush

1967
01:45:18,940 --> 01:45:21,420
for that, but it's going to be 
open starting next week. 

1968
01:45:22,180 --> 01:45:26,140
And then physicals get into our 
hands roughly if all things go 

1969
01:45:26,140 --> 01:45:28,460
perfectly. 
End of July, hopefully. 

1970
01:45:29,020 --> 01:45:31,740
End of July as long as the. 
Income isn't too slow, but we'll

1971
01:45:31,740 --> 01:45:33,620
see. 
Fantastic. 

1972
01:45:33,620 --> 01:45:39,140
So mix and print magazine $20.00
right now on preorder to get the

1973
01:45:39,180 --> 01:45:42,500
print when it prints and then 
the PDF next week. 

1974
01:45:43,460 --> 01:45:45,940
For free. 
And then after next week you're 

1975
01:45:45,940 --> 01:45:47,900
going to do 25 for print and 
digital. 

1976
01:45:47,900 --> 01:45:51,500
You definitely want to get this.
You definitely want to not only 

1977
01:45:53,260 --> 01:45:55,460
read all the amazing stuff from 
these fantastic creators, but 

1978
01:45:55,460 --> 01:45:56,740
also go check the rest of their 
stuff. 

1979
01:45:56,980 --> 01:45:59,100
Really excited for that. 
Really excited for more projects

1980
01:45:59,100 --> 01:46:00,540
like this. 
I think you're doing a fantastic

1981
01:46:00,540 --> 01:46:02,260
job. 
I think it's really, really 

1982
01:46:02,260 --> 01:46:07,500
amazing for the industry and the
space to really, you know, like 

1983
01:46:07,500 --> 01:46:09,580
each other instead of just 
talking shit. 

1984
01:46:09,900 --> 01:46:13,220
On the on on the hell site. 
So really cool, really 

1985
01:46:13,220 --> 01:46:15,540
fantastic. 
And again, check out everything 

1986
01:46:15,540 --> 01:46:19,500
from Kirby including a couple of
their new tshirts that that have

1987
01:46:19,540 --> 01:46:23,540
come out recently. 
Let's talk about this one. 

1988
01:46:23,620 --> 01:46:27,820
Although I do, I do. 
I'm not a fan of the old the old

1989
01:46:27,820 --> 01:46:29,140
cats here. 
Give me one second. 

1990
01:46:29,900 --> 01:46:32,620
Ryan hates cats. 
I do. 

1991
01:46:32,620 --> 01:46:35,180
They're terrible. 
But the the shirt is fucking 

1992
01:46:35,180 --> 01:46:37,940
dope. 
Disaster tourism, yeah. 

1993
01:46:38,220 --> 01:46:41,700
And then and also I convinced 
Kirby to to add the comfort 

1994
01:46:41,700 --> 01:46:44,780
colors, the Hanes comfort color 
shirt to the to the collection. 

1995
01:46:45,700 --> 01:46:48,700
And I highly recommend it. 
It's a heavyweight, just it's 

1996
01:46:48,700 --> 01:46:50,660
the comfiest shirt ever. 
And now I get a bunch of them 

1997
01:46:50,660 --> 01:46:52,660
because of course I'm going to 
grab this one and I don't know 

1998
01:46:52,660 --> 01:46:54,420
what this could possibly be a 
reference to. 

1999
01:46:54,420 --> 01:46:55,460
Here. 
It's this, it's this 

2000
01:46:55,460 --> 01:46:57,500
interesting, like Logitech game 
controller. 

2001
01:46:58,020 --> 01:47:00,420
It's a weird controller talking 
about some kind of disaster 

2002
01:47:00,420 --> 01:47:01,980
tourism thing. 
I'm not really sure, but. 

2003
01:47:02,620 --> 01:47:05,830
Really, really interesting. 
So a couple of couple of dope 

2004
01:47:05,830 --> 01:47:08,430
shirts on disaster tourism dot 
games. 

2005
01:47:09,270 --> 01:47:12,390
If you want to find the dead 
horse it is. 

2006
01:47:12,390 --> 01:47:14,150
What is the site that goes 
regularly that Dead Horse dot 

2007
01:47:14,150 --> 01:47:16,070
pub? 
Dead Horse dot Pub. 

2008
01:47:16,070 --> 01:47:17,670
Yep. 
Yep, and you'll find all the 

2009
01:47:17,670 --> 01:47:20,150
links of that also takes you to 
disaster tourism games for 

2010
01:47:20,150 --> 01:47:22,870
everything like that. 
So listen, that was squishy. 

2011
01:47:23,070 --> 01:47:26,030
This was dead horse Kirby. 
Always fantastic. 

2012
01:47:26,790 --> 01:47:30,350
You know this is our once again 
our our de facto third host 

2013
01:47:30,350 --> 01:47:32,270
here. 
You'll be seeing, you'll be 

2014
01:47:32,270 --> 01:47:35,150
seeing them. 
I think I got to talk to you 

2015
01:47:35,150 --> 01:47:37,310
about another another one and 
maybe a couple of weeks we'll 

2016
01:47:37,310 --> 01:47:40,990
talk about something and and 
we'll we'll see what's going on 

2017
01:47:40,990 --> 01:47:42,510
with that. 
But Kirby once again thank you 

2018
01:47:42,510 --> 01:47:44,670
so much for being here and thank
you everyone for being in chat. 

2019
01:47:44,910 --> 01:47:48,750
And if you are listening like we
said you can find Kirby's all 

2020
01:47:48,750 --> 01:47:50,510
their stuff at disaster tourism 
dot games. 

2021
01:47:50,510 --> 01:47:54,030
You can find us at the dot 
weekly dot scroll on Instagram. 

2022
01:47:54,030 --> 01:47:56,550
My goal tonight is to finally 
update it and I finally I did 

2023
01:47:56,550 --> 01:47:57,910
all the socials. 
I just have to post them. 

2024
01:47:58,410 --> 01:48:00,450
You can find us on YouTube at 
the Adventure Archive. 

2025
01:48:01,050 --> 01:48:04,730
We are we are climbing higher 
and higher on that and may 

2026
01:48:04,890 --> 01:48:07,250
eventually switch our streaming 
from Twitch all the way to 

2027
01:48:07,250 --> 01:48:09,130
YouTube, so we'll talk about 
that. 

2028
01:48:09,130 --> 01:48:11,570
But if you are listening and 
want to just hit that subscribe 

2029
01:48:11,570 --> 01:48:14,210
button, that would actually be 
fantastic for us. 

2030
01:48:14,210 --> 01:48:18,210
And you can find us as long as 
it still exists on Twitter at 

2031
01:48:18,210 --> 01:48:21,170
weekly under score scroll. 
So you guys all have a wonderful

2032
01:48:21,170 --> 01:48:22,610
night and we'll see you later. 
Bye.

