Hello and welcome to the Weekly Scroll podcast.
My Name Is Ryan. And I have a tiny cat.
Yes, you do. And today, we're actually going
to be reviewing a game. Are we?
Which is crazy. Yeah, I don't.
Think we do that anymore? I didn't think so either, but
apparently we're getting back to it.
The crazy part is, how many episodes ago was it that we
actually reviewed a game, 01234? We've had five episodes since
our last game review, so yeah. We got some very sleepy
Thursdays though. We switched.
We switched off on who was more tired on Thursdays.
I had a few like rough ones in a row.
And so did you. Actually, I think one of the
days that you were like, hey, I'm, I'm exhausted.
I was like, oh, thank fucking God, because there's no way I
would be able to be able to sit down.
So. Yeah, I think, and I think one
of the other ones, like, I oh shit, I don't know when this was
a thing. One of the other ones was like
the exact opposite, where I was like, I'm ready to go, But then
you were like, hey, I'm not feeling great and I was like,
fuck yes. I'm so glad that that that you
just said that because I do not feel like doing this right now.
You know what happened. Life gets in the way, you know.
Yeah, you know, stuff comes up, shit happens.
But we're back. And not only that, our plan is
to do another episode tomorrow, but today.
We're trying to make it up to you all.
Well, yeah, sure. We do this for you guys today.
We're going to be looking at three die six.
This is an interesting game from.
So it's interesting because it's deeply dapper, deeply dapper
games, but also table tops and tentacles.
But it is Christopher Mcclanahan.
Yeah, this is fun. What I have here is the I don't
know it's some it's a special edition one or whatever.
I'll have to look up exact what that is.
But we also have this we might take a peek at a little bit too.
Which is yeah, the world of shimmer which is world this in 3
by 6. But this is a for those that
know what what the turtle means, this is a troika version of the
Shimmer and just keep going with that.
I also have this from the Shimmer.
This is the Egg Hunt and The Lost City.
These are solo adventures I will get into.
I'm sorry, Delve your own Dungeon books.
So three die six. So this.
I don't know if it was originally put out on
Kickstarter, but it did have a Kickstarter.
I'm not sure exactly when it funded.
I know the last update is in September.
There's 33 updates. Let's see when this actually
funded. We'll just scroll all the way
down. I did not.
Back from there. I got my additions from from
good old drive through RPG. This was funded February 24th,
2021 and it was funded for $15,858 on a $560 goal with 589
backers. Damn damn wow.
But if you Google oh and then then the Troika shimmer version
came out. It looks like not too long after
that. It's a third party supplement
that also backed for about 3 grand on only $122.
Man make your make your make your pledges a little bit more
expensive. But I went to I just googled 3
dot I6 Kickstarter and it said that there's like another
edition coming and I I had already followed the page.
So I guess I knew that at some .3 die six picture.
Let's see what it says here. Yes, second edition, second
edition and Shimmer Guidebook. I already have it saved.
The Creepy Carla role-playing Game returns for New Expanded
Edition and Guide to the World of Shimmer.
We'll see when and if that's coming out.
I'm excited for that. I didn't know.
Yeah, I'm still. Maybe they'll fix some of the
things we're gonna talk about in today's episode.
Maybe. But we'll see.
Yeah. So 3 by 6, What else is going on
right now that we can talk about, particularly a couple of
Kickstarters going on right now? Today is I think, the last day
for the Karen 2E Kickstarter. So if you're watching and you
haven't backed it, go fucking back it.
But if you're listening to us, you probably did.
There's. If you were listening to our
show, there's no way you didn't back Karen 2E, you know?
Yeah, yeah, I mean. The five people who are
listening. Yeah, right.
Also though the Black Rainbow Society from Gabor Korogo which
is the new book for Hell Night which is one of our highest
rated RPGs of last year is is out.
It's a very long campaign. Gebra likes to do long campaigns
it's like it's like 40 days or something like that but it's
already funded it. It I think when I looked at it
was pretty early it was like a $3000 gold and it was already
like sick grant. So it looks great.
We love Gebra Koroga. We love Hal Knight.
It was great. It's it's great.
All their their Neurocity, Warpland, Hellnite, all the
stuff from Worlds of Kroger, really fantastic.
There's some other stuff that should be dumped from them soon
that I've got to look at a little bit.
That's also really cool. So.
Yeah, currently currently at almost 10 grand, a grand with
the goal of three grand and it has 37 days ago, so.
Yeah, backed it, already funded. It dropped yesterday.
But what we're going to be doing starting next week for three
weeks is we are going to be doing giveaways.
Gabriel was nice enough to send US1 of each of everything that
they've done in Hardback, Neuro, City, War, Planned and Hell
Night and we are going to be giving those away to listeners.
I think what I will probably do it on Twitter and allow people
to like the post for like a week and then just pick a winner on
the show on Thursdays and we'll do that for three weeks.
I think that's probably the best thing to do.
So if you're listening to us, definitely check that or stay
tuned. Watch our Twitter and I'll get
one of those giveaways we'll have to talk to.
I'll have to talk to Hunter about international shipping
versus domestic. But I think those are, those are
the things that are kind of out and about right now that we're
that we're talking about, that we're looking at.
There's other stuff coming up soon and other Kickstarter is
that going to be dropping that we'll talk about, but that's
kind of where we're at. Oh, I also, I mean, no, I moved
it to the other room, so I won't do that.
But that's that's kind of our intro.
I don't think we have really anything else going on right
now. Do you want to just do you want
to review a fucking game? I guess as a game review
channel, I guess we should occasionally review some games.
Just every now and then. You know, we should, we should
do that. So why don't we hop in a little?
More APS though I That's been fun.
So. Yeah, the side quest and the
play has been really, really fun.
I'm I'm glad we got to do both versions of of Trophy.
Still prefer Dark, but I think we should.
Yeah, So check those out. Side quest 7:00 and 8:00 or
Trophy Dark and Trophy Gold. Both adventures written by
Michael Van Vleet. Both were super, super fun.
Definitely check those out as well as Tacticians of from the
wonderful Meet Castle Christian Sorel.
Always get to check that out. Also check out Ungods or at
Hollow Press Great new adventure drop with some art from the one
Oh no Johan Noor in there so definitely want to check that
out. I definitely instantaneously
bought that as well as the new versions of Vermis wanted to in
hardback so definitely go check that out over at Holopress.
Holopress has been doing some really interesting stuff lately.
I wish they would put shit out in PDF so I could review it on
stream. No, Never.
Mono Sinister looks. Fun.
And I'll make another camera feed and it'll just be like down
on. The one I could I absolutely.
I even have an arm that I could do that with.
I don't fucking want to. I want to get APDF Holopress.
I want to review your game. I have it literally sitting
right there. It's dope.
I really love it. I send me APDF.
But yeah, check that out. So let's hop into a review of
the game. Johan, Tell them to send me APDF
Game read through Boom three dye 6A dungeon, creepy crawler, RPG.
First and foremost, I do want to say this is the deluxe edition
and Chris Mcclanahan, who is the The Who put out this game, is
the game designer, writer, artist, and does the layout and
cartography for it. Yeah, pretty much the entire
fucking book. And I will say I love the art, I
love the color palette. Probably my favorite thing in
the entire book. I would say it's it, yeah.
I also agree that it's the strongest part of this book is
like how good the art looks. You have the color palette for
it, the purples and the light Blues.
I'm like, oh, this is great. The the vapor WAVY kind of
color, like if you see my entire like setup, it's all literally
like pinks, purples and Blues. Like it's it's cyans, magentas,
you know. But for those that can't see
again, this is the Deluxe edition cover.
I think the regular version is a little bit different, but the
deluxe one is the one that I have.
It's a very, it's a very almost naked cover.
So like even on the front of the PDF in the bottom where it says
core Deluxe book, that's not on the regular book, which is
really beautiful. The three at I6 is just in the
top corner. So it's it's really gorgeous.
I love a totally naked cover. Like if you put everything on
the front first page of the book, great.
I want a big artist. You.
Know well you know what I really love?
I think my favorite of all the books is Knock.
How Knock does a yeah, like a a like a dust leaf.
A dust jacket. Yeah, yeah.
But it's like a naked dust jacket with like the same cover
but like normal, with like the writing and stuff on the inside
of it. But then the inside of the dust
jacket is also more cool TTRPG stuff, Yeah.
And and all Bruno Prosecco's fucking art.
Which is absolutely, absolutely stunning.
Yeah, yeah. Yeah, it's great.
It's yeah that that's such a wonderful way to do it but yeah
the cover is great. It's really vibe be really
interesting. Yeah, lots of purples, Blues and
pinks. Like we said, they're you're in
that. You're in a a a Dungeness like
cavern area with these blue bug creatures riding a giant spider
fighting other blue bug creatures and a winged 1.
Oh. Yeah, and the Wasp is like
holding them in the air. And then yeah, it's it's, it's
dope. The again, the art all the way
through this really fit and it all has this like beautiful
halftone over everything, which is just gorgeous cover, sick
art, sick all the way through. We'll just say that over and
over again. I do like that the pages in it
have kind of like a page background.
It's not stark white, but it's also not fucking parchment like
like bad, Yeah, bad D&D, third party parchment.
It's just like a it's just like a a texture to a paper, which is
nice. It's really subtle on the eyes,
which is nice. Look at those names.
I was looking at D&D 3.5 last week just because I was.
I was flipping through. I was like, Oh yeah, I used to
love 3.5 and it very much is of that like, oh, it's brown
because it's parchment. Like this is unreadable garbage.
Yeah, I was saying I took notes in an A5, so I wanted to cycle
through those real quick before we get into it.
I I underline page number. So once we hit the 30s, remind
me to take a peek and great logos in here that are color
appropriate without backgrounds, which is really nice.
Yeah, absolutely dapper. And then tabletop and tentacles
and then dedication page, dedication and and the credits,
Page 3 out of 6 dedicated to their mom and a bunch of other
people, et cetera, et cetera, play testers including Ellen Bar
and and whatnot, and et cetera, et cetera.
I do like that there's links that are actually links in here,
which is cool. Oh yes, yeah, these actually
click out to places, which is nice.
Oh yeah. And so it's 2021 and I love when
they have the typefaces listed, which is also really nice.
Crimson is such a good typeface. Anyway, Contents page love this.
It's nice. It's two column.
It's it's everything I need in one page.
Everything is hyperlinked. It's really fantastic.
So we have hyperlinks here, and we also have oh, I have no
bookmarks in this PDF. Oh, do I have any in mind?
I don't considering you. Have the same one as me, I
guess. The same one, no.
So at least in the Deluxe edition, we will say there are
no bookmarks, but there is hyperlinks.
If there are inline hyperlinks, it doesn't bother me so much
that there's not bookmarks. I can't remember.
If there are inline hyperlinks, although from this like opening
couple of pages, I'm like there have to be because there's
already a ton of links in here, you know?
You would think, you would think it would be.
It would surprise me if not. So you wouldn't think the
entirety of the book is I think roughly around 150 pages.
It's like 130 a 135 and but but a lot of that, a lot of that is
bestiary world stuff. Tables like The actual meat of
the book is only like 30 to 40 pages, which is which is great.
Yeah, I didn't notice when I first cracked this open.
And I like, you know, it was like 104 whatever pages.
And I was like, OK, cool, whatever.
I have the evening and I was done pretty quick with like what
was most of it and a lot of it. There's a lot of space for like
art. So where there is there,
especially in like, I believe the character section, there's a
lot of. It's not as like packed in
wordy, you know? Yeah, absolutely.
And it I need AI forgot that I moved this for a different
stream yesterday. I liked I liked the we'll get
into the layouts of the whole way through I think it's it's
really nice. One of the things you just said
it's none of the books got cramped at all.
There's some we'll get into like I think some of the stuff might
be should be in a little bit different of an order but I
really like that this is a a a full game in that it's got rules
but it also has a world. It has beast theory.
It has tables that does everything and I felt like none
of it felt unnecessary. Like when I got to the tables I
thought they were really cool, really good, and I love all the
stuff in the back. So it felt I didn't feel like,
even though I felt like this is a good hundred plus pages for a
game that you could do. I should agree.
So we've got part one is the Shimmer, which we'll go over.
Part 2 is how to play the game. Part three is character
creation. Part 4 is Creature Features,
which is mostly the BC area. Part 5 is Tunnel Master, which
is adventures and and GM stuff. And then Part 6, the Shimmer
Encyclopedia is basically tables of stuff, all sorts of stuff for
all all sorts of reasons, which is really great.
It's like it's like 25 pages of that which is good.
Open to another page. Another couple pages of the the
Shimmer art, the the underground bug city stuff again, purples,
pinks, Blues, halftones. Just gorgeous all the way
through. Absolutely stunning.
I I love the art style. I do like the style.
I like the I don't want to say cartoony is like a negative, but
the more like cartoon esque comic booky art going on.
I'm like, oh, I've I really do enjoy.
I like the city looks. Little nouns, dots on them.
Yeah, I really like it because it's not, it is cartoonish, but
it's not cartoony and that like it doesn't have like cartoony
proportions necessarily and stuff like that, you know, it's.
Interesting, because I feel like I love cartoons.
I love animated series. Right?
And but I think for so long people describe something as
cartoony as like a negative that like, I don't ever mean it like
that. I mean, like like is reminiscent
of good animated shows that I watched as a kid, you know?
I completely agree. Yeah, yeah.
So chapter, chapter one, the shimmer.
The shimmer is the setting basically.
And also A Bug's guide to this shimmer.
This whole thing is this book turned tricka.
This has a lot specifically about the shimmer as a setting
too, and it sounds like the tui will have shimmer too.
But basically, what is the shimmer?
The shimmer is the deep underground caves full of weird
creatures and bugs and molds and bunguses and stuff.
It's the it's the world you live in, and that world is the
underground, full of just bugs and and mushrooms and stuff.
That's it. That's the shimmer.
That's the whole shimmer. Honestly, that sounds amazing.
Yeah, I I want to be. Surrounded by bugs and
mushrooms. If I could be a bug as well,
great 10/10. Yeah, I mean, that's fine.
I'm not. I don't.
I'm not scared of bugs, but I don't.
I don't really like them in my house, I thought.
I will say. That that I I will always leave
the spiders in my house, though not not like not like the the
ones that will kill me, but the ones that won't kill me.
Like if I have a spider up in the corner of my ceiling.
I fucking love that shit. They eat up so many fucking
bugs. Like we used to have a a plant
by our window and there was like a gnat problem with it.
And then a spider moved in laying the corner right by it
and that problem disappeared. Love, love A good spider.
Arachnids greater than bugs. So that's that's about it It's
it's that's that's the whole setting in the lore of what it
is. Basically the the creatures that
you're going to play in it are Roans.
The heroes of the game, if you call it such, are the Roan.
They're a part human, part cockroach, a little bit alien,
weird looking creature. There's an explanation later and
a little subpart of like where the cockroach and percent and
everything came from. I like it, but basically that's
that's it. And that's the whole thing.
The. World's strangest threesome.
It was an alien, a human and a cockroach.
And then there's you. Now.
And now? You're here.
Yeah, in polite society, Rone is divided into 3 distinct day
cycles, and that's partially because.
Well, that's not partially. It is because rowing are they
like eggs. They used to be part of a
distinct hive mind, but that hive mind over time, once the
queen kind of started getting older and losing power, they
became their own consciousness. Each creature, each Rowan, but
each body contains 3 consciousness, consciousnesses,
you know and at any point what any of those can come to the
fore. And and yeah, relatives have
come up with a plan to get rid of that pesky die all the time
problem, and that is by allowing the brain to take over the body.
So like, you can literally have a dead consciousness inside the
body and the body's still going right.
That's fine. We'll we'll get to why I don't
like that mechanically shortly. Story wise, it's cool.
Whatever. And then uh and then there's
more story. There's this is like a three,
four page story of is quite what I just said.
I'm fine with it. I I like for for a game that we
said is everything that you need.
I'm totally fine with this narrative in the beginning.
The writing is fine all the way through.
I think it has this quirky like it tries to be quirky with
little like jokes and nods. Like, I feel like it's like I
wouldn't like a British person to be reading it at the
beginning because that's like that implies quirky.
You know when we when we watch movies, because things have to
be like pitch and hold into specific things, the the quirky
running all the way through. That's racist.
I think so. Not racist, but the the
quirkiness for the most part is fine all the way through.
There's a couple times where I'm like, OK, I mean, I get it, I I
get it like, but for the most part, I think it fits with the
setting, if it's with the vibes and we're still going with the
story, but great, great. Pieces, yeah.
Yeah, I love this weird cockroach thing with the sword.
The one with the cloak and the sword.
Love that piece, you know? Such a good one.
It's such a good one. And let me get to how to play
the game Chapter 2. We're actually gonna get into
the setting of the game. So again, basically you're bug
creatures in the underground and each of you contains 3
consciousness in a bug society where you fight other bugs and
and there's mushrooms and stuff. That's, that's the premise.
But I will say if you do get this book, read those first 5
pages, I do actually really enjoy the setting of The Shimmer
and I think that they did a lot of good writing for it.
We're just not going to sit here and read it on the show.
I'm also the type of person like I when I open the book, I want a
short blurb to begin with, and then I want a section later on
where it's deeper because I kind of want to get the ball rolling
on, like getting into the game personally, but that's just
personal. Yeah.
I mean, yeah, that like like a one paragraph kind of thing and
then a little let you. Yeah, that would be that.
That would be nice. Did was that, did they actually
have that? No, I guess they didn't really
have that on page one. They just kind of rolled right
into the story of it, huh. I'm fine.
I'm fine either way. I think again like I didn't mind
this one. I think the art all the way
through really helps too. That is one thing I will say
about this, this book. It does not hurt for art at all,
like when we look at the layout. And I think one of the
interesting things that they do a lot is the the numbers in the
corner. Yeah, absolutely have page end
numbers, yeah. They all have that, and there's
also this part at the top I'm pointing where the people
watching can see the bar across the top of every page is fine.
It doesn't bother me. It's it's a nice little, takes
up space at the top. It lets you put the like, the,
the, you know what, what's going on.
This one says skills and tests in the top.
So like it it's got a direction at the top.
When I first started looking through I was like, why do we
need this on every page? And it doesn't.
But it didn't bother me. I think it's a nice cool little
piece of art. It looks like a broken, like
broken concrete, like broken stone kind of a little bit.
It doesn't bother me. I like it.
I I kind of like and I feel like older games did this, and I feel
like maybe not as many new ones in my memory do, but at the top
of every page it tells you what section it is.
And like, I do like that. I I like people to open a book
and be like, oh OK, I'm in this section and internally I
probably read this a few times, so I know what's next.
Or whatever. I can believe they're great, and
I think some older RBG books also always had that like a like
a solid bar across the top too. I remember older, like D&D books
would have that. So it doesn't bother me at all.
I like it actually, and it's an it's a nice way to have a little
bit of art and a pop of color on every page as well, which is
nice. So playing three die six as a
standard RPG, I will say a lot of words for explanations of
things. A lot of words, which is fine,
yeah, it's just fine. I do.
When they when they get to actually having it written out,
I do think they explain it well. But we'll get to this.
So to embrace the chaos of the Shimmer, they suggest three
players. At least three players.
One is the Tunnel Master, the TM which would be your your Dungeon
Master, your regular, your the person that runs the game and at
least two players. But don't forget, rules is
written. Each player actually controls
like three players because as we said, each run, which is what
you are, has three consciousnesses in it.
So mechanically, what do you think that means?
There's three of you we'll get to, again, why I don't like
that. So each player will need 36
sided dice, 3D6 a bunch of other stuff and etcetera, etcetera.
I'm going to suggest you discuss this play style with the game
host before showing up with a sack full of moldering wood and
fungi. It says that because it says you
can always just write your character sheet into a a piece
of bark with mushrooms and stuff.
Absolutely. Absolutely could.
Yeah, Cute. The game is designed to be
theater of the mind. One thing I did really like
about the Bug Sky, the Shimmer book.
The Troika version is there's a bunch of pages of just tunnel
art in that, which I really like, which is dope.
I have the PDF up. We'll probably fly through that
in a little bit. Blah blah blah blah blah.
Bunch of pages on like play a game, piece of art.
Here. The rules are laid out because
they're rules. OK, skills and tests.
So the core of three Dye 6 and what is it?
It's just as befitting the name. A lot of the game is
role-playing, blah blah blah blah blah.
More words. There are two types of tests and
three Dye 6 standard tests. Like if you can run fast enough
to reach the end of a bridge, etcetera, etcetera.
This is a skill test and each players can have six skills.
To perform a skill test you simply roll all three of your
six sided dice, add them together, and then add or
subtract into modifiers that apply to that skill.
This is a 3D6 roll. For standard tests like this,
there will be a goal. The higher the goal, the harder
the challenge. And average difficulty is 9 to
12. A hard goal is typically 13 and
up. Now if you average 3D6 roll it
is 10.5 it is 10 and 11 are equals 10.5 S 9 to 12 makes
perfect sense is 10 and 11/9 to 12 that is the a normal roll 13
up is difficult. So on a standard skill test a
3D6 test 3D6 and and on average get a nine to a 12.
Easy peasy, right? Yeah, absolutely.
Math checks out. We love when the math checks
out. Yeah, math is good.
Sometimes you're playing blah blah blah blah blah, blah blah
blah blah blah. In addition to three D6, there
are three die six roles which we'll get into shortly.
That's most for combat. There is a whole page here of
notations. I do like this page, and I will.
No. OK, so you got 3D sixes.
Three die six. Oh no, wait, wait, Nope, no.
In line hyperlinks and no bookmarks, no.
Bookmarks and no inline hyperlinks.
Come on, Clanahan, get on it 3D6.
You roll 3 sixes. Three die.
Six. We'll get to that on page 10.
Two D6, which means you roll 2 sixes. 1D6.
You roll 11D3. Guess what?
You roll 1D6 and they just split it up and then you get D66 and
D6666. For those who don't know what
that means is you don't roll, there's no D66.
I mean there could be you roll 2D sixes, but you put them
together like percentile dice. SO2D6.
If you roll A2 and A4, it's a 24.
Same thing with 666. If you roll A2O four and an 8,
it's 248. Well, you can't roll an 8.
You know what I mean? That's it.
It's so funny. I don't have my coffee yet, so
that one totally slid by me. And then the moment you start
six, I was like, wait, what? Yeah.
We're good. We're doing great.
All right, so six skills. I do like this.
This is, I always think that six skills is too many.
But in a game called three Die, Six, where every role is D6, is,
how could you not have six skills?
I mean, you just have to. You got six of them.
You got Accuracy, intelligence, Charm, Durability, power, and
speed. Accuracy is agility and how
precise you are and range weapons, right?
Intelligence, Intelligence, Charm is charm.
Durability is your resistance to damage, both in regards to
attacks and falls on poisons and stuff.
Power is physical strength, but it's also your melee.
And then speed is different than accuracy, even though accuracy
is agility. Speed is how fast is literally
just how fast you are. I mean but also for travel like
climbing and and stuff like that.
So it it's it's it's a it's a mix because speed it says is for
attacks, but accuracy is for ranged weapons.
We'll get we'll get into it. But those are your 6 stats.
Accuracy, Intelligence, Charm, Durability, Power and Speed.
And then we come to the combat three die six test.
And I love the art on this page too.
It's just like a roan hand sticking down from like the
wrist down, like a three finger hand holding, like a broken
sword, like mushrooms growing on it and like gunk falling off of
it. It's dope.
That is a great piece. OK, so the three dye 6 combat
test, there's even a picture if you go to the next page of a
blue dye, a pink dye and a silver dye, I think they call
it. And those are the three dye that
you should have for the game basically.
So. Is it is funny to see and I have
the I take no issue with this but we just almost never see
like just a real world picture like it said in the book you
know I'm like Oh yeah cool cool cool, cool.
I mean, it's cool, it's good. The visual representation we're
about to talk about so. Yeah that also when I first
thought I was like those are real that's those are that's a
real dice. They definitely took a picture
of like real dice with like little plastic bugs around them
and stuff and like yeah it's yeah it's interesting so combat
in three die, six test, so we already talked about 3D6 but a
three die six is an interesting role and I I do enjoy the core
mechanic of this. I think it's extremely clever.
I really do like that. So for three die six tests, you
roll all three dice, but they each mean something different.
So it is all rolls are player facing.
So much like Merck Borg, you will roll for attack and you
roll for defense. The tunnel master of the GM
never rolls against you, so and you'll always roll all three
dice, even though sometimes it won't matter.
So when you roll three die six, you're rolling to strike your
opponent and defend against their attack against you.
And before rolling you assign one die to be your pink or
offense die, one die to be your blue or defense die, and one die
to be your silver or effect die. I don't like the term effect.
I'll explain why in a second. I don't know how you feel about
it. So this is a an interesting kind
of notation that they put in the book here that I did not like
it. First I'll say that.
And then once I actually went to the example play we'll look at
later and actually like looked at a sheet and looked at the bad
guy sheet and actually did it out.
It's much more intuitive once you've done it once that it's
it. It didn't bother me, but like
trying to picture in my head without doing it on paper, it
bothered me a little bit so. Basically because I did have a
hard time like picturing this in my head.
Yeah, and I didn't like that the bad guys and the good guys all
have the same things. But again, it made a ton of
sense once you actually, like, looked at it and did it once.
Then I was like, oh OK, I totally make sense and I don't
know how I would do it differently.
I also don't mind, especially in something like this where it's
not like overly complicated as in like what a character she
looks like. I really don't mind, and I do
actually. Kind of like when enemies work
on a same or similar system as the players.
I feel like it makes a lot easier to hack and also for
characters to kind of understand and if they want to like steal
stuff from an enemy conceptually.
Point being, I did like that part.
Yeah, I I agree. So what?
What? What the fuck are we talking
about? So basically the the page here,
it has a pink square, a pink circle, a Blue Square and a blue
circle. What the fuck does that mean?
So and then the notation next to it is AP in a bracket and that's
by the pink square and then a pink in parentheses which is by
the pink circle. So brackets are square and
circles are parentheses. And the same thing for blue.
There's AB in brackets and AB in circles.
So the BS the the P square represents your two hit offense
modifier. This number affects your die
roll when it comes to your character hitting an opponent
and then the P bracket circle represents offensive damage
modifier. This number affects the amount
of damage you do. So when you roll your you roll
your pink dye right and then you look at your to hit modifier
which will add to that number to hit and then the damage you do
is the number in the circle. So Square modifies your hit,
Circle does the damage, Square takes a circle.
You know Blue represents your two block defense modifier.
This number affects your die roll when it comes to your
character defending and attacking against enemy.
That means when you roll your blue defense die, this number
will adjust that number to block the enemy's attack, and then the
blue circle represents your defense damage modifier.
This number affects the amount of damage a character takes at
the enemy's attack is successful, so if it does get
past and hits you, that number will reduce the damage.
So if it hits you for three and their defense, the blue circle
is one, you only take two. So that is what all these mean.
Pink is offense, blue is defense, and you have to hit and
block and to block modifiers, and then you have offensive
defensive damage either doing more or how much you receive.
So that is a clever way. To organize it, you know, like,
and I think maybe upon hearing you say it out loud versus me
obviously reading it to myself, it already feels a little less
clunky than when I read it to myself in the description, you
know, maybe just hearing it out loud from somebody else.
But yeah, it makes sense, you know.
Yeah, it totally makes sense. So we'll come to how those
numbers come around later. And then the effect die will
come up a little bit too because again you roll three die 6, the
effect dye comes into effect, but those are the your blue and
pink dyes. So and then there's a page here
for creature combat stats. So the enemy has a set of pink
and blue stats, but they mean something slightly different.
So the pink for them, the pink squares there to hit stat, this
is the number you need to hit or roll higher than in an attack to
successfully hit the enemy. So on when you look at an enemy
sheet, the yellow number, basically you can look at their
AC. To hit like that is your to hit
modifier to hit them right? So if it's a four, you have to
roll at least a four with modifiers and then you hit them
there. The bad guy circle is how many
hit points the enemy has, so that's directly HP.
And then the bad guy Blue Square represents the enemy's ability
to hit you. You must roll this number or
higher to defend against the attack and then the blue is a
damage that they do if they hit you.
So there is a cool like. The rest of the page is a nice
graphic that literally has like every single one written out
with an explanation marked to it, including the difference for
like size, initiative and things like that.
So this is a really nice way. So it's fungoids.
It literally says this indicates that you need to roll A3 or
better because it's a 3 + a three plus A2 and A2.
It does two points of damage, et cetera, et cetera.
It's a really nice graphic. It really explains it really
well. I like this a lot.
This is what more more games should have.
Things like this where it literally gives you a STAB lock
and then like lines to it with boxes explaining it.
Yeah, absolutely. They broke this down really
well. And immediately I'm like, yeah,
this is good. I love this is like up there
with flow charts, you know, we see like it's in flow charts,
something your game should have. Stuff like this, like little
tools, like graphic tools built in to make understanding the
process easier. I do really like how the and
this is going to be an obvious thing but I'm the guy who says
the obvious things I think. But I do like how the combat,
the enemy stats and your stats like directly correlate like
linearly to each other to where you can just go back and forth
as you go. Like, yeah, good, very clean.
You know, I I think it really does address some of the issue
that like, I don't know if you have, but sometimes I have where
I have a bunch of numbers written down or data for enemies
and I'm like, not that I don't understand that I wrote it down
myself or whatever, but it's just like I have to look for
stuff on a page. This makes it much quicker.
Yeah, I I completely agree. And again like when when I went
through and actually played out the example with like with
myself, it made it make so much sense like you said, like color
coding it. At first I was like St.
Wuthering Heights, not anyone's name needs to be the same.
But then I was like Oh no, I do like that the the colors are
different. I'm just looking at my notes
real quick to make sure that I'm not passing anything.
Don't worry, we're on page 13 right now, so we're not there
yet. I'm watching so combat and
damage. Your goal in three day six test
is to match or roll higher. I already talked about that.
If you mentioned your opponent, you do one point of damage to
them and let you have something that adds damage.
So base if you hit, you always add at least one damage and then
the final die, The silver effect die, tells the tunnel master how
the enemy responds or what happens next.
Creatures and Shimmer have a limited life, and as they are
injured that damage effects their ability to go on fighting
or escape. Each enemy in the game has a
specific quantity of actions, and each time you hit them they
lose one of those actions and they run out of actions.
They're dead. Some may have a last gasp
effect, We'll get to that. Likewise, Damaged Into Your Own
builds up Prevents and performing that their peak
ability each time you are hit, you must choose a skill of that
specific mindset to damage. Damage skills still roll 3D6 for
skill test, but they must disregard the highest die
rolled. They also lose any bonuses.
More vitally, once all six are damaged, that particular mindset
is dead. OK, so God damn, that is the one
of the most harshest. Disadvantages I've ever fucking
seen Like so. I really like the idea of you or
the enemy taking damage and getting worse for it.
I think it's like we've pointed out, like tunnel goon to some
very similar right, very enemies.
Their HP is their difficult to score.
It's easier to hit them as they get more hurt.
Which like from a real world logic standpoint, I'm like,
yeah, of course the harder you get hit in a fight.
Fights are short in real life, the harder you can hit, the more
you can hit, the worse you are at fighting, and I like that.
There is a mechanic that represents that.
I do like it, but here's the thing.
So it's not just fighting. It's not just that you're worst
at fighting. This is this is specifically
says for Skill Test. So this isn't even like a Pretty
Die six roll, but it's literally you roll 3D6 and get rid of the
highest. And it's not that you're
rolling, it's not that you're rolling A2D6 roll.
So you roll 3D6 and get rid of the highest.
For disadvantage, you you are normally rolling three dice, so
you're literally removing an entire dice in your pole.
And not only is it one of the three that you need total, it's
the highest one. That's crazy to me, because how
I would do disadvantage in 2D6 is I would roll 3D6 and you get
rid of the highest. So you have the two lowest.
This is 3D6. You get rid of the highest, but
you still have you're still trying to reach a number that is
best reached with three dice. To me, that's crazy.
It's. Blue.
But The thing is not only that, it's it's every fucking anytime
you get so you don't have HP in this game, right?
Every time you get hit at all in combat, you take that many hits
to skills. Oh yeah, I guess I'm I was more
talking about the enemies, because the enemies only really
lose like the amount of actions they can do.
Like the love for the enemies? Yeah, yes, I yeah, we're going
to get into the enemies in just a second.
But for regular Roans, for your character, if you get hit, you
have to pick a mindset to damage.
So if you take 3 damage, you have to pick three stats that
are now damaged. That's so bad and.
Everyone is 3D6 drop the highest try still trying to hit like
9:00 to 12:00. That's fucking brutal.
Like, I that's brutal to me. I I'm, I'm OK with that.
If maybe drop the lowest so that you're only using two dice,
that's just a brutal disadvantage.
I don't know. I wrote I wrote something about
that and it's and then critical hits.
So on occasion you come across an opponent or obstacle that you
can't possibly hit or defend. Either they're to hit stat is
too high, or maybe they're just too good.
Either way, there's always hope. At any time you roll all three
sixes, it's a critical hit, so that's the only way you can
create in this is to roll 3 sixes.
I was. That's the one that stops me,
really. I'm like that's so like
statistically fucking difficult to do.
Like, you know, like I have a dice pool game that I've been
working on and you know, it's five or six to hit in that game
and sometimes you're rolling like, you know, five die or five
or six and it's like do three sixes, I think.
I mean, we hardly get 3 fives and sixes, you know?
Bro, you know what's funny? We did Coriolis the other day on
the show. Oh yeah, OK first of all,
Coriolis the Great Dark. I I I'm a huge fan.
I can't wait for that to drop completely.
Great rule set. Better than dragon pain.
Oh yeah. I was rolling 14 D sixes and you
only need one D6 to succeed and I was failing or maybe getting
one and my my luck might have just been terrible.
But it's hard to get sixes. I mean, you literally have a one
in six chance for one of them, but the numbers just stack.
It's crazy. So anyway to to get a crit
success, you get 3 sixes and you hit no matter what and do double
damage. Yeah, I have a I'm sorry I
pulled up the, you know I have a table of dice pull probability
and I was like for just A5 or A6 to get like three hits in this
one which is A5 or A6. If you're rolling 7 dice you
have a 42% chance. But that's they do A5 or A6.
You have to cut that down even more because it's only.
Yeah, that seems actually brutal like.
Yeah, the odds of 3D of a rolling three of anything is is
is crazy. Yeah, and then critical fail is
all ones same thing. You fail, you miss everything.
The enemy hits you, double damage to you, everything sucks.
You're that's just rough. There may be times the game when
part of 3 by 6 roll will have no effect.
Like when an enemy is caught by surprise and cannot defend.
And those circumstances. You still roll all three just in
case you create or fail. I like that it's in a Big Blue
box. This is important.
It's an important piece of information.
Put in a box and put a burden on it.
You know, more combat rules, regular weapons and unarmed
combat. Most weapons in three days 6
impart no additional bonus to combat.
They simply mean you are armed and capable of a normal attack.
However, some do have some bonus effects, which is cool.
I love that. I love that.
Like you just do one damage no matter what.
Who cares what you're carrying? But sometimes special weapons
will do special stuff. That's it.
If you are broken, If you have broken your weapon or unarmed
when entering combat, all of your attacks are -1.
If you do have a weapon on your possession and is assumed, you
can draw it for battle unless your hands are full, blah blah
blah blah blah blah blah blah blah.
It's -1 because sometimes your damage modifier is a little bit.
Different -1 P with a square bracket around it.
Yeah, so it reduces your square bracket.
It reduces your to hit by 1, not like it's.
A good notation, I really, I really don't mind the like the
notation like that in this, especially because I, you know,
like I just said before stream. I'm reading classic traveler
right now and it uses like a hexadecimal notation for which
is totally unnecessary by the way.
But this, I'm like this is fine, you know?
Yeah, yeah, I again, it bothered me for a little bit.
And then once it made sense, I was like, oh, I actually really
do like this a lot. Yeah.
And it's because the brackets and the parentheses really are
such a simple, clean way to do the square and circle.
Like it just fucking makes sense.
I'm fixing to come across the thing that I, I, I talked about
in my notes a little bit. Attacks.
Yeah, unlike regular combat race attacks, whether with bow and
arrow, sling or throwing weapon, is decided with your accuracy
skill. It's an accuracy skill test.
The target must at least be 1 area away from the character
because it does use zone combat. We'll get into that, and I love
that. I love zones.
The team will determine the test goal depending on terrain and
the situation. Unless your character weapon has
a modifier range weapons also do one point of damage.
However, the enemy's armor is taken into consideration with
the test goal already, so success is a hit.
OK, so do you see where it says ACC skill TEST and AREA and
stuff? How it's like weirdly
capitalized but the same height as the other stuff around it?
I fucking hate it. I don't like that at all.
Yeah, just bold. Just do, just do bold.
I don't know what the point of this was.
I. Don't know if you've read the
Will Yos style guy. I love Will Yos, by the way.
Yeah, yeah, totally. Me too.
Listen to the brain trust. It's actually fucking hilarious.
But yeah, I know people are people are very shy about
bolding these days, you know, I guess it's 2021.
It's 2021. So what am I saying?
But. Yeah, Bulge of shit.
Bulge of shit. Italicize.
Make it all caps the same size. This is the thing that gets me
is the word area. The A is big and then the Rea is
small, but it's all capitals. You know what I mean?
It's a different font too, right?
It's a completely different font.
Yeah, yeah, it's weird. It's weird.
And then there's some. I I take like I it's not
necessarily that I take issue with it being a different font.
I take issue that it's not slightly bigger, you know what I
mean than the rest of the text around it.
Well, that's that's what I'm saying is that like the A is
bigger than everything else, but then the Rea capitalized is the
same height as all of the lower case letters next to it.
But I think the capital A is the same size as other capital
letters in the same in The other font type.
I'm saying is overall the font type needs to be.
If it's going to be different and not bolded, it needs to be a
couple sizes bigger, you know, so it actually seems out.
Yeah, that's something I said in there because there's another
part where I think it's just like or also just like make it a
different color, like if it's going to be something that's
important, like there's. There's.
There's so many times where this does such a good job.
Honestly, I love the layout on this like it's so easily.
I think people are shy about using like big font headers and
stuff. They do a really good job of it
in here with the spacing and everything.
I think the layout on this is fantastic.
I love that it's not double column.
I think the the fonts that they chose and the colors and
everything are really fantastic, but.
I love a big Heather, bro. I don't know.
I'll I'll take any issue with that you know.
But there's there's just some other spot.
I was trying to look at my notes.
Where I talk, Where I talk. Oh, it says bowling versus weird
caps. That's what I wrote.
Page numbers are italicized but then not.
Oh pay. Oh yeah, it it uses P, but then
the word page too. Anyway, there's just a couple
inconsistencies. That's range attacks.
Anyway, I just. I don't like, I don't like the
way that the emphasis is put on, like surprise and damage and
area and stuff like that. Just color it, bold it, do
something different. I don't know, it wasn't a fan.
Surprise is surprise. It's just it's exactly what you
think, surprises. If you're surprised, you get to
hit and stuff. Whatever.
Listen, I'm fine. I I Surprise is one of those
rules that sometimes people will try to be too clever with it, be
too, too technical. If you make surprise exactly
what we all think it's going to be, I feel like that's fine
with. That's good.
It's perfect. You get to hit first.
Yep, Escaping combat. At times the world of shimmers
too dangerous. Sometimes you want to get away.
I like this. In these circumstances, your
character rolls a speed skill test against the attacking
creature's initiative number. If you succeed, you are clean
and you're gone. If you fail, you can still
escape, but the creature hits you and automatically does their
damage that to you. I like this, so if you want to
leave, you just get to leave. You're just rolling to see if
you get away clean or if they get to hit you on the way out,
you know a little. A little.
Letting the door hit you, you know.
Yeah, I also like the rolling against the character, the
enemy's initiative. I'm like, oh, it's such a it
makes so much sense. Are you being able to get away
faster than they're about to act?
You know, like, whatever. Yeah, very, very good twist on
that rule, you know? It's clever.
I think the system is clever. Like most of the way through.
I think there's one part that I think is too clever and then
we'll get into, but for the most part I I love, I mean I love me
a good D6 role. So the three D6 is really great
and we'll explain what the effect role is because we really
haven't gotten to that at all at this point either.
Initiative in combat rounds, which is which is interesting.
Any company that has started with a neither side having
surprise rounds happen. Initiative order.
Each player creature in the game has an initiative number and
whoever has the highest initiative number gets engaged.
For us, I like that. It's just a flat fucking number
there. No one has to roll anything.
You just ask everyone's number and you and and after the first
time or two the TM will know what your initiative number is
anyway and it's fine. I really like that it's a flat
number. No rolling it just lines up the
way that it is in the game. No I wants to put.
I wants to put two tokens, each in a little bag with an end
again. Yeah, talk about too clever for
it. Sound good.
The only thing I don't like about Troika.
Listen, I'm actually. I know.
I, I I have absolutely talk. Show them that the initiative
stack. I'm sure it's a ton of fun to
do, like a couple times. I just would not do it forever,
you know. That's that's what I've said
over and over again is I think it's conceptually it's
extraordinarily clever. I think it's, I just think it
would get old so fast. I think it's kitschy.
It's yeah, what's the word I'm looking for.
It feels gimmicky. Yeah.
Creatures will almost always focus their attention on the
roam that most recently attacked them.
I love that little explainer where you don't even need to
worry about. Like this is what the monster
would do. It's gonna hit the last thing
they hit it because that makes nothing sense.
Otherwise they attack the closest one makes sense.
I love that. So once all involved in combat
I've had a chance to engage, flee or die, a new round begins
on the second round of combat, creatures will do whatever
action they rolled in the previous round on the silver or
effect die again, really taking the impetus off of the tunnel
master and putting it onto the die roll.
Which is great. So.
Like that. We'll we'll get to what what
that means again, I guess eventually I.
Also think stuff like that is very much like anti drama rules
you know? I mean, like if if it's on the
die roll, it's not on the game at Tom Master, right?
And if the enemy attacks the thing that attacked it last or
whatever is closest, then that decision's taken off.
So there's a lot less because like, not that I think a lot of
games are adversarial, especially in our space, because
I don't think they are, but do you think maybe newer players or
just players in general will sometimes read actions as maybe
more malicious than there is malice actually behind it?
But stuff like this, you're like, you don't have to worry
about that at all because it's it's taken out of your hands.
Yeah, I I completely agree. That's why I love player facing
roles and and everything. Any game where the GM doesn't
have to roll dice against players or make decisions
against players is a preference. Because like you just said it it
it leaves it up to fate and leaves it up to dice and and
lets the players, if they're going to be mad, be mad at fate
and the dice in themselves, you know?
And I really like that. So creature damage in effects.
As mentioned before, creatures have a certain amount of hit
points, and each of these head points also gives them a
reaction. As they are injured, they lose
actions from top to bottom until they flee from battle or die.
The easiest way to track this is to print out the card versions
of enemies and violently mark out their actions each time you
damage them. That that's what we're talking
about. A little bit like the the the
cute cute little riding every now and then.
For the most part, it's fine. Oh, there are definitely jokes
that hit in this. There's definitely points where
I was like, I laughed at their like, yeah voice when they were
arriving. They definitely do hit.
Yeah, most of them and then some of them are just like OK that
was that was the. Listen, I'll take.
I'll take that over the person who tries me too hard and like
none of it lands. I completely agree.
Yeah.
Again, I have no problem with the way it was written, so
they're also generic life trackers, blah blah blah.
You can do multiple points of damage in single attack and this
does mark off multiple actions, so each role of the 396 has a
silver effect role attached. Again, I don't like the word
effect. This tells you how the creature
reacts to the attack. If an effect has been marked off
due to damage, the reaction is the next one down the line.
OK, so question for you. All right, let me let me read
the sentence out loud to you again and I you already know
what I'm going to say. OK, so each roll the three by
six has a silver slash effect die roll.
So you roll an effect die roll. OK.
The keyword is effect. Right, this tells you how the
creature reacts to the attacked. So the keywords react.
React. If an effect has been marked off
due to damage, their reaction is the next one down the line.
So it's a reaction roll. It's a reaction roll.
Thank you. OK.
I'm glad that we're completely on the same page.
Yeah, the moment you're like, this keyword triggers another
keyword. No that that just triggers the
keyword that you're ending, right?
Like call the thing a thing. That's exactly what it is.
Call the thing. The thing.
If. If the effect role tells you how
a creature reacts, then call it a react role.
If a if a blue, if a blue dye triggers a pink move, just call
it a pink move. Like just just call it a pink.
You know what I mean. Like it's just called the thing.
The thing. OK, so basic creature actions
you can attack, guard, flee, and rage.
These are descriptions of the basics of the people that that
things can do. So attack is an attack, The
creature attacks a near throne guard.
The creature takes a step back and protects itself.
The creature then attacks, but is -1 P bracket to hit plus 1B
bracket to defend. This broke my brain for a little
bit until I remembered that the bad guys are different than the
good guys and it worked fine. Flee, they can run or rage.
The creature flies into a violent attack, doing plus 1B
damage round if they hit, but suffering -1 P to hit adjustment
as well, which means for guard it's harder to hit them and they
get a bonus to defense, and on rage they do more damage, but
it's easier to hit them. That's how that works, OK.
I know, I think first time through, if you're reading this
like, I think you're going to be like, oh God, that's a little
bit that's something to parse out that takes some like
thought. Like I don't quite understand
it, but like very quickly I feel like it does make sense.
You know it does. And you know what we're going to
I almost. I want to do what I We're going
to get to a thing and then honestly, we're going to flip to
two pages and look at it, and then we're going to get back to
doing it, because then it makes sense and that's why we do this.
So creature death and last gasp. Some creatures have a last gasp
that means that when their shit hits the end.
So this action can be if the creature ever reaches 0 exactly,
they get to use their last gasp of action.
Rhones actually get two like the the characters actually get 2
last gaps. Action they can pick, which
really means to get 6 because I have 3 consciousness, but bad
guys only get one. OK, so there's a.
Totally forget that, by the way. Over and over.
Forget that it's. It's a 3.
Consciousness, because it makes no sense and I hate it.
It's the only thing I generally. Dislike about this game?
It's like a panda from Jujitsu Kaisen.
Yes, it is exactly like Panda from Jujitsu Kaisen that you and
you only ever see that once. And then guess what?
You never fucking see Panda again.
Do they really never refer to that again?
Wow. Bro Jujitsu Kaizen is the
biggest fall off of a manga that I've ever fucking read.
Everything post, everything, pose, Zen and arc, and
everything from the culling game on is hot fucking garbage
anyway. So.
Yeah, it's bad. OK, actually let's just let's
just go down to a a hill folk real quick and we're just going
to look at it real quick and then once we get to the
character section we'll come back to the combat example.
But I just want to look at a hill folk in the in the.
You know I got Ken. Another hill folk.
Yeah, Hill folk are basically little Ant warriors.
They're diminutive little buddies.
They live in a mysterious civilization.
They seem to communicate with clicks, whistles and meaningful
abdomen wiggles on their tensely protective of their mounds of
loose soil. Yeah, so.
They're. That's a funny one though.
Like that is actually like meaningful abdomen wiggles.
You're just. Like, yeah.
Well what I think is funny is that they're called hill folk
and it's because they have like the little, the little soil
hills that they go in that cracks me, that I that actually
got me. So there's a cool picture of an
Ant here with a bow and a helmet and stuff.
It's dope. Again, love the art, love the
halftone. It's great.
So when we look at this character sheet for the hill
folk, this is, this is how it's explained.
And this is we're going to go over character creation and
explain that a little bit, but we're talking about the the bad
guy stats. So let's look at the bad guy
stats. So you have 6 plus to hit.
So that's a pink square. That means that a character has
to roll a six or more to hit this to hit the hill folk.
So on your pink dye you have to roll a six or more with
modifier. Also shout that they put 6 plus
and five plus in here because I think having that plus also just
like creates A distinction because you were like 6 plus
mean means six are over. I'm like, oh, OK, obviously I
know what that means, you know? Yeah, exactly.
And then to defend its five plus in a Blue Square, that means
when you roll your blue die, you, the character, you have to
roll a blue or higher or this thing hits you because you're
rolling the way that the bad, the way the bad guy stats are
written out, they're written out to you, right?
So you have to roll A6 plus to hit the hill folk, and you have
to roll A5 plus to defend against the hill folk.
So the the, the the what, That's what made it make sense in my
head. I was like, oh, they're still
talking to me. The bad guy stats are still
written addressing me 6 plus to hit the bad guy, 5 plus to
defend against the bad guy. I like that.
The fact. I like the fact that this is
written from a perspective of to the players at all points in
time, because it makes it like you don't have to refigure.
I can't remember what game we were talking about a few weeks
ago or like maybe a month ago where it was like everything was
player facing and there was like a minus.
But that was actually like a good thing for the players, but
was confusing because you had to recontextualize it for what the
player sees. But this is like, no there's one
point of view the entire time, and that works for whenever you
do the math for this game. Yeah, it's clever.
I like it. So the to hit, it also has the
the hit points in three, that's a bad guy hit point, it only has
three. And then the damage is the
damage that they do. Super fucking easy.
Super clean still follows the same general layout as the good
guy sheet, but again, it's still all written for you and that's
what it makes sense. There's also the size, the
initiative, and then if you look at reaction to HP on the bottom,
there's 1234 and five, six because there's only three hit
points. So it's only got 3 reactions
which means that like if you if you hit the the hill folk right
and then you on your silver die you roll A4 OK you would cross
off the top reaction because they lost one HP.
So that reactions gone and then the 3-4 means on the next turn
right you digs. In and swarms forward, running
around you in a circle of Assaults.
Heed list of your attacks, raid attack so it gets plus one
damage and you get -1 to hit. Oh no, 8 gets -1 to hit.
Right. And yeah, so the the whole that
is that is the thing. So whenever you roll your dice,
you know what what to hit, you know how to defend against them,
and it tells you the next action that the that that creature is
going to do. Clever, easy.
And again, it only has as many actions as it has HP, so every
time you hit it, it loses an action.
I like it, I like it. I think it's really clever.
I think it yeah, it works really well.
It's A and it is a thing that is in fact clever and successful
instead of just trying to be clever.
You know what I mean? Like this actually does work.
I do think this is a good system.
I like. I'm having a hard time relating
it to another thing that I've seen do this, which I like, you
know? Yeah.
Yeah, well, and The thing is, it makes it super solo game
friendly that we're going to get into a section that talks about
solo roles, but it already is. It's already like it's so easily
solo. You can tell like you're
already. You don't even need the total
master for any of the things that you're doing already.
Like you can tell all of that already.
Plus the adventures that they do put out for it are solo
adventures. Like, both of these are.
First of all, I also like that the book is like, it's that
Flippy, like half and half. But it's already built for that
anyway. So in the combat example of
vicious, which is a character type, fights a bunch of hill
folk, it makes fucking sense. Read it, do it.
There's also a reference here to murder hobos, which I think is
funny. Role players are sometimes
referred to as murder hobos because they often don't have a
home and one of the rooms killing things and taking their
possessions. It is a noble tradition.
It's funny. It it references murder hobos
earlier, and I like the little Axel Lehner.
It's true to the rules. Character real quick.
Yeah, right. So movement.
It's it's zones. It's zones.
And I really like that a lot. You basically can move from one
zone to the other. Each zone is considered 6 to 8
steps or whatever. It's like a small size room,
very like Mark Borgi. There are adjustments for
terrain types. So normal you find precarious,
which means a slippery or dangerously slanted.
You get a -, 1 two speed and accuracy test and a rough
terrain makes it difficult to travel.
All speed tests are -2 and all and Malay attacks also have a -,
1 P to hit as well and sometimes it can be impassable.
Water is a thing. There's all section here for
like water. Most don't like swimming, some
can. There are tests for durability
and everything like that for for water, we get into a part that I
thought was interesting. So the currency in the Shimmer.
This is what I'm talking about. Why the fuck are we talking
about Currency and The Shimmer Right now?
We haven't even got to character creation roles.
Oh yeah. I guess I didn't realize.
Yeah, we haven't. Oh yeah.
Yeah, it's weird. It's weird how much they put
before character creation, 'cause I would have just put the
base. So you know me, I would have put
the 3D, six and three DI 6 roll and then the character creation
and then everything else after. But this puts everything before
character creation and then goes to character creation, which is
fine to a point. I just.
No, I doesn't. Yeah.
I mean, it's like I would put character creation for this.
Yeah, I I agree. I think putting the core
mechanics and then character creation and it's like OK now
everything else. Yeah, yeah, yeah, exactly.
Like, yeah. So currency nectar, there's
there's nectar, amber, large gems, and small gems.
Nectar is basically like the the, the dope shit.
It is what used to feed the queen, but now you can use it.
It is the thing that's worth the most.
It's worth 5 amber, 50 large gyms or 100 small gyms.
Then you have amber, which is amber like you would think.
Amber like things that trap bugs and stuff, and you heard the
relation to to that. So they're worth 10 large gyms
and 50 small gyms. And you have large gyms which
are crystal, silver, gold, whatever.
They're big. They're worth 10 small gyms and
small gyms are small gyms, food and healing.
So this is interesting. There are only two types of
food, rations and nectar. Both can be found in the wild
depths of the shimmer, but neither is abundant.
Specific mushrooms rown to eat can be hard to find and nectar
is harder still. You can make a shimmer through
thorough search, page 130. Not hyperlinked if you are not
in combat. This is one of the other ones
I'm talking about. There's like a weird but also
OK. I'm sorry.
Also bro. What?
Look at Shimmer through thorough
search. What do you see this different
about that? I did bold stuff there.
It's bolded. Come on, if you are not in
combat by rolling 10 plus Cha skill test.
If you succeed, roll the table twice and select one.
If you fail, roll. So basically there are shimmer
through shimmer thorough search. There's rolls for finding nectar
and stuff. Rations are general foodstuffs
like mushrooms and whatnot. When eaten, they temporarily
mitigate damage, but they do not heal it one combat round or a
single skill test. So basically, if you say you
have damage to your accuracy and you really need accuracy, you
can much on a mushroom and reduce that damage.
So you don't want to get the disadvantage to your skill
check, but only for that skill check and then it's gone, so
it's temporary. And then you have nectar, which
is used to be the favorite of the queen.
It's it's it's the highest worth thing.
Like it's worth more than anything.
But as a healing property, a single Pearl of nectar heals A
damaged stack completely. So if you have that heal to your
accuracy, little little Pearl of nectar, boom, you're good.
Other foodstuffs? Who cares?
Plant and fungi in the shimmer? They exist.
Roll on the shimmer quick search table to see what particular
plant you can adjust in the effects of it.
This is your best chance for a quick boost in battle.
You can do some other searches. There's an optional encumbrance
rule runner. Very strong.
It basically says you can carry as much.
You can carry +4 if you have four arms and after that you
have encumbrance which is a thing.
Mind swapping time and cocooning.
I just fucking hate this. Like this is genuinely the only
thing that I at like just do not like about this game at all.
So I. Gotta keep 100 with you, bro.
I saw that and I was like, I'm not reading this section.
Yeah. That's basically how I felt
about it. I I genuinely enjoy this game
and the more I read it, the more I enjoy it.
And then this is the only part where I'm like, I don't
understand the problem you're trying to solve here.
And if you weren't trying to solve a problem, no aspect of
this is any necessity whatsoever.
So the mindset of a Rone, as we said, each Rone, which is
characters have 3 consciousnesses in them and each
consciousness is called a mindset.
So you have three fully distinct creature like minds inside each
Rone body and they're all aware of each other and they can swap
at any time. They can even swap after you hit
something and before that thing does damage to you.
Mm hmm. Do you understand what I'm
saying? Yeah.
No, I do. I do.
So I can just be like, I rolled, I hit the thing, and before the
thing hits me, I'll be like, wait, I'm switching to this guy
because I he's the one I want to get stats with and then
immediately switch back. What?
Tracking that seems like a fucking nightmare every.
Character would have 3 character sheets, because eventually we're
going to get to the character sheet.
There's only one set on each one, so you have 3 full
character sheets for each. Oh my God, I don't understand.
So basically each character only is 6 HP because you take one
damage to each stat in which all six stats are done.
You're dead. So you actually have 18 HP,
right? Because you have 3 mindsets,
each with six, right? Just give one of you.
Just give one character 18 HP. No, no.
Yeah. Yeah, so this is, this is, this
is how I hacked this game and I'm going to say it real quick.
You only have one mindset. You have 18 HP and to keep the
to keep what they want to do with the game.
Each one of your stats has three pips on it, all right.
Every time you take damage, you have to fill in one of those
pips on one of the stats, exactly like you normally do.
But you do it three times for each one.
And then once all three pips are filled on a stat, that's when
then you take disadvantage. It's the exact same thing.
It's just multiplied by three, it's the exact same thing, but
you only have to have one character sheet.
No. So I'm actually whatever comment
you made, I switched to a different personality and they
took that comment in and I switched.
So he took the mental damage from the thing that I just did.
Yeah, I. Don't, but you switched back.
Yeah, listen, I think your fix is great and I don't like this.
Yeah, I mean, that's exactly how I would play.
I would play this in a heartbeat and I would play it exactly like
I said because it she seems completely pulling us to try to
run 3 characters when you can just run one the exact same way
but just by just by tripling everything is.
There something that we're like just missing and not?
Understanding. No, no, because I think if we if
you go back to the shimmer part it specifically says that bugs
die quickly and in order for like lower wise which explains
mechanics. In order for the bugs to die
less quickly, they evolve to have three mindsets in each body
so that if one dies, they can keep going.
It's weird that they evolved 3 consciousness and not just more
hip planes. I think I this is, this is the
only part where I'm like, I think this whole thing is clever
and I think this is just too clever.
I think this is an idea that like got stuck and they just
went with and I just see no reason for it.
I dislike it and it doesn't fix anything in a in a in a fun
interest in in a way that I personally enjoy, in a way that
I personally enjoy. Again, I'm not saying it's bad.
I'm saying I thing gets bad. Oh, in my opinion.
Our opinions on here are not like if we ever say that we
dislike a thing during the show, we're not saying necessarily
it's bad because our opinions don't matter, yeah.
That's very true. Our opinions?
Don't. Yeah.
So. This is genuinely just our
opinions. And sometimes people online
point out stuff that I previously thought was bad and
discuss it. And I'm like, oh, I kind of do
get that more now, you know, so. Well that's one of the reasons I
like doing this with you, right. That's one of the reasons I like
doing this with you though is cause both of us I think
numerous times I think you more than me.
But still both of us have done it where we'll read something
and be like either did not get this or I do not like it.
But in the context of us like talking with each other, we both
get to a point where we're like, Oh no, actually we do like that.
Or actually, no, we don't like that.
But like the the understanding, talking it out loud with
somebody else is so much better and more interesting than just
sitting and reading quietly by yourself with it.
I agree, knowing a lot. I mean, now that I've, you know,
in the past, you know, talking about us doing the show because
we've been doing it for like 3 years now or whatever in the
past, like several months or this latest year of the show, I
have a lot more like free time. And I'm.
I have people in my life who are way more accommodating to me
wanting to do shit like this. So I've been playing a lot of
this stuff solo now. So I actually do understand a
lot more than just like sitting and quietly reading.
Doing is doing is learning for me, you know.
Yeah, well that's like I said, with the three by six, I
literally had to go through the example play and play out the
example play. And then I was like, oh shit,
the light bulb clicked on and I love this anyway, so mind
swapping time and cocooning you got you got three of them, they
can swap out. It literally says like even just
before a sword stroke or in the in that heartbeat before the
poison reaches the blood, you can switch out OK if done within
without a cocooning session. This is called a mind swap.
Cocooning session means long rest.
OK, a mind swap. I'm at a cocooning session.
However, each mindset has a certain exoskeleton
configuration that they trained with and are used to.
So basically when you're when you switch mindsets, it actually
like reconfigures your body a little bit to to for that
mindset to feel at home, right? So if you do a quick swap in
combat, that's bad that you can, but it sucks for you.
If they slot into the body without cocooning, all skills
have a -, 2 from what they are normally at for that particular
role, including combat skills. That sucks.
Yeah, that sucks. That's not good on AD six.
That's not good. That sucks.
Yeah, in order to properly drive the body without skill
penalties, a mine has to do a good schooning session.
You have to do a long rest. It does the whole thing, blah
blah blah. Remarkably, this type of
rearranging is capable of regrowing severed limbs and
healing crush carapaces. However, any damaged skill
remains damaged when a group performs cocooning session.
All of this must mark off one on the time circles.
Cocooning session. Yeah, it that advances the time
circle. There's a cocoon table to see
what happens if everyone's cocooned up, and there's a note
on mind swaps. You can mind swap at any time,
even after dealing a hit but before taking damage.
It becomes a balancing act to decide which of your mindset,
skills, and abilities are most important to you, and which ones
were sacrificing to a poison blade in the dark.
Essentially, this does mean that you have 18 stats to damage
before all three of your mindsets are dead, and you can
apply the damage to any of them that you play.
Once one of them is dead, their skills and talents are gone.
It's if. I'm gonna tell you, you can You
can pretty much cut almost this whole page out for me.
Just just X the whole fucking page out.
Really just yeah. If if this means essentially
that you have 18 HP, then what should you just have?
Call the thing a thing you just. Have 18 HP, Brah.
I don't want through character shoots.
Each of your mindsets dies when they've damaged all six of their
skills. No saving throws, no magic, no
nothing. All damage sustained remains.
When all three mindsets are dead, you're dead.
Boom. Irrevocably.
You out, you are food for the shimmer I'm in a case of.
Sorry, I'm I'm like, I'm just pondering now and I'm I'm almost
thinking like even if not expanding to 18 HP, like maybe
just make these characters like just really careable little
bugs. Like they're bugs.
They just die, you know? Well, so I think the reason that
they like having more HP in the game is that as we read further
along, A, it's there's a heavy focus on solo play.
But B, it's really designed for one shot.
So they specifically say this is really designed for one shot.
So they don't really want you having to like stop to redo
another character and stuff like that or have a bunch.
It's not supposed to be a funnel like you're supposed to get
through. And I don't mind the choice
mechanic. You know, we love choice here.
You know we love like that kind of shit.
I just think that it's it overly to me it just feels already
comic. I don't want to have to worry
about 3 sheets. I don't have to worry about shit
which which one hasn't got their accuracy done yet.
Like I think it's it's obviously doable it's obviously playable.
I just see no reason for it. I just again I like my fix.
Just 18 HP and if you want to mark off things then every one
of your stats gets 3 pips. And once all three are gone,
then you have it's the exact same thing.
Instead of damaging 3 characters, you'd damage 1
character three times for the same result.
Like that's how I would fly anyway in case the mindset dies,
which is quite likely to happen, your character can decide to
remain dead or do some other stuff anyway.
Essentially it says essentially that is all you need to know to
play 3 by 6 as a traditional RPG.
But here's some solo rules. And it's not really solo rules,
it's just solo kind of directions.
So one of the goals of three by six was to make it fun for solo
play, which I think the the effect slash should be called
reaction die does. So it says many of the rules for
standard 3 by 6 also apply to solo play.
The simplest style of solo play is to pick a few thematic
things. All creatures have a set of
reactions that tell you how they wait.
Are the reactions not effects? They trigger the effect die.
Also feel free to choose a reaction like Rage and decide
that upon additional counters, et cetera.
So there's no new rules because the game is already designed in
a way that that automatically makes it solo friendly.
There is just a page here explaining a little bit of of 2
pages of a more. It just explainers and and tips
and tricks for for going solo play.
There are also solo specific adventures called Delve Your Own
Dungeons which again are here. Great piece of art.
I love this like like bust like chest up side view of a of a
roan. They're weird little teeth
things, you know, dude. Dude.
No the. Mushrooms or.
Very small mouth yeah. Yeah, it's a the yeah, it the
art in this is not. Not bad.
It's it's great. I really enjoy it.
I. Really like the style a lot.
I really like the style a lot. And again, the halftone shading
just really makes it just gives it like AI don't know a person.
It's just something something about everything in here being
like like the the brown to the paper, the halftone to
everything. It does have a comic booky
sketch feel that I really enjoy a lot.
Yeah, it has like the the background has a like very
dotting, like stippling effect from like a very comic bookie.
As well have tone. Okay, that's yeah, yeah.
Yeah, so that's all the rules you need, but here's character
creation 6 archetypes because. Of course.
Those are all the rules you need.
Yeah. Wait, wait.
Hold on, hold on. Yeah we'll just we'll just touch
on on one or two of the one one of these to explain it and maybe
one or two other things we'll we'll occurs to this we're we're
we're really and then we're just gonna get to the BCR and stuff
but we'll be about done here so when you have right where's my
where's my note this is stop yelling.
I'm really trying to stop yelling.
I have a mic that picks up my volume just fine.
There are 6 roles with notable characteristics.
The first step is creating this picking your characters to meet
the archetypes. Each archetype has skills and
talents, and then last gasps. These are I love this note.
These are distinct, unusual, and the wholly unique archetypes are
in no way inspired by any other RPG.
But because we as humans like easy comparisons to relate to,
I'll connect each to a typical fantasy trope you'll recognize.
But they weren't inspired by them.
Don't make me add a page of Open Game License rules to this book.
I like that, that I really, really enjoyed that a lot.
Yeah, it's pretty funny. It's pretty funny because also
we're going to go through these and be like, yeah, that's a
rogue. Oh, the burly, hardcore
barbarian Brutal. Yeah, thick exoskeletons,
primary and secondary arms that fuse together to increase the
power. So we'll just roll through them
real quick, because art on them is fantastic.
So brutal. They're brutal.
They're thick. They're they're thick boys, but
not the thickest boy. They are your Barbarians.
You have the the clever. They're taller.
They have small lower arms. There isn't magic in the
shimmer, but if there were, these bugs would have a penchant
for robes. Instead, they devoted their
intelligence to healing and specialty crafting and stuff
like that. That's the clever.
Then you have the the nimble. Yeah, yeah, based on charm
Excellence is the fingers. They seem like creepy.
The nimble roads are equally adapted.
Charming folk with a steel loot or stealing loot from charming
folks. It's like a barred rogue.
Then you have the precise yeah, which is your sniper, Ranger,
Archer. Are you just going like
everything a rogue until we get to the one that's a rogue?
I said. That was a brogue, you know.
I thought you said a rogue. I was like, you're like, what's
got? To be rogue too so.
So the sniper, Ranger, Archer. Not fancy enough to be an elf,
but close and they have adorable fuzzy antenna.
And then you have the resilient. This is a thick, thick boy.
These tanks, the tanks, the small, incredibly compact
Rhodes, are entirely covered in thick, bulbous exoskeleton.
They sacrifice maneuverability for safety and durability.
And then you have the vicious, fast, and agile, with just
enough armor for your protection.
Vicious Rhone are the fighters. They excel at melee.
They were the elite guards of the Queen back in the day.
I love that. The tiny little dagger in his
bottom arms. Yeah.
It's just like the. Short sword?
Yeah, so those are the six archetypes for the most part.
Let's just look at the Vicious. I really like vicious, so if we
So it's a it's a full page where you have the the initiative
listed. This is initiative 8 for the
vicious, you have a piece of art, you have a nice blurb.
I really like that. Then on the second page at the
top, you have your two pink and two blue, the circles and
squares. So it's a +2 to hit offensive
modifier, plus one for damage, plus one to block and zero
damage, which means zero damage reduction.
And then you have your six stats, and for almost every
single character you get A0A plus 1A plus 2A plus three.
A -, 1 and a -, 2 for every character except for one.
And I don't know why that was different and it makes no sense
to me. So I would just change the one
the brutal. For some reason, if you go back
to brutal, it has a A -, 3. Yes, A0A plus 1 + 2 + 3 -, 2.
And it's gonna be slightly better, but that's.
Actually it's a. It's a -, 3 instead of a -, 1.
Everyone is the same except for the speed on this one, which
makes no sense to me because the Brutal are supposed to be like
they have thick exoskeletons, their arms are fused together
and stuff like that. But the if you go to Resilient,
it specifically says that it sacrifices maneuverability, so
why wouldn't that be the -3? There is a a thing with the
Resilient where I can bunch up the muscles and have like a
quick shot and that's why it's got decent speed.
But I couldn't find a reason why the Brutal is the only class,
the only archetype that has a -, 3 on anything.
I thought it was going to be like we, you know, especially if
you're going to put a -, 3. I was putting two plus threes
then and gotten rid of the +2. You know, I would balance it
out. The numbers, yeah.
But it's literally just -2 bolt. It's just the only 1 -, 2, yeah.
I also for a game that has set stats for all the character
classes, like you think it'd be like, OK, well we wanna make
them like equal, right? Like, they're spread.
They're spread. They're the spread is different,
but they're all the same modifiers for them.
Yeah, no, but fuck this guy, you know?
Yeah. Fuck this guy.
Honestly, what I would do if I wanted to really balance it out
is I would just, I would take the 2 minus stats and I would
just do a -, 2 on speed and a -, 1 on accuracy, and then just
call it close enough. Like I would just bump it all
back down by 1. So anyway, so going down to the
Vicious, because I do like that one, That's the one I would play
probably just 'cause I like the word vicious, 'cause I'm a
fucking Christ, Lord piece of shit.
You suck. We know.
Yeah, yeah, yeah, that's exactly why it's 100%.
So going through their character sheet, do you have a number of
special talent? So special talent, something
like flashing blades plus one P damage when using one handed
bladed weapons. 4 blades are better than one.
You can hold up to four one handed weapons, you know,
etcetera, etcetera. Long jump, swashbuckler, web
Walker, Then you get last gasp. There's one Death from Above.
Executes a precision strike on any creature within three areas
by swinging from a grappling line.
Does 4 damage to the targeted creature, and then the Flurry of
strikes, which is not Flurry of Blows, it lashes out, making
four separate attacks unblockable.
May be used on the same creature.
I like the the narratively the death from above because just
explaining that like yeah there's come face come from a
grappling. Just, yeah, there, there just is
one. It.
It reminds me of, like, just like any Souls game where it's
like you have a big bad guy just try to stand above them and get
that huge, like, jump down. So it specifically says each
archetype has skills and stats that show how good they are.
Oh, I think it's after. It kind of explains like what
you're actually picking and stuff.
Oh, there's a names list here, 3D6 names table.
Once you have met all six archetypes and probably have a
favorite, there's this clever he likes the little eyes.
It's time to choose the three archetypes you plan to play.
Each has three special talents. Choose one of those for each
archetype. Then record their last gasp
ability. So you have 3 mindsets.
So choose one talent for each one.
Or just have one mindset and pick three talents.
Come on, then, record their last gasp abilities.
You get both of those, but you only get one at the end.
Like you, you have both as an option, and then you should also
name your character, blah blah blah.
Finally, select one of the available basic talents each of
your archetypes will have. If you have a feeling, if you're
feeling random, roll for it. So for your character, each
mindset gets a special talent and a basic talent.
You have to pick each or use my hack and pick 3 talents and
three basic talents and these are things like Acrobat,
Blacksmith, Climbing Evade. So Acrobat is a + 2 on skill
checks related to feats of acrobatics.
Most of these most of these are just modifiers or like so Evade
once per combat you can evade 1 wound which doesn't make sense
to me. They talk about wounds a bunch,
but never actually call anything a wound.
But. They also did we define wounds
earlier. Never.
That's in my notes. It's.
Been damaged this I think the entire time.
Yeah, the damage is the entire time because each of your stats
can be damaged. Like when you when you heal with
nectar you heal damage. So wound is suddenly switched to
wound and there's no explainer, I just.
Assumed it was damaged at one point in time and then they
forgot to change it later on and they updated the wording.
See what I would do is again have the three pips for each one
and each pip is a wound and you can take 3 wounds before that
stat is damaged. And and and you have the
negative disadvantage, but I think that is.
Your talents hack My hack of your hack would be you have to
pick two from whatever archetype you picked and then one from any
of them. Because I think that's like
because you can pick a talent from like each of the
personalities gets a different archetype.
Did I understand that correctly? Yeah, yeah, yeah.
So to keep that kind of variability and talents, I'd be
like, yeah, if you're going to get 3 talents, you can pick two
from your class and you can pick one from any other one, you
know? I don't mind that but I think
that's kind of taken up with the basic talents is kind of like
the the ones that are like for everybody you know because you
could go Acrobat you could go martial artist, you can do a
bunch of different stuff to kind of like but, but I I mean I
think yours is fine too. I think being able to pick
another one is really interesting, but I think being
picking if your character is built as an archetype and you
pick something that's like very antithetical to your archetype,
I think that you know, I mean we could do whatever but.
Yeah. But yeah, I mean, I guess they
are like, I'm just thinking of like, well, when you have the
three separate. Yeah, ego selves, yeah, I guess
they are three different classes.
It's not just like the same class, but gets a different
talent. So I guess, yeah, that's where I
was approaching it from. It's like, oh, you want to keep
that option open? That makes sense as a
variability. Yeah.
Having one is just like a yeah, do a do a throwaway one.
I think that would be cool. It would be interesting for
sure. Or even when you're hacking it,
you could just have like special, like a like a pool of
special talents everyone could take too, if you wanted to do
that. Yeah, yeah.
Yeah, yeah, levels and experience.
There are no traditional levels, usually simply returning
homeworks. To that end, the game is
designed for one shot play. However, if you do survive each,
if you just sort of each archetype that returns to the
city alive can add an additional talent to the roster, either a
basic talent OR special talent. So there there is no leveling,
it's designed for one shot play. But if you do survive and want
to do campaign play, just add a basic or talent for each of the
archetypes that comes back. So if one of them dies out
there, or just pick because we're not doing that as a group
here. Name your character, you have
your skills, you have everything.
Roll on the following charts to determine your funds, your
rations. You start with any extra gear.
Interesting stuff here. Climbing ropes, XO glue, shield
it. The other Here's another thing.
So once we hit extra gear, see how there's like numbers next to
all of it. At no point does that explain is
it is explain what the fuck those numbers are at all, ever.
I mean, clearly we know what it is because we know, because
we're smart, teach RPG people. So what do you think it is?
Wait, are they page number or? Nope, that's what I talk to.
Well, how many letters? How many numbers is it?
Oh, it's three. Yeah, it's the three dice.
So it's AD 666 table. Yeah, yeah.
The entire back is like one giant D666 table.
Yeah, it's true. Yeah, so this is just
referencing where you can find that in the back D666 table.
That's not no, that's not how things work, you know, right?
I honestly, literally they do such a good job of like little
boxes and explainers just how like a little box like right
here boop that says with an arrow pointing to one of these
that says D66 table starting on page blah, you know.
But I do like that they're all listed here.
I like that you can reference them in the back of the table.
I like that. It's interesting we get to that
Add a specialty item, so extra gear.
You roll 3D6 twice to add two of those.
Add 1 specialty item to your inventory like a meat hook or an
Obsidian knuckles or something like that.
This is another one of those yeah weapons.
Then roll 3D6 for one basic primary weapon.
There's also is the OK, so it says weapons with the two dashes
are two handed weapons. Weapons with a like a little
arrow symbol are range weapons and use the range weapon rules.
Poison weapons do an additional point of damage the following
combat round. OK so here's my problem with
this. You see how it says that this is
a 2 handed weapon right? And then this is a range weapon,
right? Right.
There's a list here, but if we actually get to the D66 table in
the back, right, when you actually see weapons that are
like range and stuff like that, this is fungi and plants.
Are you still on the bow page? What number is that short bow?
Oh, I'm not. I'm on page 110, which is where
unique weapons and armor is in the. 153 OK, where's #153?
So here's my problem with that. All right.
When we look at 153, OK, see what it says under 153?
Under 153 it says Right short bow, common weapon distance.
Distance right? There's a reference here.
Right here it says common weapons in armor.
It says 2 dashes is A2 handed weapon and then the arrow is a
distance weapon. Right.
OK, this is supposed to be something that denotes distance
weapon, so that you don't really have to write distance weapon,
right? Oh.
Yeah, right. So then how come on everyone
that's got an arrow, it says distance.
What's the point of having the symbol if you then list what the
symbol is? Supposed to denote anyway?
Listen, if you weren't sure. You know what I'm saying?
Like that's not too like that's. I mean the melee, it says melee,
and then there's the two. That means it's two handed.
That totally makes sense. But the fact that the distance
just means it's range, and then you have a symbol that also
means range for all of them makes no sense to have both.
Yeah, no, I agree. I'm just saying it's like, you
know, if you're just not sure you know.
All right. As long as we're on the same
page. OK, we're about done, I think.
Yeah, So this is all starting weapons.
This is all the optional accessories, armor, bling,
distinctive features if you want like missing, missing eye,
broken antenna, things like that.
Those are all optional things that you can have and then
creature features. So this literally just go
straight into the Beastie area. Were there any beasts that you
really liked a lot? Did you go through this part?
Yeah, hold on. Let me think of the think, which
was the squiddy Octopussy 1. Oh, I don't know.
Will you look up the Octopussy and I'll say I do really like
the cultists. I didn't mean for it to come out
like that. It just meant like, oh the the
the tunnel thrasher. I really just liked the art on
76. Yeah, I I kind of want to scroll
through the whole thing. The cultists of the shimmer.
These are like. The cultists that get on too.
Oh dude. And that full page.
The art is with the Cloak and shit.
So cool. But these are basically like
Rhones that like left the colony a while ago and started their
own shit. They worship a false queen.
I I really like them a lot. They're cool.
The death jacket is a really, really gorgeous piece of art.
Obviously it's like a it's like a yellow jacket kind of
situation that the death jacket is cool.
I love the armor on. I just thought the name was
because his jacket was so fucking sick, you know?
Oh, you didn't, are you? Is that a real thing that you're
doing? No, and that's not real thing.
OK. All right.
All right.
And where can you switch to the? Armor with like 2.
Other mindset I do like the small shimmer dragon.
It's a dragon, but this is clearly just like a salamander
situation. But for the for bug sized
things, that's a dragon. I really like that a lot.
And Arc again, Arc's great. The exoskeleton's cool.
It's like a Roan skeleton that's just been taken over by fungi.
It's very. What's that called?
Like the the Cordyceps kind of situation.
Yeah, The Last of Us, Yeah. Fungoid monster creature.
Neither have I I don't care. I know the story now and it's
whatever. The great boar, which is just a
thing that like, boars through making tunnels, which is cool.
The hill folk we talked about, they're ants.
The pinch. Oh yeah, the Pincher bugs are
like, super fucking creepy. They're really aggressive and
rude. They smell terrible, Like
rotting corpses. Yeah, those are dope.
Hate seeing those in my house. Sloper larva.
Those are gross. Actually terrifying.
Like if you came across those in the real life, it'd be like I go
the other way, you know? Yeah, yeah, it's got like
tentacles coming out, but then it's got like a weird like 4
pronged Ant face. They're like, awful.
Angry. Like like so.
Terrible spore folk. They're like Rhones, but they
have like, they're super skinny with wings and have like spores
coming out their heads and stuff.
Really cool. Hats.
You know, yeah, the hats are crazy.
The termites are fucking cool. They're renowned throughout the
shimmer for the incredible resilience and vicious bite with
these huge mandibles. The tramplers are like centipede
situations. Gross.
Oh, the Tuttle Thrasher. Yeah, the Octopussy.
Secretive, impatient, these cunning cephalopods.
Yeah, there are cephalopods. They're kind of Octopussies,
aren't they? The widow Webkin Webkin are what
they call spiders, and I fucking love that for the term Webkin.
Like, they're just kins of the web.
They're so good. The wolf Webkin, like a wolf
spider. That's so cool.
The pale brothers. I do like that.
There's like a really cool like care like an NPC aspect of these
guys but like you can find them but they're these two like
merchant brothers that are dope and then tunnel master.
This is just explanation for oh so fungi fact.
The Rone were originally designed as human bug mutations
and then Rone is Roach and human combined.
That's what it was stuff for the the TM tips, tricks, things like
that. There's there's some adventures
in here that are cool. They're good.
What are what are the names of the two adventures?
Oh, this one's just called The World of Three, Dye 6, The
Tunnel Master, Da da Da, Vendors and trading.
Oh no, it's just the city. And then there's Adventure
Spores, which are spores, not siege.
And I really like that a lot, that there's like a map and then
a bunch of there's like 18 adventure seeds.
There's an adventure called Fires Below, which is
interesting. It really breaks it down by like
type by area. I do really like the way that
they wrote these adventures because they're more of like
it's not like 5 E like you have to do this and then do this and
do this like and if they do this and the characters, the
characters will probably do this and if they do then they have
ADC 15 to do this now it's it's it's it's an area.
It's points of interest. It's things that they might see
and that's it. Like they basically it's it's
it's the Nate dream style. Just like say what's there and
describe the things that are in there and let the characters
decide how they react. You know it.
Is funny running adventures that are like, oh, your characters
will probably do this and then you should do this because they
never do that. They never do what's written
there. No, but also no.
But one of the things I hate about that is it it's whether
consciously or subconsciously, GMs will kind of like try to
push the players there because that's what the event tells them
they need to do. Yeah, and and I just don't like
that. So we get to the Egg Hunt, which
is actually one of the solo missions.
And they specifically say that this is based on the Delve, your
own dungeon book. But this has been made
multiplayer and I really like that.
There's options to both play it as the solo adventure and as a
regular adventure. I really like that a lot.
The Lost City is the other one, I think that's I think that's in
here too as a as an adventure I think.
And then the Insectopedia which is just the D6X table of but
they break. What's interesting is they break
it down into the entire table. Into weapons are all the ones
like the common weapons. Unique weapons and armor are in
the twos parts and pieces. So like antenna, boramites,
flashy claws, things like that are the threes, items and
equipment, alarm, horn, candle, car box are in the fours and the
thing too. Like we said before, like
everything that had a number previously has an entry here
with more stuff. It's the stats of whatever it
was, it's a little blurb, a line or two of whatever it was.
So even if you got a short bow it gives you more info.
It gives you the actual little like quote UN quote stat block
for the item. Fives are also the items, and
then sixes are your fungies. Implants.
I really like that they did the whole D66 table, breaking up
each number into a different kind of section.
Yeah, it does make it a little bit easier to navigate.
I mean, also there's like 216 things on that table, so yeah.
Yeah, there's a there's a a merchant inventory as well,
which I like. There's a bonus Roan archetype,
which I really like, just tucked back here in the back.
The the veteran, you only start with two archetypes, because one
of yours died previously. And then there's some other,
yeah, yeah. Then there's some other skill
improvements and and and tweaks and changes to which I really
enjoy. And there's also the the
generator in the back uses playing cards for creatures and
features to actually create, like an Oracle or a dungeon
generator so that you can just run solo stuff on your own
without having to have an adventure at all, which is
really interesting. So it even it has like creatures
are heart cards, features are spade cards and it's got type of
area, number of exits and good and bad are black or red cards
or spade and heart cards and things like that.
And then your diamonds are random things and your clubs are
choices and curiosities. I think that's super clever to
have like a a car deck and that just builds it up for you.
And then there's a bunch of sound sight smells, just a bunch
more tables, and all of them are good.
Loot and search table, traps and hazards.
The quick search tables that we talked about before, 3D6
encounter tables, creature tables, discovery tables, and
then the character sheet, which makes no fucking sense.
So first of all, if you have 3 characters listed on here as a
three circle so you can fill in your stats, just have three sets
of circles because none of the rest of it matters.
Because it's not like you need three item sections because the
body is still the same. Right.
Right, but the other thing that drives me nuts is that the
circles on the character sheet are not in the same order as the
characters in the book. So like when you look at a
character, for example, I'll hold it up to the screen.
So when you get to the character creation section right, it's
listed as right Accuracy, Into Intellect, Charisma, Durability,
Power, and Speed. But the character she has it
listed as Power, Intellect, Speed, Charisma, Accuracy,
Durability. It's not even that It's
backwards. It's a completely different
order. Yeah, yeah.
Why? Why?
I don't know. And again, if you're going to
have the character need three things, the body is all the
same, so you don't need anything else because the body is all the
same but have all of your. But I guess you need the attack
and defense is different for each archetype too.
Oh yeah, it is. It is 3 sheets for everything.
Yeah. Yeah.
Anyway, so that's the end. That's the game.
Yeah. All right.
So let's hop straight into the into the review.
Oh, do we review games later? Yeah, we do actually.
Yeah. OK.
We should do that.
Let's do it so I know we haven't done this in a while, so quick
explainer. We have 5 different metrics,
each one to a value of 10 to our possible 50 points.
There's art and layout, which is the art and layout of the book,
the usability, which is if things are in the order that
makes it easier to understand, if things are bookmarked, if
things have hyperlinks, how How easy is the book to use and the
PDF to use? The rule set is if it's a new
rule set, do we like it? If it's adapted role set, how
well is it adapted? Originality is exactly what it
is. Originality across lore,
mechanics, art, everything. Value is the bang for your buck.
It is not only the cost of the game, but how much you get for
what you spend and how much more is out there for you to be able
to play with. So, art and layout, What are
your thoughts? I think that the art is really,
really, really like very good. You know, It's great.
I really enjoy it. I like the style.
I like how much there is. I like that the page Enders with
the numbers are the little mushrooms.
There's some good spot art. There's very rarely a page with
anything without anything on it. I mean with the numbers thing at
the bottom, there's no pages with nothing on it As for
layout. And the bar.
And the bar at the top, yeah. As for layout, and I like that.
I think it's a big bow. It's like I like opening a
booking and knowing what section I'm in, but the layout I think
is good. I like a lot of the graphics.
I like the use of the blue and pink icons.
I wish that those icons were on the character sheet, but I and
I'd like that it is single column and it's not like over
engineered than the layout department.
I do think it does get kind of wall of texty sometimes, and I
think there's some inconsistencies with like when
things are bolded and are not bolded is the one that's coming
to mind. But yeah, I think it does fairly
well. I would give this like a really
solid. I mean, I think the art bumps up
a little bit. I'm like a high 7 low 8:00-ish
for this. Yeah, yeah, yeah.
I I think I'm about the same spot.
I think the layout issues, so the overall layout I think is is
great. I really enjoy it.
I think every page feel none, none of them feel crowded.
I think that the the typeface is really readable.
I think that the pages are really legible.
I like the size even of the of the fonts, the color choices.
There was never a time where I was lost in any of that.
I like the, I like the the bar across the top where telling you
what section you're in. Like you said, I love the the
stuff in the corners. There are, as we said, some
inconsistencies with bolding. There's inconsistency with like
the weird decision on some of the typefaces.
There's parts where it says page parts where it says P like some
things italicize, something's not italicize.
So there's a little bit of it's it's less inconsistency.
Like I think it's just like things that like just got missed
kind of more than anything. I don't think it's like a
intentional differences. I think it's just some some
missed inconsistencies, but overall I think the layout's
really good and I think the art's fantastic.
I really, really, really love the style.
I like the color, I like the halftone, I like everything.
So I think 8. I think it's an easy eight for
me because I think the layout is is good and the art's great.
So yeah, I think 8 works really well for me.
Let's open this up. Usability.
OK, so. So.
Yeah, You. You.
OK, so there are things in here that are great.
I know I referenced this for layout and art, but I'm also
going to reference this for usability.
The blue and pink icons and how they're referred to, I think it
works. You know, maybe I'm not on your
first pass of the reading this, but I think subsequent passes
you it makes sense, right? The the kind of blue boxes of
important stuff that are, they're not super often, but
they're there. And when you see them, you're
like, oh, that's a thing I should read really well,
execute. We see a lot of different books
do something like that. I mean, and sometimes it's
really successful and a lot of times we're like, well, that
doesn't really stand down at all or it looks bad.
And this one, it it worked. It looks great.
I think the book is the order to be moved around to make it more
immediately usable to like a player, and also it has to know
inline hyperlinks. It does not have any bookmarks
and the physical book doesn't have any ribbons, right?
It's yeah, it's. It's.
It's, it's. It's drive through RPGPOD.
Oh yeah. It's APOD in which I mean you
know I say oh it's APOD but drive through RP GS, PO, DS have
gotten a ton better in the past two or three years.
I'm. Fine, Lulu.
This still does better. Yeah, if drive Through could do
a matte cover, yeah, I think it would be totally fine.
I super agree my biggest issue with drive through RPGs POD is
how glossy they are. The gloss is terrible.
It's gotten a little bit better on the paperbacks.
I mean, I I say that and then I can.
It's like a fucking mirror. But it's fine.
I. Think it's still glossy?
It's just not the same material they were using like two years
ago, yeah. I will say, I will say.
Say it. In this book, in this book, the
character sheet sucks. And this book, the character
sheet's great. It does exactly what I said.
It's three. It's, it's three per come on
right here. Look at look at.
Yeah, it's not. Focusing the way that makes more
sense. Yeah, it's 3 sheets in one page
and it's got the the things in the correct order.
I will say that is better there. Well, too bad it's not in the
not too bad it's not in the book.
Yeah, it's not in the book. That we actually used, Yeah.
This is in the the The Delver book.
Yeah, that's the Delver book and cool book and you should get it.
But like if I or any other person who's going to pick up
just the game there, It's very rare that I pick up a game and
adventure at the same time. Sometimes I do, but I am a
person who does this. But like, for a regular person,
if you're just going to pick up the book, like, I will say that
Also that character sheet is a knock on usability.
Like you track three different stats or three different like
personalities on one character sheet.
Like that's a usability issue, you know?
OK. I will also say though, there
are three different kinds of character sheets downloadable
for free from the website. OK.
Cool. One from this book, which is
terrible. Then there's another one that
has like a really. I'm just going to fucking
download it and I'll actually show it to I don't want to
print. Let's call it whatever.
Where did it download to? OK, let's look at this real
quick. So one that actually looks like
a cool mushroom stalactite situation where it's got like
the type at the top, the name at the bottom, all your stats,
everything, your last gasp and talent, abilities, equipment,
armor. I really like this one a lot.
I think it's super viby And then you got that this one where
again on the same page, none of they're not in the correct
order, whatever. And then and then this is the
one, the third one is the one that's in the in this book where
it's pretty much just squares and circles, but it's got three
things listed. It's got time rations and amber,
amber and stuff like that like all the way through.
So it is, it's it's a nice mix because it goes across all three
with just equipment at the bottom.
This I think is the character sheet that's going to give you
the most usability. But I love the first one that
actually has more of like the vibes with the the art and stuff
like that. If I was running this, I'm
printing out the the vibey one for my table.
You know, like, yeah. But if I'm going solo, I totally
understand why this is one that they put in the book.
It's definitely the most usable 1 anyway.
So for usability, what are your thoughts?
I'm thinking light 7. Yeah, I was.
I was between 6:00 and 7:00 on it because between. 6:00 and
7:00 as well, so you pick. OK.
Well, let's go through it. I think that as far as like the
book itself, I think I I just think that the character
creation stuff could be earlier with some of this stuff like
like the nectar and movement shit could be after.
But that doesn't it doesn't bother me because they really
lumped all of characterization into one.
It's fine. No inline hyperlinks and it is
130 a 140 pages, no bookmarks in the PDF really drops it down for
me. Again, the character sheet
listed in the book is not good, but these are better.
Yeah. I mean, so from baseline it's
I'm, I'm at like a six. Let's do a six.
I I'm the more we're talking about, the more I'm actually
moving towards 6. Yeah, rule set.
OK, so I love almost all of it. I think it's really clever.
Yeah, I think it's really cool. I like, I like this game and I'm
this is non negative statement for me.
I am not like amazingly stoked to to run this game, but like I
think it's really cool. I think to me this very much
seems like a game that was made originally for solo play and
then they'd like and then it was just easy to expand to like a
multiplayer experience. Yeah, I think the rules are
cool. I have.
I have no major gripes. I think the way they use the
three D6 is cool. I got it.
Yeah, I like it. I like this game.
If someone was running this, I'd play it for sure.
I'd be like, yeah, definitely. I want to play this.
I mean, I would play this a solo game too, especially since I had
the adventure I. Think actually.
Personally, I would much, much rather play this as a solo game,
you know? I think in my head at least, it
makes a lot more sense as a solo game.
It flows really well as a solo game.
But yeah, I like the three. I like the three die.
Six. I like that the dice mean
different things. I love the effect die.
Yeah, so yeah, I mean most of it.
I really enjoy, you know, I love me a good 3D6 and I'm definitely
going to steal that effect die for, you know, maybe something
else I'm working on when I lean towards the solo play with it.
I think it's really clever. Anyone that uses the two D6
could just have that 36 and then just turn your bad guys into
into kind of like an AII. Do like that.
It's like, yeah, that like that reaction die.
I'm going to call it that now because it's a better name.
It's just going to tell you what that enemy does.
Next turn you're like, oh awesome.
And you just narrow it down to those two one thing every turn.
Well, not only that, I really, really, really like that the bad
guy has as many different types of actions as they have HP, and
those actions get more like if you really go through the beast
area. I don't know how much you dug
into it, but a lot of those action, it makes sense which
actions are left because a lot of the loved ones are flea or
rage they really get into. Where you would be if you're 234
HP down, like getting close to dying and stuff like that, it
makes a lot of sense, yeah. So I think it's really clever
that the, like I said that the HP and the number of accident
stuffers tied together. And I do think that it, as I was
reading before it ever said anything about solo play.
I was like man, this would be super easy to do solo, but I
don't think that the ease in which it becomes solo takes
anything away from the multiplayer aspect of it.
I think it's easily still super playable multiplayer and I just
think the solo is is really well done.
The only thing, honestly, the only thing that is my huge
biggest knock on this system is I don't want 3 characters.
I don't fucking want 3 characters.
I just genuinely don't. To me again, I don't.
Yeah, no kidding. My thought from a designer
perspective is, was there a problem this is trying to fix?
And to me, I think that answer is yes.
I they only they're they're weak little bugs with only six HP and
I want them to last longer. I don't understand how they
went. OK, give them three distinct
characters, you know what I mean?
Like you know again, I already explained my hack I that's how I
would play the game. That's how I'd play it solo 2.
I think the only thing that you lose at all is a little bit of
what you touched on is a little bit of variability.
But name me another game where you're just get to be 3.
Like you generally just get one archetype because that's what a
single person is. They're generally not multiple
archetypes. So that's my only knock on the
game at all. I think almost every other
aspect of the world set I really, really enjoy a lot.
I think it's really clever. I think it makes sense.
I love the pink and blue boxes. Once I understood them, I think
they're it's so good that you can literally roll 2 dice and
determine if you hit and how much and if they hit and how
much all in one go. And I really like it and what
they do next. Super.
Clark, I. Where are you at with this?
I think I'm in A7 for this. I like a lot of stuff about it,
but man, I really don't like having three characters.
Yeah, I was. I'm kind of at an 8 like I
really like it a lot. Here's The thing is I really
like it a lot. I generally I I very I keep
saying hey I very strongly dislike I hate the three
character aspect of it. But I also think that like you
know how long it took me to hack that like to do the way I wanted
it like like 2 seconds and it doesn't change any part of the
game like. So I I'm, I'm just debating in
my mind like how much that knocks it down versus how clever
and simple I think that the rest of the game is and works out
right. The rest of the game is clever
and simple, so I will. Give you that the zone combat
aspects, I really, really enjoy the bad guy Stat blocks are so
clever to like to me, like even with with the the three
archetype thing, I would just get rid of it.
Ignore it, and to me I feel like it's an 8.
If you just feel strong with it's a 7.
We can split the difference. But I I really like this.
I don't know if I'm at an 8 for this.
I really don't. You know what?
Do an 8. Go for the 8 All right?
It is very simple and clever in almost every other way, so.
I mean, to me, what really pushed it over is honestly the
HP for actions for the bad guys. I'm like, I just want that's.
A pretty good rule. Yeah, that's great.
You're right, You're. Right, originality.
I mean, there's a lot of games where people are things, but how
many are you get to be little Roach bug people with like the
split personalities and shit. I I think I I think for me the
originality in in like the dice mechanic how it uses 33D sixes
and like and once again I've, I mean I've referenced this now
for three different aspects of this but just because it's so
good the like color-coded like stat modifiers it is just like
I'm like oh why have we not been doing this.
Like you could do this in so many different games and it
would make them visually so much easier to parse out.
It's one of those things we all often talk about like low
hanging fruit and how like some people just grab it and you're
like that's so obvious and you're a genius for doing it.
But we all should have been doing this entire time, and this
is great. Yeah, well, it's kind of how I
feel about like trophy, where you have like your light and
your dark eye and stuff like that.
I think it's it, it it runs into a similar part of the brain.
OK, so originality, what are you thinking?
I've been thinking a strong eight for this one, you know.
Oh, really? That's interesting.
Yeah, I think bugs. We, we, we we basically flipped
8778. All right, let's go.
Oh, you want to go 7 on this one?
Yeah, I'm OK with that. All right.
It's just because, like, I mean, I do really like the mechanics
and stuff like that. Yeah, so I already looked it up.
I got you. So all right, the deluxe edition
that I got is an 18 dollar PDF, which is fine.
It's 120 pages. Pay for your PDFs and I'm sure
drive through. Take some money off of that soft
cover $22.00 hardcover standard color, which is what I got, is
right now on sale $30. Normally 48, but I'm curious how
often it's if it's really 48. If it's one of those things I
put 48 but I always leave it at 30.
You know, like one of those things if you just want the non
special edition Z inversion, it's only a $10 PDF and it's
$14.00 for soft cover. And then if you want the Bug Sky
to shimmer, it's a $10 PDF and a $20 hardcover or a $15
softcover. And if you want the dual Two way
Delver Dungeon once, it's $15 PDF with a $20 softcover or
$20.00 for the PDF and softcover.
So I think they're reasonably priced.
I mean, I think $30.00 for the POD of the special edition is
great for 48. I would say fuck no.
Honestly, I think that's crazy. But for $30 to get the PDF and
the hardcover standard, I think it's a great price.
I think the if we're talking about value, you can get the Z
in edition for even cheaper 10 or $15.
And then the Troika version already exists, which is great.
Multiple adventures. There's three adventures in the
book, plus the two solo adventures.
I mean, for me, for value, I think this is well priced to get
it physical. The PDFs are a decent price and
there's a lot of stuff and it sounds like there's a second
edition coming out too. So I think this is a pretty
decent value. What?
Do you think I agree? What are you thinking?
Probably like a like a 7:00-ish. Yeah, I'm somewhere in the seven
range too. Gotcha.
All right, so that gives us a total of 8 + 6 + 8 + 7 + 7
equals. That's a 36. 36.
That's a solid score. That's a solid score.
I think honestly if they had a little bit of a rearrangement of
the book and some and and some bookmarks would have jumped that
usability up from like a six to a seven or eight would have
bumped a couple more points up. And honestly value wise, if when
when second edition comes out, the value of that's probably
going to bump from A7 to an 8 easy.
So this could easily get into the high 30s, which is I'd.
Be interested to go through that and update the score a little
bit because I'm sure there's a bunch of quality of life stuff
that we maybe have pointed out here.
That'll be well. I'm really curious if it's
second edition, as in let's fix issues or second edition is in
like a whole new version. I'm really excited for that.
So we'll see. But that has been three die 6A
game. I really, really like if it just
got rid of its split personality problem and that is from
Christian Mcclanahan. Did I say the right Mcclanahan
at Deeply Dapper Games, Table tops and Tentacles?
Definitely go check that out. This is what I wanted to do for
a while. Glad we did.
I do really, really like it. Definitely check out a lot of
other stuff from Deeply Dapper Games.
They recently put out Toon Punk with help of Alan Barr and a lot
of other really interesting things as well.
So that's it. Are we doing an episode
tomorrow? We are.
Doing an episode tomorrow, We're going to do the last Sabbath
tomorrow, I believe it's called. It is a narrative journaling,
witchy role-playing game that I'm interested to look into.
Yeah, I'm very excited. It's a very, very narrative like
story game. Like very story game.
I'm. Supposed to run it actually, in
the next couple weeks, so I'm glad we're going to go over it.
Oh, really? Oh, interesting.
I am, yeah. Yeah.
Cool. So.
Yeah. So that is our plan for
tomorrow. We'll we'll see if that happens.
Based on how both, how tired we both are, we at least got one in
this week. So we'll see.
Check out all the Kickstarters we talked about at the beginning
and again starting next week. Hunter, please remind me.
On Monday. We will drop a tweet so that we
can start doing giveaways for Gabriel Koroga, for Black
Rainbow Society. The the expansion to Hell Night.
That's it. That's our episode.
Hunter, I love you. I will see you probably
tomorrow. Probably.
Bye. Ready.