1
00:00:14,710 --> 00:00:16,830
Hello and welcome to the Weekly 
Scroll Podcast. 

2
00:00:16,830 --> 00:00:20,510
My name is Ryan. 
And I have very messed up 

3
00:00:20,510 --> 00:00:24,080
fingerprints. 
And today we're going to be 

4
00:00:24,080 --> 00:00:28,600
looking at Brent Weaver from MNL
Morrison. 

5
00:00:29,000 --> 00:00:32,680
This is a game that combines an 
approachable form of palmistry 

6
00:00:32,680 --> 00:00:37,200
and high fantasy role play in a 
gothic souls like tabletop game.

7
00:00:37,960 --> 00:00:40,520
Or two to seven players, 7 
specifically. 

8
00:00:42,000 --> 00:00:45,760
Yeah, cool game. 
I've had this one for a long 

9
00:00:45,760 --> 00:00:49,400
time on the shelf and I wanted 
to go over it. 

10
00:00:49,560 --> 00:00:52,440
So excited to to check this to 
check it out. 

11
00:00:52,920 --> 00:00:55,440
Yeah, absolutely. 
Yeah, It was a really got some 

12
00:00:55,440 --> 00:00:56,640
really interesting stuff in 
here. 

13
00:00:56,640 --> 00:00:59,360
I enjoy reading through it. 
Yeah, the character, obviously, 

14
00:00:59,360 --> 00:01:01,160
you know, care what? 
You know what? 

15
00:01:01,160 --> 00:01:02,400
We'll get to it. 
We'll get to it. 

16
00:01:02,840 --> 00:01:04,680
I got to find out unless you sit
through this. 

17
00:01:05,200 --> 00:01:09,080
Yeah, couple of other just great
things going on today. 

18
00:01:09,960 --> 00:01:14,720
Summer Bah show starts today. 
Big Hosh going to redeem himself

19
00:01:14,720 --> 00:01:20,080
from from last month. 
Listen, if you just give Sumo a 

20
00:01:20,080 --> 00:01:24,840
chance, it'll be your favorite 
thing ever. 15 straight days of 

21
00:01:24,840 --> 00:01:31,400
Sumo I watch on twitch here the 
channel is Midnight Sumo, check 

22
00:01:31,400 --> 00:01:34,360
it out. 
They play the whole tournament 

23
00:01:34,360 --> 00:01:37,960
with English commentary over it 
and then replay it throughout 

24
00:01:37,960 --> 00:01:40,400
the day so you can check it 
anytime you want. 

25
00:01:41,280 --> 00:01:43,320
Big fan. 
I really like what Midnight Sumo

26
00:01:43,320 --> 00:01:50,760
does over there, but in the sumo
kits and we're going to do 

27
00:01:50,760 --> 00:01:52,680
something today that we haven't 
done in quite a while. 

28
00:01:52,680 --> 00:01:54,600
We might start doing again. 
We say that a couple of times. 

29
00:01:54,600 --> 00:01:57,080
So we're going to go over some 
some stuff on Kickstarter and 

30
00:01:57,080 --> 00:01:58,920
backer kit. 
We're going to kickstart the 

31
00:01:58,920 --> 00:02:02,320
podcast like we used to do. 
We're just going to run through 

32
00:02:03,320 --> 00:02:06,080
yeah, throwing it way back when.
We did 45 minutes to this 

33
00:02:06,080 --> 00:02:07,800
beginning of every episode. 
They. 

34
00:02:07,960 --> 00:02:12,560
Don't miss that. 
In 2021, there was a ton, a ton 

35
00:02:12,600 --> 00:02:14,560
of content on Kickstarter. 
It was much different than it is

36
00:02:14,560 --> 00:02:16,120
now, so. 
Very much so. 

37
00:02:16,120 --> 00:02:18,400
We were, we were spending way 
more money one and two, there 

38
00:02:18,400 --> 00:02:21,320
was so much shit. 
It was the golden age of Teach 

39
00:02:21,320 --> 00:02:25,480
RBG Kickstarter. 
It was like 2021-2022, but we're

40
00:02:25,480 --> 00:02:26,800
going to be the. 
Pandemic. 

41
00:02:27,760 --> 00:02:29,400
Yes, my wallet would appreciate 
it. 

42
00:02:30,560 --> 00:02:33,200
We're just going to buzz through
some stuff real quick and then 

43
00:02:33,200 --> 00:02:36,200
talk about a couple of things. 
But why don't we help over to 

44
00:02:36,200 --> 00:02:38,280
that screen and we'll run 
through that quick and then 

45
00:02:38,280 --> 00:02:42,360
we'll get into print. 
Weaver so first one we're going 

46
00:02:42,360 --> 00:02:44,800
to talk about we've talked about
here before this is the liminal 

47
00:02:44,800 --> 00:02:47,800
horror deluxe edition don't need
to say more than we really did 

48
00:02:47,800 --> 00:02:49,760
when we had Josh come on and run
down we. 

49
00:02:49,840 --> 00:02:52,440
Had. 
A whole episode dedicated to 

50
00:02:52,440 --> 00:02:57,200
like previewing it, I think. 
I think is it is, is it even on?

51
00:02:57,440 --> 00:03:00,080
Oh yeah, it's right there. 
That's our episode right here. 

52
00:03:01,240 --> 00:03:04,400
So it's only got 5 days left. 
It's at 110K. 

53
00:03:05,800 --> 00:03:09,080
Let's get it more money because 
I want cooler stuff and there's 

54
00:03:09,080 --> 00:03:14,400
some more expansions and stuff 
at some some add-ons at add-ons 

55
00:03:14,400 --> 00:03:18,480
stretch goals at 1:20. 
So so let's let's let's give 

56
00:03:18,480 --> 00:03:20,880
them your money if you haven't. 
It's it's awesome. 

57
00:03:20,880 --> 00:03:23,080
It's going to be awesome. 
Very excited for this one. 

58
00:03:23,080 --> 00:03:25,760
So definitely go back that that 
is on backer kit and we'll make 

59
00:03:25,760 --> 00:03:31,600
sure all the links to all of 
these are in the in you know 

60
00:03:31,600 --> 00:03:34,440
where links are. 
You know how it fucking works. 

61
00:03:35,640 --> 00:03:38,880
The second one we're going to 
get is Gollum Parade. 

62
00:03:38,920 --> 00:03:42,280
I'm shocked this hasn't funded. 
It's a pretty low goal. 

63
00:03:42,640 --> 00:03:45,440
This is from Kobayashi. 
Kobayashi that you know from 

64
00:03:45,840 --> 00:03:51,080
Flayo Black Sword Hack. 
And I was interested in this 

65
00:03:51,080 --> 00:03:54,400
one. 
I saw them talk about this on, I

66
00:03:54,400 --> 00:03:57,040
don't know if it was on Reddit 
or maybe it was like a 

67
00:03:57,040 --> 00:04:00,760
notification I got from a 
previous Kobayashi project, but 

68
00:04:01,000 --> 00:04:06,520
yeah. 
I think I sent it to you maybe? 

69
00:04:06,880 --> 00:04:09,440
No, I don't think it was you. 
I mean good. 

70
00:04:09,640 --> 00:04:12,200
Good that you got it from 
somewhere else, but I don't 

71
00:04:12,200 --> 00:04:16,720
think this hasn't really got a 
whole lot of push it, should I? 

72
00:04:16,839 --> 00:04:20,839
I I said straight up the second 
I backed it as backer #1 if it's

73
00:04:20,839 --> 00:04:22,840
Kobayashi, I'm fucking backing 
it because everything they do is

74
00:04:22,840 --> 00:04:26,040
amazing. 
So Gollum Parade, go on 

75
00:04:26,040 --> 00:04:28,400
impossible missions for the mage
that created you. 

76
00:04:29,080 --> 00:04:31,160
You are a golem. 
You and your companions were 

77
00:04:31,160 --> 00:04:33,400
created by a mage to do his 
bidding. 

78
00:04:33,400 --> 00:04:35,120
Surf him well and you might earn
your freedom. 

79
00:04:35,520 --> 00:04:38,080
Failure or disobedience will 
result in death or worse. 

80
00:04:38,680 --> 00:04:41,280
You are not a golem, you are a 
golem. 

81
00:04:42,920 --> 00:04:46,120
Sure, Golem, however you want to
say it. 

82
00:04:46,280 --> 00:04:51,520
Is a character from Lord of the 
Rings and a golem. 

83
00:04:52,120 --> 00:04:54,560
However you want to say monsters
and all. 

84
00:04:55,520 --> 00:04:58,160
Golem Parade. 
I love the art style too. 

85
00:04:58,600 --> 00:05:01,240
Looks very pixel art style. 
Looks really, really sick. 

86
00:05:02,440 --> 00:05:05,840
Again, I don't care what the 
game is, if Kobayashi makes it, 

87
00:05:05,840 --> 00:05:07,880
it's going to be great, but this
one still looks really neat. 

88
00:05:07,880 --> 00:05:12,240
The art's really neat. 
It's got 16 days left and is at 

89
00:05:12,240 --> 00:05:15,200
about 1000 bucks out of 1687, 
which is pretty low goal. 

90
00:05:15,200 --> 00:05:20,880
So go give Kobayashi your money 
if you have it, because again, 

91
00:05:20,880 --> 00:05:25,760
everything they do is awesome. 
Ozrich 3 don't need to fucking 

92
00:05:25,760 --> 00:05:27,280
talk about this. 
Just letting you know if you 

93
00:05:27,280 --> 00:05:31,360
didn't know, Ozrich 3 is out. 
And the best part about it? 

94
00:05:31,680 --> 00:05:33,200
Yeah, well, do you know what 
Ozrich is? 

95
00:05:33,200 --> 00:05:35,280
It's like the first, literally 
like the first retro I do. 

96
00:05:35,320 --> 00:05:37,720
I can't remember the acronym off
the top of my head, but yes I 

97
00:05:37,720 --> 00:05:39,160
do. 
It's who cares, It's the first 

98
00:05:39,160 --> 00:05:41,920
acronym of AD and D. 
The only reason that this one 

99
00:05:41,920 --> 00:05:45,360
fucking matters is they got rid 
of the OGL because fuck Watson. 

100
00:05:45,360 --> 00:05:47,880
Fuck Hasbro. 
Yeah, so I did back it. 

101
00:05:48,600 --> 00:05:50,120
I'm interesting to see what they
did. 

102
00:05:50,760 --> 00:05:53,800
Their shit's been free forever 
and I've definitely downloaded a

103
00:05:53,800 --> 00:05:55,320
fuck load of it. 
So there's no reason not to 

104
00:05:55,320 --> 00:05:56,440
throw a little bit of money on 
them too. 

105
00:05:56,440 --> 00:05:58,560
So I'm excited to see what this 
one does. 

106
00:05:59,320 --> 00:06:01,720
They said they they by getting 
rid of the OGL, they're actually

107
00:06:01,720 --> 00:06:03,800
able to steer a little bit 
closer to AD and D, which is 

108
00:06:03,800 --> 00:06:05,800
cool, especially because this in
Creative Commons now. 

109
00:06:05,800 --> 00:06:07,440
So we'll see. 
We'll see how it goes. 

110
00:06:07,440 --> 00:06:10,840
And obviously the cover is an AD
and D throwback with the red 

111
00:06:10,840 --> 00:06:12,400
dragon. 
And I mean, so looks kind of 

112
00:06:12,400 --> 00:06:13,880
neat. 
That's over on backer kit Oscar 

113
00:06:13,880 --> 00:06:20,320
3.0 a few wargamers out there. 
Flames of Orion flames of Orion 

114
00:06:20,320 --> 00:06:23,520
is a mech tabletop skirmish game
set in a dark future. 

115
00:06:23,520 --> 00:06:25,400
I've been getting really deep 
into war games and skirmish 

116
00:06:25,400 --> 00:06:28,880
games, so you might see more of 
those here on the skirmish. 

117
00:06:29,440 --> 00:06:30,840
So yeah, we do we do love the 
skirmish. 

118
00:06:31,440 --> 00:06:36,320
I first of all the the the cover
in the art looks great. 

119
00:06:36,760 --> 00:06:37,320
It's. 
Like an art. 

120
00:06:38,160 --> 00:06:42,000
Right it's it's incredible for 
those in podcast land. 

121
00:06:42,080 --> 00:06:46,560
I mean these kind of episodes 
suck for you but Flames of Orion

122
00:06:46,560 --> 00:06:54,160
is a model agnostic low mini 
count pick up and play tabletop 

123
00:06:54,160 --> 00:06:57,320
war game which sounds awesome. 
You only need like 4 models. 

124
00:06:57,320 --> 00:07:01,800
You can use any models you want,
you know that fit the size or. 

125
00:07:03,600 --> 00:07:08,360
Whatever. 
And they have two different 

126
00:07:08,360 --> 00:07:10,200
styles of play, quick start and 
veteran mode. 

127
00:07:10,200 --> 00:07:12,320
The quick start play literally 
get you up and running in like 5

128
00:07:12,320 --> 00:07:16,080
minutes. 
So if you have like 4 Max, I 

129
00:07:16,080 --> 00:07:18,720
guess 8 between two people in 5 
minutes, you can just pick up 

130
00:07:18,720 --> 00:07:20,400
and play this. 
It looks fantastic. 

131
00:07:20,960 --> 00:07:23,520
I know a lot of people that have
played this and said it is 

132
00:07:23,520 --> 00:07:27,240
wonderful, so definitely back to
this right away. 

133
00:07:27,240 --> 00:07:29,800
Excited for that. 
That is over on Kickstarter. 

134
00:07:30,240 --> 00:07:32,160
It's got it. 
It just started a couple days 

135
00:07:32,160 --> 00:07:33,080
ago. 
It's got like almost a month 

136
00:07:33,080 --> 00:07:38,360
left 25 days, so definitely 
going to go back that it's it 

137
00:07:38,360 --> 00:07:39,800
looks neat. 
And again, I'm getting deeper 

138
00:07:39,800 --> 00:07:41,520
and deeper into the skirmish 
games. 

139
00:07:41,520 --> 00:07:44,440
So that that's definitely get up
there. 

140
00:07:44,440 --> 00:07:48,920
Cloud Empress stories from the 
slip. 

141
00:07:48,920 --> 00:07:51,240
This is 3 new scenes for Cloud 
Empress. 

142
00:07:52,120 --> 00:07:56,320
You're going to get ballad of 
the booming blade body hopping 

143
00:07:56,320 --> 00:08:01,160
in polite society and Cloud 
Empress Almanac volume to the 

144
00:08:01,520 --> 00:08:03,840
ballad of the blooming blade is 
an expansion. 

145
00:08:03,960 --> 00:08:08,360
We learn about Fabled Cell Sword
and it's a supplement that adds 

146
00:08:08,360 --> 00:08:12,840
numerous dangerous enemies and 
special chalk powder sword 

147
00:08:12,840 --> 00:08:16,600
spells. 
That one sounds dope. 

148
00:08:16,960 --> 00:08:21,040
The Body Hopping in Polite 
Society is a supplement for 

149
00:08:21,040 --> 00:08:23,600
players and game Warrens looking
to add flavor to the body 

150
00:08:23,600 --> 00:08:25,880
hoppers in their campaigns. 
Love a good body hopper. 

151
00:08:26,320 --> 00:08:30,200
It's one of my favorite things 
in in Cloud Empress and then the

152
00:08:30,200 --> 00:08:32,320
last one, which I think is 
really, really cool for those 

153
00:08:32,320 --> 00:08:36,640
that don't follow the newsletter
from what they put out 

154
00:08:36,640 --> 00:08:38,960
expansions like all the time 
throughout the year. 

155
00:08:39,120 --> 00:08:43,720
And this is a collection of the 
the second year's worth of all 

156
00:08:43,720 --> 00:08:45,840
that newsletter stuff in one 
Zine. 

157
00:08:46,480 --> 00:08:50,960
So looks really, really cool. 
Besides have been re relabeled, 

158
00:08:50,960 --> 00:08:53,400
you know, panic engine with 
like, you know, mother ship move

159
00:08:53,400 --> 00:08:55,720
in moving from compatible with 
mother ship stuff and things 

160
00:08:55,720 --> 00:08:57,400
like that. 
But it looks really neat. 

161
00:08:57,560 --> 00:09:01,040
It is a limited project. 
What actually talked about this 

162
00:09:01,040 --> 00:09:04,080
on the show with us previously? 
I think we might be on this page

163
00:09:04,080 --> 00:09:05,960
too, am I right? 
Yeah. 

164
00:09:06,000 --> 00:09:07,000
Are we? 
Yeah. 

165
00:09:07,440 --> 00:09:11,480
The Weekly Scrolls number two 
overall game of 2024. 

166
00:09:13,080 --> 00:09:14,760
So this is a very limited 
project. 

167
00:09:15,080 --> 00:09:19,480
This is kind of to, I know what 
it talked about before, like 

168
00:09:19,800 --> 00:09:21,520
putting some stuff out. 
Also generating a little bit 

169
00:09:21,520 --> 00:09:22,800
more income to be able to put 
stuff out. 

170
00:09:22,800 --> 00:09:25,120
This is going to be back towards
what they did originally. 

171
00:09:25,400 --> 00:09:27,560
So they'll be mailing it all out
on their own and everything. 

172
00:09:27,560 --> 00:09:29,960
It is limited to 1000 copies and
that's it. 

173
00:09:30,400 --> 00:09:33,880
There's 19 days left and it's at
765 backers. 

174
00:09:33,880 --> 00:09:38,480
So you only have about like 235 
more backers before the project.

175
00:09:39,640 --> 00:09:41,960
Like it it it runs out, you 
can't get any more. 

176
00:09:43,200 --> 00:09:45,840
I'm going to be really honest 
with you, Ryan, I did not read 

177
00:09:45,840 --> 00:09:47,440
this page and I backed this 
project. 

178
00:09:47,880 --> 00:09:50,520
I like I've been backing a lot 
of backer kicks or Kickstarter 

179
00:09:50,520 --> 00:09:53,640
or anything, and I saw this and 
I was like back on whatever. 

180
00:09:53,640 --> 00:09:56,920
It's going to be great. 
Yeah, there's a couple of these 

181
00:09:56,920 --> 00:09:59,200
I definitely backed and then 
went back and looked later and 

182
00:09:59,200 --> 00:10:01,520
was like, oh, we're on that page
like this. 

183
00:10:02,040 --> 00:10:03,720
Like I backed this. 
I read the top. 

184
00:10:03,720 --> 00:10:07,720
I never read far enough down 
until I saw hey #2 game overall.

185
00:10:07,720 --> 00:10:10,520
We're we're on the fucking page.
We're on the page of like half 

186
00:10:10,520 --> 00:10:12,400
of these. 
So and we're not only looking at

187
00:10:12,400 --> 00:10:15,360
this just 'cause we're on the 
pages, but well, you know, also,

188
00:10:15,360 --> 00:10:18,360
but what what's what is great 
Cloud Arm Press is one of my 

189
00:10:18,360 --> 00:10:21,120
favorite games out there. 
It is my favorite mothership 

190
00:10:21,120 --> 00:10:22,640
game, and that includes 
Mothership. 

191
00:10:23,520 --> 00:10:29,920
So yeah. 
The next one is the Job box set 

192
00:10:29,920 --> 00:10:34,600
edition, the GERB. 
This is obviously games 

193
00:10:34,600 --> 00:10:36,160
Omnivorous. 
For those who don't know, games 

194
00:10:36,160 --> 00:10:39,280
Omnivorous has basically they're
like changing their entire 

195
00:10:39,280 --> 00:10:41,720
model. 
They're not really being a games

196
00:10:41,720 --> 00:10:43,200
publisher anymore. 
They're being more of like a 

197
00:10:43,200 --> 00:10:45,680
games collaborator. 
This one's actually on a 

198
00:10:45,680 --> 00:10:47,200
collaboration with Exalted 
Funeral. 

199
00:10:47,640 --> 00:10:51,400
The Job is a game that we've 
looked at before on Episode 125.

200
00:10:51,640 --> 00:10:53,840
This is another one I backed 
right away without looking down 

201
00:10:54,000 --> 00:10:55,440
because if you Scroll down far 
enough. 

202
00:10:57,000 --> 00:11:00,560
Yeah, that's us right there. 
Let me scroll Episode 125. 

203
00:11:00,680 --> 00:11:03,600
I just discovered this today. 
I didn't scroll far enough time 

204
00:11:03,600 --> 00:11:05,440
to see it. 
But if you want to check out the

205
00:11:05,440 --> 00:11:07,680
review that we did at the job, 
which was one of our favorite 

206
00:11:07,680 --> 00:11:11,280
games of whatever year we did, I
think it was last year, 2024. 

207
00:11:11,280 --> 00:11:12,200
Yeah. 
It's so good. 

208
00:11:12,440 --> 00:11:14,600
Like for all of you Blades, 
people that do Blades because 

209
00:11:14,600 --> 00:11:17,120
you're like heists, This is this
is just a better. 

210
00:11:17,120 --> 00:11:20,560
Game Great heist game. 
Also, I am a big fan of the 

211
00:11:21,120 --> 00:11:24,200
Ocean's 11, that one movie, not 
the whole series. 

212
00:11:24,920 --> 00:11:28,960
So I love, you know, I love a, 
you know, a heist with putting 

213
00:11:28,960 --> 00:11:32,680
away and shit, you know. 
Yeah, yeah, yeah, yeah. 

214
00:11:33,200 --> 00:11:35,240
I don't know one else likes that
movie but me, but still. 

215
00:11:35,360 --> 00:11:36,520
I love it. 
I think it's great. 

216
00:11:36,520 --> 00:11:38,480
The first one is great. 
It's by the third one where 

217
00:11:38,480 --> 00:11:41,520
they're like, yeah, you 
basically start doing blade shit

218
00:11:41,520 --> 00:11:42,920
where it's like, oh, that's what
you did. 

219
00:11:42,920 --> 00:11:46,080
Well, actually I did this before
they cut back before they cut 

220
00:11:46,200 --> 00:11:50,120
back. 
But it's it's a full box set of 

221
00:11:50,280 --> 00:11:53,160
of just of awesome stuff. 
You get like the book, you get 

222
00:11:53,160 --> 00:11:56,880
dice, you get notepads, you get 
secret files, you get character 

223
00:11:56,880 --> 00:11:59,120
sheets, you get like a ton of 
stuff, everything you want and 

224
00:11:59,120 --> 00:12:01,560
need to play the game. 
You can even add on like little 

225
00:12:01,560 --> 00:12:04,680
like like the domino masks or 
whatever, you know what I mean? 

226
00:12:04,680 --> 00:12:07,960
Like the I backed in the first 
48 hours, so I got them free, 

227
00:12:08,640 --> 00:12:12,240
but if you back the project and 
the masks, it's $69.00. 

228
00:12:12,960 --> 00:12:14,240
So. 
So go do that. 

229
00:12:14,440 --> 00:12:16,320
It's got two weeks left. 
It's funded. 

230
00:12:16,520 --> 00:12:19,520
But honestly, for how good this 
game is, it should have a lot 

231
00:12:19,520 --> 00:12:21,320
more than $31,000. 
Yeah. 

232
00:12:21,520 --> 00:12:23,080
So it's a. 
Great game. 

233
00:12:23,080 --> 00:12:26,360
I mean also it's like it's a 
great game that's easy to run. 

234
00:12:26,360 --> 00:12:28,520
It's just like if you and your 
friends like are looking for 

235
00:12:28,520 --> 00:12:32,360
something to do, it's like a fun
easy sesh with rules are easy. 

236
00:12:32,640 --> 00:12:35,520
Yeah, I would. 
I cannot recommend this game 

237
00:12:35,520 --> 00:12:37,840
more. 
I guess I should. 

238
00:12:37,840 --> 00:12:40,160
For those that don't know it, I 
guess I should read the interest

239
00:12:40,160 --> 00:12:41,920
of some of these a little bit. 
The job is a tabletop 

240
00:12:41,920 --> 00:12:44,480
role-playing game. 
No, I will leaning into the 

241
00:12:44,480 --> 00:12:48,640
narrative story driven genre. 
In conventional RPGs, winner or 

242
00:12:48,640 --> 00:12:51,320
winning or losing is relevant. 
This game, however, has a clear 

243
00:12:51,320 --> 00:12:53,880
objective to fall off a heist. 
You either do or you don't. 

244
00:12:53,960 --> 00:12:55,720
Yeah, 'cause your dice can fall 
down and you fail. 

245
00:12:57,240 --> 00:12:59,080
But yeah, love this. 
And again, like you said, super 

246
00:12:59,080 --> 00:13:00,880
easy to pick up. 
This is even easier because it 

247
00:13:00,880 --> 00:13:03,960
comes with the the additional 
cheats and notepads and 

248
00:13:03,960 --> 00:13:06,360
everything. 
So stretch goals on this will 

249
00:13:06,360 --> 00:13:11,520
just be more heists. 
So you'll snag that Mad as Hell 

250
00:13:12,720 --> 00:13:17,360
is a radical liberationist 
role-playing game of resistance,

251
00:13:17,360 --> 00:13:21,160
community and punching evil. 
There's an anti capitalist demon

252
00:13:21,160 --> 00:13:23,320
hunting RPG from Soul Muppet 
Publishing. 

253
00:13:23,680 --> 00:13:25,600
We're not going to talk about 
this one too much because guess 

254
00:13:25,600 --> 00:13:28,360
what? 
Zach or Jelly Muppet from Soul 

255
00:13:28,360 --> 00:13:31,720
Muppet Publishing will be on the
show on Wednesday morning to 

256
00:13:31,720 --> 00:13:34,280
talk all about with us. 
So all you need to know right 

257
00:13:34,280 --> 00:13:38,240
now is to go fucking back it. 
Also, the book has not one but 

258
00:13:38,240 --> 00:13:42,440
two cutouts on it. 
Very excited for that. 

259
00:13:43,200 --> 00:13:44,640
I don't think we're on this 
page. 

260
00:13:45,720 --> 00:13:48,880
No, we're not. 
We're not in this one, but the 

261
00:13:48,880 --> 00:13:52,000
last one, Liquid Steel, I'm 
going to be completely honest, I

262
00:13:52,000 --> 00:13:53,640
love everything that I was just 
talking about. 

263
00:13:54,120 --> 00:13:55,720
This is what I'm most excited 
for. 

264
00:13:55,720 --> 00:13:57,400
I had never heard of Liquid 
Steel before. 

265
00:13:57,400 --> 00:13:59,800
And the second you start seeing 
the art, it looks amazing. 

266
00:13:59,800 --> 00:14:07,120
So Liquid Steel is from Eduardo 
Masatelli and Enrique El El El 

267
00:14:07,120 --> 00:14:10,360
Catenas classic science fantasy 
comic series. 

268
00:14:10,880 --> 00:14:12,640
It's an Argentinian comic 
series. 

269
00:14:12,720 --> 00:14:16,160
It's being translated into 
English and translated into a 

270
00:14:16,160 --> 00:14:21,320
Troika RPG system, and you get 
both books in this campaign. 

271
00:14:21,600 --> 00:14:26,560
So the entire run of Liquid 
Steel is being translated by one

272
00:14:26,560 --> 00:14:29,960
of our very favorite people, 
Gavro Karoga and Gavro Karoga 

273
00:14:29,960 --> 00:14:33,480
and Melsonian are working 
together to turn it into a 

274
00:14:33,480 --> 00:14:38,440
Troika compatible setting and 
system, which I'm so excited 

275
00:14:38,440 --> 00:14:41,160
for. 
The art on this looks absolutely

276
00:14:41,160 --> 00:14:47,000
incredible and the creators are 
hand in hand with Gavril and 

277
00:14:47,000 --> 00:14:49,600
Melsonia being tie your way 
through. 

278
00:14:49,600 --> 00:14:54,120
There's going to be additional 
art from the original artist in 

279
00:14:54,120 --> 00:14:58,800
the Troika version of the 
role-playing game and they're 

280
00:14:58,800 --> 00:15:03,440
using original scans of the art 
from the artist in the new 

281
00:15:03,440 --> 00:15:06,400
English translation. 
So it looks like it's going to 

282
00:15:06,400 --> 00:15:09,200
be absolutely incredible. 
The art is in is just 

283
00:15:09,200 --> 00:15:12,040
ridiculous, so really excited 
for that. 

284
00:15:12,040 --> 00:15:14,600
And Melsonian is one of my 
favorite publishers out there 

285
00:15:14,600 --> 00:15:16,440
and Gabriel is one of my 
favorite game designers. 

286
00:15:16,440 --> 00:15:19,240
So those two working together is
absolutely fantastic. 

287
00:15:19,240 --> 00:15:21,760
Very excited to see how this 
goes. 

288
00:15:21,800 --> 00:15:24,480
And Yep, we are on this page 
too. 

289
00:15:25,600 --> 00:15:27,400
Where is it? 
Where is it? 

290
00:15:29,160 --> 00:15:30,720
Are we? 
No, maybe it's not on this one. 

291
00:15:31,640 --> 00:15:35,480
Well, I was going to be 
surprised we were on this one 

292
00:15:35,480 --> 00:15:37,960
because. 
No, I must have been looking at 

293
00:15:37,960 --> 00:15:45,040
a different one. 
But but yeah, liquid steel, it 

294
00:15:45,040 --> 00:15:47,040
is funded. 
Obviously could get funded for 

295
00:15:47,040 --> 00:15:49,760
more go back that. 
Not only that, for those that do

296
00:15:49,760 --> 00:15:56,120
like Melsonian or just like 
cool, like small run games to 

297
00:15:56,120 --> 00:15:58,560
begin with, Melsonian Arts 
Council has a thing called 

298
00:15:58,560 --> 00:16:02,160
Friends of Melsonia. 
It's like 20 to 30 bucks a month

299
00:16:02,200 --> 00:16:04,880
and basically it's a 
subscription and you get 

300
00:16:04,920 --> 00:16:09,560
everything they make for the 
entire year free after the 

301
00:16:09,560 --> 00:16:12,040
subscription. 
But also every version of the 

302
00:16:12,040 --> 00:16:15,040
thing that you get has like an 
alternative Friends in Melsonia 

303
00:16:15,040 --> 00:16:17,240
only cover that's only 
available. 

304
00:16:17,840 --> 00:16:20,800
Yeah, so I was like, you got, 
you fucking got me already. 

305
00:16:20,800 --> 00:16:23,600
Like alt covers and stuff. 
Yeah, so obviously. 

306
00:16:24,000 --> 00:16:25,760
And that includes like kick 
starters and everything. 

307
00:16:25,760 --> 00:16:30,760
You get everything but if, but 
you get their cover version of 

308
00:16:30,760 --> 00:16:33,000
it. 
So I'm backing the projects and 

309
00:16:33,000 --> 00:16:35,000
then getting both so I can have 
both covers because I'm a 

310
00:16:35,000 --> 00:16:38,600
fucking psychopath. 
But that includes liquid steel. 

311
00:16:38,600 --> 00:16:43,160
So if you're backing them when 
this project funds or I think 

312
00:16:43,160 --> 00:16:46,240
when it goes to the printer, you
will get this as part of your 

313
00:16:46,240 --> 00:16:48,840
subscription. 
So everything with Sonia does is

314
00:16:48,840 --> 00:16:52,120
fantastic. 
So that was an easy back for me 

315
00:16:52,120 --> 00:16:53,640
on this project and for friends 
with Sonia. 

316
00:16:53,640 --> 00:16:54,680
So you want to go check that 
out. 

317
00:16:55,160 --> 00:16:59,840
Not only that, again, Kabrok, 
Roga, friend of the show, 

318
00:17:00,120 --> 00:17:05,880
reached out and said, hey, hey, 
did you guys get a copy of this?

319
00:17:05,880 --> 00:17:08,800
And I said, hell yes, we got a 
copy of the Black Rainbow 

320
00:17:08,800 --> 00:17:12,240
Society because it's Hell Night 
and because it's awesome. 

321
00:17:12,520 --> 00:17:14,359
And he was like, if you guys 
want to give one away on the 

322
00:17:14,359 --> 00:17:16,599
show, just let me know. 
So fuck yeah, we're going to do 

323
00:17:16,599 --> 00:17:21,359
that. 
So after at some point when this

324
00:17:21,359 --> 00:17:25,599
episode releases, I'm also going
to put a post on Blue Sky with 

325
00:17:25,599 --> 00:17:29,520
the picture of this book. 
And all you have to do is like 

326
00:17:29,520 --> 00:17:30,760
that picture. 
You don't even have to fucking 

327
00:17:30,760 --> 00:17:34,160
follow us. 
It'd be nice if you did, but I'm

328
00:17:34,160 --> 00:17:36,560
also going to have a link to our
Discord server and you can hop 

329
00:17:36,560 --> 00:17:38,200
into that and talk to us about 
the show. 

330
00:17:39,160 --> 00:17:40,720
But. 
Yeah. 

331
00:17:40,720 --> 00:17:42,080
Or hate letters. 
I don't care. 

332
00:17:42,080 --> 00:17:46,760
Just yeah, but yeah, but just 
like the post. 

333
00:17:46,760 --> 00:17:49,200
And what we're going to do is 
I'm going to bring up those 

334
00:17:49,200 --> 00:17:51,600
likes and I'm going to count how
many there are and I'm going to 

335
00:17:51,600 --> 00:17:54,200
roll a dice and count from top 
to bottom and whatever number 

336
00:17:54,200 --> 00:17:59,040
that rolls on gavel's going to 
send you a copy of the Hell 

337
00:17:59,040 --> 00:18:05,520
Night expansion, Black Rainbow 
Society, a very LSD infused Hell

338
00:18:05,520 --> 00:18:09,320
Night expansion. 
So I'll drop that. 

339
00:18:10,520 --> 00:18:14,440
I don't know, probably when I 
drop this because if you're not 

340
00:18:14,440 --> 00:18:16,080
live, you won't hear it until I 
drop. 

341
00:18:16,080 --> 00:18:18,440
I drop that episode anyway. 
So that's it. 

342
00:18:18,680 --> 00:18:21,280
So not too bad. 
That was like 15 minutes. 

343
00:18:21,280 --> 00:18:23,680
And now we're going to get into 
Print Weaver. 

344
00:18:24,520 --> 00:18:27,280
Yeah. 
So Print Weaver. 

345
00:18:27,280 --> 00:18:29,280
A little bit of info on Print 
Weaver. 

346
00:18:29,560 --> 00:18:33,600
It was originally published on 
Itch on March 25th, 2021 and got

347
00:18:33,600 --> 00:18:37,720
an initial print run on Exalted 
Funeral on March 2nd, 2022. 

348
00:18:38,640 --> 00:18:42,000
In Print Weaver, the player 
characters called Travelers are 

349
00:18:42,000 --> 00:18:43,920
decided entirely by their own 
fingerprints. 

350
00:18:43,920 --> 00:18:46,400
Travelers are immortal 
adventurers caught in a loop of 

351
00:18:46,400 --> 00:18:50,000
infinite revival by the titular 
Print Weavers and their divine 

352
00:18:50,000 --> 00:18:52,560
duties to Providence. 
The game is classless and 

353
00:18:52,560 --> 00:18:55,480
levelless, so Travelers are 
defined only by their fates. 

354
00:18:55,680 --> 00:18:58,040
It uses D10 dice pools that are 
determined by the character 

355
00:18:58,040 --> 00:19:01,200
stats, with point management 
that allows them to stack the 

356
00:19:01,200 --> 00:19:03,360
odds in their favor. 
Their tables, charts, and 

357
00:19:03,360 --> 00:19:06,920
generators of hundreds of 
scrolls, magic rings, safe 

358
00:19:06,920 --> 00:19:10,400
havens, and monsters to create, 
collect, and use on daring 

359
00:19:10,400 --> 00:19:13,040
travels. 
You can find Print Weaver 

360
00:19:13,160 --> 00:19:17,520
digitally at NL Morrison dot 
itch dot IO slash print Dash 

361
00:19:17,520 --> 00:19:18,560
Weaver. 
We'll make sure. 

362
00:19:18,560 --> 00:19:21,440
Obviously the links are where 
the fuck you think links are and

363
00:19:21,600 --> 00:19:26,400
you can also still, you can also
still grab it in print on 

364
00:19:26,400 --> 00:19:28,640
Exalted funeral. 
I did check exalted funeral. 

365
00:19:28,640 --> 00:19:30,240
It is still up there, so you can
grab it. 

366
00:19:30,720 --> 00:19:32,040
It's a nice print. 
I do like it. 

367
00:19:32,040 --> 00:19:36,200
So definitely go snag that. 
So we're going to hop into the 

368
00:19:36,200 --> 00:19:42,800
review now. 
All right, let's get this out of

369
00:19:42,800 --> 00:19:44,960
the way. 
Boom. 

370
00:19:45,840 --> 00:19:48,240
First of all, I mean the cover. 
The cover that's. 

371
00:19:48,240 --> 00:19:51,400
Great. 
The art is great actually so. 

372
00:19:51,400 --> 00:19:53,800
Yeah, yeah, yeah, yeah. 
So the cover, we'll get to who 

373
00:19:53,800 --> 00:19:58,600
did them, but the interior cover
art is this NL Morrison. 

374
00:19:58,880 --> 00:20:05,960
And then the front cover art is 
just a McElroy. 

375
00:20:06,960 --> 00:20:09,600
But it's fantastic for those 
that I don't know, it's like a 

376
00:20:09,640 --> 00:20:14,080
it's like an off black 
background and it's got a hand, 

377
00:20:14,080 --> 00:20:16,920
a left hand reaching in from the
left side of the page and the 

378
00:20:16,920 --> 00:20:22,360
fingerprints are coming off the 
page and kind of swirling into a

379
00:20:22,680 --> 00:20:27,800
humanoid shape that is like 
drifting upward slightly over 

380
00:20:27,800 --> 00:20:31,760
the the title that says print 
Weaver, I believe that it says 

381
00:20:31,760 --> 00:20:33,440
in El Morrison. 
It's a gorgeous cover. 

382
00:20:33,440 --> 00:20:36,360
I mean it, it's great. 
Like the composition, the art, 

383
00:20:36,840 --> 00:20:41,520
the like everything about it. 
Yeah, it is a really interesting

384
00:20:41,520 --> 00:20:46,040
image and it a lot of this like 
this weird like kind of floaty 

385
00:20:46,760 --> 00:20:52,520
ink cloud of of the fingerprints
is like carries on through a lot

386
00:20:52,520 --> 00:20:55,600
of the art in this book and it's
perfectly appropriate. 

387
00:20:55,680 --> 00:20:57,640
It looks great. 
Yeah. 

388
00:20:57,800 --> 00:21:01,600
And one thing I really do like, 
like very small detail. 

389
00:21:01,800 --> 00:21:07,120
But if you look, the prints go 
front and back of the logo. 

390
00:21:07,680 --> 00:21:10,960
So like the there's a swirly in 
front of the E, but if you look 

391
00:21:10,960 --> 00:21:15,000
at the one that goes like behind
the eye, so it's like in between

392
00:21:15,000 --> 00:21:19,360
it, I really, really like that 
small detail of the swirls in 

393
00:21:19,360 --> 00:21:21,320
and around the logo. 
It's really fantastic. 

394
00:21:24,520 --> 00:21:29,720
So moving on to the, let me 
bring up my notes. 

395
00:21:29,720 --> 00:21:32,480
I do have notes. 
I'm not looking at my 

396
00:21:32,480 --> 00:21:33,720
fingerprints right now or 
anything. 

397
00:21:33,720 --> 00:21:37,160
Don't, don't look at me. 
So right on the inside cover, 

398
00:21:37,440 --> 00:21:39,520
there's a nice little kind of 
like intro to the game. 

399
00:21:39,800 --> 00:21:42,280
It says Printweaver uses unique 
fingerprints to create unique 

400
00:21:42,280 --> 00:21:43,800
characters in a foreboding 
world. 

401
00:21:43,800 --> 00:21:46,200
Printweaver is inclusive of all 
fingerprints and hands. 

402
00:21:46,200 --> 00:21:49,160
So this handbook is a set of 
rules for running and playing 

403
00:21:49,160 --> 00:21:51,120
Printweaver. 
There is some expectation of 

404
00:21:51,120 --> 00:21:53,760
familiarity with concepts from 
role-playing games and tabletop 

405
00:21:53,760 --> 00:21:56,120
games in general, but it's your 
game at the end of the day. 

406
00:21:56,120 --> 00:21:58,080
I like that. 
I like when games throw that 

407
00:21:58,080 --> 00:22:00,640
little bit of like, this ain't 
an intro game. 

408
00:22:00,720 --> 00:22:02,640
Like you should know what the 
fuck dice are, you know? 

409
00:22:02,680 --> 00:22:05,520
I like that way better than this
is what a role-playing game is. 

410
00:22:06,360 --> 00:22:07,720
This isn't going to be your 
first one. 

411
00:22:09,280 --> 00:22:11,160
There's some special there's 
some touchdowns that are really 

412
00:22:11,160 --> 00:22:13,560
cool. 
Mouse shooter from Isaac 

413
00:22:13,560 --> 00:22:15,920
Williams W marches from Ben 
Robbins into the odd from Chris 

414
00:22:15,920 --> 00:22:18,840
McDowell, Let the escape from 
David Perry, Troika from Dan a 

415
00:22:18,840 --> 00:22:22,040
cell, Dark Souls from From Soft 
and the Oracle series from 

416
00:22:22,040 --> 00:22:24,480
Nintendo. 
Capcom fonts used. 

417
00:22:24,480 --> 00:22:29,280
I love I love when books do a 
fonts used writing a layout is 

418
00:22:29,280 --> 00:22:33,520
from NL Morrison editing and 
development by Matt K and then 

419
00:22:33,520 --> 00:22:34,800
the cover art from Justin 
McElroy. 

420
00:22:36,240 --> 00:22:41,680
That's great table of content. 
So first and foremost, let's 

421
00:22:41,680 --> 00:22:46,560
talk about what we always talk 
about on this page. 

422
00:22:46,600 --> 00:22:47,920
Do we have high points and 
bookmarks? 

423
00:22:47,960 --> 00:22:49,360
Do we have high points and 
bookmarks? 

424
00:22:49,360 --> 00:22:51,400
Let's see. 
Bookmarks. 

425
00:22:51,480 --> 00:22:53,160
Nope. 
Hyperlinks, Nope. 

426
00:22:53,760 --> 00:22:59,600
Unfortunate it is like an 80. 
Plus it's an 80 page game, so as

427
00:22:59,600 --> 00:23:02,040
far as the PDF goes, even just 
hyperlinks would be great. 

428
00:23:03,240 --> 00:23:05,640
And I know the game came out 
originally in like 2021. 

429
00:23:06,040 --> 00:23:08,800
I mean bookmarks existed. 
It would be nice. 

430
00:23:08,800 --> 00:23:12,280
It just navigability, obviously,
you know, it is a huge thing 

431
00:23:12,280 --> 00:23:16,200
about our usability score is 
being able to navigate the PDF. 

432
00:23:16,840 --> 00:23:20,280
So that sucks, but they do do a 
thing that I really, really 

433
00:23:20,280 --> 00:23:24,680
like, which is all the table of 
contents they do do, they do do 

434
00:23:24,920 --> 00:23:28,200
all over this thing. 
They they do kind of like what 

435
00:23:28,200 --> 00:23:31,960
Troika did, which is every 
section, like, you know, there's

436
00:23:32,360 --> 00:23:36,040
one determined by fate and 
there's 1.11.21.31.4. 

437
00:23:36,040 --> 00:23:39,320
So it does make the navigability
of the book much, much, much 

438
00:23:39,320 --> 00:23:41,080
better, which is really 
fantastic. 

439
00:23:41,080 --> 00:23:43,760
I love that. 
I love when games do that. 

440
00:23:43,760 --> 00:23:46,160
We love when games do that. 
It's good stuff. 

441
00:23:46,480 --> 00:23:51,360
So in the table of constants, we
have Sherman by fate inventory, 

442
00:23:51,400 --> 00:23:56,760
how to play combat, survival, 
death and revival magic running 

443
00:23:56,760 --> 00:24:00,800
the game encounters Monstrata 
and then appendix A&B are 

444
00:24:00,800 --> 00:24:03,040
scrolls and rings and then 
Clairomante in the back, which 

445
00:24:03,040 --> 00:24:09,800
is like a fun game we'll get to.
But we'll start with we'll start

446
00:24:09,800 --> 00:24:12,280
with is actually this. 
Actually they do. 

447
00:24:12,280 --> 00:24:16,520
The PDF is sometimes PDFs are 
just page and sometimes 1 is 

448
00:24:16,520 --> 00:24:19,880
like specifically somehow coded 
to be a title page, you know 

449
00:24:19,880 --> 00:24:23,280
what I mean? 
So when you go to a two page 

450
00:24:23,280 --> 00:24:30,120
view, it will still keep the 
title page as one page, which is

451
00:24:30,120 --> 00:24:32,720
really, really nice because then
you get like a nice two page 

452
00:24:32,720 --> 00:24:34,440
spread and we don't have to add 
the page in, which is cool. 

453
00:24:34,760 --> 00:24:37,560
So a lot of the book has these 
really cool thing where they do 

454
00:24:37,560 --> 00:24:40,760
this two page spread where 
there's one page and then half 

455
00:24:40,760 --> 00:24:43,160
of another page and then writing
on the side, which is what I'm 

456
00:24:43,160 --> 00:24:44,960
showing now on the preface as 
your page. 

457
00:24:45,240 --> 00:24:47,120
And I like the way that they do 
that throughout the entire book 

458
00:24:47,120 --> 00:24:49,960
as we go, because we pretty much
just look in pages. 

459
00:24:50,240 --> 00:24:52,520
You won't see it too much, but 
it does do that a couple times 

460
00:24:52,560 --> 00:24:54,560
through where it kind of links 
the spread across, which is 

461
00:24:54,560 --> 00:25:01,730
really cool. 
Let's go back to here. 

462
00:25:02,330 --> 00:25:04,610
So I'm going to do a little bit 
of the reading of the front 

463
00:25:04,610 --> 00:25:07,730
there. 
There's this is a game that's 

464
00:25:07,730 --> 00:25:10,130
like got hints of lore in it, 
right? 

465
00:25:10,130 --> 00:25:11,770
There's a little bit of lore in 
the beginning. 

466
00:25:11,770 --> 00:25:14,680
There's a little bit of a story 
and then through the rules, they

467
00:25:14,680 --> 00:25:16,720
introduce a little bit more 
lore. 

468
00:25:16,720 --> 00:25:19,160
You're not going to find like a 
giant lore section. 

469
00:25:19,160 --> 00:25:20,360
There's not going to be a lore 
book for this. 

470
00:25:20,360 --> 00:25:22,680
And I love that it's not. 
It's not an implied setting 

471
00:25:22,680 --> 00:25:25,160
because the setting is there, 
but it's just enough to get you 

472
00:25:25,200 --> 00:25:26,360
up and going, which I really 
like. 

473
00:25:26,360 --> 00:25:29,960
But there's a little bit. 
Really need a ton of lore past 

474
00:25:29,960 --> 00:25:33,880
like the kind of like spark for 
this like really this is this is

475
00:25:33,880 --> 00:25:38,680
a world that your characters 
will affect greatly and the lore

476
00:25:38,680 --> 00:25:41,960
you guys will build is based on 
your own game so. 

477
00:25:42,520 --> 00:25:45,120
Yeah, I mean, even the way that 
you play all of it and the 

478
00:25:45,120 --> 00:25:47,560
monsters you're creating stuff, 
even their safe havens are all 

479
00:25:47,560 --> 00:25:49,520
stuff that you create, which is 
really, really cool. 

480
00:25:49,520 --> 00:25:52,640
But there's a bit of a narrative
here and then some. 

481
00:25:54,000 --> 00:25:54,920
I'm just going to read stuff. 
So. 

482
00:25:55,280 --> 00:25:57,200
Your Lantern cuts through the 
dark mists. 

483
00:25:57,520 --> 00:26:01,160
The forest path twists as you 
see your own blood leading into 

484
00:26:01,160 --> 00:26:03,240
the brush. 
You're hopelessly lost and 

485
00:26:03,240 --> 00:26:05,800
wounded as the forest floor 
gives way to rough stone, the 

486
00:26:05,800 --> 00:26:08,520
walls of abandoned castle 
becoming quickly apparent. 

487
00:26:08,520 --> 00:26:11,560
Your Lantern flickers out. 
You struggle to light it as you 

488
00:26:11,560 --> 00:26:13,960
feel sharp claws Pierce your 
flesh once more. 

489
00:26:14,480 --> 00:26:18,200
Your vision fills with with inky
darkness and you awaken again, 

490
00:26:18,480 --> 00:26:20,120
safe within the walls of a 
shrine. 

491
00:26:20,440 --> 00:26:22,240
This is the third time you have 
died. 

492
00:26:23,160 --> 00:26:24,960
Love that. 
Love that. 

493
00:26:25,760 --> 00:26:27,920
That really hit you right. 
Oh, the third time I died. 

494
00:26:27,920 --> 00:26:31,880
Cool. 
And then you get the actual like

495
00:26:31,920 --> 00:26:34,720
stuff to play the game, right? 
In the downtrodden enclaves of 

496
00:26:34,720 --> 00:26:37,200
human civilization, a few 
survivors lead paranoid and 

497
00:26:37,200 --> 00:26:39,320
weary lives. 
Rarely to someone venture 

498
00:26:39,320 --> 00:26:40,880
outside the walls of a safe 
haven. 

499
00:26:41,080 --> 00:26:43,560
There's a part from a select 
group of chosen individuals. 

500
00:26:43,560 --> 00:26:46,160
The immortal wonders, the 
travellers, the players. 

501
00:26:46,200 --> 00:26:50,640
You guys basically says, you 
know that the travellers are 

502
00:26:50,640 --> 00:26:52,720
fated to be that because of 
their print marks, their 

503
00:26:52,720 --> 00:26:55,000
fingerprints, whatever 
travellers fate. 

504
00:26:55,000 --> 00:26:57,600
For most folk, it's better that 
the travellers die in the 

505
00:26:57,600 --> 00:26:59,520
mystery wilderness rather than 
themselves. 

506
00:27:00,440 --> 00:27:03,080
And when the traveller is born, 
their guardians, bereft of 

507
00:27:03,080 --> 00:27:05,840
swelling with pride, take them 
to a print Weaver. 

508
00:27:06,400 --> 00:27:10,440
These women watch over shrines 
to Providence that foresee and 

509
00:27:10,440 --> 00:27:12,480
provide. 
From their humble shrines, they 

510
00:27:12,480 --> 00:27:15,400
facilitate revival and predict 
the role of newborn travellers. 

511
00:27:16,640 --> 00:27:19,200
And they they have phylacteries 
full of precious ink. 

512
00:27:19,200 --> 00:27:20,880
We'll get to Ink is a big thing 
in this game. 

513
00:27:20,880 --> 00:27:22,920
What was the other game that had
like a lot of ink situation? 

514
00:27:23,160 --> 00:27:26,160
That is the electrom archive. 
Electrom archive. 

515
00:27:26,160 --> 00:27:27,440
Yeah, yeah, yeah. 
I thought about that when I 

516
00:27:27,440 --> 00:27:28,800
started reading this. 
I was like, what's the other 

517
00:27:28,800 --> 00:27:29,520
one? 
I was like, oh, yeah. 

518
00:27:30,120 --> 00:27:32,600
But very, very wildly different.
Bell. 

519
00:27:32,600 --> 00:27:33,800
Yeah. 
Yeah, yeah, yeah. 

520
00:27:34,880 --> 00:27:38,680
So that's kind of the game. 
So basically the world sucks and

521
00:27:39,080 --> 00:27:41,960
sometimes travelers are born 
better taken to print weavers 

522
00:27:42,760 --> 00:27:45,720
and they are then imbued with 
some stuff that allows them to 

523
00:27:45,720 --> 00:27:48,640
revive anytime they die in very 
souls like way. 

524
00:27:49,160 --> 00:27:51,480
So those travelers are the ones 
that are sent kind of out into 

525
00:27:51,480 --> 00:27:58,320
the wilderness to kind of re 
expand, find stuff, do whatever 

526
00:27:58,320 --> 00:28:00,240
because if you die you just come
back. 

527
00:28:00,240 --> 00:28:01,480
But I mean, it doesn't mean it 
don't hurt. 

528
00:28:01,480 --> 00:28:03,760
I bet you know. 
Yeah, I mean, I still imagine 

529
00:28:03,760 --> 00:28:07,560
you would feel being stabbed. 
But also I love the title of 

530
00:28:07,560 --> 00:28:10,960
Traveler and I like it's use 
here. 

531
00:28:11,040 --> 00:28:14,320
It feels good, it sounds cool, 
which I think maybe the most 

532
00:28:14,320 --> 00:28:15,880
important thing, so. 
Yeah. 

533
00:28:15,960 --> 00:28:19,960
Well, obviously, I mean, but it 
does say that almost everyone in

534
00:28:19,960 --> 00:28:22,600
the world just sticks in safe 
havens only, and it's just 

535
00:28:22,600 --> 00:28:24,880
travelers that travel, so it 
makes sense. 

536
00:28:24,880 --> 00:28:27,600
So they're called travelers, so.
Whoa. 

537
00:28:29,560 --> 00:28:33,160
So the number one determined by 
fate. 

538
00:28:33,160 --> 00:28:35,000
So this is talking about the 
print marks. 

539
00:28:35,000 --> 00:28:36,400
Print marks means like your 
fingerprints. 

540
00:28:37,040 --> 00:28:40,760
So print Weaver, seldom of 
words, takes your hand and 

541
00:28:40,760 --> 00:28:43,280
presses each finger into a pool 
of ink. 

542
00:28:43,440 --> 00:28:45,360
You got fingerprints. 
They give you powers, right? 

543
00:28:46,000 --> 00:28:48,520
There are three kinds of prints 
that are the loop, the arch in 

544
00:28:48,520 --> 00:28:52,320
the world. 
The loop is for strength. 

545
00:28:52,320 --> 00:28:54,320
That's for fighters, Knights, 
Barbarians. 

546
00:28:54,440 --> 00:28:56,920
It's the most common. 
Definitely the most common for 

547
00:28:56,920 --> 00:28:59,280
me. 
Then you get the arch. 

548
00:28:59,480 --> 00:29:02,480
Yeah, which is for willpower. 
That's going to be your leader. 

549
00:29:02,480 --> 00:29:05,040
Sorcerer's and scholars, this is
the rarest. 

550
00:29:05,800 --> 00:29:10,440
And then the third is the world.
This represents dexterity and 

551
00:29:10,440 --> 00:29:13,160
this is for like Rangers, 
rogues, things like that. 

552
00:29:14,720 --> 00:29:16,120
And there's some art here on the
page. 

553
00:29:16,120 --> 00:29:17,920
I do believe all the internal 
illustrations. 

554
00:29:17,920 --> 00:29:19,160
Don't like NL Morrison. 
I do. 

555
00:29:19,160 --> 00:29:21,680
I'd like the style. 
It's very interesting. 

556
00:29:22,120 --> 00:29:26,160
There's some other pages that 
are very it's like white and 

557
00:29:26,160 --> 00:29:27,120
black instead of black and 
white. 

558
00:29:27,120 --> 00:29:28,280
And then it just looks really 
neat. 

559
00:29:28,280 --> 00:29:32,080
But you got three figures here. 
I will say I don't know when, 

560
00:29:32,080 --> 00:29:34,400
when I brought this up. 
We don't, we don't need to bring

561
00:29:34,400 --> 00:29:37,200
it up now. 
So that's basically the the 

562
00:29:37,200 --> 00:29:39,040
print marks. 
You got loops, you got arches, 

563
00:29:39,040 --> 00:29:43,320
and you got whirls, right? 
So then you get to your 

564
00:29:43,360 --> 00:29:45,680
attribute scores, which are the 
three things I just talked 

565
00:29:45,680 --> 00:29:47,840
about, right? 
You got strength, Will and 

566
00:29:47,920 --> 00:29:50,080
dexterity. 
So Hunter's going to make a 

567
00:29:50,080 --> 00:29:54,120
character as we go through this,
which is what we like to do on 

568
00:29:54,240 --> 00:29:56,120
character creation. 
So we're going to make a 

569
00:29:56,120 --> 00:29:58,400
character using the character 
creation because honestly, we've

570
00:29:58,400 --> 00:30:00,200
talked about the character 
creation in this. 

571
00:30:00,240 --> 00:30:02,160
It is the bright spot. 
It is. 

572
00:30:02,160 --> 00:30:05,520
I mean, the game is good, but 
but this is really fucking cool.

573
00:30:05,520 --> 00:30:07,160
I love the way that they do 
character creation. 

574
00:30:07,440 --> 00:30:08,560
So we're going to go through 
that. 

575
00:30:08,560 --> 00:30:12,240
So how you do character creation
is you count the total marks you

576
00:30:12,240 --> 00:30:16,320
have have in each attribute by 
counting your fingerprints and 

577
00:30:16,320 --> 00:30:18,360
knowing like which finger is 
which. 

578
00:30:18,360 --> 00:30:22,920
So for me that's fucking easy 
because I got 9 loops and 1 

579
00:30:23,000 --> 00:30:25,080
arch. 
Super easy for me. 

580
00:30:25,880 --> 00:30:30,640
So how that would work is you 
record it down and those are 

581
00:30:30,640 --> 00:30:33,720
your stats. 
So let's say you have 6 loops, 4

582
00:30:33,720 --> 00:30:37,040
arches, and 0 whirls. 
You'd have 6 strength, 4 wheel, 

583
00:30:37,040 --> 00:30:40,480
0 decks. 
I would have 9 strength, one 

584
00:30:40,480 --> 00:30:43,440
wheel, 0 decks. 
What about you? 

585
00:30:43,440 --> 00:30:45,040
What? 
What would you did you figure 

586
00:30:45,040 --> 00:30:47,720
out your fingerprints? 
OK, yeah, so I've actually have 

587
00:30:47,720 --> 00:30:49,680
a question. 
I because I read the school, I 

588
00:30:49,680 --> 00:30:53,560
know it's coming up. 
I have a massive scar over my 

589
00:30:53,560 --> 00:30:55,120
middle. 
Finger so you have an O. 

590
00:30:55,120 --> 00:30:56,360
Fingerprint I have an O. 
Yeah. 

591
00:30:56,360 --> 00:30:57,720
You have an O? 
Yeah, Yeah, we'll get there. 

592
00:30:57,720 --> 00:30:58,280
We'll get there. 
Yeah. 

593
00:30:58,440 --> 00:30:59,240
Yeah. 
So. 

594
00:30:59,960 --> 00:31:03,200
Yeah, so. 
I have a strength of three. 

595
00:31:04,000 --> 00:31:08,520
I have a will of remind me is 
the arch. 

596
00:31:08,520 --> 00:31:11,320
That's Will. 
Yeah, Arch is as well. 

597
00:31:12,120 --> 00:31:21,080
I have an arch or a will of of 
three, and then my last is 2-3. 

598
00:31:22,000 --> 00:31:23,080
Yeah. 
Oh yeah, because one of my 

599
00:31:23,080 --> 00:31:23,760
fingers is scar. 
Yeah. 

600
00:31:23,760 --> 00:31:25,520
So I have, I have 3 in every 
stat. 

601
00:31:25,600 --> 00:31:28,360
So perfectly balanced, as all 
things should be. 

602
00:31:28,360 --> 00:31:30,840
And then one scar. 
And then, yeah, I have one scar.

603
00:31:31,240 --> 00:31:33,960
So that's fucking crazy that 
yeah, I weird. 

604
00:31:35,080 --> 00:31:37,920
Also, I will tell you I just 
started the new job where I'm 

605
00:31:37,920 --> 00:31:41,960
washing my hands a ton. 
So I and I lost my hand lotion I

606
00:31:41,960 --> 00:31:43,040
normally have. 
I can't find it. 

607
00:31:43,200 --> 00:31:46,320
My hands look like garbage. 
I also rock climb. 

608
00:31:46,600 --> 00:31:50,120
So this I started doing this 
last night and I was like I gave

609
00:31:50,120 --> 00:31:52,720
up and so I was just finishing 
now. 

610
00:31:52,880 --> 00:31:55,240
It was AI got I got bad hands 
right now. 

611
00:31:55,240 --> 00:31:56,920
Don't hold my hands right now, 
Ryan, That's all. 

612
00:31:57,040 --> 00:31:59,560
I got, I got, I got. 
I'm loops for days. 

613
00:32:00,080 --> 00:32:03,480
Yeah. 
Anyway, OK, so you have 333 and 

614
00:32:03,480 --> 00:32:06,160
then we'll figure out the O. 
So you also have a derived 

615
00:32:06,160 --> 00:32:07,640
attribute, which is your 
vitality. 

616
00:32:08,080 --> 00:32:11,160
So you're going to roll and this
is a measure of your general 

617
00:32:11,160 --> 00:32:13,160
toughness and stuff. 
We'll get to why that matters. 

618
00:32:14,320 --> 00:32:16,360
It's kind of the way that like 
hit protection works and like 

619
00:32:16,360 --> 00:32:18,360
into the odd stuff. 
So you roll 1D10. 

620
00:32:18,520 --> 00:32:22,480
So first of all, roll your D10. 
I rolled A5. 

621
00:32:23,080 --> 00:32:24,640
OK. 
And then you add your strength 

622
00:32:24,640 --> 00:32:27,120
score. 
An 8. 

623
00:32:27,840 --> 00:32:29,600
And then half your decks. 
Half your decks, right? 

624
00:32:29,600 --> 00:32:31,840
Yeah, yeah. 
Yeah, it doesn't say roll up or 

625
00:32:31,840 --> 00:32:33,320
down. 
It doesn't. 

626
00:32:33,520 --> 00:32:36,600
I noticed that. 
No, I mean do whatever. 

627
00:32:36,600 --> 00:32:38,720
I don't care. 
I'm you know what I mean? 

628
00:32:38,720 --> 00:32:40,680
I would say go down. 
So would I? 

629
00:32:41,480 --> 00:32:43,520
Yeah, go and plug it. 
Yeah, Color on the line. 

630
00:32:43,760 --> 00:32:46,320
OK, so there is a Gray box here.
I like the use of Gray boxes. 

631
00:32:46,320 --> 00:32:49,360
So some people have more or less
than 10 fingers. 

632
00:32:49,840 --> 00:32:53,480
An O represents an accidental 
scarred callus or missing print 

633
00:32:53,480 --> 00:32:55,920
mark. 
The question mark represents any

634
00:32:55,920 --> 00:32:58,040
other finger in the pair because
we're going to get to pairs of 

635
00:32:58,040 --> 00:33:00,960
fingers in a second. 
So those with more print marks 

636
00:33:00,960 --> 00:33:03,720
gain additional attribute 
scores, but no more items. 

637
00:33:04,680 --> 00:33:06,480
It doesn't. 
I can't. 

638
00:33:08,720 --> 00:33:12,440
So you don't get more attribute 
scores, right unless it comes 

639
00:33:12,440 --> 00:33:17,600
through in the the items later? 
Because like you don't. 

640
00:33:18,360 --> 00:33:20,200
No, you're exactly like the 
person down here. 

641
00:33:20,200 --> 00:33:22,920
They got 333 with an O. 
Oh yeah. 

642
00:33:24,480 --> 00:33:25,760
You are the example. 
That's great. 

643
00:33:25,840 --> 00:33:28,480
OK, so before we get to that. 
Wait, am I literally exactly the

644
00:33:28,480 --> 00:33:32,040
example? 
Oh, not quite. 

645
00:33:32,080 --> 00:33:34,000
OK, well never mind, I got 
excited there for a second. 

646
00:33:34,000 --> 00:33:35,240
But you're we're missing the 
same. 

647
00:33:35,800 --> 00:33:37,320
We have the same obscured finger
at least. 

648
00:33:37,360 --> 00:33:38,680
So there you go. 
That's obscured. 

649
00:33:38,680 --> 00:33:40,640
So starting equipment, we'll hit
this person, then we'll get to 

650
00:33:40,640 --> 00:33:44,160
the sheet and stuff. 
So before you, the print Weaver 

651
00:33:44,160 --> 00:33:47,200
lays gifts, you need to fill 
your fate. 

652
00:33:47,200 --> 00:33:50,280
So what you do after you figure 
out your fingerprints is you 

653
00:33:50,280 --> 00:33:52,160
pair them off left and then 
right. 

654
00:33:52,160 --> 00:33:54,280
So your left thumb, your right 
thumb, make a pair. 

655
00:33:54,280 --> 00:33:56,520
Write that down. 
If it's a loop, right an L. 

656
00:33:57,240 --> 00:33:59,800
If you're let's say your left 
thumb is a loop and your right 

657
00:33:59,800 --> 00:34:03,080
thumb is a whirl, you'd write LW
for thumb. 

658
00:34:03,280 --> 00:34:06,560
Boom, right? 
My left thumb is a loop and my 

659
00:34:06,560 --> 00:34:08,600
right thumb is a whirl. 
How did you know bro? 

660
00:34:08,600 --> 00:34:11,920
I know you bro, I know you. 
Because we own hands so much. 

661
00:34:12,440 --> 00:34:14,639
Yeah, because we're so close to 
each other all the time. 

662
00:34:17,199 --> 00:34:19,239
One thing that I didn't want to 
say as we go through this, the 

663
00:34:19,280 --> 00:34:22,320
examples throughout are like 
really well done, concise 

664
00:34:22,320 --> 00:34:23,920
examples. 
Like when I was talking before 

665
00:34:23,920 --> 00:34:28,679
about the, for example, if you 
have 6 loops, 4 arches, 0 

666
00:34:28,679 --> 00:34:30,199
worlds, they do that all the 
time. 

667
00:34:30,199 --> 00:34:32,320
They don't wait until later, 
They don't give you a big thing.

668
00:34:32,320 --> 00:34:34,760
They're just like, do this, this
is how you do it. 

669
00:34:34,760 --> 00:34:37,520
I I really like the concise 
language that they used in order

670
00:34:37,520 --> 00:34:39,760
to do that. 
So you come up with all of your 

671
00:34:39,760 --> 00:34:42,400
pairs, and then we're going to 
go to a gifts table. 

672
00:34:42,600 --> 00:34:46,840
We're going to talk about the 
gifts table a little bit, but I 

673
00:34:46,840 --> 00:34:49,080
already gave you an example. 
And then on top of that, you 

674
00:34:49,080 --> 00:34:52,719
also everyone also starts with a
glass file containing 100 drops 

675
00:34:52,719 --> 00:34:53,760
of ink. 
We'll talk about white ink 

676
00:34:53,760 --> 00:34:58,120
matters a little bit. 5 torches 
after an encounter roll a chance

677
00:34:58,120 --> 00:35:03,520
dye which is on 3.3. 
Again not hyperlinked but it is 

678
00:35:03,520 --> 00:35:06,840
like a very specific like told 
you exactly what section and 

679
00:35:06,840 --> 00:35:09,440
paragraph to go to. 
So I do like that on a success 

680
00:35:09,440 --> 00:35:13,200
the torch goes out and then you 
get a sleeping roll. 

681
00:35:13,440 --> 00:35:16,120
SO5 torches, some ink and a 
sleeping roll on top of the 

682
00:35:16,120 --> 00:35:18,040
items that you get. 
So let's look at this character 

683
00:35:18,040 --> 00:35:22,680
sheet real quick. 
So I really love this like 

684
00:35:22,920 --> 00:35:26,480
example sheets at the top it 
gives you literally fingerprints

685
00:35:26,480 --> 00:35:28,400
of what a loop looks like, what 
an arch looks like, and what a 

686
00:35:28,400 --> 00:35:30,200
whirl looks like. 
Which I think is fantastic 

687
00:35:30,240 --> 00:35:31,720
because some people would be 
like what the fuck are you 

688
00:35:31,720 --> 00:35:35,520
talking about here? 
So you actually get pictures of 

689
00:35:35,520 --> 00:35:40,280
the fingerprints which is great.
And then you get 2 hands with 

690
00:35:40,360 --> 00:35:43,760
fingerprints on them and they're
all labeled Whirlwirl, Arch, 

691
00:35:43,760 --> 00:35:46,480
arch, Loop, loop. 
And then obscured 1 is missing 

692
00:35:47,160 --> 00:35:49,760
another great thing here. 
And then you get what would be 

693
00:35:49,760 --> 00:35:53,880
the character sheet which shows 
3 strength 3 will 3 decks. 

694
00:35:54,440 --> 00:35:56,960
They got vitality 10, which I 
think you got vitality 9. 

695
00:35:57,280 --> 00:36:04,240
And then they got the obscure, 
which is an enforced shroud. 

696
00:36:04,240 --> 00:36:06,960
They get a gift for that, which 
we'll get to. 

697
00:36:07,200 --> 00:36:10,520
So it was obstacle for that one 
because it's your defense, 

698
00:36:10,520 --> 00:36:12,200
right? 
Or maybe it's obscured, I can't 

699
00:36:12,200 --> 00:36:17,200
remember right now. 
That'll be is a typo O because 

700
00:36:17,720 --> 00:36:22,560
hi, I assume it should be two. 
Got it. 

701
00:36:22,600 --> 00:36:26,760
OK, apparently we have the 
creator in a chat right now, 

702
00:36:26,760 --> 00:36:29,360
which is why we still do this 
live just in case every now and 

703
00:36:29,360 --> 00:36:31,680
then they are here. 
So welcome. 

704
00:36:31,680 --> 00:36:36,960
Thank you so much and we're 
looking at your game. 

705
00:36:36,960 --> 00:36:39,120
Cool. 
So what's going to happen next 

706
00:36:39,400 --> 00:36:45,600
is you have all your pairs. 
I do, No bow please. 

707
00:36:47,080 --> 00:36:51,880
I do have all of my pairs so. 
Cool. 

708
00:36:51,880 --> 00:36:54,200
So we're gonna go through that, 
and then I'm gonna talk about 

709
00:36:55,520 --> 00:36:57,400
some things that are read in my 
notes. 

710
00:36:57,680 --> 00:37:02,440
So you got GIFs of the loop, 
which are laid before you as 

711
00:37:02,440 --> 00:37:04,920
objects of great strength. 
And then it's got these three 

712
00:37:04,920 --> 00:37:09,760
really cool, like quasi stained 
glass ish, kind of looking like 

713
00:37:09,760 --> 00:37:14,240
their frames. 
And then there's images of of 

714
00:37:14,240 --> 00:37:16,480
people in them. 
And it's got a knight, a cleric 

715
00:37:16,480 --> 00:37:20,720
and a Ranger. 
And it's got listed like LLLALW.

716
00:37:20,720 --> 00:37:24,680
So obviously loop, loop, loop, 
arch, loop, whirl. 

717
00:37:25,360 --> 00:37:28,880
And then the next page is Gifts 
of the Arch, which is for magic 

718
00:37:28,880 --> 00:37:31,000
potential, and it's got Druid, 
mage, and whirl. 

719
00:37:32,080 --> 00:37:34,520
Then Gifts of the world Laid 
before you are objects of 

720
00:37:34,520 --> 00:37:37,600
exquisite skill, and it's 
assassin, Bard, and thief 

721
00:37:37,640 --> 00:37:40,640
exquisite. 
And then Gifts of the obscure 

722
00:37:40,640 --> 00:37:43,840
laid before you are Blessings of
unknown power, and it's Phantom,

723
00:37:43,840 --> 00:37:49,600
Fireborn and Seraph. 
So we're going to go through all

724
00:37:49,600 --> 00:37:56,320
of your items or gifts from the 
print Weaver to get your 

725
00:37:56,320 --> 00:37:57,520
character and then talk about 
something. 

726
00:37:57,520 --> 00:38:01,640
So what is your thumb? 
So let's let's you want to just 

727
00:38:01,640 --> 00:38:05,160
go through like by sections and 
or do you want to it's? 

728
00:38:05,160 --> 00:38:08,440
By it's it's it's it's an order.
Yeah, yeah, yeah. 

729
00:38:08,440 --> 00:38:11,240
So my. 
So what's your thumb? 

730
00:38:11,520 --> 00:38:15,160
Thumbs are LWI, have a loop and 
a whirl. 

731
00:38:15,600 --> 00:38:19,600
So you got the chainmail. 
Yeah, so I got chainmail and 

732
00:38:19,600 --> 00:38:22,960
then my pointer is also LW so I 
have a short. 

733
00:38:22,960 --> 00:38:28,880
Bow OK. 
And then yeah, that's that's a, 

734
00:38:29,760 --> 00:38:33,480
that's those two fingers. 
And then my middle fingers is LO

735
00:38:34,280 --> 00:38:37,640
because I have an obscured 1. 
Oh, so we're going to go all the

736
00:38:37,640 --> 00:38:40,600
way down to the GIFs of the 
obscure. 

737
00:38:41,280 --> 00:38:46,680
So LO would be question mark O 
so middle. 

738
00:38:46,680 --> 00:38:49,720
Finger drops of. 
Ink shit you could do? 

739
00:38:49,720 --> 00:38:54,000
You could do you start with 1100
drops of ink. 

740
00:38:55,800 --> 00:39:00,440
Yeah, and then my ring finger is
going to be WA, which is going 

741
00:39:00,480 --> 00:39:04,000
to be under Gifts of the World. 
It'll be under Bard. 

742
00:39:04,440 --> 00:39:10,040
And I have a ring of song while 
singing, which we all know I'm 

743
00:39:10,040 --> 00:39:13,280
buried at. 
You grant advantage on all 

744
00:39:13,280 --> 00:39:16,280
checks to allies in the earshop.
I'm the Bard. 

745
00:39:17,200 --> 00:39:20,480
There you go. 
And then my little finger is 

746
00:39:20,480 --> 00:39:25,080
going to be under gifts of the 
arch and I have an A A which is 

747
00:39:25,080 --> 00:39:30,040
under mage and I have a pipe 
route. 

748
00:39:30,440 --> 00:39:34,320
Like small fires. 
Without fail, touching it to a 

749
00:39:34,320 --> 00:39:37,680
dead body incinerates it, 
leading only its possessions. 

750
00:39:37,960 --> 00:39:39,600
Sick. 
So that's that's you. 

751
00:39:39,600 --> 00:39:40,960
That's what you start with. 
Yeah. 

752
00:39:40,960 --> 00:39:42,960
OK, so. 
Pretty cool, you know. 

753
00:39:43,120 --> 00:39:44,720
I like it. 
I like it fun. 

754
00:39:45,320 --> 00:39:46,800
It is really fun. 
I do like that. 

755
00:39:46,800 --> 00:39:56,040
For me, really easy considering 
that I'm LLLLLLL like I 

756
00:39:56,040 --> 00:39:59,640
basically there's one thing 
that's not which one is my arch.

757
00:40:00,440 --> 00:40:09,280
My my pointer is LA so I get all
my stuff and instead of a long 

758
00:40:09,280 --> 00:40:12,600
sword, I get a stone Mace. 
So my strength is out the ass. 

759
00:40:12,880 --> 00:40:16,160
I think my I think my vitality. 
If I roll AD 10, it's literally 

760
00:40:16,160 --> 00:40:19,440
like it's my strength plus like 
half my deck. 

761
00:40:19,440 --> 00:40:23,760
So I get like the entire thing. 
So here's here's here's a little

762
00:40:23,760 --> 00:40:25,040
bit of beef I have with this 
section. 

763
00:40:25,480 --> 00:40:30,480
First, one thing that is that I 
find interesting that games do a

764
00:40:30,480 --> 00:40:34,040
lot is they'll put information 
on an itch page that's not in 

765
00:40:34,040 --> 00:40:36,960
the book. 
So when you look at the itch 

766
00:40:36,960 --> 00:40:39,280
page for this game, there's a 
lot of information. 

767
00:40:39,560 --> 00:40:42,520
A lot of what I said in the 
beginning is the itch page. 

768
00:40:42,520 --> 00:40:47,480
So if we bring that up real 
quick, it says on the itch page,

769
00:40:47,480 --> 00:40:50,040
it says player characters are 
called travelers, they're 

770
00:40:50,040 --> 00:40:54,160
immortal, but it says D10 dice 
pulls, which we still haven't 

771
00:40:54,160 --> 00:40:55,840
read in the game anywhere. 
Again, we've talked about this 

772
00:40:55,840 --> 00:40:58,400
before, like having at least an 
understanding, but the core 

773
00:40:58,400 --> 00:41:00,600
mechanic is before we get to 
characterization would be nice. 

774
00:41:00,640 --> 00:41:02,880
It would be nice if this was in 
here, but it's not. 

775
00:41:03,680 --> 00:41:16,240
But it does say that that it is.
It says classless and levelless.

776
00:41:16,240 --> 00:41:18,080
Travelers are defined only by 
their fates. 

777
00:41:18,280 --> 00:41:21,200
At no point in the game anywhere
does the word classless come 

778
00:41:21,200 --> 00:41:23,080
into it. 
Nowhere does this level list 

779
00:41:23,080 --> 00:41:25,080
come into it. 
It'd be nice to have that even 

780
00:41:25,080 --> 00:41:26,880
on like the back of the book or 
the front of the book or 

781
00:41:26,880 --> 00:41:28,600
anything. 
My issue with the whole 

782
00:41:28,600 --> 00:41:33,960
classless thing because you're 
not picking a class, but, but if

783
00:41:33,960 --> 00:41:39,080
you go through the, the 
beginning, when we hit the, the,

784
00:41:39,120 --> 00:41:44,240
the 11 print mark section, the 
first mark, the loop it, it says

785
00:41:44,240 --> 00:41:48,880
it embodies fighters, Knights, 
Barbarians, the arch leaders, 

786
00:41:48,880 --> 00:41:52,120
sorcerer's scholars. 
Those are very class. 

787
00:41:52,120 --> 00:41:53,840
That's very class language. 
Classy. 

788
00:41:54,720 --> 00:41:59,680
And teach RPGs, right? 
And then when we get to gifts, I

789
00:41:59,680 --> 00:42:04,720
don't understand the I think 
that the art is cool for all of 

790
00:42:04,720 --> 00:42:07,200
the pages, but what does night 
have to do? 

791
00:42:07,200 --> 00:42:10,080
Why is there night? 
Why are there classes listed 

792
00:42:10,080 --> 00:42:12,960
above every gift? 
There's twelve classes listed in

793
00:42:12,960 --> 00:42:17,680
here, but you don't get a class.
And at no point is that 

794
00:42:17,680 --> 00:42:20,880
associated with the gifts that 
you choose. 

795
00:42:21,080 --> 00:42:25,200
If it's just like a like an 
example narrative thing, it 

796
00:42:25,200 --> 00:42:29,480
would be nice to just say that. 
But like for example, like I4 

797
00:42:29,480 --> 00:42:32,080
out of five are mine are knight.
So I'd be like, OK, well, I'm a 

798
00:42:32,080 --> 00:42:34,840
knight, right? 
But it's a classless game, even 

799
00:42:34,840 --> 00:42:36,600
though it doesn't say it's a 
classless game. 

800
00:42:36,880 --> 00:42:39,560
A lot of times with games that 
are like classless, it means 

801
00:42:39,560 --> 00:42:42,680
there's not really a restriction
to what you can and cannot do or

802
00:42:42,680 --> 00:42:49,280
wield less so that like you fit 
into a defined like party niche.

803
00:42:49,400 --> 00:42:52,920
You know, I would still say that
I feel fine with saying this is 

804
00:42:52,920 --> 00:42:55,000
classless. 
It does that may it has like 

805
00:42:55,000 --> 00:42:58,440
referential language to it. 
And if you decide to play your 

806
00:42:58,440 --> 00:43:02,880
guy as a knight, that's fine. 
But if I like, I have nothing 

807
00:43:02,880 --> 00:43:05,960
for magic, but if I get a bunch 
of scrolls and magic rings like 

808
00:43:06,480 --> 00:43:08,560
I'm fucking casting baby, you 
know I wouldn't. 

809
00:43:09,200 --> 00:43:12,360
Agree with you. 
My issue is that nowhere in the 

810
00:43:12,360 --> 00:43:14,120
book did it say it's classless 
right? 

811
00:43:14,120 --> 00:43:17,320
And the each page blurb at the. 
Beginning that just says this is

812
00:43:17,320 --> 00:43:21,560
AD 10 dice pull system. 
Yeah, a classless D10 dice pull 

813
00:43:21,560 --> 00:43:24,720
system would be cool. 
Well, my thing is, if you get to

814
00:43:24,720 --> 00:43:30,680
these pages not knowing that 
it's it's a classless game, and 

815
00:43:30,680 --> 00:43:33,480
then you read all of this, do 
you go, so am I in night? 

816
00:43:33,480 --> 00:43:34,760
Where do I write that? 
On my character sheet? 

817
00:43:34,840 --> 00:43:38,800
Most of my my items are night. 
There's just no direction that 

818
00:43:38,800 --> 00:43:42,760
it is classless and that these 
are maybe just examples based on

819
00:43:42,760 --> 00:43:44,720
like if you get a bunch of gifts
for it, you know, I mean like, 

820
00:43:44,720 --> 00:43:46,360
that's my issue, not that it's 
classless. 

821
00:43:46,360 --> 00:43:48,320
I love that. 
I love that your inventory is 

822
00:43:48,320 --> 00:43:50,520
your class. 
It's very into the odd and you 

823
00:43:50,520 --> 00:43:51,880
know, very Carey and stuff like 
that. 

824
00:43:52,800 --> 00:43:55,680
But there's no direction 
whatsoever. 

825
00:43:55,760 --> 00:44:00,800
You're but it talks about 
classes again numerous times and

826
00:44:00,800 --> 00:44:04,080
then it has pictures for all the
classes, has bolded names for 

827
00:44:04,080 --> 00:44:06,360
classes and then gives you a 
list of stuff that are 

828
00:44:06,360 --> 00:44:08,800
associated with classes and 
never tells you. 

829
00:44:08,800 --> 00:44:10,560
These are just examples. 
Do whatever you want to do. 

830
00:44:10,560 --> 00:44:12,440
You know what I mean? 
That's my my issue isn't what it

831
00:44:12,440 --> 00:44:14,920
does, but then it's great. 
It's the a little bit of a lack 

832
00:44:14,920 --> 00:44:18,080
of communication on the fact 
that it is classless and these 

833
00:44:18,080 --> 00:44:20,440
are just examples or something 
that that's that's my issue. 

834
00:44:20,440 --> 00:44:22,560
I think there's just a little 
bit of friction between, Hey, 

835
00:44:22,560 --> 00:44:24,600
this is classless, but also 
here's a picture of a knight and

836
00:44:24,600 --> 00:44:26,760
the dry award knight and all 
these items related to Knights, 

837
00:44:26,760 --> 00:44:28,360
but you're not a knight because 
classless. 

838
00:44:28,360 --> 00:44:32,120
You know what I mean? 
But but I love the way that they

839
00:44:32,120 --> 00:44:33,760
do it. 
It's just that little bit of 

840
00:44:33,760 --> 00:44:36,560
lack of communication. 
So yeah. 

841
00:44:36,560 --> 00:44:39,920
So that is that's the character 
that you made. 

842
00:44:41,000 --> 00:44:44,720
The obscure ones are. 
Did you see any gifts in any of 

843
00:44:44,720 --> 00:44:45,880
these that really stuck out to 
you? 

844
00:44:46,840 --> 00:44:49,520
Oh well I was looking at the 
serif one because that's what 

845
00:44:49,600 --> 00:44:53,280
obviously I was like. 
I was like fuck bro might point 

846
00:44:53,280 --> 00:44:54,600
your finger with scarred 
instead. 

847
00:44:54,600 --> 00:44:57,560
I have a sunlight blade. 
Give me that dude. 

848
00:44:57,760 --> 00:45:00,480
Bro, the obscured ones, 
obviously, like first of all, I 

849
00:45:00,480 --> 00:45:04,800
love that it's very inclusive, 
right? 

850
00:45:04,800 --> 00:45:06,880
Like scarred fingers, missing 
fingers, like all that kind of 

851
00:45:06,880 --> 00:45:09,040
stuff is great. 
I mean realistically, if you 

852
00:45:09,040 --> 00:45:11,640
don't have a hand, you would 
just get all OS, you know what I

853
00:45:11,640 --> 00:45:14,000
mean? 
Like anyone can play this game. 

854
00:45:14,400 --> 00:45:19,960
And I really, really like that. 
There was a like obvious thought

855
00:45:19,960 --> 00:45:22,960
into being like, hey, like what 
if someone doesn't have a 

856
00:45:22,960 --> 00:45:24,640
finger? 
And my curiosity is like, when 

857
00:45:24,640 --> 00:45:28,440
this was very first a thought in
the head, like was that or did 

858
00:45:28,440 --> 00:45:30,760
someone be like, hey, hey, what 
about people that don't have 

859
00:45:30,760 --> 00:45:32,120
fingers? 
Like, oh shit, you know what I 

860
00:45:32,120 --> 00:45:35,840
mean? 
Like I'm curious, but obviously 

861
00:45:35,840 --> 00:45:38,520
the O's are fucking fantastic. 
I mean, the 1000 drops ink. 

862
00:45:38,600 --> 00:45:42,760
Everyone gets that across the 
middle, but the and they each 

863
00:45:42,880 --> 00:45:46,040
like they're all very similar 
and just in a different way. 

864
00:45:46,040 --> 00:45:49,240
So like Phantom has a pitch 
blessing, Serif has a radiant 

865
00:45:49,240 --> 00:45:52,600
blessing for little finger, 
Phantom has a dark orb, Serif 

866
00:45:52,600 --> 00:45:54,960
has a light orb, the Fireborn 
has a fire orb. 

867
00:45:55,200 --> 00:45:58,560
They're so fucking cool. 
Yeah, also, we'll get to it, but

868
00:45:58,680 --> 00:46:01,920
I can't tell you how much I 
personally love just the concept

869
00:46:01,920 --> 00:46:06,640
in general of magic rings and 
how defining they can be, you 

870
00:46:06,640 --> 00:46:07,960
know? 
Yeah, yeah. 

871
00:46:10,640 --> 00:46:15,840
Yeah, it's it's pretty cool, so.
So Anna Morrison said it was a 

872
00:46:15,840 --> 00:46:18,120
natural result of the system 
playing out in real life, which 

873
00:46:18,120 --> 00:46:20,000
is reasonable. 
Like someone, I'm sure someone 

874
00:46:20,000 --> 00:46:21,120
was just like, shit, I have a 
scar. 

875
00:46:21,120 --> 00:46:22,720
You're like, OK, well, we got to
put that in. 

876
00:46:23,600 --> 00:46:25,360
That's great. 
But I I love, again, the 

877
00:46:25,360 --> 00:46:28,840
intentionality of the design to 
incorporate everybody, to be 

878
00:46:28,840 --> 00:46:31,360
inclusive. 
It's awesome Inventory. 

879
00:46:31,360 --> 00:46:33,080
We're still working on getting 
your characters going. 

880
00:46:33,080 --> 00:46:35,040
Says the world is dangerous. 
Place, travel light and take 

881
00:46:35,040 --> 00:46:36,520
only what is necessary to 
survive. 

882
00:46:37,280 --> 00:46:38,920
What is what is. 
What's the Zelda line? 

883
00:46:39,880 --> 00:46:41,480
It's dangerous to go alone. 
Take this. 

884
00:46:41,760 --> 00:46:44,040
There you go. 
So weapons and armor, we're 

885
00:46:44,040 --> 00:46:45,800
going to get into weapons and 
armor. 

886
00:46:53,120 --> 00:46:55,040
So there are 4 categories of 
weapons and armor. 

887
00:46:55,240 --> 00:46:59,600
You get light, heavy, medium, 
and ink armor. 

888
00:47:00,520 --> 00:47:05,440
And the way that works is armor 
has an obstacle number. 

889
00:47:05,840 --> 00:47:07,480
That's going to be your thinking
of. 

890
00:47:08,040 --> 00:47:10,320
Yeah, that'll be your difficulty
number basically that the game 

891
00:47:10,320 --> 00:47:11,680
is just obstacle number out 
there. 

892
00:47:11,680 --> 00:47:15,440
There's some slight tweaks in 
language in here that are close 

893
00:47:15,440 --> 00:47:17,880
enough but still different 
enough. 

894
00:47:17,880 --> 00:47:20,120
So obstacle number is where 
you're going to look for instead

895
00:47:20,120 --> 00:47:22,000
of like difficult to class or 
like DC's or anything. 

896
00:47:22,320 --> 00:47:25,680
So each weapon, each armor type 
and weapon type is going to give

897
00:47:25,680 --> 00:47:27,720
you well, armor will give you an
obstacle number and the number 

898
00:47:27,720 --> 00:47:30,720
of slots it takes. 
And the difference between 

899
00:47:30,720 --> 00:47:33,240
weapons and armor within the 
same category is narrative only.

900
00:47:33,720 --> 00:47:37,720
It says like heavy male versus 
like a holy curious doesn't make

901
00:47:37,720 --> 00:47:39,960
a difference mechanically. 
But if you're drowning, like you

902
00:47:39,960 --> 00:47:42,080
don't want to be in heavy male. 
And I like that like the lean 

903
00:47:42,080 --> 00:47:44,600
into the narrative. 
So there are tables here for 

904
00:47:44,600 --> 00:47:48,320
armor, weapons, ranged weapons 
and stuff which gives you 

905
00:47:48,320 --> 00:47:49,720
distances. 
We'll go over in a little bit. 

906
00:47:50,360 --> 00:47:54,440
The weapons have the number of 
of hands that they use and the 

907
00:47:54,440 --> 00:47:59,960
way that armor works. 
So light is OB 1, medium is OB 2

908
00:47:59,960 --> 00:48:03,120
and it takes 2 slots. 
Heavies OB 3 takes 4 slots, and 

909
00:48:03,120 --> 00:48:06,320
ink is OB one or three obstacle 
1. 

910
00:48:06,360 --> 00:48:17,520
So yeah, the way weapons work is
we'll get to it in combat, but 

911
00:48:17,680 --> 00:48:22,360
if you have it's a, it's a, it's
an attribute plus AD 10 or 

912
00:48:22,360 --> 00:48:25,160
number of D 10. 
So light is Dexterity plus 1D10,

913
00:48:25,160 --> 00:48:27,000
Medium is Strength or Dex plus 
2D10. 

914
00:48:27,360 --> 00:48:28,920
So it's D10 throughout the 
entire thing. 

915
00:48:28,920 --> 00:48:31,640
You just basically add your 
attributes and then armor 

916
00:48:31,640 --> 00:48:34,360
obstacle is the things has to be
rolled to to hit you in things. 

917
00:48:34,360 --> 00:48:36,080
We'll get to that in we'll get 
to more of this in combat. 

918
00:48:36,080 --> 00:48:39,400
So slot in item sizes. 
You you brought this up. 

919
00:48:39,520 --> 00:48:43,520
You get 2 ring slots. 
You can have two rings as you 

920
00:48:43,520 --> 00:48:44,960
said, they can help define you 
as a character. 

921
00:48:45,680 --> 00:48:47,960
It's the only things that you 
keep when you die. 

922
00:48:48,040 --> 00:48:50,960
When you die everything just 
left where you die. 

923
00:48:51,120 --> 00:48:54,520
And again a very souls like way 
you're reincarnated is enshrined

924
00:48:54,520 --> 00:48:57,200
and the only thing you got on 
you naked is the day you were 

925
00:48:57,200 --> 00:48:58,520
born. 
You got two rings. 

926
00:48:58,800 --> 00:49:00,920
But my 2 pinky rings are still 
on there. 

927
00:49:03,000 --> 00:49:04,520
That's it. 
So I got, hey, it doesn't say 

928
00:49:04,520 --> 00:49:06,600
where the slots are. 
Rings can go. 

929
00:49:07,000 --> 00:49:15,920
You got a toe ring buddy, so 
pack slots, 10 pack slots and if

930
00:49:15,920 --> 00:49:18,320
you need to remove something in 
a hurry. 

931
00:49:18,680 --> 00:49:20,920
And I love this. 
I love when inventory matters in

932
00:49:20,920 --> 00:49:24,560
this way. 
You roll AD 10 and you have to 

933
00:49:24,560 --> 00:49:28,440
roll equal to successfully 
retrieve the item. 

934
00:49:28,440 --> 00:49:31,520
If you roll above or equal to 
the slot the item takes up. 

935
00:49:32,920 --> 00:49:35,720
So you have to actually pack 
your pack in how quickly you 

936
00:49:35,720 --> 00:49:37,840
want to get stuff out. 
I love when systems do that. 

937
00:49:38,120 --> 00:49:39,320
This does it in a very quick 
way. 

938
00:49:39,320 --> 00:49:42,120
I really like it. 
Clever use of a dice pool and 

939
00:49:42,160 --> 00:49:45,320
and the hits or successes in 
that regard. 

940
00:49:45,880 --> 00:49:48,480
Yeah, Remember, armor takes up a
number of slots depending on the

941
00:49:48,480 --> 00:49:50,080
category. 
So here's my question in this 

942
00:49:50,080 --> 00:49:53,800
kind of system, because it 
doesn't specifically say if you 

943
00:49:53,800 --> 00:49:56,320
have something that takes up 
four slots, right? 

944
00:49:56,800 --> 00:50:00,480
Exactly. 1/2. 3-4 yeah, exactly 
right. 

945
00:50:00,480 --> 00:50:04,400
And so if you roll any one 
through 4 then you get it right?

946
00:50:04,400 --> 00:50:06,160
Or would you say you have to 
roll higher than the highest 

947
00:50:06,160 --> 00:50:11,520
number? 
Wait, I'm sorry, like, OK. 

948
00:50:11,960 --> 00:50:15,320
Let's say you have heavy armor 
in your pack and it is number 

949
00:50:15,320 --> 00:50:19,000
123 and four and at #5 you have 
like a scroll. 

950
00:50:19,480 --> 00:50:20,440
Right. 
OK. 

951
00:50:20,680 --> 00:50:24,240
In order to get the heavy armor 
out, would you say since it's 

952
00:50:24,240 --> 00:50:28,280
123 and four, that any of those 
numbers would get it, or would 

953
00:50:28,280 --> 00:50:30,520
only #4? 
I would say get it. 

954
00:50:30,560 --> 00:50:32,280
Any of those numbers get it so 
any. 

955
00:50:32,280 --> 00:50:33,920
Of the numbers, get it? 
Not the highest number. 

956
00:50:33,960 --> 00:50:36,800
Yeah, interesting. 
See, that's something that I 

957
00:50:36,800 --> 00:50:38,960
wouldn't mind a little bit of 
clarification on because like I 

958
00:50:38,960 --> 00:50:41,240
think it'd be interesting if it 
takes up multiple slots. 

959
00:50:41,520 --> 00:50:43,400
The highest slot is one that you
have to beat. 

960
00:50:44,080 --> 00:50:46,920
My, my thought process, my 
internal process for this is if 

961
00:50:46,960 --> 00:50:50,520
I reach into my back and I'm 
really quickly reaching in and I

962
00:50:50,520 --> 00:50:52,560
touch the item, I can pull it 
out. 

963
00:50:52,560 --> 00:50:54,440
I don't need to scoop under it 
to pull it out. 

964
00:50:54,640 --> 00:50:57,320
But if I want to get under that 
item, I do need to reach past 

965
00:50:57,320 --> 00:50:59,440
it. 
So if I can get my hand on the 

966
00:50:59,440 --> 00:51:01,880
item at all and I can pull it 
out, that's my. 

967
00:51:02,680 --> 00:51:04,880
That's extremely reasonable. 
So then you you just have to 

968
00:51:04,880 --> 00:51:06,800
beat the lowest number and that 
I like that. 

969
00:51:06,800 --> 00:51:11,840
I like that it does say above or
equal to the slot number, yes. 

970
00:51:11,840 --> 00:51:16,760
But if it's if it's four or 
equal to he's, I mean, I think 

971
00:51:16,760 --> 00:51:20,200
the equal to makes it yeah, if 
it's four slots in the one, 

972
00:51:20,200 --> 00:51:24,280
Yeah, yeah, yeah, yeah. 
So it's any of the slots, not 

973
00:51:24,280 --> 00:51:26,760
like the highest one. 
I would just be mean to say the 

974
00:51:26,760 --> 00:51:27,880
highest one, but that's the 
thing. 

975
00:51:28,160 --> 00:51:32,240
But your, your, your explanation
makes total sense is like you 

976
00:51:32,240 --> 00:51:34,600
just have to get to it. 
You don't need to get to the end

977
00:51:34,600 --> 00:51:36,720
of it, which I like that a lot. 
OK. 

978
00:51:36,840 --> 00:51:41,200
Ink Games. 
Yeah, ink is super valuable. 

979
00:51:41,560 --> 00:51:45,760
It's the most valuable resource 
that there is and it comes from 

980
00:51:45,760 --> 00:51:49,600
monster blood. 
And we'll get to in chapter 10, 

981
00:51:49,600 --> 00:51:54,000
we'll get to a section on how to
harvest the the ink. 

982
00:51:54,080 --> 00:51:56,760
But it's extremely important. 
It is both the currency and a 

983
00:51:56,760 --> 00:52:00,480
valuable tool for protection. 
One drop equals 1 gold. 

984
00:52:00,720 --> 00:52:04,920
And then basically the way that 
you can to expand your entire 

985
00:52:04,920 --> 00:52:07,680
game as their ink, you can 
protect your camp with ink. 

986
00:52:07,680 --> 00:52:11,200
You turn it into settlements and
shrines and everything with ink.

987
00:52:11,200 --> 00:52:14,640
We'll get to that a little bit 
more, but ink is a core aspect, 

988
00:52:15,000 --> 00:52:17,120
A deeply, deeply core aspect of 
the game. 

989
00:52:17,840 --> 00:52:22,080
Kill monsters, take their blood,
make ink, and then you can 

990
00:52:22,200 --> 00:52:29,320
protect yourself. 
And your gifts at the start of 

991
00:52:29,320 --> 00:52:33,840
the game are ink imbued. 
But if you're fighting ink 

992
00:52:33,920 --> 00:52:37,080
imbued, ink sodden creatures 
with mundane weapons that aren't

993
00:52:37,120 --> 00:52:40,040
ink imbued, they're not going to
do a whole lot of damage. 

994
00:52:40,040 --> 00:52:43,080
Not going to put a whole lot of 
work in, but you can go to print

995
00:52:43,080 --> 00:52:45,800
weavers to get things ink 
imbued. 

996
00:52:47,680 --> 00:52:53,800
So that's it, for every 100 
drops of ink consumed, you gain 

997
00:52:53,800 --> 00:52:57,560
1 vitality, but it builds up in 
your body over time. 

998
00:52:57,960 --> 00:53:03,080
After 1000 drops you drop to 
zero and fall unconscious, but 

999
00:53:03,080 --> 00:53:06,200
then after a rest it goes away. 
I love the build up mechanic. 

1000
00:53:06,200 --> 00:53:07,600
I think that's really, really 
great. 

1001
00:53:07,800 --> 00:53:10,920
I think over like a longer 
expansion in time and you're 

1002
00:53:10,920 --> 00:53:13,840
actually tracking how much ink 
you have between settlements and

1003
00:53:13,840 --> 00:53:16,680
things like that. 
It's, it's such a fun mechanic, 

1004
00:53:16,680 --> 00:53:19,120
especially if you're using to 
try to hear yourself constantly.

1005
00:53:19,880 --> 00:53:25,160
So I like it. 
It's, it's, it's a fun little 

1006
00:53:25,160 --> 00:53:26,400
thing to throw in there and 
Gladys in there. 

1007
00:53:26,400 --> 00:53:30,040
So we're getting to the how to 
play section chapter 3 attribute

1008
00:53:30,040 --> 00:53:32,480
checks. 
Attribute checks are a thing. 

1009
00:53:32,720 --> 00:53:34,480
You, you need to do them, then 
you do. 

1010
00:53:34,480 --> 00:53:38,200
So the way that it works is 
there are three phases through 

1011
00:53:38,200 --> 00:53:39,680
the way that you do attribute 
checks. 

1012
00:53:39,840 --> 00:53:43,160
You declare your intent and when
you declare your intent is 

1013
00:53:43,160 --> 00:53:46,320
exactly what you think it is. 
You, you say, hey, I want to do 

1014
00:53:46,320 --> 00:53:49,160
this thing. 
And then you select a relevant 

1015
00:53:49,160 --> 00:53:52,320
attribute and then you would 
roll. 

1016
00:53:53,000 --> 00:53:55,840
Prior to rolling, the GM will 
tell you the possible risks. 

1017
00:53:56,200 --> 00:53:59,040
So you accept the risks when you
decide to roll. 

1018
00:53:59,040 --> 00:54:02,200
So there it's a very, this is 
steeply, this is, this is deeply

1019
00:54:02,200 --> 00:54:05,400
steeped in the OSR. 
It's very much like deeply. 

1020
00:54:05,440 --> 00:54:07,560
Deeped in the OSR. 
Yeah, so deep. 

1021
00:54:09,400 --> 00:54:13,040
Give the player all the 
information you're deciding what

1022
00:54:13,040 --> 00:54:15,880
attribute to do the GM's telling
you what could go wrong so that 

1023
00:54:15,880 --> 00:54:18,040
when you do roll, if you do 
fail, you know exactly what's 

1024
00:54:18,040 --> 00:54:18,920
going to go wrong. 
Right. 

1025
00:54:18,920 --> 00:54:22,280
And I really like that. 
I, I, we should probably throw a

1026
00:54:22,280 --> 00:54:23,680
couple of those 5E things in 
there. 

1027
00:54:23,680 --> 00:54:26,840
But like, it's just, it's so 
dumb to like not know what DC's 

1028
00:54:26,840 --> 00:54:31,240
are to like guess how well you 
did to then just like make up 

1029
00:54:31,240 --> 00:54:33,960
shit as I don't know. 
It's just, it's, it's the OSR 

1030
00:54:33,960 --> 00:54:35,600
style of doing that is just 
better in my opinion. 

1031
00:54:37,120 --> 00:54:39,800
So obstacles and rolling. 
Once you accept the risks there 

1032
00:54:39,800 --> 00:54:43,880
is no turning back. 
You roll a number of D 10s equal

1033
00:54:43,880 --> 00:54:48,200
to your attribute score. 
So your strength is 3. 

1034
00:54:48,600 --> 00:54:53,160
You would roll 3D ten and you 
have to hit 6 or higher. 

1035
00:54:53,160 --> 00:54:58,320
So 6789 or 10 is a success. 
It's an interesting success 

1036
00:54:58,320 --> 00:55:00,720
pool. 
It's a it's, it's, it's I rolled

1037
00:55:00,720 --> 00:55:02,560
up a bunch. 
It feels really, really good. 

1038
00:55:02,560 --> 00:55:05,080
You know how sometimes we play 
games that it's like, it's, it's

1039
00:55:05,080 --> 00:55:07,200
AD 6 and you have to get a six 
and it's fucking impossible. 

1040
00:55:07,200 --> 00:55:09,080
You can roll 18 D sixes and I 
hit a six. 

1041
00:55:09,240 --> 00:55:10,960
Yeah. 
I, I really like the way that 

1042
00:55:10,960 --> 00:55:14,720
the math rolled out for six or 
higher on AD 10, especially in a

1043
00:55:14,720 --> 00:55:17,840
nice pool. 
You compare the successes to the

1044
00:55:17,960 --> 00:55:21,920
obstacle number set by the GM 
and, and you, you do it or you 

1045
00:55:21,920 --> 00:55:24,200
don't. 
You know, I like that there is a

1046
00:55:24,200 --> 00:55:28,480
table here for, for some 
guidance on the obstacle 

1047
00:55:28,480 --> 00:55:34,080
numbers, I guess. 
So it's a, it's, it's 246810. 

1048
00:55:34,080 --> 00:55:36,720
But like, what if you rolled a 
three that my assumption is that

1049
00:55:36,720 --> 00:55:40,960
it's one through 3 is easy, 4/4 
and five are moderate, 6 and 

1050
00:55:40,960 --> 00:55:43,760
seven are difficult, 8-9 are 
heroic, 10 is not impossible. 

1051
00:55:47,760 --> 00:55:50,280
Yeah, I think ranges there might
have been like a little bit 

1052
00:55:50,280 --> 00:55:53,080
better than just the even 
numbers because of those mid 

1053
00:55:53,080 --> 00:55:55,520
numbers, but it's whatever. 
I mean, it, it it gets the job 

1054
00:55:55,520 --> 00:55:57,400
done. 
And then resolution. 

1055
00:55:57,600 --> 00:56:00,800
If the number of successes 
rolled is is good, you succeed. 

1056
00:56:00,800 --> 00:56:02,800
If it's bad, then the risk you 
already talked about occurs. 

1057
00:56:02,800 --> 00:56:04,160
And that's the core mechanic of 
the game. 

1058
00:56:05,400 --> 00:56:07,680
You, you make a character based 
on your fingerprints. 

1059
00:56:07,680 --> 00:56:10,000
Those fingerprint numbers give 
you your attribute scores, your 

1060
00:56:10,000 --> 00:56:11,600
old D tints equal to those 
scores. 

1061
00:56:11,760 --> 00:56:12,880
Boom. 
I like it. 

1062
00:56:12,880 --> 00:56:14,240
It's simple, it's clean, it's 
fun. 

1063
00:56:15,120 --> 00:56:17,600
That's basically the game. 
We only have 70 more pages to 

1064
00:56:17,600 --> 00:56:20,360
go. 
So mitigating roles, you get 

1065
00:56:20,360 --> 00:56:22,880
advantage and disadvantage, and 
I really think this is 

1066
00:56:22,880 --> 00:56:25,760
interesting. 
For advantage, the range of 

1067
00:56:25,760 --> 00:56:29,720
success just drops, just goes 
from 5 to 10 now and then. 

1068
00:56:29,720 --> 00:56:32,240
Disadvantage, it's 7 to 10. 
No more dice or anything. 

1069
00:56:32,240 --> 00:56:34,560
It's only the pools you roll, 
but it changes it. 

1070
00:56:34,560 --> 00:56:38,000
How do you feel about that? 
Good. 

1071
00:56:38,480 --> 00:56:42,880
I think it's good. 
I think it's it feels fairly 

1072
00:56:42,880 --> 00:56:46,000
statistically significant. 
Yeah, I like it a lot. 

1073
00:56:46,000 --> 00:56:48,320
It's really clean, not having to
add even more dice to your pool 

1074
00:56:48,320 --> 00:56:51,400
because roll a dice pool with 
advantage, you know what I mean?

1075
00:56:51,400 --> 00:56:53,720
Just give one more dice or 
something, yeah? 

1076
00:56:54,080 --> 00:56:57,040
This or I'd let you re roll a 
certain number of dice but that 

1077
00:56:57,040 --> 00:57:00,000
sounds that's actually more 
that's I feel like this is still

1078
00:57:00,000 --> 00:57:02,240
cleaner than that. 
Yes, that's exactly what it is. 

1079
00:57:02,240 --> 00:57:05,040
This is like the cleanest way to
do it is like you're not rolling

1080
00:57:05,040 --> 00:57:06,480
anymore dice. 
You're not figuring out how many

1081
00:57:06,480 --> 00:57:08,600
more you need to roll. 
You're not it's not like Texas 

1082
00:57:08,600 --> 00:57:10,600
Hold'em or you're keeping 2 and 
re rolling three of them. 

1083
00:57:10,800 --> 00:57:12,880
I feel like this is like the 
leanest, simplest way to make a 

1084
00:57:12,880 --> 00:57:17,760
statistically important change 
in what you're doing without 

1085
00:57:17,760 --> 00:57:20,600
literally having to do anything 
else except for adding or 

1086
00:57:20,600 --> 00:57:23,560
subtracting like one more number
off the dice, which is great. 

1087
00:57:23,560 --> 00:57:25,280
I really like this a lot 
actually. 

1088
00:57:25,600 --> 00:57:30,360
I think there are some other 
dice pool games that could that 

1089
00:57:30,360 --> 00:57:33,200
could instead use this. 
Yeah, take a note from this. 

1090
00:57:33,200 --> 00:57:35,320
Yeah, probably should have read 
this before they wrote their 

1091
00:57:35,320 --> 00:57:36,400
dice pool game. 
Yeah, maybe. 

1092
00:57:36,400 --> 00:57:38,360
Yeah. 
We do a lot of dice pools. 

1093
00:57:38,360 --> 00:57:40,720
Issue 2025, I think is a year of
the dice pool for us yeah, 

1094
00:57:42,080 --> 00:57:47,600
chance die basically if you if 
you so I I don't have any decks 

1095
00:57:47,920 --> 00:57:50,360
right. 
So if you're forced yeah right. 

1096
00:57:50,600 --> 00:57:53,080
If you're forced make to check 
with 0 dice, you get to roll 

1097
00:57:53,080 --> 00:57:57,560
1D10 with disadvantage, but if 
you roll A10, you get to roll 

1098
00:57:57,560 --> 00:58:00,160
another one and you keep doing 
that until you stop rolling 10. 

1099
00:58:00,160 --> 00:58:03,480
So I love the chance explodes. 
Yeah, Exploding Chance die is 

1100
00:58:03,480 --> 00:58:06,360
pretty cool. 
Yeah, attribute points, 

1101
00:58:06,360 --> 00:58:10,840
basically every amount of 
attribute you have. 

1102
00:58:10,840 --> 00:58:13,320
So if I have like 9 loops, I 
have 9 strength, I would also 

1103
00:58:13,320 --> 00:58:19,640
have 9 points in strength and I 
could add that two roles after 

1104
00:58:19,640 --> 00:58:20,880
the fact. 
I mean, strength would be a 

1105
00:58:20,880 --> 00:58:24,360
shitty one to do because that's 
literally like a thing that you 

1106
00:58:24,360 --> 00:58:27,680
do a lot of stuff with, but but 
it's the only thing I got. 

1107
00:58:28,400 --> 00:58:32,200
So basically you can spend any 
amount of strength will or dex 

1108
00:58:32,200 --> 00:58:35,840
points to add an equal amount of
dice to your strength will or 

1109
00:58:35,840 --> 00:58:37,960
dex. 
So I mean, we'll get to how you 

1110
00:58:37,960 --> 00:58:40,560
can add decks in a little bit, 
but so for strength, you're only

1111
00:58:40,560 --> 00:58:42,360
adding strength points to 
strength. 

1112
00:58:43,880 --> 00:58:48,760
You also have a attribute. 
Points fluctuate frequently from

1113
00:58:48,760 --> 00:58:52,280
damage or aid in this way, but 
your attribute score remains 

1114
00:58:52,280 --> 00:58:53,520
unchanged. 
So the score doesn't matter. 

1115
00:58:53,520 --> 00:58:55,480
You'd have like a point pool 
equal to it. 

1116
00:58:56,480 --> 00:59:03,080
My thought here is that you're 
adding. 

1117
00:59:03,200 --> 00:59:06,080
Are you adding dice? 
Are you adding successes? 

1118
00:59:06,080 --> 00:59:08,720
Like how did you read how you're
actually using the points? 

1119
00:59:09,200 --> 00:59:12,360
I was kind of hoping that you 
were going to elaborate on this 

1120
00:59:12,360 --> 00:59:16,920
one. 
Yeah, so they explain what 

1121
00:59:16,920 --> 00:59:21,040
happens when you add decks 
later, but in this specific 

1122
00:59:21,080 --> 00:59:26,320
paragraph here, there is no 
explanation of like what you get

1123
00:59:26,320 --> 00:59:28,360
when you add it, right? 
Maybe I'm completely wrong. 

1124
00:59:30,400 --> 00:59:33,920
For example, if you have 4 
strength, you also have 4 

1125
00:59:33,920 --> 00:59:37,520
strength pool available to boost
strength attribute points 

1126
00:59:37,520 --> 00:59:41,360
fluctuate, right? 
But it doesn't say you get like 

1127
00:59:41,360 --> 00:59:44,480
one more success, you get one 
more dice you're. 

1128
00:59:46,320 --> 00:59:47,800
Talking about spending the 
points right? 

1129
00:59:47,800 --> 00:59:50,960
They add dice to your pool. 
Right, that's my assumption is 

1130
00:59:50,960 --> 00:59:52,440
they add dice to your pool. 
No, it says. 

1131
00:59:52,600 --> 00:59:56,200
It says or for. 
After rolling a check, you may 

1132
00:59:56,200 --> 00:59:59,240
spend any amount of strength to 
lower decks points to add an 

1133
00:59:59,240 --> 01:00:02,480
equal amount of dice to your 
check. 

1134
01:00:03,400 --> 01:00:05,400
Oh well then yeah, I'm a fucking
idiot and I just didn't read 

1135
01:00:05,400 --> 01:00:09,920
that part Easy peasy. 
So if you spend 2 strengths, you

1136
01:00:09,920 --> 01:00:11,960
know you get to add two more 
dice to the pool. 

1137
01:00:12,880 --> 01:00:15,320
There's a reason I didn't put it
in red here and it's because I 

1138
01:00:15,320 --> 01:00:18,480
read that before and and I just 
became dumb this time. 

1139
01:00:19,760 --> 01:00:21,560
I like that. 
What is the other game that we 

1140
01:00:21,560 --> 01:00:23,920
had where you had like points 
that can manipulate rolls? 

1141
01:00:25,040 --> 01:00:26,360
I'm. 
Sure there's one. 

1142
01:00:26,640 --> 01:00:28,160
What's the World War One game 
that we did? 

1143
01:00:31,720 --> 01:00:33,320
Boy, we've done a lot of 
Charlie. 

1144
01:00:33,320 --> 01:00:35,960
Ferguson, Avery. 
Oh God. 

1145
01:00:36,560 --> 01:00:40,680
What was that game? 
I'm a bad game, remember? 

1146
01:00:41,400 --> 01:00:45,320
Anyway, I like that you have 
these points where you can 

1147
01:00:45,320 --> 01:00:48,520
manipulate it like but but at 
the same way like you're 

1148
01:00:48,520 --> 01:00:52,600
spending potential. 
Your pool is important so if you

1149
01:00:52,600 --> 01:00:54,920
spend it just to change your 
dice it could bite you in the 

1150
01:00:54,920 --> 01:01:00,240
ass later. 
So you really need to decide if 

1151
01:01:00,240 --> 01:01:06,920
you need that success or not. 
I can't believe I'm completely 

1152
01:01:06,920 --> 01:01:08,560
blanking on the name of that 
game. 

1153
01:01:09,480 --> 01:01:11,400
I'm scrolling through our 
episodes right now. 

1154
01:01:11,600 --> 01:01:12,880
It was recently. 
Anyway, you should do that. 

1155
01:01:12,880 --> 01:01:13,960
Contested checks. 
Guess what? 

1156
01:01:13,960 --> 01:01:16,200
We're going home. 
There you go. 

1157
01:01:16,200 --> 01:01:18,400
The whole 1 plus system had 
manipulation. 

1158
01:01:18,400 --> 01:01:19,120
I like that. 
Anyway. 

1159
01:01:19,440 --> 01:01:21,360
Contested checks work exactly 
like you think you do. 

1160
01:01:21,360 --> 01:01:24,720
You roll against each other, 
Ties you roll AD 10. 

1161
01:01:24,720 --> 01:01:30,080
Highest goes combat. 
The way combat works. 

1162
01:01:30,080 --> 01:01:32,760
Initiative. 
Everyone rolls decks and you add

1163
01:01:32,760 --> 01:01:36,880
up sides and whoever has the 
highest side decks goes first. 

1164
01:01:37,720 --> 01:01:41,320
For you, that would be a chance.
Nothing. 

1165
01:01:41,720 --> 01:01:42,880
I would get a chance tonight 
every time. 

1166
01:01:43,120 --> 01:01:45,400
Yeah, yeah, yeah. 
So unless I rolled a lot of 10s 

1167
01:01:45,400 --> 01:01:48,320
of fuck, but it would be my 
decks plus your decks. 

1168
01:01:48,320 --> 01:01:52,120
We would we would roll our 
decks, add it together if we got

1169
01:01:52,120 --> 01:01:53,800
we go 1st. 
And the way that it works is 

1170
01:01:54,040 --> 01:01:55,920
it's one side, one side, one 
side, one side. 

1171
01:01:55,920 --> 01:01:58,560
So like one side's whole shit 
happens at the same time and one

1172
01:01:58,560 --> 01:01:59,840
side whole shit happens at the 
same time. 

1173
01:02:00,880 --> 01:02:03,240
Combat time, rounds and turns. 
It's how a game works. 

1174
01:02:03,400 --> 01:02:05,560
A lot of the stuff we're getting
into now is like very much the 

1175
01:02:05,560 --> 01:02:08,240
OSR, like there's not a lot, a 
lot of stuff that's going to be 

1176
01:02:08,240 --> 01:02:09,600
like crazy outside of what you 
think it is. 

1177
01:02:09,800 --> 01:02:11,320
Actions, free actions. 
Guess what? 

1178
01:02:11,320 --> 01:02:12,720
They're exactly what you think 
they are. 

1179
01:02:12,920 --> 01:02:16,280
You get a move and an action per
turn, and a free action is like 

1180
01:02:16,280 --> 01:02:17,640
dropping something or talking to
someone. 

1181
01:02:17,720 --> 01:02:21,600
That's it. 
Movement is a reasonable 

1182
01:02:21,600 --> 01:02:22,520
distance. 
I love this. 

1183
01:02:22,520 --> 01:02:26,560
I'm like cool, don't, don't. 
Code the fight more than 9092 

1184
01:02:26,560 --> 01:02:28,880
because this isn't a grid based 
game so I don't really know. 

1185
01:02:30,320 --> 01:02:33,480
Yeah. 
Yeah, but if you do play on a 

1186
01:02:33,480 --> 01:02:37,160
grid, you move a number of tiles
equal to your deck score plus 

1187
01:02:37,160 --> 01:02:39,360
three. 
Well, fuck me, I move three. 

1188
01:02:40,680 --> 01:02:43,840
That's it. 
So I like that. 

1189
01:02:43,880 --> 01:02:47,200
I, it's so great. 
And it basically like you go far

1190
01:02:47,200 --> 01:02:50,520
enough and if you start to feel 
like you're going too far, it 

1191
01:02:50,520 --> 01:02:52,520
becomes your action and then you
can go farther. 

1192
01:02:52,520 --> 01:02:54,560
You know what I mean? 
Like I, it's so it's so nice. 

1193
01:02:54,560 --> 01:02:59,000
I I there's no like there's 
games that have an entire page. 

1194
01:03:04,320 --> 01:03:06,440
It does I'm. 
Gonna keep the buck with you. 

1195
01:03:06,680 --> 01:03:10,200
Anytime a game has like oh if 
you play it on the grid, I'm 

1196
01:03:10,200 --> 01:03:15,480
like Nah like so like grid games
are fun but if I'm running a 

1197
01:03:15,480 --> 01:03:18,480
game I will I will 9 out of 10 
times choose to not run it on 

1198
01:03:18,480 --> 01:03:20,360
the grid before I. 
Completely agree. 

1199
01:03:20,360 --> 01:03:24,400
I don't mind grid and especially
like I think grids for war games

1200
01:03:24,400 --> 01:03:30,200
are actually really nice measure
yeah, but but yeah, I like 

1201
01:03:31,000 --> 01:03:34,920
ranges are so nice yeah, move a.
Reasonable distance? 

1202
01:03:35,200 --> 01:03:37,640
You bet, I know. 
Sounds great, sounds great. 

1203
01:03:37,640 --> 01:03:40,720
I'm a person who's. 
Lived in the in the world, so 

1204
01:03:40,720 --> 01:03:42,800
yeah. 
Enemy distance, exactly what you

1205
01:03:42,800 --> 01:03:43,800
think it is. 
You got close. 

1206
01:03:44,080 --> 01:03:46,120
I guess what they're, I'm sorry,
even closer. 

1207
01:03:46,120 --> 01:03:49,600
You got engaged. 
Yeah, you're afianced. 

1208
01:03:50,040 --> 01:03:54,240
You're hand to hand. close is 
across the room and then distant

1209
01:03:54,240 --> 01:03:57,120
is across the field. 
I've described that in like 

1210
01:03:57,120 --> 01:04:01,600
some, you know, whatever as like
if you're in like a sword swing,

1211
01:04:01,880 --> 01:04:05,200
a dagger throw or an arrow shot.
And that's basically what this 

1212
01:04:05,200 --> 01:04:08,720
is, engaged, close or distant. 
And I love the little piece of 

1213
01:04:08,720 --> 01:04:10,840
art at the bottom. 
It's fucking great. 

1214
01:04:10,840 --> 01:04:12,280
So. 
It's a great piece of art. 

1215
01:04:12,640 --> 01:04:13,880
It's. 
A great piece of art. 

1216
01:04:14,680 --> 01:04:17,160
Yeah. 
It's a, it's a dude with a bow 

1217
01:04:17,200 --> 01:04:21,080
kind of behind, like a like a 
log or a small fortification. 

1218
01:04:21,400 --> 01:04:24,680
And behind them is someone 
fixing to stab them in the back 

1219
01:04:24,680 --> 01:04:26,960
with like a dagger race. 
And it says engaged above them, 

1220
01:04:27,280 --> 01:04:30,000
they're shooting up at birds in 
the far distance. 

1221
01:04:30,040 --> 01:04:32,640
And so it says distant there. 
And then there are some like 

1222
01:04:32,640 --> 01:04:37,520
wolves, or like I'm gonna call 
them wolves, closing in on the 

1223
01:04:37,520 --> 01:04:40,720
person shooting and it says 
they're close and it's just such

1224
01:04:40,760 --> 01:04:44,200
a great. 
Yes, you know, it's. 

1225
01:04:44,920 --> 01:04:47,520
It's great. 
It's very much This gives me 

1226
01:04:48,920 --> 01:04:52,080
Edward Gory. 
Have you ever seen like Edward 

1227
01:04:52,080 --> 01:04:54,440
Gory? 
Like A is for Alice, who fell on

1228
01:04:54,440 --> 01:04:56,160
the stairs. 
B is for Basil, assaulted by 

1229
01:04:56,160 --> 01:04:57,160
bears. 
Nope. 

1230
01:04:57,840 --> 01:05:02,240
Okay, well read Edward Gory, 
specifically that book, and it's

1231
01:05:02,240 --> 01:05:06,800
this shit that's fixing to 
happen a second before it does. 

1232
01:05:07,040 --> 01:05:11,280
So A is for Alice, eaten by 
bears, whatever. 

1233
01:05:11,280 --> 01:05:14,400
And the bears are like Ray 
fixing snag onto her. 

1234
01:05:14,600 --> 01:05:17,160
There's one of those girls 
airborne falling down the 

1235
01:05:17,160 --> 01:05:18,320
stairs, but she hasn't fallen 
yet. 

1236
01:05:18,320 --> 01:05:20,800
So it's it's a moment right 
before like bad shit happens. 

1237
01:05:21,120 --> 01:05:23,280
And I feel like that's exactly 
what this entire scene is like 

1238
01:05:23,480 --> 01:05:25,320
the birds gonna get shot, he's 
gonna get stabbed. 

1239
01:05:25,320 --> 01:05:27,280
The wolves are gonna close in. 
Like it's just great. 

1240
01:05:27,280 --> 01:05:29,080
It's a great little graphic. 
It's one of my favorite pieces 

1241
01:05:29,080 --> 01:05:31,040
in the entire book. 
And it's like the smallest 

1242
01:05:31,040 --> 01:05:32,960
illustration. 
But it's it's funny because like

1243
01:05:32,960 --> 01:05:36,040
so utilitarian of a graphic that
it it works so well in an 

1244
01:05:36,040 --> 01:05:38,200
explanation. 
Like that's an explanation that 

1245
01:05:38,200 --> 01:05:39,760
you see and you're like totally 
understand. 

1246
01:05:39,880 --> 01:05:40,520
Don't. 
Yeah, yeah. 

1247
01:05:40,680 --> 01:05:42,280
That's. 
Love it, love it. 

1248
01:05:43,360 --> 01:05:46,960
Opportunity attacks, which are 
called actions of opportunity in

1249
01:05:46,960 --> 01:05:49,200
here. 
So if you're engaged with an 

1250
01:05:49,200 --> 01:05:52,320
enemy, so if you're in melee 
range with an enemy and you do 

1251
01:05:52,400 --> 01:05:55,760
anything besides melee combat, 
you automatically grant the 

1252
01:05:55,760 --> 01:05:59,880
enemy an action of opportunity, 
an AOO, an out of turn action 

1253
01:05:59,880 --> 01:06:06,040
targeting you. 
So should the creature take 

1254
01:06:06,120 --> 01:06:09,320
damage before their action of 
opportunity during the same 

1255
01:06:09,320 --> 01:06:12,840
turn, it is unable to take an 
action of opportunity until the 

1256
01:06:12,840 --> 01:06:17,760
start of its next turn. 
So that is probably the most 

1257
01:06:17,760 --> 01:06:22,200
tracking that this game has is 
knowing if the enemy has already

1258
01:06:22,200 --> 01:06:29,480
taken damage that turn or not. 
Because if if you're engaged 

1259
01:06:29,480 --> 01:06:32,720
with somebody and someone hits 
that enemy, you can then do 

1260
01:06:32,720 --> 01:06:37,520
something else without giving 
them that free attack, which I 

1261
01:06:37,520 --> 01:06:39,040
think is interesting and not 
hard. 

1262
01:06:39,040 --> 01:06:41,480
And it's not hard to track. 
I mean, just know, hey, that one

1263
01:06:41,480 --> 01:06:47,840
got hit already, you know, but 
but that's that's like I said, 

1264
01:06:47,840 --> 01:06:50,440
there's not a whole lot to track
it, especially for players. 

1265
01:06:50,440 --> 01:06:53,520
So attacking damage. 
This is why you don't want to 

1266
01:06:53,520 --> 01:06:55,200
use strength up on all of your 
stuff, right? 

1267
01:06:55,520 --> 01:06:58,280
The way attacking works is you 
roll just like everything else. 

1268
01:06:59,400 --> 01:07:01,360
It is an attribute check just 
like anything. 

1269
01:07:01,360 --> 01:07:05,600
So but you just roll, then roll 
the attribute check associated 

1270
01:07:05,600 --> 01:07:08,840
with the weapon plus the dice 
pool bonus for the weapon. 

1271
01:07:09,040 --> 01:07:13,200
The example again great examples
for strength plus 3D10. 

1272
01:07:13,200 --> 01:07:16,240
For a heavy weapons you just 
roll 7D10 right? 

1273
01:07:17,080 --> 01:07:20,040
Dual wielding grants you 2 
attacks on one target in a 

1274
01:07:20,040 --> 01:07:22,160
single action, but both rolls 
are disadvantaged. 

1275
01:07:22,160 --> 01:07:25,360
So you get 2 attacks, but you're
rolling 7 to 10s, not 6 to 10s. 

1276
01:07:26,120 --> 01:07:29,600
And then the number of successes
above the targets obstacle is 

1277
01:07:29,600 --> 01:07:31,920
the amount of damage you deal. 
I love that. 

1278
01:07:32,000 --> 01:07:33,520
I love that it's one of my 
favorite. 

1279
01:07:33,520 --> 01:07:37,000
It's like it's a little bit 
tunnel goons, it's a little bit 

1280
01:07:37,000 --> 01:07:40,960
maze rats where like do damage 
and if you're above, that's your

1281
01:07:40,960 --> 01:07:42,240
damage. 
Like that's it. 

1282
01:07:42,840 --> 01:07:45,880
It's so clean, it's so easy and 
I really like the way that they 

1283
01:07:45,880 --> 01:07:49,520
did the weapons as D tends and 
then you just add your 

1284
01:07:49,520 --> 01:07:51,760
modifiers. 
The weapon is basically just as 

1285
01:07:51,760 --> 01:07:57,000
adding to your dice pool and 
then your successes are are are 

1286
01:07:57,000 --> 01:07:58,960
that. 
So I think this is when I 

1287
01:07:58,960 --> 01:08:01,000
started rolling examples. 
I was like, what does 7010 give 

1288
01:08:01,000 --> 01:08:03,080
me? 
Oh, that's like 4. 

1289
01:08:03,120 --> 01:08:04,600
It's like 4 successes. 
I'm like. 

1290
01:08:04,600 --> 01:08:09,400
It's really incredibly, almost 
like intuitive way to do damage 

1291
01:08:09,400 --> 01:08:11,360
for dice pools. 
That's the, once again, it's 

1292
01:08:11,360 --> 01:08:12,760
like another one of the rules in
this game. 

1293
01:08:12,760 --> 01:08:15,280
I'm like, this is a very clean 
way to run this in dice pools. 

1294
01:08:15,280 --> 01:08:18,040
It makes a lot of sense. 
You understand it immediately. 

1295
01:08:18,240 --> 01:08:21,240
Yeah, it's, it's very good, very
good. 

1296
01:08:21,600 --> 01:08:27,520
I I I don't know, I again, this 
a lot of the game, like I said, 

1297
01:08:27,520 --> 01:08:29,479
it's just very much like the OSR
works like how you think it 

1298
01:08:29,479 --> 01:08:33,000
works, but then like the core 
mechanic and the way that 

1299
01:08:33,120 --> 01:08:35,920
obviously character generation, 
but like this dice pool system 

1300
01:08:36,120 --> 01:08:38,760
with advantage disadvantage. 
The way weapons work is so 

1301
01:08:38,760 --> 01:08:44,240
clever and so clean. 
Again, it very much it reminds 

1302
01:08:44,240 --> 01:08:46,840
me of like the first time I read
maze rats and I was like, oh, 

1303
01:08:46,840 --> 01:08:50,080
like I said, like it's your 
target is 7 and if you roll A9, 

1304
01:08:50,080 --> 01:08:52,279
you do 2 damage. 
You're just like, oh, that's so 

1305
01:08:52,279 --> 01:08:53,359
easy. 
You don't even have to roll 

1306
01:08:53,359 --> 01:08:55,240
damage rolls. 
It's just like you get what you 

1307
01:08:55,240 --> 01:08:57,040
get. 
You know, I, I, I love it. 

1308
01:08:57,040 --> 01:08:59,800
It's so clean, it's so easy. 
Like you said, this feels very 

1309
01:08:59,800 --> 01:09:02,120
intuitive. 
It's just like, oh, like they 

1310
01:09:02,120 --> 01:09:04,319
were a six and I rolled an 8 
dope 2 damage. 

1311
01:09:05,319 --> 01:09:08,160
Unless otherwise noted, all 
damage is physical damage dealt 

1312
01:09:08,160 --> 01:09:13,080
directly to strength. 
So I got a big pool of strength.

1313
01:09:13,120 --> 01:09:17,479
I'm beefy, I'm slow as fuck, but
I'm beefy with my nine strength 

1314
01:09:17,479 --> 01:09:19,880
and my 9 points of strength that
I can spend. 

1315
01:09:21,439 --> 01:09:24,920
But so when your strength drops 
to 0, any subsequent damage is 

1316
01:09:24,920 --> 01:09:28,200
dealt directly to vitality 
again, very much in like a hit 

1317
01:09:28,200 --> 01:09:29,760
protection into the odd kind of 
way. 

1318
01:09:30,720 --> 01:09:33,160
But I'll tell you right now, I 
love into the odd. 

1319
01:09:33,160 --> 01:09:35,720
The thing that I will hate till 
the day I die is hit protection 

1320
01:09:36,000 --> 01:09:37,560
later. 
They call it anything else. 

1321
01:09:37,880 --> 01:09:40,560
It's HP, but it's not health 
like. 

1322
01:09:40,560 --> 01:09:43,240
And that's what drives me nuts. 
Like they needed to use 

1323
01:09:43,240 --> 01:09:47,200
literally any armor protection 
like anything else. 

1324
01:09:47,399 --> 01:09:50,479
Yeah, anything. 
So I like that this is strength 

1325
01:09:50,479 --> 01:09:52,720
there. 
There's luck actually, but. 

1326
01:09:53,359 --> 01:09:55,720
Some types of damage reduced 
Willard decks, whatever. 

1327
01:09:55,720 --> 01:09:58,240
When your vitality is reduced to
zero, you are rendered A 

1328
01:09:58,240 --> 01:10:00,160
conscious. 
If an ally does not take an 

1329
01:10:00,160 --> 01:10:02,720
action, stabilize you by the end
of the next round, you die. 

1330
01:10:03,000 --> 01:10:09,200
You get one round, that's it. 
But again, you're fucking 

1331
01:10:09,200 --> 01:10:10,080
immortal. 
Yeah. 

1332
01:10:10,480 --> 01:10:11,560
So doesn't matter. 
You die. 

1333
01:10:11,720 --> 01:10:13,560
Yeah, your stuff gets well, 
we'll get there. 

1334
01:10:14,160 --> 01:10:16,680
Yeah, So critical hits, super 
easy. 

1335
01:10:16,680 --> 01:10:20,640
It's number instead of like 
successes, it's number of 10s. 

1336
01:10:21,000 --> 01:10:24,760
So if you roll a dice pool with 
amount of 10s equal to or higher

1337
01:10:24,760 --> 01:10:26,560
than the obstacle, you inflict A
crit. 

1338
01:10:26,560 --> 01:10:30,400
So if someone's obstacle, you 
know, value is only three and 

1339
01:10:30,400 --> 01:10:32,400
you roll three 10s, you crit 
them. 

1340
01:10:33,160 --> 01:10:35,400
And there's actually a crit 
table here at the bottom. 

1341
01:10:37,160 --> 01:10:40,160
I will say it says if a critical
hit effect asks the target to 

1342
01:10:40,160 --> 01:10:42,800
make a check, the OB is equal to
the amount rolled in the attack.

1343
01:10:42,960 --> 01:10:45,080
So there's a critical hits here 
and there's a critical hit 

1344
01:10:45,080 --> 01:10:47,120
table. 
And like obviously we're not 

1345
01:10:47,120 --> 01:10:48,240
dumb. 
We know that you would just use 

1346
01:10:48,240 --> 01:10:50,120
a critical hit table. 
But like it doesn't ever 

1347
01:10:50,120 --> 01:10:52,200
actually say like hey, there's a
critical hit table, you know 

1348
01:10:52,200 --> 01:10:53,960
what I mean? 
Like it's just an interesting, 

1349
01:10:54,120 --> 01:10:59,000
it's this game is very sleeked 
down in ways that like I think 

1350
01:10:59,000 --> 01:11:04,200
every now and then like like one
extra line of like 5 words 

1351
01:11:04,200 --> 01:11:07,640
wouldn't be terrible. 
But I also like the warning in 

1352
01:11:07,640 --> 01:11:09,800
the beginning that says you know
how games fucking work. 

1353
01:11:09,800 --> 01:11:14,960
So but for example, physical 
damage attribute, targeted 

1354
01:11:14,960 --> 01:11:17,280
strength, critical head effect, 
double damage. 

1355
01:11:17,400 --> 01:11:19,800
Like I love that. 
But there's a whole section here

1356
01:11:19,800 --> 01:11:23,080
on damage types. 
There's a bunch and there are 

1357
01:11:23,080 --> 01:11:25,920
physical light, dark fire, coal,
light and Thunder, poison, 

1358
01:11:25,920 --> 01:11:29,600
psychic, ghost, ghost. 
Ghost. 

1359
01:11:29,600 --> 01:11:31,600
Types. 
I was like did they just copy 

1360
01:11:31,600 --> 01:11:34,480
paste the Pokémon types in here?
Where's grass damage? 

1361
01:11:34,480 --> 01:11:36,360
We're missing emotional damage 
in my opinion. 

1362
01:11:36,480 --> 01:11:38,520
Yeah, I listen. 
I'm not missing that at all, 

1363
01:11:38,520 --> 01:11:40,360
buddy. 
I got plenty of it. 

1364
01:11:41,160 --> 01:11:45,680
So critical head effects, all of
your standard stats strength 

1365
01:11:45,680 --> 01:11:49,640
decks will is double damage and 
then all of the other ones are 

1366
01:11:49,880 --> 01:11:53,080
conditions. 
We'll get into conditions in 

1367
01:11:53,080 --> 01:11:55,160
just a second. 
So ink imbuement, we talked 

1368
01:11:55,160 --> 01:11:58,920
about this already. 
You need ink imbued weapons for 

1369
01:11:58,920 --> 01:12:02,440
ink sod monsters and you can get
those handled by print waivers. 

1370
01:12:02,440 --> 01:12:04,720
They're going to be your shit, 
but are your starting gifts have

1371
01:12:04,720 --> 01:12:10,120
ink mundane attacks if you're 
using a non ink soaked weapon on

1372
01:12:10,120 --> 01:12:13,600
an inky creature. 
It's when attacking monsters 

1373
01:12:13,600 --> 01:12:16,320
unarmed or with mundane weapons 
you strength or decks. 

1374
01:12:16,320 --> 01:12:18,400
But you only deal one damage no 
matter what. 

1375
01:12:19,120 --> 01:12:20,200
That's it. 
Sucks for you. 

1376
01:12:20,560 --> 01:12:23,160
Sorry, magical monsters need a 
magical weapon, you know? 

1377
01:12:23,320 --> 01:12:27,160
Yeah, it says you can use magic 
channeled into unarmed attacks 

1378
01:12:27,160 --> 01:12:29,760
using will, but cost you will to
do it every time as if you're 

1379
01:12:29,760 --> 01:12:33,600
casting a squirrel. 
So yeah, I like that. 

1380
01:12:33,600 --> 01:12:35,960
Basically. 
Like you could roll 10 tens, 

1381
01:12:35,960 --> 01:12:37,880
doesn't fucking matter. 
You do one damage because it's 

1382
01:12:37,880 --> 01:12:38,920
an ink creature. 
You know what I mean? 

1383
01:12:39,440 --> 01:12:44,160
It's it's great. 
Love that parrying is 

1384
01:12:44,160 --> 01:12:46,880
interesting like this is another
one of those little add-ons and 

1385
01:12:46,880 --> 01:12:51,480
I'm like, this is fucking cool. 
If you yeah, if your attack 

1386
01:12:51,480 --> 01:12:56,200
success equals exactly an OB. 
And I double checked, I went 

1387
01:12:56,200 --> 01:12:58,840
back and I was like, wait a 
minute, Isn't a tax equal to or 

1388
01:12:58,840 --> 01:13:00,560
greater than? 
No, it's not. 

1389
01:13:00,560 --> 01:13:04,000
And nowhere did they say that 
it's above the obstacle value 

1390
01:13:04,000 --> 01:13:08,040
because if you land exactly on 
the OB, you deal no damage and 

1391
01:13:08,040 --> 01:13:11,840
the defending creature gains an 
action about this is a weird 

1392
01:13:11,840 --> 01:13:13,040
language that I did want to talk
about. 

1393
01:13:13,280 --> 01:13:16,320
This is a red thing in here. 
The defending creature gains an 

1394
01:13:16,320 --> 01:13:18,760
action of opportunity, parrying 
the attack. 

1395
01:13:19,520 --> 01:13:22,240
However, the creature fails 
their Perry attack, they fall 

1396
01:13:22,240 --> 01:13:24,960
prone. 
It's a weird way to write that 

1397
01:13:25,080 --> 01:13:29,120
Instead of just saying they get 
a Perry, they get an action of 

1398
01:13:29,120 --> 01:13:31,600
opportunity, which must be a 
Perry. 

1399
01:13:32,280 --> 01:13:34,880
Yeah, I feel like that's an 
extra step that's just 

1400
01:13:34,880 --> 01:13:37,040
unnecessary. 
Is there other actions of 

1401
01:13:37,040 --> 01:13:38,760
opportunity in this game that I 
missed? 

1402
01:13:39,400 --> 01:13:41,440
Action of opportunity is 
literally anything. 

1403
01:13:41,600 --> 01:13:44,200
If it's it's, it's a, it's a 
attack of opportunity. 

1404
01:13:44,400 --> 01:13:48,160
Like you, I think you stepped 
away for a second. 

1405
01:13:48,440 --> 01:13:52,400
The way actions of opportunity 
work is if if we're engaged in 

1406
01:13:52,400 --> 01:13:55,320
combat, if I do anything that's 
not made like combat, you 

1407
01:13:55,320 --> 01:13:56,840
automatically get an action of 
opportunity. 

1408
01:13:56,840 --> 01:13:57,400
OK. 
Yeah, Yeah, OK. 

1409
01:13:57,760 --> 01:14:00,320
Cool, so I just think this is a 
weird one. 

1410
01:14:00,320 --> 01:14:02,680
Like it's fine, it works 
1,000,000%. 

1411
01:14:03,000 --> 01:14:07,320
It falls under the same umbrella
of like that thing, kind of this

1412
01:14:07,320 --> 01:14:10,320
one's a parry, so. 
Yeah, but I just don't think 

1413
01:14:10,320 --> 01:14:15,040
there's any difference between 
saying instead the defender can 

1414
01:14:15,040 --> 01:14:19,480
Perry and instead the the the 
defender gets an action of 

1415
01:14:19,480 --> 01:14:21,600
opportunity, which must be a 
Perry. 

1416
01:14:21,760 --> 01:14:23,080
You know what I mean? 
I feel like there's like an 

1417
01:14:23,080 --> 01:14:25,320
extra thing in the middle like 
there 1 doesn't rule. 

1418
01:14:25,320 --> 01:14:27,840
Game, right and call the thing 
the thing, you know, Yeah. 

1419
01:14:28,240 --> 01:14:30,720
So if it's just a Perry, call it
a Perry, doesn't need to be an 

1420
01:14:30,760 --> 01:14:34,200
action of opportunity, that is 
then a Perry, you know what I 

1421
01:14:34,200 --> 01:14:35,840
mean? 
Fairly unbothered by that. 

1422
01:14:36,120 --> 01:14:38,640
It reinforces the term it's 
already used in the game. 

1423
01:14:38,640 --> 01:14:41,080
And you know, yeah, but I do. 
It's a little rough. 

1424
01:14:41,080 --> 01:14:46,560
My, my only, my only only. 
I agree. 

1425
01:14:46,560 --> 01:14:47,880
I agree. 
It's like it's a whatever. 

1426
01:14:47,880 --> 01:14:50,000
Again, it's pedantic as fuck to 
worry about this, but that's 

1427
01:14:50,000 --> 01:14:54,280
what we do. 
My only thing would be if 

1428
01:14:54,280 --> 01:14:56,080
someone's like, well, I get an 
action of opportunity. 

1429
01:14:56,080 --> 01:14:57,760
What if I don't want to pair it?
You know what I mean? 

1430
01:14:58,000 --> 01:14:59,640
And then you can be like, well, 
it says pairing the attack. 

1431
01:14:59,640 --> 01:15:02,080
Someone could be like, I feel 
like someone could try to make 

1432
01:15:02,080 --> 01:15:03,240
an argument based on that 
language. 

1433
01:15:03,240 --> 01:15:05,080
You know what I mean? 
Like, yeah, I would, I would, I 

1434
01:15:05,080 --> 01:15:06,040
would tell them to shut the fuck
up. 

1435
01:15:06,040 --> 01:15:09,400
But like I'm saying, it could. 
But again, super pedantic. 

1436
01:15:09,400 --> 01:15:11,040
Doesn't really matter, it makes 
no difference. 

1437
01:15:11,040 --> 01:15:13,800
It works completely fine. 
Skilled Actions. 

1438
01:15:13,800 --> 01:15:15,240
This is a question that I do 
have though. 

1439
01:15:15,240 --> 01:15:18,240
Skilled Actions. 
Dex points may be spent at any 

1440
01:15:18,240 --> 01:15:21,400
point during your turn to 
trigger a single skilled action.

1441
01:15:22,000 --> 01:15:24,520
This action is in addition to 
your regular action during a 

1442
01:15:24,520 --> 01:15:26,840
turn. 
Should a skilled action required

1443
01:15:26,840 --> 01:15:29,600
a check, such as an attack, it 
is guaranteed an amount of 

1444
01:15:29,600 --> 01:15:31,360
success is equal to the amount 
of deck points spent. 

1445
01:15:31,560 --> 01:15:35,680
So what is a skilled action 
like? 

1446
01:15:35,760 --> 01:15:44,120
Like give me a skilled action. 
See, that's my problem. 

1447
01:15:44,320 --> 01:15:47,080
So what what a skilled action 
is, as far as I'm reading it, 

1448
01:15:47,080 --> 01:15:48,600
it's just a bone. 
It's just another action. 

1449
01:15:48,600 --> 01:15:51,040
Just get, you just get another 
one You can spend. 

1450
01:15:51,240 --> 01:15:54,240
If you spend at least one point 
of decks, you just get to take 

1451
01:15:54,240 --> 01:15:57,120
another action. 
I don't know why it's 

1452
01:15:57,280 --> 01:16:00,680
capitalized, skilled, 
capitalized action as if it's a 

1453
01:16:00,680 --> 01:16:04,360
different kind of action. 
A cool example, an example or 

1454
01:16:04,360 --> 01:16:07,120
two here would be cool. 
Like maybe it's like shooting an

1455
01:16:07,120 --> 01:16:09,880
arrow through a hole to hit a 
thing. 

1456
01:16:10,040 --> 01:16:11,840
Be a skilled action, you know I.
Don't. 

1457
01:16:11,840 --> 01:16:14,480
Well, The thing is, but The 
thing is like they don't. 

1458
01:16:14,920 --> 01:16:17,680
I think it's any, I think, I 
think it's just any addition. 

1459
01:16:17,680 --> 01:16:19,320
I think it's just an additional 
action. 

1460
01:16:19,320 --> 01:16:22,600
You know what I mean? 
Correct. 

1461
01:16:22,600 --> 01:16:24,720
You do take another action. 
It also grants you the bonus 

1462
01:16:24,720 --> 01:16:27,480
successes. 
So it is just, it is just an 

1463
01:16:27,480 --> 01:16:29,920
additional action. 
So I, I personally would have 

1464
01:16:29,920 --> 01:16:32,520
just called it an additional 
action because calling it a 

1465
01:16:32,520 --> 01:16:35,400
skilled action, capital skilled 
capital action makes me go like,

1466
01:16:35,640 --> 01:16:37,920
so there's so these are 
different than actions. 

1467
01:16:38,520 --> 01:16:39,920
You know what I mean? 
You kind of said the same thing.

1468
01:16:39,920 --> 01:16:41,320
Well, it's me. 
It's me doing something crazy 

1469
01:16:41,320 --> 01:16:43,120
and fancy. 
No, it's just another action. 

1470
01:16:43,360 --> 01:16:45,520
So I think just calling it an 
additional action instead of 

1471
01:16:45,520 --> 01:16:47,840
giving it like its own keyword 
capitalization. 

1472
01:16:48,320 --> 01:16:50,920
My, because my first thought 
was, where's the list of skilled

1473
01:16:50,920 --> 01:16:52,680
actions? 
Is that, is that a specific type

1474
01:16:52,680 --> 01:16:54,600
of action that I can do? 
Is it a different thing? 

1475
01:16:55,600 --> 01:16:56,800
It's not. 
And that's fine. 

1476
01:16:56,800 --> 01:16:58,600
And I love it. 
I think it's fucking fantastic 

1477
01:16:58,600 --> 01:17:01,880
because like it says here, 
you're deciding like if I only 

1478
01:17:01,880 --> 01:17:04,840
spend one point, I get the other
action and I get one guaranteed 

1479
01:17:04,840 --> 01:17:07,480
success. 
But if I spend 3, you get 3 

1480
01:17:07,520 --> 01:17:08,800
guaranteed successes. 
Guaranteed. 

1481
01:17:08,800 --> 01:17:10,880
Successes. 
Yeah, I mean, I only have three 

1482
01:17:10,880 --> 01:17:13,720
to spin, so. 
Yeah, I just think, like I said,

1483
01:17:13,720 --> 01:17:15,960
I think the, well, I have none. 
I have none. 

1484
01:17:17,000 --> 01:17:20,280
I think, I think the use of the 
capitalization keyword skilled 

1485
01:17:20,280 --> 01:17:23,320
action is slightly confusing 
when it's just an additional 

1486
01:17:23,320 --> 01:17:27,160
action, when it kind of sounds 
like it should be a different 

1487
01:17:27,160 --> 01:17:28,640
type of action than a regular 
action. 

1488
01:17:29,600 --> 01:17:31,880
But I love that. 
Again, a way to manipulate your 

1489
01:17:31,880 --> 01:17:33,960
roles. 
Status conditions, they exist. 

1490
01:17:33,960 --> 01:17:37,360
There's a ton and all of them go
away on death except for 

1491
01:17:37,360 --> 01:17:42,080
blindness and deafness. 
That sucks to wake up blind with

1492
01:17:42,080 --> 01:17:44,880
nothing but your rings, right? 
And there's a list of a ton plus

1493
01:17:44,880 --> 01:17:47,040
all their effects. 
There's AD 10 list of effects 

1494
01:17:47,360 --> 01:17:49,880
conditions bless, cursed, 
exhausted, prone, restrained, 

1495
01:17:49,880 --> 01:17:52,320
paralyzed, poisoning, fuse, 
deafened and blinded with the 

1496
01:17:52,320 --> 01:17:54,080
effects all listed here and 
they're great. 

1497
01:17:56,520 --> 01:17:59,200
So the game, there's only like 
20 something pages. 

1498
01:17:59,200 --> 01:18:00,840
We're almost done with most of 
the game, then with the GM 

1499
01:18:00,840 --> 01:18:03,000
stuff, so. 
I'm still laughing about waking 

1500
01:18:03,000 --> 01:18:06,200
up blind and deaf with my two 
pinky rings or my one toe ring 

1501
01:18:06,200 --> 01:18:07,880
and one pinky ring. 
Yeah, it's a pinky ring and a 

1502
01:18:07,880 --> 01:18:13,480
toe ring. 
Yeah, it was like, so survival 

1503
01:18:14,160 --> 01:18:17,560
there is. 
The traveler's path basically 

1504
01:18:17,560 --> 01:18:20,040
says there are 4 hexes that you 
can travel in a day. 

1505
01:18:22,200 --> 01:18:25,520
The Weaver will take care of 
you, Says in a Morrison, there 

1506
01:18:25,520 --> 01:18:28,680
are 4 hexes in a day. 
It's basically morning, midday, 

1507
01:18:28,680 --> 01:18:31,200
afternoon and night. 
You have to sleep. 

1508
01:18:31,600 --> 01:18:34,480
If you travel through all four 
hexes in the day, you get the 

1509
01:18:34,480 --> 01:18:35,880
exhausting condition. 
I like that. 

1510
01:18:36,280 --> 01:18:41,120
Pick one, take a nap. 
Time cut up for that one 

1511
01:18:41,200 --> 01:18:44,760
morning, one midday, one 
afternoon and one night because 

1512
01:18:44,760 --> 01:18:48,600
it also like contextually, just 
for me personally, like watches 

1513
01:18:48,600 --> 01:18:52,240
work fine, but like if I'm 
doing, my players are doing 

1514
01:18:52,240 --> 01:18:54,520
something like cool, the 
mornings kind of passed you by. 

1515
01:18:54,720 --> 01:18:57,000
That means really you only have 
3 hexes you can travel for the 

1516
01:18:57,000 --> 01:18:58,440
rest of the day. 
That's OK. 

1517
01:18:58,440 --> 01:18:59,520
You did something in the 
morning. 

1518
01:18:59,520 --> 01:19:01,360
You did something actually 
really get 2X. 

1519
01:19:02,520 --> 01:19:06,400
The way that my brain works. 
This is a lot easier for me to 

1520
01:19:06,400 --> 01:19:09,480
divide up than like 6 hour 
watches you know? 

1521
01:19:10,200 --> 01:19:12,560
I completely agree because it's 
not just time, it's distance 

1522
01:19:12,560 --> 01:19:15,400
like all together in a very 
simple rule like it is, it is 

1523
01:19:15,400 --> 01:19:17,200
really clever. 
Again, I really like that a lot 

1524
01:19:17,200 --> 01:19:21,120
like the as you said, like I 
don't need to worry about how 

1525
01:19:21,120 --> 01:19:23,960
far they can travel anymore or 
like how much time passed the 

1526
01:19:23,960 --> 01:19:25,920
morning passed 3 exits. 
That's it. 

1527
01:19:26,200 --> 01:19:28,440
Like I really like that a lot. 
Like even when we're even when 

1528
01:19:28,440 --> 01:19:31,960
we're doing like we're in love 
this setting sun, like we'll 

1529
01:19:32,040 --> 01:19:35,120
know exactly how many hexes if 
we fucked around with bandits in

1530
01:19:35,120 --> 01:19:36,840
the morning because we have 3 
left. 

1531
01:19:37,120 --> 01:19:39,280
But if you do stuff in the 
morning and you have to sleep at

1532
01:19:39,280 --> 01:19:41,240
least one, you know you can only
move two hexes in a day. 

1533
01:19:41,240 --> 01:19:44,160
So it's like again, like you 
said, I really like that it's 

1534
01:19:44,160 --> 01:19:47,000
not only time but also distance 
in a very concise rule. 

1535
01:19:48,320 --> 01:19:50,920
Setting up camp. 
Long story short, you need to 

1536
01:19:50,920 --> 01:19:53,160
set it up and you need to ward 
your camp. 

1537
01:19:53,560 --> 01:19:56,360
It takes 10 drops of ink per 
person in a continuous circle 

1538
01:19:56,360 --> 01:19:59,080
around your camp to ward it from
monsters. 

1539
01:19:59,720 --> 01:20:02,040
It does say don't fuck around 
too hard though because monsters

1540
01:20:02,040 --> 01:20:04,240
are smart. 
They'll like ignore it unless 

1541
01:20:04,240 --> 01:20:08,000
you really really get rowdy and 
then they'll still kind of show 

1542
01:20:08,000 --> 01:20:09,400
up. 
Not all monsters are dumb beasts

1543
01:20:09,400 --> 01:20:11,640
after all, is what it says. 
I like that. 

1544
01:20:11,640 --> 01:20:13,440
It's cool. 
You need to spend your ink. 

1545
01:20:13,440 --> 01:20:17,360
Ink is not a limitless resource.
You have to murder animals to 

1546
01:20:17,360 --> 01:20:20,440
get it. 
Well, monsters to get it and but

1547
01:20:20,440 --> 01:20:23,840
you have to spend it like you 
know, as the game says, the 

1548
01:20:23,840 --> 01:20:26,560
world is fucked and almost 
everyone stays in safe havens is

1549
01:20:26,560 --> 01:20:28,680
up traveler, so you must ward 
your camp at night. 

1550
01:20:29,440 --> 01:20:31,520
If someone didn't ward the camp 
I'd be throwing monsters at them

1551
01:20:31,520 --> 01:20:32,000
all. 
Fucking. 

1552
01:20:32,120 --> 01:20:33,760
Night. 
Absolutely no. 

1553
01:20:33,760 --> 01:20:35,360
I want to spend a 10. 
Are you sure? 

1554
01:20:37,160 --> 01:20:39,600
And when you're out there, you 
can only rest in a worded area 

1555
01:20:40,320 --> 01:20:44,000
and the IT only works for one 
night, those 10 drops. 

1556
01:20:44,960 --> 01:20:52,280
You can also after that in 
resting the following time 

1557
01:20:52,280 --> 01:20:53,640
scales or guidelines to 
recovery. 

1558
01:20:53,640 --> 01:20:57,200
So on a you get short rest, long
rest, and full rest. 

1559
01:20:57,440 --> 01:21:00,640
On a short rest it's a single 
night and you can roll strength 

1560
01:21:00,640 --> 01:21:04,800
will index checks, restoring a 
number of successful points. 

1561
01:21:05,400 --> 01:21:08,560
On a long rest, it's three full 
nights and you get all of your 

1562
01:21:08,560 --> 01:21:13,920
points back and then you can 
roll 1D10 to get your vitality 

1563
01:21:13,920 --> 01:21:15,400
back again. 
I think you stepped away for a 

1564
01:21:15,400 --> 01:21:17,480
second that you can spend ink to
get vitality back too. 

1565
01:21:18,120 --> 01:21:22,360
But if you once you hit 1000 
total ink imbuements, you're 

1566
01:21:22,560 --> 01:21:25,440
you're knocked out for like a 
week until it presets. 

1567
01:21:25,760 --> 01:21:30,400
Love that and then full rest is 
2 weeks and you get everything 

1568
01:21:30,400 --> 01:21:32,920
back. 
Rest is big deal in this. 

1569
01:21:32,920 --> 01:21:34,840
Good, yeah. 
Yeah, downtime. 

1570
01:21:35,080 --> 01:21:41,400
I always prefer I die I ate one 
night of sleep recovers me 

1571
01:21:41,400 --> 01:21:44,480
completely rules. 
I just even in the games that 

1572
01:21:44,480 --> 01:21:48,840
like are more gamey or even like
video gamey tabletop games. 

1573
01:21:49,240 --> 01:21:52,000
I'm like, I guess it's fine 
there, but anything outside of 

1574
01:21:52,000 --> 01:21:55,560
that I'm like, no, I want, I 
want to feel like injury is 

1575
01:21:55,560 --> 01:21:59,520
costly, you know, spending 
resources cost like getting them

1576
01:21:59,520 --> 01:22:03,960
back completely takes time. 
Yeah, well, one thing I do like 

1577
01:22:03,960 --> 01:22:06,280
about the way that the rest 
system works too is without 

1578
01:22:06,280 --> 01:22:09,760
saying it specifically with the 
ink rules and vitality and 

1579
01:22:09,760 --> 01:22:12,600
stuff, a single night, you don't
recover any vitality. 

1580
01:22:12,720 --> 01:22:16,120
Yeah, so if you if you're just 
resting for a. 

1581
01:22:16,200 --> 01:22:18,480
Chugging vitality back. 
And start chugging that ink like

1582
01:22:18,480 --> 01:22:20,920
until and you better count every
fucking drop because it's going 

1583
01:22:20,920 --> 01:22:23,280
to build up in you. 
And I really like that. 

1584
01:22:23,280 --> 01:22:25,800
And I would really encourage 
players to play up like, damn, 

1585
01:22:25,800 --> 01:22:28,880
you're over 900 ink like, is it 
squirting out of you? 

1586
01:22:28,880 --> 01:22:30,200
Like what's happening? 
You know what I mean? 

1587
01:22:30,240 --> 01:22:34,240
Like and even on a long rest, 
even with a three nights rest, 

1588
01:22:34,240 --> 01:22:36,200
you only roll AD 10 if you roll 
A1. 

1589
01:22:36,200 --> 01:22:38,840
That sucks, you know, So like 
you said, I. 

1590
01:22:39,040 --> 01:22:42,080
Mean you can so. 
Yeah, yeah, I think there's just

1591
01:22:42,080 --> 01:22:45,440
a built in encouragement also to
like kill monsters, get the ink,

1592
01:22:45,440 --> 01:22:48,720
drink the ink, like risk the ink
can be meant like I really like 

1593
01:22:48,720 --> 01:22:52,240
that a lot and. 
I mean, I think this next saying

1594
01:22:52,240 --> 01:22:54,800
we'll speak to him, but actually
read this next part and I'll do.

1595
01:22:54,800 --> 01:22:56,480
It yeah. 
So permanent outposts. 

1596
01:22:56,480 --> 01:22:59,480
So when travelers find good 
ground, they can expand their 

1597
01:22:59,480 --> 01:23:02,800
camps into outposts. 
So 100 drops of ink will expand 

1598
01:23:02,800 --> 01:23:05,800
the camp into an outpost. 
It takes 100 drops of ink to 

1599
01:23:05,800 --> 01:23:08,080
expand the camp into an outpost 
per resident. 

1600
01:23:09,000 --> 01:23:11,960
So if you have 5 people moving 
in, you need 500 drops of ink to

1601
01:23:11,960 --> 01:23:14,880
make it an outpost. 
And then residents draw symbols 

1602
01:23:14,880 --> 01:23:16,680
all over everything if they miss
anything. 

1603
01:23:16,680 --> 01:23:19,160
That's a risk, but that's how 
that works, so. 

1604
01:23:19,640 --> 01:23:23,040
And having it ink and viewed and
warded protects it from 

1605
01:23:23,040 --> 01:23:25,840
monsters, allowing for a proper 
night's rest and future 

1606
01:23:25,840 --> 01:23:28,560
prosperity. 
And then that's kind of how you 

1607
01:23:28,600 --> 01:23:30,040
play the game. 
We'll get into a little bit more

1608
01:23:30,040 --> 01:23:33,080
in the gym section, but like 
you, you're basically moving, 

1609
01:23:33,360 --> 01:23:35,840
creating new little bubbles of 
protection from monsters, 

1610
01:23:36,080 --> 01:23:39,160
getting people to move there, 
like getting them all set up and

1611
01:23:39,160 --> 01:23:42,520
then traveling out again. 
And I think that ties really 

1612
01:23:42,520 --> 01:23:45,800
neatly into the resting rules 
being like you like if to get 

1613
01:23:45,800 --> 01:23:48,920
back you want to found an 
outpost because you want to have

1614
01:23:48,920 --> 01:23:51,120
somewhere that's safe for you to
rest for an extended amount of 

1615
01:23:51,120 --> 01:23:53,360
time. 
Yeah, and not only that, the 

1616
01:23:53,360 --> 01:23:56,000
next section adds even more 
because we get to shrines and 

1617
01:23:56,000 --> 01:23:59,640
Weaver shine once once 1000 
drops of ink have been spent on 

1618
01:23:59,640 --> 01:24:01,480
an outpost. 
We good lady from the woods 

1619
01:24:01,480 --> 01:24:04,000
comes out. 
Literally just like comes like 

1620
01:24:04,000 --> 01:24:08,040
creeping out like dripping ink. 
It becomes a shrine. 

1621
01:24:08,080 --> 01:24:09,880
And shrines are sites of 
permanent resurrection. 

1622
01:24:09,880 --> 01:24:12,720
So you have a camp to protect 
you from monsters. 

1623
01:24:12,840 --> 01:24:15,200
You can eventually turn the camp
into an outpost where people can

1624
01:24:15,200 --> 01:24:16,760
move to. 
And if you get enough ink there 

1625
01:24:16,760 --> 01:24:20,280
you can have a shrine which is 
where you get reincarnated at or

1626
01:24:20,280 --> 01:24:22,520
you get revived to by the print 
weavers when you die right 

1627
01:24:22,520 --> 01:24:25,920
resurrected. 
So if you are way the fuck out 

1628
01:24:25,920 --> 01:24:31,320
there and you get resurrected, 
you're way the fuck back like 

1629
01:24:31,320 --> 01:24:34,560
where you were. 
You could be weeks back as far 

1630
01:24:34,560 --> 01:24:36,440
as your travel goes. 
If you don't have enough ink, 

1631
01:24:36,440 --> 01:24:38,840
set up to build a new settlement
and build a shrine. 

1632
01:24:38,840 --> 01:24:41,960
And all your when you die that 
stuff, you know, you got to 

1633
01:24:41,960 --> 01:24:43,480
travel back. 
I mean, I assume you would want 

1634
01:24:43,480 --> 01:24:44,920
to travel back and that's that 
could be. 

1635
01:24:44,920 --> 01:24:47,120
And we'll get to. 
There's rules for that, Yeah, 

1636
01:24:47,520 --> 01:24:50,160
so. 
So that's how real nice, you 

1637
01:24:50,160 --> 01:24:52,640
know, there's a lot of 
interweaving of like concepts 

1638
01:24:52,640 --> 01:24:55,040
and rules in here that really 
reinforce each other. 

1639
01:24:55,080 --> 01:24:57,240
A lot of print weaving. 
And a lot of print. 

1640
01:24:57,360 --> 01:24:58,320
Weaving. 
Wow. 

1641
01:24:58,600 --> 01:25:00,000
Yeah, weaving. 
So. 

1642
01:25:02,120 --> 01:25:04,200
So shrines take all sorts of 
they can be cathedrals, 

1643
01:25:04,200 --> 01:25:06,480
monuments, like everything, 
whatever, like whatever the 

1644
01:25:06,480 --> 01:25:09,320
shrine wants to be, it can be. 
It is unknown where these 

1645
01:25:09,320 --> 01:25:12,080
strange women hail from, but 
they speak your common tongue. 

1646
01:25:12,080 --> 01:25:13,960
They're applied esoterically to 
questions. 

1647
01:25:14,160 --> 01:25:16,640
They know local history. 
Yeah, they're strange. 

1648
01:25:16,640 --> 01:25:18,440
They show up if the shrine gets 
defunct. 

1649
01:25:18,440 --> 01:25:21,280
They bounce like they're just, 
they're print weavers. 

1650
01:25:21,320 --> 01:25:22,520
That's what they are. 
I love that. 

1651
01:25:22,520 --> 01:25:25,600
I love that there's no fucking. 
They're just they're they just 

1652
01:25:25,600 --> 01:25:27,360
exist. 
I don't need more lower than 

1653
01:25:27,360 --> 01:25:29,240
that. 
Let them keep the mystique, you 

1654
01:25:29,240 --> 01:25:30,560
know? 
Like, who knows where they come 

1655
01:25:30,640 --> 01:25:31,360
from, you know? 
Yeah. 

1656
01:25:31,880 --> 01:25:36,040
Romeo D10. 
So there's 1D10 shrine remnants 

1657
01:25:36,040 --> 01:25:38,040
here. 
These are leftover shrines. 

1658
01:25:40,120 --> 01:25:44,080
Or. 
High watermarks show a history 

1659
01:25:44,080 --> 01:25:46,960
of severe and sudden floods. 
It's barricades broken and swept

1660
01:25:46,960 --> 01:25:49,960
away. 
So it's 10 basically like 

1661
01:25:49,960 --> 01:25:53,240
defunct shrines and like what 
you find at one of these defunct

1662
01:25:53,240 --> 01:25:54,680
shrines. 
So I love that. 

1663
01:25:55,880 --> 01:25:58,080
But death and revival. 
When you die, your print marks 

1664
01:25:58,080 --> 01:26:01,400
wisp from your dead body carried
by Providence to the last shrine

1665
01:26:01,440 --> 01:26:06,080
you wet rested at. 
On death, your print marks 

1666
01:26:06,080 --> 01:26:08,280
returned to your last shrine. 
Your attributes are 0. 

1667
01:26:08,280 --> 01:26:10,960
Your vitality is 1. 
That's what you start as. 

1668
01:26:10,960 --> 01:26:12,800
And you could be deaf, it could 
be blind. 

1669
01:26:12,960 --> 01:26:14,840
Butt ass naked with your two 
rings just. 

1670
01:26:15,360 --> 01:26:18,480
Your toe ring. 
And one vitality that that. 

1671
01:26:18,640 --> 01:26:20,240
Here's the other thing too, 
though, is like, you need to 

1672
01:26:20,240 --> 01:26:21,760
travel to go get your stuff, 
right? 

1673
01:26:22,120 --> 01:26:24,240
But we already talked about how 
long it takes to rest to get 

1674
01:26:24,240 --> 01:26:27,160
your shit back. 
Like if you just do one night's 

1675
01:26:27,160 --> 01:26:30,000
rest, you're just rolling to see
what your attributes go back to,

1676
01:26:30,280 --> 01:26:32,680
and you don't even get any more 
than just that one vitality. 

1677
01:26:32,680 --> 01:26:36,000
You're really risking it to at 
least not do like a three night 

1678
01:26:36,000 --> 01:26:38,800
thing and try to get a D10 of 
vitality or just chugging ink 

1679
01:26:39,240 --> 01:26:42,240
like it's crazy. 
Item loss. 

1680
01:26:42,240 --> 01:26:44,200
We talked about this. 
Everything is left behind except

1681
01:26:44,200 --> 01:26:45,840
your rings and then item 
recovery. 

1682
01:26:45,840 --> 01:26:48,720
There's literally a table here 
on getting back to your stuff 

1683
01:26:48,720 --> 01:26:49,800
again. 
And every souls like what you 

1684
01:26:49,800 --> 01:26:51,040
dropped your souls go back and 
get them. 

1685
01:26:52,240 --> 01:26:55,040
It is a list of the the amount 
of time that has passed and the 

1686
01:26:55,040 --> 01:26:58,080
number of items that are stolen.
So one day one random item is 

1687
01:26:58,080 --> 01:27:02,480
gone, three days, two random 
items are gone, and at two weeks

1688
01:27:02,560 --> 01:27:05,120
all but one item is gone. 
You got one item left. 

1689
01:27:05,160 --> 01:27:08,600
And I would honestly, I would 
make people roll on their own 

1690
01:27:08,600 --> 01:27:10,800
inventory slots on what was 
there. 

1691
01:27:11,160 --> 01:27:13,080
Like, hey, what'd you lose? 
Yeah. 

1692
01:27:13,400 --> 01:27:15,800
And kind of tying back to your 
point, you said something about 

1693
01:27:15,880 --> 01:27:18,800
chugging ink after being 
revived, but you won't have any 

1694
01:27:18,800 --> 01:27:25,360
fucking. 
Oh shit you don't need stocks. 

1695
01:27:25,400 --> 01:27:30,280
OK the printless are a thing. 
So basically the way the 

1696
01:27:30,280 --> 01:27:33,200
printless work. 
Long story short is your dead 

1697
01:27:33,200 --> 01:27:38,600
body that you left behind 
becomes printless within 30 

1698
01:27:38,600 --> 01:27:44,440
minutes of you dying. 
This your body transforms into 

1699
01:27:44,440 --> 01:27:48,480
this like minutiae, symbol 
covered creature. 

1700
01:27:48,480 --> 01:27:53,160
This printless, it leaves 
everything behind, rises up and 

1701
01:27:53,160 --> 01:27:56,640
wants to kill stuff. 
Dark eyes, mouth agape and 

1702
01:27:56,640 --> 01:27:59,480
slightly ajar as they stumble 
around the gravesite attacking 

1703
01:27:59,480 --> 01:28:05,040
any who approach. 
Yeah, a body reduced ash can't 

1704
01:28:05,040 --> 01:28:08,800
become printless, but otherwise 
they just they really run around

1705
01:28:08,800 --> 01:28:11,600
and and try to find more print 
Marks and chew them up. 

1706
01:28:11,600 --> 01:28:14,560
The only way you can like die 
die is to be consumed by a 

1707
01:28:14,560 --> 01:28:16,960
printless, because you won't be 
revived until the printless is 

1708
01:28:16,960 --> 01:28:19,440
killed. 
Yeah, it's been worse than 

1709
01:28:19,440 --> 01:28:20,480
death, you know. 
Yeah. 

1710
01:28:20,480 --> 01:28:22,680
You're inside this thing. 
Are you conscious? 

1711
01:28:23,040 --> 01:28:24,720
You know, maybe. 
Who knows? 

1712
01:28:24,760 --> 01:28:27,040
You're just like a, you're just 
like a mech inside it, but like 

1713
01:28:27,040 --> 01:28:31,400
you're no control. 
But I do like that like as it 

1714
01:28:31,400 --> 01:28:35,240
eats more print Marks and things
it can grow and morph and change

1715
01:28:35,240 --> 01:28:37,720
like. 
Yeah, just imagining horrifying 

1716
01:28:37,720 --> 01:28:40,360
monster bro. 
Just covered in all like the 

1717
01:28:40,360 --> 01:28:42,200
print Marks and stuff like that.
And you know, someone could be 

1718
01:28:42,200 --> 01:28:43,960
inside. 
Multiple fucking print lists 

1719
01:28:43,960 --> 01:28:46,400
could be inside. 
You can have like pin people 

1720
01:28:46,400 --> 01:28:50,400
show up at a shrine if you kill 
this thing from like decades ago

1721
01:28:50,400 --> 01:28:52,560
and stuff like that. 
That is the first thing. 

1722
01:28:52,560 --> 01:28:55,080
I thought it was in a very like 
kind of Ghibli, but like the 

1723
01:28:55,080 --> 01:28:57,360
cool dark Ghibli. 
Not like the, you know, fancy 

1724
01:28:57,360 --> 01:28:59,760
green fields Ghibli. 
Everything's Ghibli is like 

1725
01:28:59,880 --> 01:29:03,600
fucking Princess Motonoke style.
Equally valids, but yeah, go. 

1726
01:29:03,720 --> 01:29:07,280
On both are valid, but I you 
know, I despise how people 

1727
01:29:07,280 --> 01:29:09,680
disregard like the actual 
message or darkness of Ghibli a 

1728
01:29:09,680 --> 01:29:12,600
lot of anyway, but I imagine 
like a Princess Motonoke style 

1729
01:29:12,600 --> 01:29:15,920
fucking thing like rising up out
of the forest, you know, really 

1730
01:29:15,920 --> 01:29:20,800
cool it exists. 
There's scrolls, they cost one 

1731
01:29:20,800 --> 01:29:24,320
wheel to cast and you roll a 
number of dice equal to the will

1732
01:29:24,320 --> 01:29:28,760
spent plus one in order to roll 
what you want to do. 

1733
01:29:28,800 --> 01:29:30,640
So again, there's a really good 
example here. 

1734
01:29:30,640 --> 01:29:34,480
For example, if you spend 4 will
points to cast hammer, you roll 

1735
01:29:34,480 --> 01:29:39,520
5D10 if unopposed. 
Casting a squirrel requires 1 

1736
01:29:39,520 --> 01:29:41,720
success. 
If opposed, it's contested. 

1737
01:29:42,880 --> 01:29:45,880
There are also books and tomes 
that make a little bit easier 

1738
01:29:45,880 --> 01:29:47,320
for you. 
Books hold three scrolls, tomes 

1739
01:29:47,320 --> 01:29:50,120
hold 5, and tomes require two 
hands to wield. 

1740
01:29:50,120 --> 01:29:54,600
Love that magic items. 
They exist, they're there. 

1741
01:29:56,160 --> 01:29:57,680
That's what we're going to say 
about that. 

1742
01:29:57,680 --> 01:29:59,640
The language of magic gives a 
cool Gray box. 

1743
01:29:59,640 --> 01:30:01,840
The magic is written a series of
connected lines and symbols 

1744
01:30:01,840 --> 01:30:06,160
called minutiae such a. 
Funny, such a funny use of like 

1745
01:30:06,160 --> 01:30:08,880
fingerprinting terminology. 
Right. 

1746
01:30:09,800 --> 01:30:11,840
They share a striking 
resemblance to the lines and 

1747
01:30:11,840 --> 01:30:13,960
forms that make up print marks, 
and when correctly positioned, 

1748
01:30:13,960 --> 01:30:16,560
whole great magical potential 
minutiae also appear heavily 

1749
01:30:16,560 --> 01:30:18,520
tattooed into the skin the print
list. 

1750
01:30:18,520 --> 01:30:20,600
The more print marks to consume,
the more minutiae appear on 

1751
01:30:20,600 --> 01:30:22,520
their skin. 
If you ever see a print list 

1752
01:30:22,520 --> 01:30:26,200
covered in inky minutiae, run 
means they're super fucking 

1753
01:30:26,200 --> 01:30:28,320
powerful. 
Yeah, for those of you at home 

1754
01:30:28,320 --> 01:30:31,120
that don't know fingerprint 
minutiae are the tiny marks in 

1755
01:30:31,120 --> 01:30:34,520
your fingerprints that are used 
as identifying marks when they, 

1756
01:30:34,520 --> 01:30:40,160
like compare your fingerprints. 
So like little breaks and lines 

1757
01:30:40,160 --> 01:30:42,480
and such. 
It's it's very interesting. 

1758
01:30:42,480 --> 01:30:44,960
Google it. 
Buy this game first, then Google

1759
01:30:44,960 --> 01:30:48,000
it. 
Yeah, we haven't really talked 

1760
01:30:48,000 --> 01:30:50,560
about the art a whole lot, but 
here's a cool little two page 

1761
01:30:50,560 --> 01:30:51,920
spread here. 
Oh yeah, we haven't. 

1762
01:30:51,960 --> 01:30:54,240
The art's been great. 
The art bangs in this man. 

1763
01:30:54,400 --> 01:30:57,000
I really like the shrine art. 
I can't believe we blew past 

1764
01:30:57,000 --> 01:30:59,800
that without mentioning it. 
I love the like church and you 

1765
01:30:59,800 --> 01:31:02,600
mentioned it earlier, but like 
the white almond, like almost 

1766
01:31:02,600 --> 01:31:05,760
black, like almost like negative
space art. 

1767
01:31:05,760 --> 01:31:09,320
It looks great. 
It really pushes this vibe in 

1768
01:31:09,320 --> 01:31:11,120
here. 
It's yeah, it's strong. 

1769
01:31:11,560 --> 01:31:16,480
I think they do a good use of of
using the art in the book too. 

1770
01:31:16,480 --> 01:31:18,600
Like there's a lot of pages that
don't really have any, but they 

1771
01:31:18,600 --> 01:31:20,480
also have tables and stuff to 
break it up really nice. 

1772
01:31:20,480 --> 01:31:23,400
There's a couple pages of some 
white stuff on the bottom, but 

1773
01:31:23,600 --> 01:31:26,440
that shrine page is another one 
of those like half pages we 

1774
01:31:26,440 --> 01:31:29,360
talked about where like the art 
fills one page and then half of 

1775
01:31:29,360 --> 01:31:31,040
another. 
So it gives you this really, 

1776
01:31:31,040 --> 01:31:34,560
really nice full page like 
cohesive spread, which is 

1777
01:31:34,560 --> 01:31:36,040
really. 
Great layout. 

1778
01:31:36,120 --> 01:31:39,800
I I like I think going through 
this, I really I, I very much 

1779
01:31:39,800 --> 01:31:42,840
realized how much I like the art
spillover onto another page for 

1780
01:31:42,840 --> 01:31:46,000
that to like like to block off 
that section and create one 

1781
01:31:46,000 --> 01:31:49,360
column on that left side. 
I'm like, oh, that's very good. 

1782
01:31:49,360 --> 01:31:52,040
I do really want. 
That the column art and this is 

1783
01:31:52,040 --> 01:31:54,080
really, really great. 
That's a thing that I wish a lot

1784
01:31:54,080 --> 01:31:56,800
more people did because what a 
lot of people like to do is like

1785
01:31:57,240 --> 01:32:00,760
have half a page with column, 
column and then something across

1786
01:32:00,760 --> 01:32:03,200
the bottom. 
But it looks really nice when 

1787
01:32:03,200 --> 01:32:05,880
you just fill the one whole side
with a piece of art with like a 

1788
01:32:05,880 --> 01:32:08,000
long like tall piece. 
It looks really good. 

1789
01:32:08,000 --> 01:32:10,280
They they use that, like you 
said, really effectively in 

1790
01:32:10,280 --> 01:32:12,040
here. 
The printless page looks really,

1791
01:32:12,040 --> 01:32:15,560
really great that I mean, it's, 
it's half a page of stuff. 

1792
01:32:15,560 --> 01:32:17,800
If you did it across the top, 
you could do a big piece at the 

1793
01:32:17,800 --> 01:32:20,320
bottom, But I, I think it looks 
really clean when you just do 

1794
01:32:20,320 --> 01:32:22,360
like a narrow piece. 
It doesn't feel like so heavy on

1795
01:32:22,360 --> 01:32:23,560
the page. 
It looks really nice. 

1796
01:32:23,720 --> 01:32:27,040
Yeah, I do I I agree. 
I wish more projects we've read 

1797
01:32:27,280 --> 01:32:29,680
would like take that into 
consideration as well. 

1798
01:32:29,760 --> 01:32:33,080
It is a very cool way to set. 
Up, Yeah, just just just move in

1799
01:32:33,080 --> 01:32:36,280
the art in different directions 
like in a column or like put 

1800
01:32:36,280 --> 01:32:39,760
some text wrap or something 
because so like we said, so many

1801
01:32:39,760 --> 01:32:43,880
things are just like spot art at
the bottom, like mix it up like 

1802
01:32:43,880 --> 01:32:46,720
this page here with the full 2 
page spread of that. 

1803
01:32:46,720 --> 01:32:49,040
Like again, white on black 
negative art is really 

1804
01:32:49,040 --> 01:32:51,800
fantastic. 
And then we're going to be 

1805
01:32:51,840 --> 01:32:53,520
rolling up this scroll, you 
know? 

1806
01:32:56,320 --> 01:32:58,160
Yeah, this guy here. 
Yeah. 

1807
01:32:58,840 --> 01:33:03,920
Yeah, so that's the game. 
That's the game. 

1808
01:33:07,240 --> 01:33:09,400
Did I do what I want? 
Page display, enable scrolling, 

1809
01:33:09,520 --> 01:33:12,800
fit with. 
And next is we're getting into 

1810
01:33:12,800 --> 01:33:14,920
the run the game sections. 
We're gonna cruise through the 

1811
01:33:14,920 --> 01:33:17,000
GM stuff, get to some monster 
stuff, and then we'll be done. 

1812
01:33:17,480 --> 01:33:20,400
So running the game, there are 
responsibilities. 

1813
01:33:20,400 --> 01:33:22,960
Guess what, you've read the OSR 
before like this isn't you press

1814
01:33:22,960 --> 01:33:24,640
the OSR game, guess what you 
think it is? 

1815
01:33:25,680 --> 01:33:28,160
It's that, and they're good, but
we're not going to read them. 

1816
01:33:28,200 --> 01:33:32,720
Progression I like again, the 
game never really says this is 

1817
01:33:32,720 --> 01:33:34,400
level less. 
You just notice that there is no

1818
01:33:34,400 --> 01:33:37,520
advancement, right? 
But progression in the game is 

1819
01:33:37,520 --> 01:33:40,840
narrative for. 
So you're progressing by 

1820
01:33:40,840 --> 01:33:44,800
establishing a reliable network 
of outposts to reach a dangerous

1821
01:33:44,800 --> 01:33:47,320
mega dungeon for others might be
reclaiming lost holds of 

1822
01:33:47,320 --> 01:33:49,800
humanity from monsters. 
But realistically, at the end of

1823
01:33:49,800 --> 01:33:52,600
the day, the way that the system
works, there's a it says world 

1824
01:33:52,600 --> 01:33:54,680
building next to it, but it 
doesn't mean world building like

1825
01:33:54,680 --> 01:33:57,000
creating your own lore, except I
guess you are kind of creating a

1826
01:33:57,000 --> 01:33:58,960
lore. 
What it really, really means is 

1827
01:33:58,960 --> 01:34:02,640
is like create a safe haven that
your travelers start at and then

1828
01:34:02,800 --> 01:34:05,560
have them go out and create 
camps and become outposts that 

1829
01:34:05,560 --> 01:34:07,000
become settlements that become 
shrines. 

1830
01:34:07,000 --> 01:34:09,320
And like keep moving yourself 
through the world that way, 

1831
01:34:09,320 --> 01:34:11,320
expanding your civilization, 
expanding your settlements, 

1832
01:34:11,320 --> 01:34:14,720
expanding your stuff. 
I love that idea of of the the 

1833
01:34:14,720 --> 01:34:17,800
narrative play in that and how 
open world it can be it. 

1834
01:34:18,320 --> 01:34:20,720
Kind of reminds me weirdly in a 
weird way of like Death 

1835
01:34:20,720 --> 01:34:22,040
Stranding. 
You ever play that? 

1836
01:34:22,920 --> 01:34:25,200
I watched people play it. 
Yeah, yeah. 

1837
01:34:25,320 --> 01:34:27,560
Where you're like going, you're 
like linking, like society's 

1838
01:34:27,560 --> 01:34:30,880
completely like, like 
disconnecting, you're going and 

1839
01:34:30,880 --> 01:34:34,600
linking it back together and 
like, yeah, like having new safe

1840
01:34:34,600 --> 01:34:37,120
havens and. 
For a completely non nefarious 

1841
01:34:37,120 --> 01:34:38,600
purpose. 
Yeah, totally. 

1842
01:34:38,600 --> 01:34:39,960
It's totally fine. 
Don't worry about it. 

1843
01:34:40,080 --> 01:34:43,320
It's totally fine. 
Also, I love that game and if 

1844
01:34:43,320 --> 01:34:46,560
you don't, you're wrong so. 
I haven't played it, but I 

1845
01:34:46,560 --> 01:34:48,360
watched people. 
I watched someone basically do a

1846
01:34:48,360 --> 01:34:49,440
whole playthrough of it on 
twitch. 

1847
01:34:49,440 --> 01:34:51,200
Just was I was like body 
doubling while painting. 

1848
01:34:51,480 --> 01:34:53,040
It's good. 
It's it's. 

1849
01:34:53,240 --> 01:34:55,760
So good. 
Yeah, yeah. 

1850
01:34:56,400 --> 01:34:59,240
It's more than just walking, 
shrine walking. 

1851
01:34:59,280 --> 01:35:00,000
Great. 
Sorry. 

1852
01:35:00,000 --> 01:35:00,640
Keep going. 
Keep going. 

1853
01:35:00,640 --> 01:35:02,200
Where are you going? 
No, no, no, no, I agree. 

1854
01:35:02,200 --> 01:35:03,800
Especially when you're like 
trying to go up the mountains 

1855
01:35:03,800 --> 01:35:04,920
with that giant shit on your 
back. 

1856
01:35:05,200 --> 01:35:07,040
Or like the people that are all 
bound up anyway. 

1857
01:35:07,040 --> 01:35:12,160
But yeah, so shrines and play 
their respawn points like that's

1858
01:35:12,160 --> 01:35:13,920
what they are. 
There's more here than that. 

1859
01:35:13,920 --> 01:35:15,400
We're not going to talk about a 
bunch of it by the book. 

1860
01:35:15,400 --> 01:35:17,880
If you want to read more of it. 
Handling death, basically be 

1861
01:35:17,880 --> 01:35:21,320
fair. 
And I wrote not respond if 

1862
01:35:21,320 --> 01:35:23,160
consumed by Printless. 
We talked about that already. 

1863
01:35:23,600 --> 01:35:26,160
But there's a whole lot of 
really, really good direction 

1864
01:35:26,160 --> 01:35:30,840
for running the game, running 
this game in the the way that 

1865
01:35:30,840 --> 01:35:33,040
you think it is. 
A lot of it is reinforcing, kind

1866
01:35:33,040 --> 01:35:36,720
of like the way you think the 
game plays as you're reading it,

1867
01:35:37,160 --> 01:35:43,040
which is really great. 
Threats, there are them. 

1868
01:35:43,480 --> 01:35:45,680
Monsters run amok. 
Any sane person barricades their

1869
01:35:45,680 --> 01:35:48,720
door at night. 
A good starting point is a quick

1870
01:35:48,720 --> 01:35:52,520
jot to an abandoned settlement 
having fallen into a ruin from a

1871
01:35:52,520 --> 01:35:55,360
monster attack. 
Like again, another great piece 

1872
01:35:55,360 --> 01:35:57,640
of art. 
That's a a nice vertical 

1873
01:35:57,720 --> 01:35:59,480
vertical piece, but there are 
threats. 

1874
01:36:00,040 --> 01:36:01,800
Again, this is more GM advice on
running stuff. 

1875
01:36:01,800 --> 01:36:03,800
Safe Havens is 1 we'll talk 
about a little bit though. 

1876
01:36:04,080 --> 01:36:07,160
Safe Havens is cool. 
So the world's hungry, sharp and

1877
01:36:07,160 --> 01:36:08,640
crumbling. 
Every pocket of remaining 

1878
01:36:08,640 --> 01:36:10,320
humanity pushed to the extremes 
to survive. 

1879
01:36:10,320 --> 01:36:11,240
I love that. 
It's a great line. 

1880
01:36:11,960 --> 01:36:14,120
Basically, when you create a 
safe haven, you create it 

1881
01:36:14,400 --> 01:36:17,040
similar to the way you do create
a new character. 

1882
01:36:17,040 --> 01:36:19,880
So you use the following tables.
You roll D 10s to generate the 

1883
01:36:19,880 --> 01:36:21,840
safe haven feature for each 
category. 

1884
01:36:22,080 --> 01:36:24,520
Your thumb, pointer, middle 
ring, and little finger. 

1885
01:36:24,840 --> 01:36:27,320
I mean, as AGM, you can use your
own print marks to make a safe 

1886
01:36:27,320 --> 01:36:30,040
haven to start with. 
So thumb is your defenses, 

1887
01:36:30,040 --> 01:36:33,040
pointers, your landmarks, middle
is your resources, Ring is your 

1888
01:36:33,040 --> 01:36:34,600
patrons, and little is the 
event. 

1889
01:36:34,800 --> 01:36:38,400
And then there's like a bunch of
tables here for safe haven 

1890
01:36:38,400 --> 01:36:41,320
features. 
It says like LLLALW, like all 

1891
01:36:41,320 --> 01:36:43,560
the way through. 
So you get all of these cool 

1892
01:36:43,560 --> 01:36:46,280
features to build to build a 
safe haven. 

1893
01:36:46,920 --> 01:36:51,240
Are you writing one up? 
I'm kind of thinking about it. 

1894
01:36:51,360 --> 01:36:54,520
I'm I was looking at the tables 
and looking at my I saw it do. 

1895
01:36:54,520 --> 01:36:55,920
It real quick. 
Do it real quick. 

1896
01:36:55,920 --> 01:36:59,520
So thumb, I'll I'll say it to 
you so you can do it easier. 

1897
01:36:59,520 --> 01:37:01,360
What do you got for Thumb? 
LW. 

1898
01:37:02,040 --> 01:37:05,880
LW you got defenses raised, 
Earth mounds stacked with 

1899
01:37:05,880 --> 01:37:08,400
cobblestones. 
Not the best. 

1900
01:37:09,360 --> 01:37:13,920
Yeah, I mean, OK, what do you 
have on your, on your landmark, 

1901
01:37:13,920 --> 01:37:17,640
on your pointer finger? 
LW again. 

1902
01:37:17,640 --> 01:37:22,760
Another, another LW that's going
to be a pool of crystal 

1903
01:37:22,760 --> 01:37:25,400
Clearwater, an ideal alchemical 
reagent. 

1904
01:37:25,640 --> 01:37:27,600
Nice. 
Yeah. 

1905
01:37:28,720 --> 01:37:31,040
And then? 
Middle fingers LO. 

1906
01:37:31,960 --> 01:37:41,040
L0L 0O there's no OS. 
Oh oh, interesting there's no OS

1907
01:37:41,040 --> 01:37:50,720
on safe havens. 
Oh well then let's say if I look

1908
01:37:50,720 --> 01:37:57,520
past my scar, because I can kind
of tell, let's do LW. 

1909
01:37:58,320 --> 01:38:00,080
Held up man. 
And just all the LW's here. 

1910
01:38:00,080 --> 01:38:06,000
The area is full of large game, 
large game, big games out there.

1911
01:38:06,280 --> 01:38:09,240
Big games. 
Cool and like and stuff. 

1912
01:38:11,840 --> 01:38:15,680
Wawa patrons, a troop of bards 
keep spirits high. 

1913
01:38:15,680 --> 01:38:18,600
Hey, you got the Ring of Song. 
I have the Ring of Song and a 

1914
01:38:18,600 --> 01:38:21,440
bunch of bards in my town. 
There you go, and then what's 

1915
01:38:21,440 --> 01:38:22,800
your little finger? 
A. 

1916
01:38:22,800 --> 01:38:23,040
A. 
A. 

1917
01:38:23,040 --> 01:38:24,600
A. 
A. 

1918
01:38:24,600 --> 01:38:25,600
A. 
So. 

1919
01:38:25,640 --> 01:38:29,400
You but experimental warning 
ritual involving dozens of 

1920
01:38:29,400 --> 01:38:31,120
mages. 
That's the event that happens 

1921
01:38:31,120 --> 01:38:33,480
there. 
It came from the songs. 

1922
01:38:33,560 --> 01:38:34,680
There you go. 
That's the safe haven. 

1923
01:38:34,680 --> 01:38:37,080
That's what you start with. 
Nice. 

1924
01:38:37,680 --> 01:38:41,000
Cool. 
OK, so next we're gonna get to 

1925
01:38:41,080 --> 01:38:43,480
encounters. 
So there are encounter tables. 

1926
01:38:44,200 --> 01:38:47,920
There's an example here of 1D10.
Encounters in are Amarna which 

1927
01:38:47,920 --> 01:38:51,400
we get to. 
But basically using counter 

1928
01:38:51,400 --> 01:38:54,120
tables in regions. 
Travelers may move 4 hexes per 

1929
01:38:54,120 --> 01:38:55,560
day. 
One in the morning we are expect

1930
01:38:55,560 --> 01:38:58,480
this roll in encounter table and
traveler into a new hex or 

1931
01:38:58,480 --> 01:39:00,600
enough time passes to reach a 
new time of day. 

1932
01:39:00,880 --> 01:39:04,120
So a lot of random encounters in
this and using specific 

1933
01:39:04,120 --> 01:39:06,160
encounter tables for areas and 
regions. 

1934
01:39:06,440 --> 01:39:13,360
I like when encounter tables are
used to add lore and specificity

1935
01:39:13,360 --> 01:39:16,000
to regions, not just like random
shit, right? 

1936
01:39:16,560 --> 01:39:19,120
Like you'll only run into like 
these monsters in this area, and

1937
01:39:19,120 --> 01:39:20,640
that'll be in your encounter 
table kind of thing, you know 

1938
01:39:20,640 --> 01:39:23,560
what I mean? 
Yeah, really like that when you 

1939
01:39:23,560 --> 01:39:26,080
roll at a modifier depending on 
the time of day. 

1940
01:39:26,080 --> 01:39:28,120
I like this. 
In the morning at 0, midday at 

1941
01:39:28,120 --> 01:39:31,600
1:00 in the afternoon at +2, and
at night you add +4. 

1942
01:39:31,960 --> 01:39:35,880
Should a role exceed 10, that 
role is 10. 

1943
01:39:35,880 --> 01:39:39,120
Know that encounters after entry
5 contain monsters are deadly 

1944
01:39:39,120 --> 01:39:42,080
situations, so the players are 
travel at night. 

1945
01:39:42,080 --> 01:39:44,760
Combat is likely because you're 
gonna roll and it's probably 

1946
01:39:44,760 --> 01:39:46,360
gonna be a tenor out here. 
That makes sense. 

1947
01:39:46,360 --> 01:39:47,320
Sucks for you. 
Yeah. 

1948
01:39:48,680 --> 01:39:50,680
Spoils battle. 
There's a whole loop table here,

1949
01:39:50,760 --> 01:39:52,680
which is cool. 
Morale. 

1950
01:39:52,680 --> 01:39:54,760
There are morale rules. 
They kind of work like what you 

1951
01:39:54,760 --> 01:39:59,080
think it's a wheel checks 
Monstrata. 

1952
01:39:59,080 --> 01:40:02,560
So monsters in this there is no 
giant bestiary list here. 

1953
01:40:02,560 --> 01:40:05,600
And I really like that where you
get our monster archetypes and 

1954
01:40:05,600 --> 01:40:07,840
the way that like monster 
attributes work and monster 

1955
01:40:07,840 --> 01:40:10,120
features. 
So monsters have strength will 

1956
01:40:10,120 --> 01:40:14,560
and decks, but they don't have 
any like protection. 

1957
01:40:14,800 --> 01:40:16,880
Like all damage goes directly to
their vitality. 

1958
01:40:17,720 --> 01:40:21,400
So there's actually a table here
with vitality dice, strength 

1959
01:40:21,400 --> 01:40:23,120
will and decks. 
So you roll the monsters base 

1960
01:40:23,120 --> 01:40:26,280
vitality dice. 
To get its vitality attribute 

1961
01:40:26,640 --> 01:40:29,040
which is a score and then you 
move attributes around if it 

1962
01:40:29,040 --> 01:40:31,960
makes sense. 
So some something with 2D10 

1963
01:40:31,960 --> 01:40:33,800
could have 6 strength, one wheel
and two decks. 

1964
01:40:33,800 --> 01:40:39,680
But if they would be faster than
strong, you could move, you 

1965
01:40:39,680 --> 01:40:42,680
know, 4 points that strength 
over the decks and go to 

1966
01:40:42,760 --> 01:40:45,240
strength 4 decks instead. 
Just make it make sense. 

1967
01:40:45,520 --> 01:40:49,240
But a nice little table here and
there's monster features. 

1968
01:40:49,240 --> 01:40:52,360
Monstrata divides monsters into 
archetypes to generate a 

1969
01:40:52,360 --> 01:40:54,280
monsters unique to your 
fingerprints, compared the print

1970
01:40:54,280 --> 01:40:57,400
mark and then do that. 
So as we go down, there's an 

1971
01:40:57,400 --> 01:41:00,040
example here, Amarna's hand, 
which is the herald of the end, 

1972
01:41:00,040 --> 01:41:01,960
which is the beast with 22 
vitality. 

1973
01:41:02,640 --> 01:41:05,200
Really great full page. 
I love the full page stuff on 

1974
01:41:05,200 --> 01:41:08,400
here. 
But it'll give you humans as an 

1975
01:41:08,400 --> 01:41:11,360
option and it gives you 
disposition, gives you stats, 

1976
01:41:11,360 --> 01:41:14,040
gives you goals, and you can 
roll all of that up. 

1977
01:41:15,240 --> 01:41:18,080
And then I think these are two 
page spreads, so let's just look

1978
01:41:18,080 --> 01:41:23,000
at them like that. 
So humans and I like the the 

1979
01:41:23,080 --> 01:41:28,240
teapot on the guy's head, which 
is obviously a call to that that

1980
01:41:28,240 --> 01:41:30,800
from soft player, the Dark Souls
player that just wears like the 

1981
01:41:30,800 --> 01:41:32,600
pot on their head. 
Oh, let me solo her. 

1982
01:41:33,200 --> 01:41:35,000
Yeah, that guy, and that's my 
assumption. 

1983
01:41:35,160 --> 01:41:36,960
The guy with the pot on his head
is a is a is a. 

1984
01:41:36,960 --> 01:41:44,160
Let me solo her reference. 
But this predates that to be 

1985
01:41:44,160 --> 01:41:45,600
fair. 
Well, they predate. 

1986
01:41:45,600 --> 01:41:48,920
Because this was 2021 in 
Britain, probably a little bit 

1987
01:41:48,920 --> 01:41:54,400
before that, and that I think 
was like maybe early 2222. 

1988
01:41:55,080 --> 01:41:58,520
Listen, all I'm saying then is 
it sounds like let me sell her. 

1989
01:41:58,520 --> 01:42:01,640
I might have read print Weaver 
and been like, damn, this pitch 

1990
01:42:01,640 --> 01:42:05,080
kettle night is pretty dope. 
What if I put a pot on my head? 

1991
01:42:05,960 --> 01:42:08,560
So there's humans and there's a 
whole thing of human features 

1992
01:42:08,560 --> 01:42:13,560
here, which again is fingers. 
But again, got to say none of 

1993
01:42:13,560 --> 01:42:15,440
these later things have OS in 
them. 

1994
01:42:16,520 --> 01:42:20,280
So in the features here in the 
safe havens, there's no OS. 

1995
01:42:20,760 --> 01:42:25,560
Yeah, sadly missing Obscure is. 
Yep, there we go, says the the 

1996
01:42:25,560 --> 01:42:28,680
creator. 
So then we got beast with beast 

1997
01:42:28,680 --> 01:42:34,440
features, golems with golem 
features, oozes, spirits, 

1998
01:42:34,760 --> 01:42:36,440
Dragons. 
Golems. 

1999
01:42:36,480 --> 01:42:38,280
Then you did golems. 
It's whatever. 

2000
01:42:38,280 --> 01:42:39,400
It's whatever. 
Tomato. 

2001
01:42:39,400 --> 01:42:41,520
Tomato, right? 
Eat my ass. 

2002
01:42:42,520 --> 01:42:45,560
Then there's a list of 100 
scrolls. 

2003
01:42:45,560 --> 01:42:48,160
Roll me AD 100. 
Roll me AD 100. 

2004
01:42:48,520 --> 01:42:55,880
OK, rolling AD 1 hundo 27. 
OK, so what'd you get, 27 I got.

2005
01:42:55,960 --> 01:43:00,080
Familiar. 
You summon a phantom animal of 

2006
01:43:00,080 --> 01:43:05,080
your choice at last until it 
dies and has dice, vitality and 

2007
01:43:05,840 --> 01:43:09,720
and success points distributed 
among attributes of your choice.

2008
01:43:09,720 --> 01:43:13,160
If the familiar has more than 
three will, it learns a random 

2009
01:43:13,160 --> 01:43:16,040
scroll follows your commands and
action. 

2010
01:43:16,360 --> 01:43:18,360
You're fucking familiar. 
Could get another. 

2011
01:43:18,360 --> 01:43:20,760
Scroll scroll familiar. 
Also got the familiar scroll. 

2012
01:43:21,400 --> 01:43:23,480
You're familiar as the familiar.
Yeah, that's sick. 

2013
01:43:25,040 --> 01:43:27,080
Roll. 
Roll another D100 because the 

2014
01:43:27,120 --> 01:43:38,640
the next appendix is 100 rings, 
1111 boulder. 

2015
01:43:39,800 --> 01:43:41,600
You're just giving him hard like
stone. 

2016
01:43:42,040 --> 01:43:46,600
You have disadvantage on dex 
checks but gain 2 OB to your 

2017
01:43:46,600 --> 01:43:48,080
armor. 
Nice. 

2018
01:43:48,840 --> 01:43:49,800
Cool. 
I don't think you talked about 

2019
01:43:49,800 --> 01:43:52,280
the way OB where like that's 
your, that's what has to hit 

2020
01:43:52,280 --> 01:43:53,640
you. 
Your obstacle number? 

2021
01:43:53,640 --> 01:43:55,000
Yeah, we talked. 
About yeah, yeah, yeah, OK, 

2022
01:43:55,080 --> 01:43:56,680
cool. 
That's sick. 

2023
01:43:56,680 --> 01:44:00,280
I don't have decks anyway. 
I love stoneskin and that's kind

2024
01:44:00,280 --> 01:44:02,360
of the end of the game. 
The last thing in here is 

2025
01:44:03,000 --> 01:44:04,400
fucking seizure alert on that 
one. 

2026
01:44:04,960 --> 01:44:07,800
Clair romancey. 
Some nights even travelers need 

2027
01:44:07,800 --> 01:44:11,560
to unwind a bit. 
So it's a fun game where you had

2028
01:44:11,560 --> 01:44:15,360
it's it's it's like, it's like, 
it's like a guessing gambling, 

2029
01:44:17,160 --> 01:44:19,400
kind of like rock, paper, 
scissors ish kind of game. 

2030
01:44:19,400 --> 01:44:21,920
So how to play? 
Players sit or stand to face 

2031
01:44:21,920 --> 01:44:23,760
each other, holding their closed
fist out in the stand on the 

2032
01:44:23,760 --> 01:44:25,520
table. 
Each player's offers an equal 

2033
01:44:25,520 --> 01:44:27,120
amount of gold, local currency, 
blah, blah, blah. 

2034
01:44:27,400 --> 01:44:29,960
Simultaneously, each player 
wraps the table three times with

2035
01:44:29,960 --> 01:44:32,760
their fist as they bring their 
fist up to make one of three 

2036
01:44:32,760 --> 01:44:35,760
gestures below and bring their 
fist back down a fourth time, 

2037
01:44:35,760 --> 01:44:37,640
locking their throat. 
So it's just like rock, 

2038
01:44:37,640 --> 01:44:39,560
scissors, paper. 
You're going to drop out a whirl

2039
01:44:39,560 --> 01:44:43,000
is is no fingers. 
A loop is 1 finger and an arch 

2040
01:44:43,000 --> 01:44:45,120
is 2 fingers. 
So as they lock their throw, 

2041
01:44:45,120 --> 01:44:47,560
each player calls out a sum. 
The sum represents the total 

2042
01:44:47,560 --> 01:44:49,880
number of up fingers they think 
are on the table. 

2043
01:44:50,160 --> 01:44:52,680
Again, world is 0, loop is 1, 
arches 2. 

2044
01:44:52,680 --> 01:44:56,360
So I would go boom, boom, four. 
And then players who guess the 

2045
01:44:56,360 --> 01:44:58,720
correct sum of up fingers score 
a point. 

2046
01:44:58,720 --> 01:45:00,680
When a player reaches five 
points, they win. 

2047
01:45:00,920 --> 01:45:03,520
After a full bout, betting 
begins again. 

2048
01:45:03,760 --> 01:45:05,840
Super easy. 
Like yeah, you're just like kind

2049
01:45:05,840 --> 01:45:12,080
of betting total points on a on 
a on a on a like a rock scissors

2050
01:45:12,080 --> 01:45:14,400
paper kind of game. 
I really like at the bottom it 

2051
01:45:14,400 --> 01:45:18,280
says due to too many fights and 
judges often use for the throws 

2052
01:45:18,280 --> 01:45:19,840
and calls. 
This is a fun game. 

2053
01:45:19,840 --> 01:45:23,280
I would just play this game and 
this is a really fun TTRPG game.

2054
01:45:23,440 --> 01:45:25,480
Something that's not fucking 
complicated that players can 

2055
01:45:25,480 --> 01:45:28,080
just play in character. 
I love that. 

2056
01:45:28,080 --> 01:45:30,480
I think it's great. 
There is a reference page on the

2057
01:45:30,480 --> 01:45:32,800
back, not for any rules. 
It's for character creation, 

2058
01:45:32,960 --> 01:45:36,360
which again reinforces the 
classes because again, they're 

2059
01:45:36,360 --> 01:45:40,520
capitalized and lower gate, like
you gotta give it to me. 

2060
01:45:40,880 --> 01:45:43,080
It's for a class, this game. 
There's a whole lot of class 

2061
01:45:43,080 --> 01:45:46,960
talk in here. 
Yeah, this is again, another 

2062
01:45:46,960 --> 01:45:52,640
page full of the classes, but 
it's got like a chart like loop,

2063
01:45:52,640 --> 01:45:55,040
loop, arch, arch. 
It's kind of like a Punnett 

2064
01:45:55,040 --> 01:45:59,560
square. 
It is it's a it's a Punnett 

2065
01:45:59,560 --> 01:46:01,400
square of, of character 
creation. 

2066
01:46:02,080 --> 01:46:04,480
And then it talks about more 
character creation stuff like 

2067
01:46:04,680 --> 01:46:09,320
what items each finger 
represents, what weapons, a list

2068
01:46:09,320 --> 01:46:11,360
of like what weapons are a list 
of what armor is. 

2069
01:46:11,640 --> 01:46:14,920
The only thing I would say on 
this page is I would just make 

2070
01:46:14,920 --> 01:46:17,440
this a little bit smaller and 
just put like the cord ice 

2071
01:46:17,440 --> 01:46:19,800
mechanic on here and this would 
be a great reference page. 

2072
01:46:20,160 --> 01:46:25,880
But not having the cord ice 
mechanic in here at all is like,

2073
01:46:25,880 --> 01:46:27,880
I don't necessarily need a 
reference page for character 

2074
01:46:27,880 --> 01:46:29,720
creation because I'll just go to
the character creation page, 

2075
01:46:29,920 --> 01:46:32,160
right? 
And then that's it. 

2076
01:46:33,120 --> 01:46:34,920
I, there's the exalted funeral 
logo on the back. 

2077
01:46:34,920 --> 01:46:38,240
What I wouldn't have minded on 
the back is like a write up is 

2078
01:46:38,240 --> 01:46:40,560
basically like if you just have 
those four bullet points from 

2079
01:46:40,560 --> 01:46:42,720
the H page on the back, then you
could hit like the class S, 

2080
01:46:42,720 --> 01:46:44,680
level S and intro to D. 
You know what we need to start 

2081
01:46:44,680 --> 01:46:47,240
doing because we've done it a 
couple times for Richard is read

2082
01:46:47,240 --> 01:46:50,720
the Backpage first because 
that's not the like you would 

2083
01:46:50,720 --> 01:46:52,160
often flip the back over and 
read it. 

2084
01:46:52,680 --> 01:46:55,800
We should start reading the 
Backpage first, if you're like 

2085
01:46:55,800 --> 01:46:58,120
that kind of stuff on each page 
is things that could be really 

2086
01:46:58,120 --> 01:46:59,880
good on the back of the cover, 
even though the cover looks like

2087
01:46:59,880 --> 01:47:01,760
nice. 
Because I pretty much always do 

2088
01:47:01,760 --> 01:47:04,520
it in person when I have the 
physical book, it's really when 

2089
01:47:04,520 --> 01:47:12,680
I read off the PDF. 
Wow, you have an original print?

2090
01:47:13,000 --> 01:47:15,120
Yeah, I got them, bro. 
I told you I've had this book 

2091
01:47:15,120 --> 01:47:20,640
forever. 
Yeah, so, so yeah. 

2092
01:47:20,800 --> 01:47:22,320
So that's the that's the read 
through. 

2093
01:47:22,320 --> 01:47:24,880
So let's go to the scores and 
let's talk about this. 

2094
01:47:25,520 --> 01:47:29,680
For those that don't know what 
it is we do here on the show, we

2095
01:47:31,360 --> 01:47:33,440
we, we talk about our fucking 
ass and get super pedantic. 

2096
01:47:33,440 --> 01:47:37,760
No, so we we quantify our 
terrible opinions with metrics. 

2097
01:47:37,760 --> 01:47:41,360
Those five metrics for games, 
it's only three for Zenes, but 5

2098
01:47:41,360 --> 01:47:44,760
for games are art and layout, 
usability, rule set, originality

2099
01:47:44,760 --> 01:47:47,720
and value. 
Art and layout is the art 

2100
01:47:47,720 --> 01:47:52,600
quality and quantity in the book
and the visual layout like how 

2101
01:47:52,600 --> 01:47:55,040
does it look? 
Fonts and and and blank spaces, 

2102
01:47:55,040 --> 01:47:57,800
stuff like that. 
Usability is the usability, both

2103
01:47:57,800 --> 01:48:00,680
the PDF and the book, how usable
they are at the table are 

2104
01:48:00,680 --> 01:48:05,120
sections in a good order, Is it 
navigable? 

2105
01:48:05,120 --> 01:48:07,640
Is it a hyperlinked and and 
bookmarked all that kind of 

2106
01:48:07,640 --> 01:48:10,040
stuff. 
Rule set is the rules of the 

2107
01:48:10,040 --> 01:48:12,560
actual game. 
Again, a lot of this is product 

2108
01:48:12,600 --> 01:48:14,920
as much as game review the rules
of the game. 

2109
01:48:14,920 --> 01:48:17,240
If it's an adapted rule set, how
well is it adapted adapted, Do 

2110
01:48:17,240 --> 01:48:19,520
we like it? 
If it's an original rule set, 

2111
01:48:19,520 --> 01:48:22,200
again, do we like it? 
Do we think it sounds good? 

2112
01:48:22,960 --> 01:48:26,240
Originality is in any of these 
categories. 

2113
01:48:26,240 --> 01:48:28,200
It's just does it have something
original? 

2114
01:48:28,400 --> 01:48:30,160
Does it do something interesting
and different? 

2115
01:48:30,720 --> 01:48:32,960
If it's a space game, does it do
space in a different way? 

2116
01:48:32,960 --> 01:48:36,040
That kind of thing. 
And value is bang for your buck.

2117
01:48:36,480 --> 01:48:39,400
It's not just the cost of the 
game, it's the additional stuff 

2118
01:48:39,400 --> 01:48:43,080
you get on top of that. 
So let's start with art and 

2119
01:48:43,080 --> 01:48:44,920
layout. 
What are your thoughts? 

2120
01:48:46,400 --> 01:48:48,800
Hey, I think visually this book 
pops, you know, I think it's 

2121
01:48:48,800 --> 01:48:51,520
good. 
I I layout's great. 

2122
01:48:52,000 --> 01:48:54,040
There's a couple of white 
spaces, but really not that 

2123
01:48:54,040 --> 01:48:56,160
many. 
There's some little spot art 

2124
01:48:56,160 --> 01:49:00,280
here and there on several pages.
There's cool like column art. 

2125
01:49:00,560 --> 01:49:07,040
I like all the fonts. 
I I have really no like major, 

2126
01:49:07,040 --> 01:49:10,400
major glaring criticisms of the 
layout. 

2127
01:49:10,720 --> 01:49:12,400
That's kind of more your 
department. 

2128
01:49:12,400 --> 01:49:16,240
I think there's maybe like a 
couple of pages where there's a 

2129
01:49:16,240 --> 01:49:21,280
big white spot, but really not 
very many at all, you know? 

2130
01:49:22,240 --> 01:49:25,120
Yeah, I don't even those pages. 
I don't mind. 

2131
01:49:25,120 --> 01:49:27,360
Like there's so much art done in
art. 

2132
01:49:27,360 --> 01:49:29,720
We we really like the art. 
Like it's definitely like the 

2133
01:49:29,720 --> 01:49:33,120
creator did the art. 
The style is is is interesting 

2134
01:49:33,120 --> 01:49:35,000
and neat. 
I love the kind of like negative

2135
01:49:35,000 --> 01:49:37,280
art we talked about, like the 
white on the black, the use of a

2136
01:49:37,280 --> 01:49:39,120
lot of like column art instead 
of spot art. 

2137
01:49:39,120 --> 01:49:40,640
There's some still some spot art
in there. 

2138
01:49:40,960 --> 01:49:45,040
I'm very readable, very legible.
The margins are nice. 

2139
01:49:45,040 --> 01:49:47,560
I mean, you got to say that 
every time now since Never going

2140
01:49:47,600 --> 01:49:50,560
home, I think. 
And the cover fucks, you know 

2141
01:49:50,560 --> 01:49:52,240
what I mean? 
Like it's really, really good. 

2142
01:49:53,760 --> 01:49:57,560
And yeah, I think it's I think 
it's, I think it's good. 

2143
01:49:57,680 --> 01:50:01,720
I think it's good. 
I also like that the black is 

2144
01:50:01,720 --> 01:50:04,240
not, I don't know what the print
versions like but in the PDF 

2145
01:50:04,240 --> 01:50:06,680
it's not like a completely dead 
flat black. 

2146
01:50:06,680 --> 01:50:11,440
It is like an ink colored black 
where it's like not Gray, but it

2147
01:50:11,520 --> 01:50:14,160
definitely black. 
But yeah, it's it's not. 

2148
01:50:14,400 --> 01:50:19,120
It's not, it's not true black. 
It's like a, it's a yeah. 

2149
01:50:19,280 --> 01:50:23,840
It's like, it's like, it's like 
like Corvus black, not Abaddon 

2150
01:50:23,840 --> 01:50:24,680
black. 
You know what I mean? 

2151
01:50:24,680 --> 01:50:26,360
There we go. 
Yeah. 

2152
01:50:26,480 --> 01:50:29,240
I I like it a lot. 
It's it's like I, I called it 

2153
01:50:29,240 --> 01:50:31,800
off black earlier, I think 
because it's like the black 

2154
01:50:31,800 --> 01:50:35,200
version of like off white, but I
like it. 

2155
01:50:35,200 --> 01:50:40,320
I think this is this is like, I 
don't know what, what if you had

2156
01:50:40,320 --> 01:50:43,000
to call it like good, really 
good, great, like what are you 

2157
01:50:43,000 --> 01:50:47,600
thinking? 
Oh, what do I think? 

2158
01:50:47,840 --> 01:50:51,480
I'm I'm pretty in favor of this.
I think this is. 

2159
01:50:52,000 --> 01:50:54,960
Really good. 
Do you think this is really 

2160
01:50:54,960 --> 01:50:56,280
good? 
I do, I do. 

2161
01:50:57,040 --> 01:50:58,640
It's just, I think it's just 
clean. 

2162
01:50:58,880 --> 01:51:02,320
And one thing I like about the 
layout is that it, it does 

2163
01:51:02,320 --> 01:51:04,400
reinforce like even like the 
rules and stuff in like a very 

2164
01:51:04,400 --> 01:51:06,800
like a roundabout way that like 
the whole system is very clean. 

2165
01:51:06,800 --> 01:51:09,800
It looks really clean, like, and
that's why I don't really mind 

2166
01:51:09,800 --> 01:51:12,360
like even like the empty spaces 
at the bottom because I feel 

2167
01:51:12,360 --> 01:51:14,880
like it just reads down with 
like the column art and stuff 

2168
01:51:14,880 --> 01:51:16,080
too on just a couple of those 
pages. 

2169
01:51:16,080 --> 01:51:18,560
But even those like there's a 
lot of tables that fill in a lot

2170
01:51:18,560 --> 01:51:20,400
of really good space. 
There's nothing super glaring. 

2171
01:51:20,680 --> 01:51:23,680
And the use of, again, like 
those multiple pages that use up

2172
01:51:23,760 --> 01:51:26,120
like 3/4 of the full spread. 
I really like it, yeah. 

2173
01:51:27,120 --> 01:51:30,360
So I don't know why visually I 
just, I really like that. 

2174
01:51:30,360 --> 01:51:32,840
Looks great, Yeah. 
So think about A7. 

2175
01:51:33,560 --> 01:51:36,240
Yeah, I think so. 
Yeah, yeah, yeah, yeah. 

2176
01:51:36,280 --> 01:51:38,160
OK, usability. 
So this is where it's going to 

2177
01:51:38,160 --> 01:51:40,480
suffer a little bit. 
There's no book, so PDF wise 

2178
01:51:40,520 --> 01:51:44,080
nothing, but there's no 
bookmarks, there's no 

2179
01:51:44,080 --> 01:51:49,480
hyperlinks. 
But the way that it's, it's like

2180
01:51:49,480 --> 01:51:51,960
the 1.11.2, it's great. 
We love that. 

2181
01:51:51,960 --> 01:51:53,160
That's pretty. 
Good. 

2182
01:51:53,160 --> 01:51:56,960
So I don't really wish that was 
a more widely adopted thing. 

2183
01:51:57,880 --> 01:51:59,520
Like I know a lot of people 
really want to go for a vibe 

2184
01:51:59,520 --> 01:52:01,680
when you're going through their 
book, but this book has a very 

2185
01:52:01,680 --> 01:52:04,960
good vibe to it and also has 
that great that that good 

2186
01:52:04,960 --> 01:52:09,200
organizational tool. 
Yeah, it's I mean that that I 

2187
01:52:09,240 --> 01:52:16,880
love it, love that I and again, 
like I do think it does come 

2188
01:52:16,880 --> 01:52:19,160
into usability a little bit when
we even talk about things where 

2189
01:52:19,160 --> 01:52:21,880
it's like it doesn't talk about 
class lists, it doesn't talk 

2190
01:52:21,880 --> 01:52:24,440
about level lists. 
It doesn't give you. 

2191
01:52:25,200 --> 01:52:27,280
We've talked about this over and
over and over again that like 

2192
01:52:27,640 --> 01:52:32,240
it's really nice if you intro a 
game at least explaining like 

2193
01:52:32,360 --> 01:52:34,280
the cord ice mechanics. 
So when you're going through 

2194
01:52:34,280 --> 01:52:36,480
character creation, you have a 
better understanding of and and 

2195
01:52:36,480 --> 01:52:39,960
context for character creation 
before having to get through all

2196
01:52:39,960 --> 01:52:41,960
of it, then get to the dot and 
then come back. 

2197
01:52:41,960 --> 01:52:46,080
So I really think that like that
intro page, even like this, this

2198
01:52:46,160 --> 01:52:50,160
very front cover intro section 
here easily could have had like 

2199
01:52:50,320 --> 01:52:54,440
this is a dice list level list 
game that uses D10 dice pools. 

2200
01:52:54,440 --> 01:52:58,080
Boom, like one line that would 
have been happy as happy as a 

2201
01:52:58,080 --> 01:53:00,080
clam. 
But like, you don't even learn 

2202
01:53:00,080 --> 01:53:04,120
what the, it's like the rules 
itself are about 20 pages and 

2203
01:53:04,120 --> 01:53:08,800
you don't even run into the the 
dice mechanic until you're 

2204
01:53:08,800 --> 01:53:10,800
halfway through that. 
Yeah, so. 

2205
01:53:11,120 --> 01:53:13,440
Context is good. 
Like what is it 3 strengths 

2206
01:53:13,440 --> 01:53:15,960
mean, you know, I mean. 
Exactly, exactly. 

2207
01:53:15,960 --> 01:53:18,680
So that's a little bit of a 
usability thing. 

2208
01:53:18,720 --> 01:53:22,440
There's a couple of questions we
had with some things like like 

2209
01:53:22,440 --> 01:53:24,720
the the skilled action and 
things like that. 

2210
01:53:25,800 --> 01:53:29,600
So that comes into usability of 
just being like not having to 

2211
01:53:29,600 --> 01:53:30,880
like kind of stumble through 
some parts. 

2212
01:53:32,640 --> 01:53:36,880
But, but I think overall, I 
mean, I think you know the the, 

2213
01:53:36,920 --> 01:53:40,560
the layout as we said like 
structure wise and stuff is 

2214
01:53:40,560 --> 01:53:42,360
really, really good. 
Again, I just wish there was a 

2215
01:53:42,360 --> 01:53:43,960
little bit of interest. 
What do you think in What do you

2216
01:53:43,960 --> 01:53:45,440
think in usability? 
What are you thinking? 

2217
01:53:47,160 --> 01:53:48,680
I'm thinking. 
What are you thinking? 

2218
01:53:49,640 --> 01:53:52,080
I mean 5 is bang average. 
I think this is a little bit 

2219
01:53:52,080 --> 01:53:53,880
better than that. 
I would agree this is better 

2220
01:53:53,880 --> 01:53:56,640
than average. 
Yeah, so like a six. 

2221
01:53:57,000 --> 01:53:59,920
Yeah. 
Yeah, I mean, I think with with 

2222
01:53:59,920 --> 01:54:04,080
some, with some hyperlinks and 
bookmarks and and and some stuff

2223
01:54:04,240 --> 01:54:06,680
this would be closer to like A7 
plus. 

2224
01:54:08,080 --> 01:54:13,840
But but as far as where it is 
now not quite rule set. 

2225
01:54:13,960 --> 01:54:17,520
I this is one of those ones that
like I really liked and as we 

2226
01:54:17,520 --> 01:54:20,240
read it and talked about it, I 
liked it even more. 

2227
01:54:21,200 --> 01:54:24,160
Yeah, I'm glad we went. 
You know, I always say when we 

2228
01:54:24,160 --> 01:54:28,160
do these episodes, like I 
obviously, you know, I'm a very 

2229
01:54:28,160 --> 01:54:31,640
ADHD reader and when we go and 
talk through these games, it 

2230
01:54:31,640 --> 01:54:33,680
helps me paint a better picture 
of it in my mind. 

2231
01:54:33,680 --> 01:54:35,280
Like I had a good understanding 
that's going through. 

2232
01:54:35,280 --> 01:54:38,520
But reading it again with you, 
I'm like, I do really like this.

2233
01:54:38,760 --> 01:54:43,320
I might you know, my only kind 
of criticism of this game is 

2234
01:54:43,320 --> 01:54:45,720
that your fingerprints don't 
ever change like yours. 

2235
01:54:47,360 --> 01:54:49,360
Yeah. 
So you you if you just do your 

2236
01:54:49,360 --> 01:54:51,440
prints, you would play in the 
same. 

2237
01:54:51,440 --> 01:54:54,320
In the GM section, I think at 
one point it talked about using 

2238
01:54:54,320 --> 01:54:55,920
mirror to invert your 
fingerprints. 

2239
01:54:55,920 --> 01:54:58,320
I think that's a cool idea, but 
that's two care well. 

2240
01:54:58,320 --> 01:55:00,560
Fuck me. 
Like, well, that sucks for you. 

2241
01:55:00,600 --> 01:55:03,280
Well, then you go then. 
You go front to back and the new

2242
01:55:03,280 --> 01:55:07,520
mirror that I mean the other 
thing is I mean it would be kind

2243
01:55:07,520 --> 01:55:10,480
of neat in here if you just like
if there was like a roll table 

2244
01:55:10,480 --> 01:55:11,560
for fingerprints, you know what 
I mean? 

2245
01:55:11,560 --> 01:55:12,800
And you could just. 
Like, yeah, exactly. 

2246
01:55:12,800 --> 01:55:14,960
I mean, it's hard because yeah, 
that's a cool idea. 

2247
01:55:14,960 --> 01:55:19,800
But like so much of the cool 
factor of that is like you get 

2248
01:55:19,880 --> 01:55:21,400
to use your fingerprints, you 
know what I mean? 

2249
01:55:21,400 --> 01:55:23,440
So. 
But I would rather even prefer 

2250
01:55:23,440 --> 01:55:26,720
rearranging them before, like 
rolling on a table form. 

2251
01:55:26,760 --> 01:55:33,640
You know the inverse of that is 
like how many games have you 

2252
01:55:33,640 --> 01:55:35,040
played more than one campaign 
of? 

2253
01:55:36,280 --> 01:55:39,520
More than one campaign or more? 
Because this is a campaign game,

2254
01:55:39,840 --> 01:55:41,760
you're making a mortal 
character. 

2255
01:55:42,080 --> 01:55:44,440
Your character is literally. 
You're making an immortal. 

2256
01:55:44,560 --> 01:55:46,560
That's a really incredibly valid
point. 

2257
01:55:46,640 --> 01:55:49,080
Yeah, I mean your character. 
A printless eats them. 

2258
01:55:49,120 --> 01:55:51,400
I guess you could use your 
mirrored hands. 

2259
01:55:52,920 --> 01:55:55,720
That's very fair. 
I mean, I've played several 

2260
01:55:55,720 --> 01:55:57,840
different characters in almost 
every game. 

2261
01:55:57,880 --> 01:56:00,040
Of course we everyone makes up 
like 10 but. 

2262
01:56:00,040 --> 01:56:03,280
They were not immortal so or 
semi immortal. 

2263
01:56:03,600 --> 01:56:05,800
That's fair. 
Rule set wise though, I will say

2264
01:56:05,880 --> 01:56:09,400
one of the coolest character 
generations out there, period. 

2265
01:56:09,520 --> 01:56:12,080
Like, unquestionably. 
Well, I think even beyond how 

2266
01:56:12,080 --> 01:56:14,480
cool the character creation is, 
the the dice pool system is 

2267
01:56:14,480 --> 01:56:17,480
really clean and well written 
and a lot of even like the 

2268
01:56:17,480 --> 01:56:20,480
narrative aspects of the 
gameplay reinforce that same 

2269
01:56:20,480 --> 01:56:23,200
system. 
And I think it really shines 

2270
01:56:23,200 --> 01:56:24,360
there. 
It makes a lot of sense as you 

2271
01:56:24,360 --> 01:56:26,520
read through it and you're like,
oh, this is clever, clever in 

2272
01:56:26,520 --> 01:56:31,120
like a very what are they? 
What word did I use earlier? 

2273
01:56:31,280 --> 01:56:34,600
God I'm blanking. 
No, it's right. 

2274
01:56:35,720 --> 01:56:37,720
It's clean and really clever. 
And we talked about this a 

2275
01:56:37,720 --> 01:56:39,000
little bit when we touched base 
a little bit. 

2276
01:56:39,000 --> 01:56:40,520
We're like, oh, you know, 
there's a lot of stuff that's 

2277
01:56:40,520 --> 01:56:41,920
kind of like standard OSR, 
right? 

2278
01:56:42,280 --> 01:56:45,440
But then you keep reading it and
you're like, but no, like 

2279
01:56:45,440 --> 01:56:48,920
advantage and disadvantage is 
different And no, like this part

2280
01:56:48,920 --> 01:56:51,560
is different. 
And no like you use like the way

2281
01:56:51,560 --> 01:56:54,160
weapons work is different and 
like, oh, like, but they do the 

2282
01:56:54,160 --> 01:56:56,640
inventory different. 
Like it's it's it's definitely 

2283
01:56:56,640 --> 01:57:00,720
like steeped in OSR, but has 
these twists that are like 

2284
01:57:00,720 --> 01:57:03,680
really clever, really, really 
clean that are that are. 

2285
01:57:04,200 --> 01:57:07,280
This game has taken the lessons 
of like that school of thought 

2286
01:57:07,280 --> 01:57:11,200
and like, used it in this 
system, but like in ways that 

2287
01:57:11,200 --> 01:57:13,280
make sense for this system, you 
know? 

2288
01:57:13,440 --> 01:57:16,760
Yeah, yeah, It's just I love 
games like this that are like 

2289
01:57:16,800 --> 01:57:22,680
rules light in a way where you 
can make a rule that so simple 

2290
01:57:22,680 --> 01:57:25,280
and easy. 
Yeah, that like a big 400 page 

2291
01:57:25,280 --> 01:57:27,400
book takes like half a chapter 
to do, you know what I mean? 

2292
01:57:27,480 --> 01:57:29,760
Like this does exactly the same 
fucking thing and it took 6 

2293
01:57:29,760 --> 01:57:31,520
words, you know? 
And I feel like there's so many 

2294
01:57:31,520 --> 01:57:33,600
times with this where that no. 
What do you think? 

2295
01:57:35,080 --> 01:57:42,640
I'm thinking probably great. 
I just think like, yeah, the 

2296
01:57:42,640 --> 01:57:46,040
character creation's fantastic. 
I think the riff of, like, using

2297
01:57:46,400 --> 01:57:48,880
your fingerprints to create your
character instead of Rick 

2298
01:57:48,880 --> 01:57:50,800
rolling dice. 
I mean, First off, it's 

2299
01:57:51,560 --> 01:57:55,000
infinitely more fun, you know, 
and I constantly talk about 

2300
01:57:55,000 --> 01:57:57,720
games like like Traveler and 
shit where like they make making

2301
01:57:57,720 --> 01:58:00,280
a character like a fun mini game
like this is fun. 

2302
01:58:00,440 --> 01:58:03,320
That's fun to do. 
Also you get to learn about 

2303
01:58:03,320 --> 01:58:06,360
fingerprints. 
And then, yeah, I love a dice 

2304
01:58:06,360 --> 01:58:08,240
pool system. 
This is an incredibly well 

2305
01:58:08,240 --> 01:58:11,040
executed dice pool system. 
We've run a lot recently where I

2306
01:58:11,040 --> 01:58:13,920
had like criticisms on the 
execution of the dice pool 

2307
01:58:13,920 --> 01:58:16,600
system here or there, but I 
don't really have any on this 

2308
01:58:16,600 --> 01:58:22,240
one. 
I mean, yeah, everything we read

2309
01:58:22,240 --> 01:58:26,480
while doing that IPL system made
it make more sense again, like 

2310
01:58:26,480 --> 01:58:28,360
the advantage and disadvantage 
is so good. 

2311
01:58:29,040 --> 01:58:32,360
The, the, the attribute points, 
being able to spin those points 

2312
01:58:32,360 --> 01:58:35,720
on top of your scores, the the 
skilled actions, the additional 

2313
01:58:35,720 --> 01:58:38,280
actions and stuff. 
It's, it's there's so much fun, 

2314
01:58:38,280 --> 01:58:43,280
clever, great loops, great 
feedback loops in the system too

2315
01:58:43,280 --> 01:58:45,640
that really let you continue and
buy into it. 

2316
01:58:47,920 --> 01:58:50,320
Man, we get too many fucking 
eights bro I. 

2317
01:58:50,600 --> 01:58:52,800
Know well we don't really need 
games that we don't like is the 

2318
01:58:52,800 --> 01:58:54,000
problem. 
We should read more games. 

2319
01:58:54,000 --> 01:58:56,600
That we very true. 
It's very true because this is 

2320
01:58:56,600 --> 01:58:59,200
going to be another 8 though, 
you know what I mean? 

2321
01:58:59,200 --> 01:59:01,440
It really is. 
I mean, I don't think it's a 

2322
01:59:01,440 --> 01:59:03,720
reason to not give it. 
Cherwood got an 8. 

2323
01:59:03,760 --> 01:59:06,320
Off worlds got an 8. 
Never going home got an 8. 

2324
01:59:06,400 --> 01:59:13,200
Never got a. 2 moonlight got A7,
mini BX got A7. 

2325
01:59:16,560 --> 01:59:20,080
I just, you know. 
I don't think it quite reaches 

2326
01:59:20,080 --> 01:59:24,520
9, but this is like hi eights 
originality. 

2327
01:59:25,240 --> 01:59:27,880
I mean, you use your 
fingerprints to make a fucking 

2328
01:59:27,880 --> 01:59:30,080
character in the game. 
Not even just the character, 

2329
01:59:30,080 --> 01:59:33,760
also like the monsters and the 
safe havens and like everything.

2330
01:59:34,840 --> 01:59:37,520
The outpost building, the 
building, the shrines, the 

2331
01:59:37,520 --> 01:59:41,160
spending of this ink as a 
resource that you do everything 

2332
01:59:41,160 --> 01:59:42,600
with. 
You can imbue your weapons with 

2333
01:59:42,600 --> 01:59:45,040
it. 
You can use it to ward you like 

2334
01:59:45,480 --> 01:59:49,160
it's it's everything. 
I mean, I think even just if you

2335
01:59:49,160 --> 01:59:52,600
stripped away everything and 
like how the ink economy works 

2336
01:59:52,600 --> 01:59:55,600
in this game and is constantly 
applied to everything is 

2337
01:59:55,680 --> 01:59:59,960
fantastic. 
Yeah, again, that's another 

2338
01:59:59,960 --> 02:00:02,400
feedback loop that's really, 
really fucking good. 

2339
02:00:02,400 --> 02:00:05,040
And and the way that the ink 
does work with. 

2340
02:00:05,440 --> 02:00:08,040
With resting, the way resting 
works with building a 

2341
02:00:08,040 --> 02:00:10,520
settlement, because two weeks, 
man, you got two weeks to like, 

2342
02:00:10,640 --> 02:00:12,920
get people here and do the ink 
and build the sediment. 

2343
02:00:12,920 --> 02:00:15,720
There's a lot of fun built in 
downtime without it needing to 

2344
02:00:15,720 --> 02:00:18,160
be explained too much. 
I mean, it all feeds into itself

2345
02:00:18,160 --> 02:00:24,560
and incredibly well, yeah. 
Dude, this might be excellent 

2346
02:00:24,560 --> 02:00:29,480
for me. 
I agree. 

2347
02:00:30,280 --> 02:00:33,920
Cool, I think that's an easy 9. 
Yeah, I do too. 

2348
02:00:33,920 --> 02:00:37,440
I think it's an easy 9 for this.
Easy 9 on originality value. 

2349
02:00:37,440 --> 02:00:39,120
OK, let's look at value. 
So we got. 

2350
02:00:39,240 --> 02:00:41,280
I did not look at the price of 
this at all to be honest with. 

2351
02:00:41,280 --> 02:00:46,280
You so PDF on the itch page is 
$10. 

2352
02:00:46,880 --> 02:00:52,120
Super fucking reasonable right 
over an exalted PDF only is 

2353
02:00:52,120 --> 02:00:54,760
unavailable so just go buy it on
the itch page. 

2354
02:00:54,760 --> 02:00:56,760
But the print and PDF is only 20
bucks. 

2355
02:00:57,360 --> 02:00:59,800
Oh really? 
That's so unbelievably 

2356
02:00:59,800 --> 02:01:02,800
reasonable. 
So especially on exalted, like 

2357
02:01:02,800 --> 02:01:05,000
not that they were crazy 
expensive, but like they do have

2358
02:01:05,000 --> 02:01:08,240
an overhead $20.00 for an $80.00
print and it's a nice print. 

2359
02:01:10,200 --> 02:01:14,800
Is is super fucking reasonable. 
Not only that, not only that, it

2360
02:01:14,800 --> 02:01:19,800
is available on Negrado press, 
which is I do have a couple 

2361
02:01:19,800 --> 02:01:21,680
things from there. 
It's an Italian press, so the 

2362
02:01:21,680 --> 02:01:25,680
game is available over there, 
which I think I mean anytime you

2363
02:01:25,680 --> 02:01:27,560
have a game in multiple 
languages, I think that adds to 

2364
02:01:27,560 --> 02:01:28,920
the value of the game. 
Absolutely. 

2365
02:01:29,680 --> 02:01:33,040
And on top of the buildings. 
Yeah, get it in another country.

2366
02:01:33,720 --> 02:01:37,480
Yeah, huge. 
And on top of that there is, 

2367
02:01:38,880 --> 02:01:44,520
there is for 13 USD an 
introductory campaign for print 

2368
02:01:44,520 --> 02:01:48,240
Weaver, the end of Amarna 
Amarna, which is the beach we 

2369
02:01:48,240 --> 02:01:52,520
saw in there, which which looks 
fantastic. 

2370
02:01:52,960 --> 02:01:56,920
Editing, development of Matt K 
again, cover art again by Justin

2371
02:01:56,920 --> 02:02:01,240
McElroy. 
Wait, are there physical copies 

2372
02:02:01,240 --> 02:02:05,280
available? 
I think it's Justin McElroy. 

2373
02:02:07,400 --> 02:02:09,480
Whatever McElroy. 
Same fucking shit. 

2374
02:02:10,040 --> 02:02:12,200
It says physical copies 
available soon but when I click 

2375
02:02:12,200 --> 02:02:14,920
it, it just takes me to the the 
primary page. 

2376
02:02:14,920 --> 02:02:21,320
So were there physical copies 
available of that? 

2377
02:02:21,320 --> 02:02:24,600
And if if not, will there be 
some soon? 

2378
02:02:24,640 --> 02:02:27,640
Hold on, I'm watching an ad for 
Metaquest on our channel. 

2379
02:02:29,480 --> 02:02:33,000
No, there were and they're sold 
out. 

2380
02:02:33,000 --> 02:02:37,400
I don't have it. 
I can't believe I don't have 

2381
02:02:37,400 --> 02:02:38,920
something. 
Yeah, I can't believe you don't 

2382
02:02:38,920 --> 02:02:39,720
have something. 
Yeah. 

2383
02:02:40,240 --> 02:02:42,480
That's crazy. 
That makes me sad. 

2384
02:02:42,480 --> 02:02:45,080
The cover. 
The cover goes fucking hard. 

2385
02:02:45,080 --> 02:02:48,800
Dude, let me, let me, let me 
throw the cover up here just so 

2386
02:02:48,800 --> 02:02:49,960
people can see what it looks 
like. 

2387
02:02:50,240 --> 02:02:58,120
The cover goes super hard. 
Another McElroy Dick. 

2388
02:03:01,360 --> 02:03:05,840
You see chat. 
No, I just got my physical 

2389
02:03:05,840 --> 02:03:07,360
copies. 
It should be out soon. 

2390
02:03:07,400 --> 02:03:08,880
Fuck yeah. 
Cool. 

2391
02:03:09,600 --> 02:03:11,120
Because Ryan. 
Really wants to make sure 

2392
02:03:11,120 --> 02:03:13,200
there's nothing in his 
collection that he doesn't have 

2393
02:03:13,600 --> 02:03:15,240
so. 
So this is the cover. 

2394
02:03:15,720 --> 02:03:17,040
This is the cover for end of 
Amara. 

2395
02:03:17,040 --> 02:03:22,040
It looks fucking great. 
I already I already did the 

2396
02:03:22,040 --> 02:03:24,160
e-mail notification, so I'll get
that. 

2397
02:03:24,880 --> 02:03:26,240
Oh cool. 
Oh. 

2398
02:03:26,240 --> 02:03:28,400
Isn't it? 
It's good use of green. 

2399
02:03:29,200 --> 02:03:32,160
Very cool. 
Yeah, that looks fantastic. 

2400
02:03:32,280 --> 02:03:34,120
Wow, so. 
For those of you listening, I we

2401
02:03:34,120 --> 02:03:36,880
did a bad job of narrating what 
we're looking at as we watch the

2402
02:03:36,880 --> 02:03:38,360
show. 
We're having one of those days, 

2403
02:03:38,960 --> 02:03:44,160
but it is like this great, like 
that kind of fingerprint texture

2404
02:03:44,160 --> 02:03:49,280
castle with what is in the sky 
is like a giant bat. 

2405
02:03:49,720 --> 02:03:51,200
Yeah, that's a giant bat. 
That's a Marner. 

2406
02:03:51,200 --> 02:03:52,360
I think it's the yeah. 
Yeah, yeah. 

2407
02:03:52,360 --> 02:03:55,200
And it's kind of like these 
green streaks now, the moon 

2408
02:03:55,200 --> 02:03:57,240
behind, it's kind of green, but 
it still has that very like 

2409
02:03:58,120 --> 02:04:01,320
black and white or like grey, 
dark grey and white. 

2410
02:04:01,640 --> 02:04:06,480
It is very, very pretty. 
I kind of want that as a poster,

2411
02:04:06,480 --> 02:04:08,560
honestly. 
No, it would be a sick poster. 

2412
02:04:08,560 --> 02:04:12,520
It would be a great poster. 
So it's $13 PDF and then the 

2413
02:04:12,640 --> 02:04:14,120
there will be physical copies 
available. 

2414
02:04:14,120 --> 02:04:16,600
So that obviously adds to the 
value because there is a whole 

2415
02:04:16,600 --> 02:04:18,600
introduction campaign which will
have a print version, has an 

2416
02:04:18,600 --> 02:04:21,840
Italian version and 20 bucks 
honestly for this is super much 

2417
02:04:21,880 --> 02:04:25,560
for this you. 
Should raise the price so. 

2418
02:04:25,720 --> 02:04:29,160
What are we thinking for value? 
I don't know, that's like AI 

2419
02:04:29,160 --> 02:04:34,800
think for that I'm I'm thinking 
a higher number. 

2420
02:04:34,800 --> 02:04:37,680
What are you thinking? 
I have a number in here. 

2421
02:04:37,680 --> 02:04:39,760
If it's the same as one that you
say, then I'll say done. 

2422
02:04:39,760 --> 02:04:41,960
No, Say your number. 
No, I haven't. 

2423
02:04:41,960 --> 02:04:44,000
You have to say yours. 
An 8. 

2424
02:04:44,440 --> 02:04:48,840
An 8 is what I had. 
So all right, listen, we always 

2425
02:04:48,920 --> 02:04:51,640
are like, like This is why we do
the show together. 

2426
02:04:51,640 --> 02:04:57,920
So that is that is what it's 
going to be 7 + 6 + 8 + 9 + 8. 

2427
02:04:58,480 --> 02:05:01,720
That is a 38. 
That's a respectable score. 

2428
02:05:01,880 --> 02:05:05,000
That is an extremely respectable
score, and if there were 

2429
02:05:05,120 --> 02:05:07,840
hyperlinks and bookmarks and 
stuff like that, that could have

2430
02:05:07,840 --> 02:05:11,560
been in the 40s, I think. 
What's the high score you ever 

2431
02:05:11,560 --> 02:05:13,560
get about 4344 or something like
that? 

2432
02:05:14,240 --> 02:05:19,040
I don't remember. 
So very, very solid score, 

2433
02:05:19,040 --> 02:05:20,520
especially with our new scoring 
metric. 

2434
02:05:20,520 --> 02:05:23,520
That's one of the higher ones. 
I think we've given out in a 

2435
02:05:23,520 --> 02:05:25,040
little bit. 
I really enjoyed this game a 

2436
02:05:25,040 --> 02:05:26,560
lot. 
And like I said, I really like 

2437
02:05:26,560 --> 02:05:28,480
that as we went through like 
this is kind of the OSR. 

2438
02:05:28,480 --> 02:05:31,160
Then you go wait a minute, this 
is like more and better. 

2439
02:05:33,240 --> 02:05:41,120
But but yeah, let's see off 
World Lords 393240353736. 

2440
02:05:41,280 --> 02:05:43,680
So one of the top two or three 
scores you've given this year. 

2441
02:05:44,280 --> 02:05:46,120
And I think he deserves it. 
I think this is a great game 

2442
02:05:47,400 --> 02:05:51,120
that that is print Weaver from 
NL Morrison is available in 

2443
02:05:51,120 --> 02:05:53,680
print over on exalted. 
Grab it on their each page as 

2444
02:05:53,680 --> 02:05:58,800
well and go search print Weaver 
on exalted and do an e-mail 

2445
02:05:58,800 --> 02:06:01,840
note. 
Well don't actually don't notify

2446
02:06:02,440 --> 02:06:09,960
until I get my copy. 
So when this goes live, I will 

2447
02:06:09,960 --> 02:06:16,160
post a a picture of Hell Night, 
the Black Rainbow Society. 

2448
02:06:16,400 --> 02:06:20,600
Make sure to go like that. 
So next time we do an episode, 

2449
02:06:21,160 --> 02:06:23,480
we will be giving away a copy of
this. 

2450
02:06:23,760 --> 02:06:26,160
Make sure to go check that out. 
I'll make sure the links to all 

2451
02:06:26,160 --> 02:06:28,000
the stuff that was at the 
beginning with the Kickstarter 

2452
02:06:28,160 --> 02:06:30,600
is there and make sure obviously
the links to all the Park Weaver

2453
02:06:30,600 --> 02:06:36,760
stuff is there. 
And catch us on No, yeah, yeah. 

2454
02:06:37,280 --> 02:06:38,920
No settings on this week. 
We're figuring out some new 

2455
02:06:38,920 --> 02:06:43,320
schedules, some new jobs. 
But on Wednesday, Zach Jelly, 

2456
02:06:43,320 --> 02:06:46,160
Muppet from Soul Muppet 
Publishing, will be on Wednesday

2457
02:06:46,160 --> 02:06:50,560
morning to talk about Mad as 
Hell, and we'll be back Saturday

2458
02:06:51,640 --> 02:06:54,960
10:50-ish for whatever we 
decided to do next. 

2459
02:06:55,000 --> 02:06:57,720
Week Hunter's work lets him out.
There you go. 

2460
02:06:58,560 --> 02:07:01,080
First, thank you so much in L 
Morrison for being in chat with 

2461
02:07:01,080 --> 02:07:03,120
us today. 
We love when the creators are 

2462
02:07:03,120 --> 02:07:04,600
here so we can match questions 
off them. 

2463
02:07:04,960 --> 02:07:09,040
It's always nice to get some, 
you know, inside baseball as we 

2464
02:07:09,040 --> 02:07:11,480
go through some stuff. 
So really appreciate that and 

2465
02:07:11,640 --> 02:07:14,680
thank you for listening, Hunter.
Beautiful as always. 

2466
02:07:14,680 --> 02:07:16,120
And we'll see you all next week.
Bye.

