Hello and welcome to the Weekly Scroll Podcast.
My name is Ryan. And I have very messed up
fingerprints. And today we're going to be
looking at Brent Weaver from MNL Morrison.
This is a game that combines an approachable form of palmistry
and high fantasy role play in a gothic souls like tabletop game.
Or two to seven players, 7 specifically.
Yeah, cool game. I've had this one for a long
time on the shelf and I wanted to go over it.
So excited to to check this to check it out.
Yeah, absolutely. Yeah, It was a really got some
really interesting stuff in here.
I enjoy reading through it. Yeah, the character, obviously,
you know, care what? You know what?
We'll get to it. We'll get to it.
I got to find out unless you sit through this.
Yeah, couple of other just great things going on today.
Summer Bah show starts today. Big Hosh going to redeem himself
from from last month. Listen, if you just give Sumo a
chance, it'll be your favorite thing ever. 15 straight days of
Sumo I watch on twitch here the channel is Midnight Sumo, check
it out. They play the whole tournament
with English commentary over it and then replay it throughout
the day so you can check it anytime you want.
Big fan. I really like what Midnight Sumo
does over there, but in the sumo kits and we're going to do
something today that we haven't done in quite a while.
We might start doing again. We say that a couple of times.
So we're going to go over some some stuff on Kickstarter and
backer kit. We're going to kickstart the
podcast like we used to do. We're just going to run through
yeah, throwing it way back when. We did 45 minutes to this
beginning of every episode. They.
Don't miss that. In 2021, there was a ton, a ton
of content on Kickstarter. It was much different than it is
now, so. Very much so.
We were, we were spending way more money one and two, there
was so much shit. It was the golden age of Teach
RBG Kickstarter. It was like 2021-2022, but we're
going to be the. Pandemic.
Yes, my wallet would appreciate it.
We're just going to buzz through some stuff real quick and then
talk about a couple of things. But why don't we help over to
that screen and we'll run through that quick and then
we'll get into print. Weaver so first one we're going
to talk about we've talked about here before this is the liminal
horror deluxe edition don't need to say more than we really did
when we had Josh come on and run down we.
Had. A whole episode dedicated to
like previewing it, I think. I think is it is, is it even on?
Oh yeah, it's right there. That's our episode right here.
So it's only got 5 days left. It's at 110K.
Let's get it more money because I want cooler stuff and there's
some more expansions and stuff at some some add-ons at add-ons
stretch goals at 1:20. So so let's let's let's give
them your money if you haven't. It's it's awesome.
It's going to be awesome. Very excited for this one.
So definitely go back that that is on backer kit and we'll make
sure all the links to all of these are in the in you know
where links are. You know how it fucking works.
The second one we're going to get is Gollum Parade.
I'm shocked this hasn't funded. It's a pretty low goal.
This is from Kobayashi. Kobayashi that you know from
Flayo Black Sword Hack. And I was interested in this
one. I saw them talk about this on, I
don't know if it was on Reddit or maybe it was like a
notification I got from a previous Kobayashi project, but
yeah. I think I sent it to you maybe?
No, I don't think it was you. I mean good.
Good that you got it from somewhere else, but I don't
think this hasn't really got a whole lot of push it, should I?
I I said straight up the second I backed it as backer #1 if it's
Kobayashi, I'm fucking backing it because everything they do is
amazing. So Gollum Parade, go on
impossible missions for the mage that created you.
You are a golem. You and your companions were
created by a mage to do his bidding.
Surf him well and you might earn your freedom.
Failure or disobedience will result in death or worse.
You are not a golem, you are a golem.
Sure, Golem, however you want to say it.
Is a character from Lord of the Rings and a golem.
However you want to say monsters and all.
Golem Parade. I love the art style too.
Looks very pixel art style. Looks really, really sick.
Again, I don't care what the game is, if Kobayashi makes it,
it's going to be great, but this one still looks really neat.
The art's really neat. It's got 16 days left and is at
about 1000 bucks out of 1687, which is pretty low goal.
So go give Kobayashi your money if you have it, because again,
everything they do is awesome. Ozrich 3 don't need to fucking
talk about this. Just letting you know if you
didn't know, Ozrich 3 is out. And the best part about it?
Yeah, well, do you know what Ozrich is?
It's like the first, literally like the first retro I do.
I can't remember the acronym off the top of my head, but yes I
do. It's who cares, It's the first
acronym of AD and D. The only reason that this one
fucking matters is they got rid of the OGL because fuck Watson.
Fuck Hasbro. Yeah, so I did back it.
I'm interesting to see what they did.
Their shit's been free forever and I've definitely downloaded a
fuck load of it. So there's no reason not to
throw a little bit of money on them too.
So I'm excited to see what this one does.
They said they they by getting rid of the OGL, they're actually
able to steer a little bit closer to AD and D, which is
cool, especially because this in Creative Commons now.
So we'll see. We'll see how it goes.
And obviously the cover is an AD and D throwback with the red
dragon. And I mean, so looks kind of
neat. That's over on backer kit Oscar
3.0 a few wargamers out there. Flames of Orion flames of Orion
is a mech tabletop skirmish game set in a dark future.
I've been getting really deep into war games and skirmish
games, so you might see more of those here on the skirmish.
So yeah, we do we do love the skirmish.
I first of all the the the cover in the art looks great.
It's. Like an art.
Right it's it's incredible for those in podcast land.
I mean these kind of episodes suck for you but Flames of Orion
is a model agnostic low mini count pick up and play tabletop
war game which sounds awesome. You only need like 4 models.
You can use any models you want, you know that fit the size or.
Whatever. And they have two different
styles of play, quick start and veteran mode.
The quick start play literally get you up and running in like 5
minutes. So if you have like 4 Max, I
guess 8 between two people in 5 minutes, you can just pick up
and play this. It looks fantastic.
I know a lot of people that have played this and said it is
wonderful, so definitely back to this right away.
Excited for that. That is over on Kickstarter.
It's got it. It just started a couple days
ago. It's got like almost a month
left 25 days, so definitely going to go back that it's it
looks neat. And again, I'm getting deeper
and deeper into the skirmish games.
So that that's definitely get up there.
Cloud Empress stories from the slip.
This is 3 new scenes for Cloud Empress.
You're going to get ballad of the booming blade body hopping
in polite society and Cloud Empress Almanac volume to the
ballad of the blooming blade is an expansion.
We learn about Fabled Cell Sword and it's a supplement that adds
numerous dangerous enemies and special chalk powder sword
spells. That one sounds dope.
The Body Hopping in Polite Society is a supplement for
players and game Warrens looking to add flavor to the body
hoppers in their campaigns. Love a good body hopper.
It's one of my favorite things in in Cloud Empress and then the
last one, which I think is really, really cool for those
that don't follow the newsletter from what they put out
expansions like all the time throughout the year.
And this is a collection of the the second year's worth of all
that newsletter stuff in one Zine.
So looks really, really cool. Besides have been re relabeled,
you know, panic engine with like, you know, mother ship move
in moving from compatible with mother ship stuff and things
like that. But it looks really neat.
It is a limited project. What actually talked about this
on the show with us previously? I think we might be on this page
too, am I right? Yeah.
Are we? Yeah.
The Weekly Scrolls number two overall game of 2024.
So this is a very limited project.
This is kind of to, I know what it talked about before, like
putting some stuff out. Also generating a little bit
more income to be able to put stuff out.
This is going to be back towards what they did originally.
So they'll be mailing it all out on their own and everything.
It is limited to 1000 copies and that's it.
There's 19 days left and it's at 765 backers.
So you only have about like 235 more backers before the project.
Like it it it runs out, you can't get any more.
I'm going to be really honest with you, Ryan, I did not read
this page and I backed this project.
I like I've been backing a lot of backer kicks or Kickstarter
or anything, and I saw this and I was like back on whatever.
It's going to be great. Yeah, there's a couple of these
I definitely backed and then went back and looked later and
was like, oh, we're on that page like this.
Like I backed this. I read the top.
I never read far enough down until I saw hey #2 game overall.
We're we're on the fucking page. We're on the page of like half
of these. So and we're not only looking at
this just 'cause we're on the pages, but well, you know, also,
but what what's what is great Cloud Arm Press is one of my
favorite games out there. It is my favorite mothership
game, and that includes Mothership.
So yeah. The next one is the Job box set
edition, the GERB. This is obviously games
Omnivorous. For those who don't know, games
Omnivorous has basically they're like changing their entire
model. They're not really being a games
publisher anymore. They're being more of like a
games collaborator. This one's actually on a
collaboration with Exalted Funeral.
The Job is a game that we've looked at before on Episode 125.
This is another one I backed right away without looking down
because if you Scroll down far enough.
Yeah, that's us right there. Let me scroll Episode 125.
I just discovered this today. I didn't scroll far enough time
to see it. But if you want to check out the
review that we did at the job, which was one of our favorite
games of whatever year we did, I think it was last year, 2024.
Yeah. It's so good.
Like for all of you Blades, people that do Blades because
you're like heists, This is this is just a better.
Game Great heist game. Also, I am a big fan of the
Ocean's 11, that one movie, not the whole series.
So I love, you know, I love a, you know, a heist with putting
away and shit, you know. Yeah, yeah, yeah, yeah.
I don't know one else likes that movie but me, but still.
I love it. I think it's great.
The first one is great. It's by the third one where
they're like, yeah, you basically start doing blade shit
where it's like, oh, that's what you did.
Well, actually I did this before they cut back before they cut
back. But it's it's a full box set of
of just of awesome stuff. You get like the book, you get
dice, you get notepads, you get secret files, you get character
sheets, you get like a ton of stuff, everything you want and
need to play the game. You can even add on like little
like like the domino masks or whatever, you know what I mean?
Like the I backed in the first 48 hours, so I got them free,
but if you back the project and the masks, it's $69.00.
So. So go do that.
It's got two weeks left. It's funded.
But honestly, for how good this game is, it should have a lot
more than $31,000. Yeah.
So it's a. Great game.
I mean also it's like it's a great game that's easy to run.
It's just like if you and your friends like are looking for
something to do, it's like a fun easy sesh with rules are easy.
Yeah, I would. I cannot recommend this game
more. I guess I should.
For those that don't know it, I guess I should read the interest
of some of these a little bit. The job is a tabletop
role-playing game. No, I will leaning into the
narrative story driven genre. In conventional RPGs, winner or
winning or losing is relevant. This game, however, has a clear
objective to fall off a heist. You either do or you don't.
Yeah, 'cause your dice can fall down and you fail.
But yeah, love this. And again, like you said, super
easy to pick up. This is even easier because it
comes with the the additional cheats and notepads and
everything. So stretch goals on this will
just be more heists. So you'll snag that Mad as Hell
is a radical liberationist role-playing game of resistance,
community and punching evil. There's an anti capitalist demon
hunting RPG from Soul Muppet Publishing.
We're not going to talk about this one too much because guess
what? Zach or Jelly Muppet from Soul
Muppet Publishing will be on the show on Wednesday morning to
talk all about with us. So all you need to know right
now is to go fucking back it. Also, the book has not one but
two cutouts on it. Very excited for that.
I don't think we're on this page.
No, we're not. We're not in this one, but the
last one, Liquid Steel, I'm going to be completely honest, I
love everything that I was just talking about.
This is what I'm most excited for.
I had never heard of Liquid Steel before.
And the second you start seeing the art, it looks amazing.
So Liquid Steel is from Eduardo Masatelli and Enrique El El El
Catenas classic science fantasy comic series.
It's an Argentinian comic series.
It's being translated into English and translated into a
Troika RPG system, and you get both books in this campaign.
So the entire run of Liquid Steel is being translated by one
of our very favorite people, Gavro Karoga and Gavro Karoga
and Melsonian are working together to turn it into a
Troika compatible setting and system, which I'm so excited
for. The art on this looks absolutely
incredible and the creators are hand in hand with Gavril and
Melsonia being tie your way through.
There's going to be additional art from the original artist in
the Troika version of the role-playing game and they're
using original scans of the art from the artist in the new
English translation. So it looks like it's going to
be absolutely incredible. The art is in is just
ridiculous, so really excited for that.
And Melsonian is one of my favorite publishers out there
and Gabriel is one of my favorite game designers.
So those two working together is absolutely fantastic.
Very excited to see how this goes.
And Yep, we are on this page too.
Where is it? Where is it?
Are we? No, maybe it's not on this one.
Well, I was going to be surprised we were on this one
because. No, I must have been looking at
a different one. But but yeah, liquid steel, it
is funded. Obviously could get funded for
more go back that. Not only that, for those that do
like Melsonian or just like cool, like small run games to
begin with, Melsonian Arts Council has a thing called
Friends of Melsonia. It's like 20 to 30 bucks a month
and basically it's a subscription and you get
everything they make for the entire year free after the
subscription. But also every version of the
thing that you get has like an alternative Friends in Melsonia
only cover that's only available.
Yeah, so I was like, you got, you fucking got me already.
Like alt covers and stuff. Yeah, so obviously.
And that includes like kick starters and everything.
You get everything but if, but you get their cover version of
it. So I'm backing the projects and
then getting both so I can have both covers because I'm a
fucking psychopath. But that includes liquid steel.
So if you're backing them when this project funds or I think
when it goes to the printer, you will get this as part of your
subscription. So everything with Sonia does is
fantastic. So that was an easy back for me
on this project and for friends with Sonia.
So you want to go check that out.
Not only that, again, Kabrok, Roga, friend of the show,
reached out and said, hey, hey, did you guys get a copy of this?
And I said, hell yes, we got a copy of the Black Rainbow
Society because it's Hell Night and because it's awesome.
And he was like, if you guys want to give one away on the
show, just let me know. So fuck yeah, we're going to do
that. So after at some point when this
episode releases, I'm also going to put a post on Blue Sky with
the picture of this book. And all you have to do is like
that picture. You don't even have to fucking
follow us. It'd be nice if you did, but I'm
also going to have a link to our Discord server and you can hop
into that and talk to us about the show.
But. Yeah.
Or hate letters. I don't care.
Just yeah, but yeah, but just like the post.
And what we're going to do is I'm going to bring up those
likes and I'm going to count how many there are and I'm going to
roll a dice and count from top to bottom and whatever number
that rolls on gavel's going to send you a copy of the Hell
Night expansion, Black Rainbow Society, a very LSD infused Hell
Night expansion. So I'll drop that.
I don't know, probably when I drop this because if you're not
live, you won't hear it until I drop.
I drop that episode anyway. So that's it.
So not too bad. That was like 15 minutes.
And now we're going to get into Print Weaver.
Yeah. So Print Weaver.
A little bit of info on Print Weaver.
It was originally published on Itch on March 25th, 2021 and got
an initial print run on Exalted Funeral on March 2nd, 2022.
In Print Weaver, the player characters called Travelers are
decided entirely by their own fingerprints.
Travelers are immortal adventurers caught in a loop of
infinite revival by the titular Print Weavers and their divine
duties to Providence. The game is classless and
levelless, so Travelers are defined only by their fates.
It uses D10 dice pools that are determined by the character
stats, with point management that allows them to stack the
odds in their favor. Their tables, charts, and
generators of hundreds of scrolls, magic rings, safe
havens, and monsters to create, collect, and use on daring
travels. You can find Print Weaver
digitally at NL Morrison dot itch dot IO slash print Dash
Weaver. We'll make sure.
Obviously the links are where the fuck you think links are and
you can also still, you can also still grab it in print on
Exalted funeral. I did check exalted funeral.
It is still up there, so you can grab it.
It's a nice print. I do like it.
So definitely go snag that. So we're going to hop into the
review now. All right, let's get this out of
the way. Boom.
First of all, I mean the cover. The cover that's.
Great. The art is great actually so.
Yeah, yeah, yeah, yeah. So the cover, we'll get to who
did them, but the interior cover art is this NL Morrison.
And then the front cover art is just a McElroy.
But it's fantastic for those that I don't know, it's like a
it's like an off black background and it's got a hand,
a left hand reaching in from the left side of the page and the
fingerprints are coming off the page and kind of swirling into a
humanoid shape that is like drifting upward slightly over
the the title that says print Weaver, I believe that it says
in El Morrison. It's a gorgeous cover.
I mean it, it's great. Like the composition, the art,
the like everything about it. Yeah, it is a really interesting
image and it a lot of this like this weird like kind of floaty
ink cloud of of the fingerprints is like carries on through a lot
of the art in this book and it's perfectly appropriate.
It looks great. Yeah.
And one thing I really do like, like very small detail.
But if you look, the prints go front and back of the logo.
So like the there's a swirly in front of the E, but if you look
at the one that goes like behind the eye, so it's like in between
it, I really, really like that small detail of the swirls in
and around the logo. It's really fantastic.
So moving on to the, let me bring up my notes.
I do have notes. I'm not looking at my
fingerprints right now or anything.
Don't, don't look at me. So right on the inside cover,
there's a nice little kind of like intro to the game.
It says Printweaver uses unique fingerprints to create unique
characters in a foreboding world.
Printweaver is inclusive of all fingerprints and hands.
So this handbook is a set of rules for running and playing
Printweaver. There is some expectation of
familiarity with concepts from role-playing games and tabletop
games in general, but it's your game at the end of the day.
I like that. I like when games throw that
little bit of like, this ain't an intro game.
Like you should know what the fuck dice are, you know?
I like that way better than this is what a role-playing game is.
This isn't going to be your first one.
There's some special there's some touchdowns that are really
cool. Mouse shooter from Isaac
Williams W marches from Ben Robbins into the odd from Chris
McDowell, Let the escape from David Perry, Troika from Dan a
cell, Dark Souls from From Soft and the Oracle series from
Nintendo. Capcom fonts used.
I love I love when books do a fonts used writing a layout is
from NL Morrison editing and development by Matt K and then
the cover art from Justin McElroy.
That's great table of content. So first and foremost, let's
talk about what we always talk about on this page.
Do we have high points and bookmarks?
Let's see. Bookmarks.
Nope. Hyperlinks, Nope.
Unfortunate it is like an 80. Plus it's an 80 page game, so as
far as the PDF goes, even just hyperlinks would be great.
And I know the game came out originally in like 2021.
I mean bookmarks existed. It would be nice.
It just navigability, obviously, you know, it is a huge thing
about our usability score is being able to navigate the PDF.
So that sucks, but they do do a thing that I really, really
like, which is all the table of contents they do do, they do do
all over this thing. They they do kind of like what
Troika did, which is every section, like, you know, there's
one determined by fate and there's 1.11.21.31.4.
So it does make the navigability of the book much, much, much
better, which is really fantastic.
I love that. I love when games do that.
We love when games do that. It's good stuff.
So in the table of constants, we have Sherman by fate inventory,
how to play combat, survival, death and revival magic running
the game encounters Monstrata and then appendix A&B are
scrolls and rings and then Clairomante in the back, which
is like a fun game we'll get to. But we'll start with we'll start
with is actually this. Actually they do.
The PDF is sometimes PDFs are just page and sometimes 1 is
like specifically somehow coded to be a title page, you know
what I mean? So when you go to a two page
view, it will still keep the title page as one page, which is
really, really nice because then you get like a nice two page
spread and we don't have to add the page in, which is cool.
So a lot of the book has these really cool thing where they do
this two page spread where there's one page and then half
of another page and then writing on the side, which is what I'm
showing now on the preface as your page.
And I like the way that they do that throughout the entire book
as we go, because we pretty much just look in pages.
You won't see it too much, but it does do that a couple times
through where it kind of links the spread across, which is
really cool. Let's go back to here.
So I'm going to do a little bit of the reading of the front
there. There's this is a game that's
like got hints of lore in it, right?
There's a little bit of lore in the beginning.
There's a little bit of a story and then through the rules, they
introduce a little bit more lore.
You're not going to find like a giant lore section.
There's not going to be a lore book for this.
And I love that it's not. It's not an implied setting
because the setting is there, but it's just enough to get you
up and going, which I really like.
But there's a little bit. Really need a ton of lore past
like the kind of like spark for this like really this is this is
a world that your characters will affect greatly and the lore
you guys will build is based on your own game so.
Yeah, I mean, even the way that you play all of it and the
monsters you're creating stuff, even their safe havens are all
stuff that you create, which is really, really cool.
But there's a bit of a narrative here and then some.
I'm just going to read stuff. So.
Your Lantern cuts through the dark mists.
The forest path twists as you see your own blood leading into
the brush. You're hopelessly lost and
wounded as the forest floor gives way to rough stone, the
walls of abandoned castle becoming quickly apparent.
Your Lantern flickers out. You struggle to light it as you
feel sharp claws Pierce your flesh once more.
Your vision fills with with inky darkness and you awaken again,
safe within the walls of a shrine.
This is the third time you have died.
Love that. Love that.
That really hit you right. Oh, the third time I died.
Cool. And then you get the actual like
stuff to play the game, right? In the downtrodden enclaves of
human civilization, a few survivors lead paranoid and
weary lives. Rarely to someone venture
outside the walls of a safe haven.
There's a part from a select group of chosen individuals.
The immortal wonders, the travellers, the players.
You guys basically says, you know that the travellers are
fated to be that because of their print marks, their
fingerprints, whatever travellers fate.
For most folk, it's better that the travellers die in the
mystery wilderness rather than themselves.
And when the traveller is born, their guardians, bereft of
swelling with pride, take them to a print Weaver.
These women watch over shrines to Providence that foresee and
provide. From their humble shrines, they
facilitate revival and predict the role of newborn travellers.
And they they have phylacteries full of precious ink.
We'll get to Ink is a big thing in this game.
What was the other game that had like a lot of ink situation?
That is the electrom archive. Electrom archive.
Yeah, yeah, yeah. I thought about that when I
started reading this. I was like, what's the other
one? I was like, oh, yeah.
But very, very wildly different. Bell.
Yeah. Yeah, yeah, yeah.
So that's kind of the game. So basically the world sucks and
sometimes travelers are born better taken to print weavers
and they are then imbued with some stuff that allows them to
revive anytime they die in very souls like way.
So those travelers are the ones that are sent kind of out into
the wilderness to kind of re expand, find stuff, do whatever
because if you die you just come back.
But I mean, it doesn't mean it don't hurt.
I bet you know. Yeah, I mean, I still imagine
you would feel being stabbed. But also I love the title of
Traveler and I like it's use here.
It feels good, it sounds cool, which I think maybe the most
important thing, so. Yeah.
Well, obviously, I mean, but it does say that almost everyone in
the world just sticks in safe havens only, and it's just
travelers that travel, so it makes sense.
So they're called travelers, so. Whoa.
So the number one determined by fate.
So this is talking about the print marks.
Print marks means like your fingerprints.
So print Weaver, seldom of words, takes your hand and
presses each finger into a pool of ink.
You got fingerprints. They give you powers, right?
There are three kinds of prints that are the loop, the arch in
the world. The loop is for strength.
That's for fighters, Knights, Barbarians.
It's the most common. Definitely the most common for
me. Then you get the arch.
Yeah, which is for willpower. That's going to be your leader.
Sorcerer's and scholars, this is the rarest.
And then the third is the world. This represents dexterity and
this is for like Rangers, rogues, things like that.
And there's some art here on the page.
I do believe all the internal illustrations.
Don't like NL Morrison. I do.
I'd like the style. It's very interesting.
There's some other pages that are very it's like white and
black instead of black and white.
And then it just looks really neat.
But you got three figures here. I will say I don't know when,
when I brought this up. We don't, we don't need to bring
it up now. So that's basically the the
print marks. You got loops, you got arches,
and you got whirls, right? So then you get to your
attribute scores, which are the three things I just talked
about, right? You got strength, Will and
dexterity. So Hunter's going to make a
character as we go through this, which is what we like to do on
character creation. So we're going to make a
character using the character creation because honestly, we've
talked about the character creation in this.
It is the bright spot. It is.
I mean, the game is good, but but this is really fucking cool.
I love the way that they do character creation.
So we're going to go through that.
So how you do character creation is you count the total marks you
have have in each attribute by counting your fingerprints and
knowing like which finger is which.
So for me that's fucking easy because I got 9 loops and 1
arch. Super easy for me.
So how that would work is you record it down and those are
your stats. So let's say you have 6 loops, 4
arches, and 0 whirls. You'd have 6 strength, 4 wheel,
0 decks. I would have 9 strength, one
wheel, 0 decks. What about you?
What? What would you did you figure
out your fingerprints? OK, yeah, so I've actually have
a question. I because I read the school, I
know it's coming up. I have a massive scar over my
middle. Finger so you have an O.
Fingerprint I have an O. Yeah.
You have an O? Yeah, Yeah, we'll get there.
We'll get there. Yeah.
So.
Yeah, so. I have a strength of three.
I have a will of remind me is the arch.
That's Will. Yeah, Arch is as well.
I have an arch or a will of of three, and then my last is 2-3.
Yeah. Oh yeah, because one of my
fingers is scar. Yeah.
So I have, I have 3 in every stat.
So perfectly balanced, as all things should be.
And then one scar. And then, yeah, I have one scar.
So that's fucking crazy that yeah, I weird.
Also, I will tell you I just started the new job where I'm
washing my hands a ton. So I and I lost my hand lotion I
normally have. I can't find it.
My hands look like garbage. I also rock climb.
So this I started doing this last night and I was like I gave
up and so I was just finishing now.
It was AI got I got bad hands right now.
Don't hold my hands right now, Ryan, That's all.
I got, I got, I got. I'm loops for days.
Yeah. Anyway, OK, so you have 333 and
then we'll figure out the O. So you also have a derived
attribute, which is your vitality.
So you're going to roll and this is a measure of your general
toughness and stuff. We'll get to why that matters.
It's kind of the way that like hit protection works and like
into the odd stuff. So you roll 1D10.
So first of all, roll your D10. I rolled A5.
OK. And then you add your strength
score. An 8.
And then half your decks. Half your decks, right?
Yeah, yeah. Yeah, it doesn't say roll up or
down. It doesn't.
I noticed that. No, I mean do whatever.
I don't care. I'm you know what I mean?
I would say go down. So would I?
Yeah, go and plug it. Yeah, Color on the line.
OK, so there is a Gray box here. I like the use of Gray boxes.
So some people have more or less than 10 fingers.
An O represents an accidental scarred callus or missing print
mark. The question mark represents any
other finger in the pair because we're going to get to pairs of
fingers in a second. So those with more print marks
gain additional attribute scores, but no more items.
It doesn't. I can't.
So you don't get more attribute scores, right unless it comes
through in the the items later? Because like you don't.
No, you're exactly like the person down here.
They got 333 with an O. Oh yeah.
You are the example. That's great.
OK, so before we get to that. Wait, am I literally exactly the
example? Oh, not quite.
OK, well never mind, I got excited there for a second.
But you're we're missing the same.
We have the same obscured finger at least.
So there you go. That's obscured.
So starting equipment, we'll hit this person, then we'll get to
the sheet and stuff. So before you, the print Weaver
lays gifts, you need to fill your fate.
So what you do after you figure out your fingerprints is you
pair them off left and then right.
So your left thumb, your right thumb, make a pair.
Write that down. If it's a loop, right an L.
If you're let's say your left thumb is a loop and your right
thumb is a whirl, you'd write LW for thumb.
Boom, right? My left thumb is a loop and my
right thumb is a whirl. How did you know bro?
I know you bro, I know you. Because we own hands so much.
Yeah, because we're so close to each other all the time.
One thing that I didn't want to say as we go through this, the
examples throughout are like really well done, concise
examples. Like when I was talking before
about the, for example, if you have 6 loops, 4 arches, 0
worlds, they do that all the time.
They don't wait until later, They don't give you a big thing.
They're just like, do this, this is how you do it.
I I really like the concise language that they used in order
to do that. So you come up with all of your
pairs, and then we're going to go to a gifts table.
We're going to talk about the gifts table a little bit, but I
already gave you an example. And then on top of that, you
also everyone also starts with a glass file containing 100 drops
of ink. We'll talk about white ink
matters a little bit. 5 torches after an encounter roll a chance
dye which is on 3.3. Again not hyperlinked but it is
like a very specific like told you exactly what section and
paragraph to go to. So I do like that on a success
the torch goes out and then you get a sleeping roll.
SO5 torches, some ink and a sleeping roll on top of the
items that you get. So let's look at this character
sheet real quick. So I really love this like
example sheets at the top it gives you literally fingerprints
of what a loop looks like, what an arch looks like, and what a
whirl looks like. Which I think is fantastic
because some people would be like what the fuck are you
talking about here? So you actually get pictures of
the fingerprints which is great. And then you get 2 hands with
fingerprints on them and they're all labeled Whirlwirl, Arch,
arch, Loop, loop. And then obscured 1 is missing
another great thing here. And then you get what would be
the character sheet which shows 3 strength 3 will 3 decks.
They got vitality 10, which I think you got vitality 9.
And then they got the obscure, which is an enforced shroud.
They get a gift for that, which we'll get to.
So it was obstacle for that one because it's your defense,
right? Or maybe it's obscured, I can't
remember right now. That'll be is a typo O because
hi, I assume it should be two. Got it.
OK, apparently we have the creator in a chat right now,
which is why we still do this live just in case every now and
then they are here. So welcome.
Thank you so much and we're looking at your game.
Cool. So what's going to happen next
is you have all your pairs. I do, No bow please.
I do have all of my pairs so. Cool.
So we're gonna go through that, and then I'm gonna talk about
some things that are read in my notes.
So you got GIFs of the loop, which are laid before you as
objects of great strength. And then it's got these three
really cool, like quasi stained glass ish, kind of looking like
their frames. And then there's images of of
people in them. And it's got a knight, a cleric
and a Ranger. And it's got listed like LLLALW.
So obviously loop, loop, loop, arch, loop, whirl.
And then the next page is Gifts of the Arch, which is for magic
potential, and it's got Druid, mage, and whirl.
Then Gifts of the world Laid before you are objects of
exquisite skill, and it's assassin, Bard, and thief
exquisite. And then Gifts of the obscure
laid before you are Blessings of unknown power, and it's Phantom,
Fireborn and Seraph. So we're going to go through all
of your items or gifts from the print Weaver to get your
character and then talk about something.
So what is your thumb? So let's let's you want to just
go through like by sections and or do you want to it's?
By it's it's it's it's an order. Yeah, yeah, yeah.
So my. So what's your thumb?
Thumbs are LWI, have a loop and a whirl.
So you got the chainmail. Yeah, so I got chainmail and
then my pointer is also LW so I have a short.
Bow OK. And then yeah, that's that's a,
that's those two fingers. And then my middle fingers is LO
because I have an obscured 1. Oh, so we're going to go all the
way down to the GIFs of the obscure.
So LO would be question mark O so middle.
Finger drops of. Ink shit you could do?
You could do you start with 1100 drops of ink.
Yeah, and then my ring finger is going to be WA, which is going
to be under Gifts of the World. It'll be under Bard.
And I have a ring of song while singing, which we all know I'm
buried at. You grant advantage on all
checks to allies in the earshop. I'm the Bard.
There you go. And then my little finger is
going to be under gifts of the arch and I have an A A which is
under mage and I have a pipe route.
Like small fires. Without fail, touching it to a
dead body incinerates it, leading only its possessions.
Sick. So that's that's you.
That's what you start with. Yeah.
OK, so. Pretty cool, you know.
I like it. I like it fun.
It is really fun. I do like that.
For me, really easy considering that I'm LLLLLLL like I
basically there's one thing that's not which one is my arch.
My my pointer is LA so I get all my stuff and instead of a long
sword, I get a stone Mace. So my strength is out the ass.
I think my I think my vitality. If I roll AD 10, it's literally
like it's my strength plus like half my deck.
So I get like the entire thing. So here's here's here's a little
bit of beef I have with this section.
First, one thing that is that I find interesting that games do a
lot is they'll put information on an itch page that's not in
the book. So when you look at the itch
page for this game, there's a lot of information.
A lot of what I said in the beginning is the itch page.
So if we bring that up real quick, it says on the itch page,
it says player characters are called travelers, they're
immortal, but it says D10 dice pulls, which we still haven't
read in the game anywhere. Again, we've talked about this
before, like having at least an understanding, but the core
mechanic is before we get to characterization would be nice.
It would be nice if this was in here, but it's not.
But it does say that that it is. It says classless and levelless.
Travelers are defined only by their fates.
At no point in the game anywhere does the word classless come
into it. Nowhere does this level list
come into it. It'd be nice to have that even
on like the back of the book or the front of the book or
anything. My issue with the whole
classless thing because you're not picking a class, but, but if
you go through the, the beginning, when we hit the, the,
the 11 print mark section, the first mark, the loop it, it says
it embodies fighters, Knights, Barbarians, the arch leaders,
sorcerer's scholars. Those are very class.
That's very class language. Classy.
And teach RPGs, right? And then when we get to gifts, I
don't understand the I think that the art is cool for all of
the pages, but what does night have to do?
Why is there night? Why are there classes listed
above every gift? There's twelve classes listed in
here, but you don't get a class. And at no point is that
associated with the gifts that you choose.
If it's just like a like an example narrative thing, it
would be nice to just say that. But like for example, like I4
out of five are mine are knight. So I'd be like, OK, well, I'm a
knight, right? But it's a classless game, even
though it doesn't say it's a classless game.
A lot of times with games that are like classless, it means
there's not really a restriction to what you can and cannot do or
wield less so that like you fit into a defined like party niche.
You know, I would still say that I feel fine with saying this is
classless. It does that may it has like
referential language to it. And if you decide to play your
guy as a knight, that's fine. But if I like, I have nothing
for magic, but if I get a bunch of scrolls and magic rings like
I'm fucking casting baby, you know I wouldn't.
Agree with you. My issue is that nowhere in the
book did it say it's classless right?
And the each page blurb at the. Beginning that just says this is
AD 10 dice pull system. Yeah, a classless D10 dice pull
system would be cool. Well, my thing is, if you get to
these pages not knowing that it's it's a classless game, and
then you read all of this, do you go, so am I in night?
Where do I write that? On my character sheet?
Most of my my items are night. There's just no direction that
it is classless and that these are maybe just examples based on
like if you get a bunch of gifts for it, you know, I mean like,
that's my issue, not that it's classless.
I love that. I love that your inventory is
your class. It's very into the odd and you
know, very Carey and stuff like that.
But there's no direction whatsoever.
You're but it talks about classes again numerous times and
then it has pictures for all the classes, has bolded names for
classes and then gives you a list of stuff that are
associated with classes and never tells you.
These are just examples. Do whatever you want to do.
You know what I mean? That's my my issue isn't what it
does, but then it's great. It's the a little bit of a lack
of communication on the fact that it is classless and these
are just examples or something that that's that's my issue.
I think there's just a little bit of friction between, Hey,
this is classless, but also here's a picture of a knight and
the dry award knight and all these items related to Knights,
but you're not a knight because classless.
You know what I mean? But but I love the way that they
do it. It's just that little bit of
lack of communication. So yeah.
So that is that's the character that you made.
The obscure ones are. Did you see any gifts in any of
these that really stuck out to you?
Oh well I was looking at the serif one because that's what
obviously I was like. I was like fuck bro might point
your finger with scarred instead.
I have a sunlight blade. Give me that dude.
Bro, the obscured ones, obviously, like first of all, I
love that it's very inclusive, right?
Like scarred fingers, missing fingers, like all that kind of
stuff is great. I mean realistically, if you
don't have a hand, you would just get all OS, you know what I
mean? Like anyone can play this game.
And I really, really like that. There was a like obvious thought
into being like, hey, like what if someone doesn't have a
finger? And my curiosity is like, when
this was very first a thought in the head, like was that or did
someone be like, hey, hey, what about people that don't have
fingers? Like, oh shit, you know what I
mean? Like I'm curious, but obviously
the O's are fucking fantastic. I mean, the 1000 drops ink.
Everyone gets that across the middle, but the and they each
like they're all very similar and just in a different way.
So like Phantom has a pitch blessing, Serif has a radiant
blessing for little finger, Phantom has a dark orb, Serif
has a light orb, the Fireborn has a fire orb.
They're so fucking cool. Yeah, also, we'll get to it, but
I can't tell you how much I personally love just the concept
in general of magic rings and how defining they can be, you
know? Yeah, yeah.
Yeah, it's it's pretty cool, so. So Anna Morrison said it was a
natural result of the system playing out in real life, which
is reasonable. Like someone, I'm sure someone
was just like, shit, I have a scar.
You're like, OK, well, we got to put that in.
That's great. But I I love, again, the
intentionality of the design to incorporate everybody, to be
inclusive. It's awesome Inventory.
We're still working on getting your characters going.
Says the world is dangerous. Place, travel light and take
only what is necessary to survive.
What is what is. What's the Zelda line?
It's dangerous to go alone. Take this.
There you go. So weapons and armor, we're
going to get into weapons and armor.
So there are 4 categories of weapons and armor.
You get light, heavy, medium, and ink armor.
And the way that works is armor has an obstacle number.
That's going to be your thinking of.
Yeah, that'll be your difficulty number basically that the game
is just obstacle number out there.
There's some slight tweaks in language in here that are close
enough but still different enough.
So obstacle number is where you're going to look for instead
of like difficult to class or like DC's or anything.
So each weapon, each armor type and weapon type is going to give
you well, armor will give you an obstacle number and the number
of slots it takes. And the difference between
weapons and armor within the same category is narrative only.
It says like heavy male versus like a holy curious doesn't make
a difference mechanically. But if you're drowning, like you
don't want to be in heavy male. And I like that like the lean
into the narrative. So there are tables here for
armor, weapons, ranged weapons and stuff which gives you
distances. We'll go over in a little bit.
The weapons have the number of of hands that they use and the
way that armor works. So light is OB 1, medium is OB 2
and it takes 2 slots. Heavies OB 3 takes 4 slots, and
ink is OB one or three obstacle 1.
So yeah, the way weapons work is we'll get to it in combat, but
if you have it's a, it's a, it's an attribute plus AD 10 or
number of D 10. So light is Dexterity plus 1D10,
Medium is Strength or Dex plus 2D10.
So it's D10 throughout the entire thing.
You just basically add your attributes and then armor
obstacle is the things has to be rolled to to hit you in things.
We'll get to that in we'll get to more of this in combat.
So slot in item sizes. You you brought this up.
You get 2 ring slots. You can have two rings as you
said, they can help define you as a character.
It's the only things that you keep when you die.
When you die everything just left where you die.
And again a very souls like way you're reincarnated is enshrined
and the only thing you got on you naked is the day you were
born. You got two rings.
But my 2 pinky rings are still on there.
That's it. So I got, hey, it doesn't say
where the slots are. Rings can go.
You got a toe ring buddy, so pack slots, 10 pack slots and if
you need to remove something in a hurry.
And I love this. I love when inventory matters in
this way. You roll AD 10 and you have to
roll equal to successfully retrieve the item.
If you roll above or equal to the slot the item takes up.
So you have to actually pack your pack in how quickly you
want to get stuff out. I love when systems do that.
This does it in a very quick way.
I really like it. Clever use of a dice pool and
and the hits or successes in that regard.
Yeah, Remember, armor takes up a number of slots depending on the
category. So here's my question in this
kind of system, because it doesn't specifically say if you
have something that takes up four slots, right?
Exactly. 1/2. 3-4 yeah, exactly right.
And so if you roll any one through 4 then you get it right?
Or would you say you have to roll higher than the highest
number? Wait, I'm sorry, like, OK.
Let's say you have heavy armor in your pack and it is number
123 and four and at #5 you have like a scroll.
Right. OK.
In order to get the heavy armor out, would you say since it's
123 and four, that any of those numbers would get it, or would
only #4? I would say get it.
Any of those numbers get it so any.
Of the numbers, get it? Not the highest number.
Yeah, interesting. See, that's something that I
wouldn't mind a little bit of clarification on because like I
think it'd be interesting if it takes up multiple slots.
The highest slot is one that you have to beat.
My, my thought process, my internal process for this is if
I reach into my back and I'm really quickly reaching in and I
touch the item, I can pull it out.
I don't need to scoop under it to pull it out.
But if I want to get under that item, I do need to reach past
it. So if I can get my hand on the
item at all and I can pull it out, that's my.
That's extremely reasonable. So then you you just have to
beat the lowest number and that I like that.
I like that it does say above or equal to the slot number, yes.
But if it's if it's four or equal to he's, I mean, I think
the equal to makes it yeah, if it's four slots in the one,
Yeah, yeah, yeah, yeah. So it's any of the slots, not
like the highest one. I would just be mean to say the
highest one, but that's the thing.
But your, your, your explanation makes total sense is like you
just have to get to it. You don't need to get to the end
of it, which I like that a lot. OK.
Ink Games. Yeah, ink is super valuable.
It's the most valuable resource that there is and it comes from
monster blood. And we'll get to in chapter 10,
we'll get to a section on how to harvest the the ink.
But it's extremely important. It is both the currency and a
valuable tool for protection. One drop equals 1 gold.
And then basically the way that you can to expand your entire
game as their ink, you can protect your camp with ink.
You turn it into settlements and shrines and everything with ink.
We'll get to that a little bit more, but ink is a core aspect,
A deeply, deeply core aspect of the game.
Kill monsters, take their blood, make ink, and then you can
protect yourself. And your gifts at the start of
the game are ink imbued. But if you're fighting ink
imbued, ink sodden creatures with mundane weapons that aren't
ink imbued, they're not going to do a whole lot of damage.
Not going to put a whole lot of work in, but you can go to print
weavers to get things ink imbued.
So that's it, for every 100 drops of ink consumed, you gain
1 vitality, but it builds up in your body over time.
After 1000 drops you drop to zero and fall unconscious, but
then after a rest it goes away. I love the build up mechanic.
I think that's really, really great.
I think over like a longer expansion in time and you're
actually tracking how much ink you have between settlements and
things like that. It's, it's such a fun mechanic,
especially if you're using to try to hear yourself constantly.
So I like it. It's, it's, it's a fun little
thing to throw in there and Gladys in there.
So we're getting to the how to play section chapter 3 attribute
checks. Attribute checks are a thing.
You, you need to do them, then you do.
So the way that it works is there are three phases through
the way that you do attribute checks.
You declare your intent and when you declare your intent is
exactly what you think it is. You, you say, hey, I want to do
this thing. And then you select a relevant
attribute and then you would roll.
Prior to rolling, the GM will tell you the possible risks.
So you accept the risks when you decide to roll.
So there it's a very, this is steeply, this is, this is deeply
steeped in the OSR. It's very much like deeply.
Deeped in the OSR. Yeah, so deep.
Give the player all the information you're deciding what
attribute to do the GM's telling you what could go wrong so that
when you do roll, if you do fail, you know exactly what's
going to go wrong. Right.
And I really like that. I, I, we should probably throw a
couple of those 5E things in there.
But like, it's just, it's so dumb to like not know what DC's
are to like guess how well you did to then just like make up
shit as I don't know. It's just, it's, it's the OSR
style of doing that is just better in my opinion.
So obstacles and rolling. Once you accept the risks there
is no turning back. You roll a number of D 10s equal
to your attribute score. So your strength is 3.
You would roll 3D ten and you have to hit 6 or higher.
So 6789 or 10 is a success. It's an interesting success
pool. It's a it's, it's, it's I rolled
up a bunch. It feels really, really good.
You know how sometimes we play games that it's like, it's, it's
AD 6 and you have to get a six and it's fucking impossible.
You can roll 18 D sixes and I hit a six.
Yeah. I, I really like the way that
the math rolled out for six or higher on AD 10, especially in a
nice pool. You compare the successes to the
obstacle number set by the GM and, and you, you do it or you
don't. You know, I like that there is a
table here for, for some guidance on the obstacle
numbers, I guess. So it's a, it's, it's 246810.
But like, what if you rolled a three that my assumption is that
it's one through 3 is easy, 4/4 and five are moderate, 6 and
seven are difficult, 8-9 are heroic, 10 is not impossible.
Yeah, I think ranges there might have been like a little bit
better than just the even numbers because of those mid
numbers, but it's whatever. I mean, it, it it gets the job
done. And then resolution.
If the number of successes rolled is is good, you succeed.
If it's bad, then the risk you already talked about occurs.
And that's the core mechanic of the game.
You, you make a character based on your fingerprints.
Those fingerprint numbers give you your attribute scores, your
old D tints equal to those scores.
Boom. I like it.
It's simple, it's clean, it's fun.
That's basically the game. We only have 70 more pages to
go. So mitigating roles, you get
advantage and disadvantage, and I really think this is
interesting. For advantage, the range of
success just drops, just goes from 5 to 10 now and then.
Disadvantage, it's 7 to 10. No more dice or anything.
It's only the pools you roll, but it changes it.
How do you feel about that? Good.
I think it's good. I think it's it feels fairly
statistically significant. Yeah, I like it a lot.
It's really clean, not having to add even more dice to your pool
because roll a dice pool with advantage, you know what I mean?
Just give one more dice or something, yeah?
This or I'd let you re roll a certain number of dice but that
sounds that's actually more that's I feel like this is still
cleaner than that. Yes, that's exactly what it is.
This is like the cleanest way to do it is like you're not rolling
anymore dice. You're not figuring out how many
more you need to roll. You're not it's not like Texas
Hold'em or you're keeping 2 and re rolling three of them.
I feel like this is like the leanest, simplest way to make a
statistically important change in what you're doing without
literally having to do anything else except for adding or
subtracting like one more number off the dice, which is great.
I really like this a lot actually.
I think there are some other dice pool games that could that
could instead use this. Yeah, take a note from this.
Yeah, probably should have read this before they wrote their
dice pool game. Yeah, maybe.
Yeah. We do a lot of dice pools.
Issue 2025, I think is a year of the dice pool for us yeah,
chance die basically if you if you so I I don't have any decks
right. So if you're forced yeah right.
If you're forced make to check with 0 dice, you get to roll
1D10 with disadvantage, but if you roll A10, you get to roll
another one and you keep doing that until you stop rolling 10.
So I love the chance explodes. Yeah, Exploding Chance die is
pretty cool. Yeah, attribute points,
basically every amount of attribute you have.
So if I have like 9 loops, I have 9 strength, I would also
have 9 points in strength and I could add that two roles after
the fact. I mean, strength would be a
shitty one to do because that's literally like a thing that you
do a lot of stuff with, but but it's the only thing I got.
So basically you can spend any amount of strength will or dex
points to add an equal amount of dice to your strength will or
dex. So I mean, we'll get to how you
can add decks in a little bit, but so for strength, you're only
adding strength points to strength.
You also have a attribute. Points fluctuate frequently from
damage or aid in this way, but your attribute score remains
unchanged. So the score doesn't matter.
You'd have like a point pool equal to it.
My thought here is that you're adding.
Are you adding dice? Are you adding successes?
Like how did you read how you're actually using the points?
I was kind of hoping that you were going to elaborate on this
one. Yeah, so they explain what
happens when you add decks later, but in this specific
paragraph here, there is no explanation of like what you get
when you add it, right? Maybe I'm completely wrong.
For example, if you have 4 strength, you also have 4
strength pool available to boost strength attribute points
fluctuate, right? But it doesn't say you get like
one more success, you get one more dice you're.
Talking about spending the points right?
They add dice to your pool. Right, that's my assumption is
they add dice to your pool. No, it says.
It says or for. After rolling a check, you may
spend any amount of strength to lower decks points to add an
equal amount of dice to your check.
Oh well then yeah, I'm a fucking idiot and I just didn't read
that part Easy peasy. So if you spend 2 strengths, you
know you get to add two more dice to the pool.
There's a reason I didn't put it in red here and it's because I
read that before and and I just became dumb this time.
I like that. What is the other game that we
had where you had like points that can manipulate rolls?
I'm. Sure there's one.
What's the World War One game that we did?
Boy, we've done a lot of Charlie.
Ferguson, Avery. Oh God.
What was that game? I'm a bad game, remember?
Anyway, I like that you have these points where you can
manipulate it like but but at the same way like you're
spending potential. Your pool is important so if you
spend it just to change your dice it could bite you in the
ass later. So you really need to decide if
you need that success or not. I can't believe I'm completely
blanking on the name of that game.
I'm scrolling through our episodes right now.
It was recently. Anyway, you should do that.
Contested checks. Guess what?
We're going home. There you go.
The whole 1 plus system had manipulation.
I like that. Anyway.
Contested checks work exactly like you think you do.
You roll against each other, Ties you roll AD 10.
Highest goes combat. The way combat works.
Initiative. Everyone rolls decks and you add
up sides and whoever has the highest side decks goes first.
For you, that would be a chance. Nothing.
I would get a chance tonight every time.
Yeah, yeah, yeah. So unless I rolled a lot of 10s
of fuck, but it would be my decks plus your decks.
We would we would roll our decks, add it together if we got
we go 1st. And the way that it works is
it's one side, one side, one side, one side.
So like one side's whole shit happens at the same time and one
side whole shit happens at the same time.
Combat time, rounds and turns. It's how a game works.
A lot of the stuff we're getting into now is like very much the
OSR, like there's not a lot, a lot of stuff that's going to be
like crazy outside of what you think it is.
Actions, free actions. Guess what?
They're exactly what you think they are.
You get a move and an action per turn, and a free action is like
dropping something or talking to someone.
That's it. Movement is a reasonable
distance. I love this.
I'm like cool, don't, don't. Code the fight more than 9092
because this isn't a grid based game so I don't really know.
Yeah. Yeah, but if you do play on a
grid, you move a number of tiles equal to your deck score plus
three. Well, fuck me, I move three.
That's it. So I like that.
I, it's so great. And it basically like you go far
enough and if you start to feel like you're going too far, it
becomes your action and then you can go farther.
You know what I mean? Like I, it's so it's so nice.
I I there's no like there's games that have an entire page.
It does I'm. Gonna keep the buck with you.
Anytime a game has like oh if you play it on the grid, I'm
like Nah like so like grid games are fun but if I'm running a
game I will I will 9 out of 10 times choose to not run it on
the grid before I. Completely agree.
I don't mind grid and especially like I think grids for war games
are actually really nice measure yeah, but but yeah, I like
ranges are so nice yeah, move a. Reasonable distance?
You bet, I know. Sounds great, sounds great.
I'm a person who's. Lived in the in the world, so
yeah. Enemy distance, exactly what you
think it is. You got close.
I guess what they're, I'm sorry, even closer.
You got engaged. Yeah, you're afianced.
You're hand to hand. close is across the room and then distant
is across the field. I've described that in like
some, you know, whatever as like if you're in like a sword swing,
a dagger throw or an arrow shot. And that's basically what this
is, engaged, close or distant. And I love the little piece of
art at the bottom. It's fucking great.
So. It's a great piece of art.
It's. A great piece of art.
Yeah. It's a, it's a dude with a bow
kind of behind, like a like a log or a small fortification.
And behind them is someone fixing to stab them in the back
with like a dagger race. And it says engaged above them,
they're shooting up at birds in the far distance.
And so it says distant there. And then there are some like
wolves, or like I'm gonna call them wolves, closing in on the
person shooting and it says they're close and it's just such
a great. Yes, you know, it's.
It's great. It's very much This gives me
Edward Gory. Have you ever seen like Edward
Gory? Like A is for Alice, who fell on
the stairs. B is for Basil, assaulted by
bears. Nope.
Okay, well read Edward Gory, specifically that book, and it's
this shit that's fixing to happen a second before it does.
So A is for Alice, eaten by bears, whatever.
And the bears are like Ray fixing snag onto her.
There's one of those girls airborne falling down the
stairs, but she hasn't fallen yet.
So it's it's a moment right before like bad shit happens.
And I feel like that's exactly what this entire scene is like
the birds gonna get shot, he's gonna get stabbed.
The wolves are gonna close in. Like it's just great.
It's a great little graphic. It's one of my favorite pieces
in the entire book. And it's like the smallest
illustration. But it's it's funny because like
so utilitarian of a graphic that it it works so well in an
explanation. Like that's an explanation that
you see and you're like totally understand.
Don't. Yeah, yeah.
That's. Love it, love it.
Opportunity attacks, which are called actions of opportunity in
here. So if you're engaged with an
enemy, so if you're in melee range with an enemy and you do
anything besides melee combat, you automatically grant the
enemy an action of opportunity, an AOO, an out of turn action
targeting you. So should the creature take
damage before their action of opportunity during the same
turn, it is unable to take an action of opportunity until the
start of its next turn. So that is probably the most
tracking that this game has is knowing if the enemy has already
taken damage that turn or not. Because if if you're engaged
with somebody and someone hits that enemy, you can then do
something else without giving them that free attack, which I
think is interesting and not hard.
And it's not hard to track. I mean, just know, hey, that one
got hit already, you know, but but that's that's like I said,
there's not a whole lot to track it, especially for players.
So attacking damage. This is why you don't want to
use strength up on all of your stuff, right?
The way attacking works is you roll just like everything else.
It is an attribute check just like anything.
So but you just roll, then roll the attribute check associated
with the weapon plus the dice pool bonus for the weapon.
The example again great examples for strength plus 3D10.
For a heavy weapons you just roll 7D10 right?
Dual wielding grants you 2 attacks on one target in a
single action, but both rolls are disadvantaged.
So you get 2 attacks, but you're rolling 7 to 10s, not 6 to 10s.
And then the number of successes above the targets obstacle is
the amount of damage you deal. I love that.
I love that it's one of my favorite.
It's like it's a little bit tunnel goons, it's a little bit
maze rats where like do damage and if you're above, that's your
damage. Like that's it.
It's so clean, it's so easy and I really like the way that they
did the weapons as D tends and then you just add your
modifiers. The weapon is basically just as
adding to your dice pool and then your successes are are are
that. So I think this is when I
started rolling examples. I was like, what does 7010 give
me? Oh, that's like 4.
It's like 4 successes. I'm like.
It's really incredibly, almost like intuitive way to do damage
for dice pools. That's the, once again, it's
like another one of the rules in this game.
I'm like, this is a very clean way to run this in dice pools.
It makes a lot of sense. You understand it immediately.
Yeah, it's, it's very good, very good.
I I I don't know, I again, this a lot of the game, like I said,
it's just very much like the OSR works like how you think it
works, but then like the core mechanic and the way that
obviously character generation, but like this dice pool system
with advantage disadvantage. The way weapons work is so
clever and so clean. Again, it very much it reminds
me of like the first time I read maze rats and I was like, oh,
like I said, like it's your target is 7 and if you roll A9,
you do 2 damage. You're just like, oh, that's so
easy. You don't even have to roll
damage rolls. It's just like you get what you
get. You know, I, I, I love it.
It's so clean, it's so easy. Like you said, this feels very
intuitive. It's just like, oh, like they
were a six and I rolled an 8 dope 2 damage.
Unless otherwise noted, all damage is physical damage dealt
directly to strength. So I got a big pool of strength.
I'm beefy, I'm slow as fuck, but I'm beefy with my nine strength
and my 9 points of strength that I can spend.
But so when your strength drops to 0, any subsequent damage is
dealt directly to vitality again, very much in like a hit
protection into the odd kind of way.
But I'll tell you right now, I love into the odd.
The thing that I will hate till the day I die is hit protection
later. They call it anything else.
It's HP, but it's not health like.
And that's what drives me nuts. Like they needed to use
literally any armor protection like anything else.
Yeah, anything. So I like that this is strength
there. There's luck actually, but.
Some types of damage reduced Willard decks, whatever.
When your vitality is reduced to zero, you are rendered A
conscious. If an ally does not take an
action, stabilize you by the end of the next round, you die.
You get one round, that's it. But again, you're fucking
immortal. Yeah.
So doesn't matter. You die.
Yeah, your stuff gets well, we'll get there.
Yeah, So critical hits, super easy.
It's number instead of like successes, it's number of 10s.
So if you roll a dice pool with amount of 10s equal to or higher
than the obstacle, you inflict A crit.
So if someone's obstacle, you know, value is only three and
you roll three 10s, you crit them.
And there's actually a crit table here at the bottom.
I will say it says if a critical hit effect asks the target to
make a check, the OB is equal to the amount rolled in the attack.
So there's a critical hits here and there's a critical hit
table. And like obviously we're not
dumb. We know that you would just use
a critical hit table. But like it doesn't ever
actually say like hey, there's a critical hit table, you know
what I mean? Like it's just an interesting,
it's this game is very sleeked down in ways that like I think
every now and then like like one extra line of like 5 words
wouldn't be terrible. But I also like the warning in
the beginning that says you know how games fucking work.
So but for example, physical damage attribute, targeted
strength, critical head effect, double damage.
Like I love that. But there's a whole section here
on damage types. There's a bunch and there are
physical light, dark fire, coal, light and Thunder, poison,
psychic, ghost, ghost. Ghost.
Types. I was like did they just copy
paste the Pokémon types in here? Where's grass damage?
We're missing emotional damage in my opinion.
Yeah, I listen. I'm not missing that at all,
buddy. I got plenty of it.
So critical head effects, all of your standard stats strength
decks will is double damage and then all of the other ones are
conditions. We'll get into conditions in
just a second. So ink imbuement, we talked
about this already. You need ink imbued weapons for
ink sod monsters and you can get those handled by print waivers.
They're going to be your shit, but are your starting gifts have
ink mundane attacks if you're using a non ink soaked weapon on
an inky creature. It's when attacking monsters
unarmed or with mundane weapons you strength or decks.
But you only deal one damage no matter what.
That's it. Sucks for you.
Sorry, magical monsters need a magical weapon, you know?
Yeah, it says you can use magic channeled into unarmed attacks
using will, but cost you will to do it every time as if you're
casting a squirrel. So yeah, I like that.
Basically. Like you could roll 10 tens,
doesn't fucking matter. You do one damage because it's
an ink creature. You know what I mean?
It's it's great. Love that parrying is
interesting like this is another one of those little add-ons and
I'm like, this is fucking cool. If you yeah, if your attack
success equals exactly an OB. And I double checked, I went
back and I was like, wait a minute, Isn't a tax equal to or
greater than? No, it's not.
And nowhere did they say that it's above the obstacle value
because if you land exactly on the OB, you deal no damage and
the defending creature gains an action about this is a weird
language that I did want to talk about.
This is a red thing in here. The defending creature gains an
action of opportunity, parrying the attack.
However, the creature fails their Perry attack, they fall
prone. It's a weird way to write that
Instead of just saying they get a Perry, they get an action of
opportunity, which must be a Perry.
Yeah, I feel like that's an extra step that's just
unnecessary. Is there other actions of
opportunity in this game that I missed?
Action of opportunity is literally anything.
If it's it's, it's a, it's a attack of opportunity.
Like you, I think you stepped away for a second.
The way actions of opportunity work is if if we're engaged in
combat, if I do anything that's not made like combat, you
automatically get an action of opportunity.
OK. Yeah, Yeah, OK.
Cool, so I just think this is a weird one.
Like it's fine, it works 1,000,000%.
It falls under the same umbrella of like that thing, kind of this
one's a parry, so. Yeah, but I just don't think
there's any difference between saying instead the defender can
Perry and instead the the the defender gets an action of
opportunity, which must be a Perry.
You know what I mean? I feel like there's like an
extra thing in the middle like there 1 doesn't rule.
Game, right and call the thing the thing, you know, Yeah.
So if it's just a Perry, call it a Perry, doesn't need to be an
action of opportunity, that is then a Perry, you know what I
mean? Fairly unbothered by that.
It reinforces the term it's already used in the game.
And you know, yeah, but I do. It's a little rough.
My, my only, my only only. I agree.
It's like it's a whatever.
Again, it's pedantic as fuck to worry about this, but that's
what we do. My only thing would be if
someone's like, well, I get an action of opportunity.
What if I don't want to pair it? You know what I mean?
And then you can be like, well, it says pairing the attack.
Someone could be like, I feel like someone could try to make
an argument based on that language.
You know what I mean? Like, yeah, I would, I would, I
would tell them to shut the fuck up.
But like I'm saying, it could. But again, super pedantic.
Doesn't really matter, it makes no difference.
It works completely fine. Skilled Actions.
This is a question that I do have though.
Skilled Actions. Dex points may be spent at any
point during your turn to trigger a single skilled action.
This action is in addition to your regular action during a
turn. Should a skilled action required
a check, such as an attack, it is guaranteed an amount of
success is equal to the amount of deck points spent.
So what is a skilled action like?
Like give me a skilled action. See, that's my problem.
So what what a skilled action is, as far as I'm reading it,
it's just a bone. It's just another action.
Just get, you just get another one You can spend.
If you spend at least one point of decks, you just get to take
another action. I don't know why it's
capitalized, skilled, capitalized action as if it's a
different kind of action. A cool example, an example or
two here would be cool. Like maybe it's like shooting an
arrow through a hole to hit a thing.
Be a skilled action, you know I. Don't.
Well, The thing is, but The thing is like they don't.
I think it's any, I think, I think it's just any addition.
I think it's just an additional action.
You know what I mean? Correct.
You do take another action. It also grants you the bonus
successes. So it is just, it is just an
additional action. So I, I personally would have
just called it an additional action because calling it a
skilled action, capital skilled capital action makes me go like,
so there's so these are different than actions.
You know what I mean? You kind of said the same thing.
Well, it's me. It's me doing something crazy
and fancy. No, it's just another action.
So I think just calling it an additional action instead of
giving it like its own keyword capitalization.
My, because my first thought was, where's the list of skilled
actions? Is that, is that a specific type
of action that I can do? Is it a different thing?
It's not. And that's fine.
And I love it. I think it's fucking fantastic
because like it says here, you're deciding like if I only
spend one point, I get the other action and I get one guaranteed
success. But if I spend 3, you get 3
guaranteed successes. Guaranteed.
Successes. Yeah, I mean, I only have three
to spin, so. Yeah, I just think, like I said,
I think the, well, I have none. I have none.
I think, I think the use of the capitalization keyword skilled
action is slightly confusing when it's just an additional
action, when it kind of sounds like it should be a different
type of action than a regular action.
But I love that. Again, a way to manipulate your
roles. Status conditions, they exist.
There's a ton and all of them go away on death except for
blindness and deafness. That sucks to wake up blind with
nothing but your rings, right? And there's a list of a ton plus
all their effects. There's AD 10 list of effects
conditions bless, cursed, exhausted, prone, restrained,
paralyzed, poisoning, fuse, deafened and blinded with the
effects all listed here and they're great.
So the game, there's only like 20 something pages.
We're almost done with most of the game, then with the GM
stuff, so. I'm still laughing about waking
up blind and deaf with my two pinky rings or my one toe ring
and one pinky ring. Yeah, it's a pinky ring and a
toe ring. Yeah, it was like, so survival
there is. The traveler's path basically
says there are 4 hexes that you can travel in a day.
The Weaver will take care of you, Says in a Morrison, there
are 4 hexes in a day. It's basically morning, midday,
afternoon and night. You have to sleep.
If you travel through all four hexes in the day, you get the
exhausting condition. I like that.
Pick one, take a nap. Time cut up for that one
morning, one midday, one afternoon and one night because
it also like contextually, just for me personally, like watches
work fine, but like if I'm doing, my players are doing
something like cool, the mornings kind of passed you by.
That means really you only have 3 hexes you can travel for the
rest of the day. That's OK.
You did something in the morning.
You did something actually really get 2X.
The way that my brain works. This is a lot easier for me to
divide up than like 6 hour watches you know?
I completely agree because it's not just time, it's distance
like all together in a very simple rule like it is, it is
really clever. Again, I really like that a lot
like the as you said, like I don't need to worry about how
far they can travel anymore or like how much time passed the
morning passed 3 exits. That's it.
Like I really like that a lot. Like even when we're even when
we're doing like we're in love this setting sun, like we'll
know exactly how many hexes if we fucked around with bandits in
the morning because we have 3 left.
But if you do stuff in the morning and you have to sleep at
least one, you know you can only move two hexes in a day.
So it's like again, like you said, I really like that it's
not only time but also distance in a very concise rule.
Setting up camp. Long story short, you need to
set it up and you need to ward your camp.
It takes 10 drops of ink per person in a continuous circle
around your camp to ward it from monsters.
It does say don't fuck around too hard though because monsters
are smart. They'll like ignore it unless
you really really get rowdy and then they'll still kind of show
up. Not all monsters are dumb beasts
after all, is what it says. I like that.
It's cool. You need to spend your ink.
Ink is not a limitless resource. You have to murder animals to
get it. Well, monsters to get it and but
you have to spend it like you know, as the game says, the
world is fucked and almost everyone stays in safe havens is
up traveler, so you must ward your camp at night.
If someone didn't ward the camp I'd be throwing monsters at them
all. Fucking.
Night. Absolutely no.
I want to spend a 10. Are you sure?
And when you're out there, you can only rest in a worded area
and the IT only works for one night, those 10 drops.
You can also after that in resting the following time
scales or guidelines to recovery.
So on a you get short rest, long rest, and full rest.
On a short rest it's a single night and you can roll strength
will index checks, restoring a number of successful points.
On a long rest, it's three full nights and you get all of your
points back and then you can roll 1D10 to get your vitality
back again. I think you stepped away for a
second that you can spend ink to get vitality back too.
But if you once you hit 1000 total ink imbuements, you're
you're knocked out for like a week until it presets.
Love that and then full rest is 2 weeks and you get everything
back. Rest is big deal in this.
Good, yeah. Yeah, downtime.
I always prefer I die I ate one night of sleep recovers me
completely rules. I just even in the games that
like are more gamey or even like video gamey tabletop games.
I'm like, I guess it's fine there, but anything outside of
that I'm like, no, I want, I want to feel like injury is
costly, you know, spending resources cost like getting them
back completely takes time. Yeah, well, one thing I do like
about the way that the rest system works too is without
saying it specifically with the ink rules and vitality and
stuff, a single night, you don't recover any vitality.
Yeah, so if you if you're just resting for a.
Chugging vitality back. And start chugging that ink like
until and you better count every fucking drop because it's going
to build up in you. And I really like that.
And I would really encourage players to play up like, damn,
you're over 900 ink like, is it squirting out of you?
Like what's happening? You know what I mean?
Like and even on a long rest, even with a three nights rest,
you only roll AD 10 if you roll A1.
That sucks, you know, So like you said, I.
Mean you can so. Yeah, yeah, I think there's just
a built in encouragement also to like kill monsters, get the ink,
drink the ink, like risk the ink can be meant like I really like
that a lot and. I mean, I think this next saying
we'll speak to him, but actually read this next part and I'll do.
It yeah. So permanent outposts.
So when travelers find good ground, they can expand their
camps into outposts. So 100 drops of ink will expand
the camp into an outpost. It takes 100 drops of ink to
expand the camp into an outpost per resident.
So if you have 5 people moving in, you need 500 drops of ink to
make it an outpost. And then residents draw symbols
all over everything if they miss anything.
That's a risk, but that's how that works, so.
And having it ink and viewed and warded protects it from
monsters, allowing for a proper night's rest and future
prosperity. And then that's kind of how you
play the game. We'll get into a little bit more
in the gym section, but like you, you're basically moving,
creating new little bubbles of protection from monsters,
getting people to move there, like getting them all set up and
then traveling out again. And I think that ties really
neatly into the resting rules being like you like if to get
back you want to found an outpost because you want to have
somewhere that's safe for you to rest for an extended amount of
time. Yeah, and not only that, the
next section adds even more because we get to shrines and
Weaver shine once once 1000 drops of ink have been spent on
an outpost. We good lady from the woods
comes out. Literally just like comes like
creeping out like dripping ink. It becomes a shrine.
And shrines are sites of permanent resurrection.
So you have a camp to protect you from monsters.
You can eventually turn the camp into an outpost where people can
move to. And if you get enough ink there
you can have a shrine which is where you get reincarnated at or
you get revived to by the print weavers when you die right
resurrected. So if you are way the fuck out
there and you get resurrected, you're way the fuck back like
where you were. You could be weeks back as far
as your travel goes. If you don't have enough ink,
set up to build a new settlement and build a shrine.
And all your when you die that stuff, you know, you got to
travel back. I mean, I assume you would want
to travel back and that's that could be.
And we'll get to. There's rules for that, Yeah,
so. So that's how real nice, you
know, there's a lot of interweaving of like concepts
and rules in here that really reinforce each other.
A lot of print weaving. And a lot of print.
Weaving. Wow.
Yeah, weaving. So.
So shrines take all sorts of they can be cathedrals,
monuments, like everything, whatever, like whatever the
shrine wants to be, it can be. It is unknown where these
strange women hail from, but they speak your common tongue.
They're applied esoterically to questions.
They know local history. Yeah, they're strange.
They show up if the shrine gets defunct.
They bounce like they're just, they're print weavers.
That's what they are. I love that.
I love that there's no fucking. They're just they're they just
exist. I don't need more lower than
that. Let them keep the mystique, you
know? Like, who knows where they come
from, you know? Yeah.
Romeo D10. So there's 1D10 shrine remnants
here. These are leftover shrines.
Or. High watermarks show a history
of severe and sudden floods. It's barricades broken and swept
away. So it's 10 basically like
defunct shrines and like what you find at one of these defunct
shrines. So I love that.
But death and revival. When you die, your print marks
wisp from your dead body carried by Providence to the last shrine
you wet rested at. On death, your print marks
returned to your last shrine. Your attributes are 0.
Your vitality is 1. That's what you start as.
And you could be deaf, it could be blind.
Butt ass naked with your two rings just.
Your toe ring. And one vitality that that.
Here's the other thing too, though, is like, you need to
travel to go get your stuff, right?
But we already talked about how long it takes to rest to get
your shit back. Like if you just do one night's
rest, you're just rolling to see what your attributes go back to,
and you don't even get any more than just that one vitality.
You're really risking it to at least not do like a three night
thing and try to get a D10 of vitality or just chugging ink
like it's crazy. Item loss.
We talked about this. Everything is left behind except
your rings and then item recovery.
There's literally a table here on getting back to your stuff
again. And every souls like what you
dropped your souls go back and get them.
It is a list of the the amount of time that has passed and the
number of items that are stolen. So one day one random item is
gone, three days, two random items are gone, and at two weeks
all but one item is gone. You got one item left.
And I would honestly, I would make people roll on their own
inventory slots on what was there.
Like, hey, what'd you lose? Yeah.
And kind of tying back to your point, you said something about
chugging ink after being revived, but you won't have any
fucking. Oh shit you don't need stocks.
OK the printless are a thing. So basically the way the
printless work. Long story short is your dead
body that you left behind becomes printless within 30
minutes of you dying. This your body transforms into
this like minutiae, symbol covered creature.
This printless, it leaves everything behind, rises up and
wants to kill stuff. Dark eyes, mouth agape and
slightly ajar as they stumble around the gravesite attacking
any who approach. Yeah, a body reduced ash can't
become printless, but otherwise they just they really run around
and and try to find more print Marks and chew them up.
The only way you can like die die is to be consumed by a
printless, because you won't be revived until the printless is
killed. Yeah, it's been worse than
death, you know. Yeah.
You're inside this thing. Are you conscious?
You know, maybe. Who knows?
You're just like a, you're just like a mech inside it, but like
you're no control. But I do like that like as it
eats more print Marks and things it can grow and morph and change
like. Yeah, just imagining horrifying
monster bro. Just covered in all like the
print Marks and stuff like that. And you know, someone could be
inside. Multiple fucking print lists
could be inside. You can have like pin people
show up at a shrine if you kill this thing from like decades ago
and stuff like that. That is the first thing.
I thought it was in a very like kind of Ghibli, but like the
cool dark Ghibli. Not like the, you know, fancy
green fields Ghibli. Everything's Ghibli is like
fucking Princess Motonoke style. Equally valids, but yeah, go.
On both are valid, but I you know, I despise how people
disregard like the actual message or darkness of Ghibli a
lot of anyway, but I imagine like a Princess Motonoke style
fucking thing like rising up out of the forest, you know, really
cool it exists. There's scrolls, they cost one
wheel to cast and you roll a number of dice equal to the will
spent plus one in order to roll what you want to do.
So again, there's a really good example here.
For example, if you spend 4 will points to cast hammer, you roll
5D10 if unopposed. Casting a squirrel requires 1
success. If opposed, it's contested.
There are also books and tomes that make a little bit easier
for you. Books hold three scrolls, tomes
hold 5, and tomes require two hands to wield.
Love that magic items. They exist, they're there.
That's what we're going to say about that.
The language of magic gives a cool Gray box.
The magic is written a series of connected lines and symbols
called minutiae such a. Funny, such a funny use of like
fingerprinting terminology. Right.
They share a striking resemblance to the lines and
forms that make up print marks, and when correctly positioned,
whole great magical potential minutiae also appear heavily
tattooed into the skin the print list.
The more print marks to consume, the more minutiae appear on
their skin. If you ever see a print list
covered in inky minutiae, run means they're super fucking
powerful. Yeah, for those of you at home
that don't know fingerprint minutiae are the tiny marks in
your fingerprints that are used as identifying marks when they,
like compare your fingerprints. So like little breaks and lines
and such. It's it's very interesting.
Google it. Buy this game first, then Google
it. Yeah, we haven't really talked
about the art a whole lot, but here's a cool little two page
spread here. Oh yeah, we haven't.
The art's been great. The art bangs in this man.
I really like the shrine art. I can't believe we blew past
that without mentioning it. I love the like church and you
mentioned it earlier, but like the white almond, like almost
black, like almost like negative space art.
It looks great. It really pushes this vibe in
here. It's yeah, it's strong.
I think they do a good use of of using the art in the book too.
Like there's a lot of pages that don't really have any, but they
also have tables and stuff to break it up really nice.
There's a couple pages of some white stuff on the bottom, but
that shrine page is another one of those like half pages we
talked about where like the art fills one page and then half of
another. So it gives you this really,
really nice full page like cohesive spread, which is
really. Great layout.
I I like I think going through this, I really I, I very much
realized how much I like the art spillover onto another page for
that to like like to block off that section and create one
column on that left side. I'm like, oh, that's very good.
I do really want. That the column art and this is
really, really great. That's a thing that I wish a lot
more people did because what a lot of people like to do is like
have half a page with column, column and then something across
the bottom. But it looks really nice when
you just fill the one whole side with a piece of art with like a
long like tall piece. It looks really good.
They they use that, like you said, really effectively in
here. The printless page looks really,
really great that I mean, it's, it's half a page of stuff.
If you did it across the top, you could do a big piece at the
bottom, But I, I think it looks really clean when you just do
like a narrow piece. It doesn't feel like so heavy on
the page. It looks really nice.
Yeah, I do I I agree. I wish more projects we've read
would like take that into consideration as well.
It is a very cool way to set. Up, Yeah, just just just move in
the art in different directions like in a column or like put
some text wrap or something because so like we said, so many
things are just like spot art at the bottom, like mix it up like
this page here with the full 2 page spread of that.
Like again, white on black negative art is really
fantastic. And then we're going to be
rolling up this scroll, you know?
Yeah, this guy here. Yeah.
Yeah, so that's the game. That's the game.
Did I do what I want? Page display, enable scrolling,
fit with. And next is we're getting into
the run the game sections. We're gonna cruise through the
GM stuff, get to some monster stuff, and then we'll be done.
So running the game, there are responsibilities.
Guess what, you've read the OSR before like this isn't you press
the OSR game, guess what you think it is?
It's that, and they're good, but we're not going to read them.
Progression I like again, the game never really says this is
level less. You just notice that there is no
advancement, right? But progression in the game is
narrative for. So you're progressing by
establishing a reliable network of outposts to reach a dangerous
mega dungeon for others might be reclaiming lost holds of
humanity from monsters. But realistically, at the end of
the day, the way that the system works, there's a it says world
building next to it, but it doesn't mean world building like
creating your own lore, except I guess you are kind of creating a
lore. What it really, really means is
is like create a safe haven that your travelers start at and then
have them go out and create camps and become outposts that
become settlements that become shrines.
And like keep moving yourself through the world that way,
expanding your civilization, expanding your settlements,
expanding your stuff. I love that idea of of the the
narrative play in that and how open world it can be it.
Kind of reminds me weirdly in a weird way of like Death
Stranding. You ever play that?
I watched people play it. Yeah, yeah.
Where you're like going, you're like linking, like society's
completely like, like disconnecting, you're going and
linking it back together and like, yeah, like having new safe
havens and. For a completely non nefarious
purpose. Yeah, totally.
It's totally fine. Don't worry about it.
It's totally fine. Also, I love that game and if
you don't, you're wrong so. I haven't played it, but I
watched people. I watched someone basically do a
whole playthrough of it on twitch.
Just was I was like body doubling while painting.
It's good. It's it's.
So good. Yeah, yeah.
It's more than just walking, shrine walking.
Great. Sorry.
Keep going. Keep going.
Where are you going? No, no, no, no, I agree.
Especially when you're like trying to go up the mountains
with that giant shit on your back.
Or like the people that are all bound up anyway.
But yeah, so shrines and play their respawn points like that's
what they are. There's more here than that.
We're not going to talk about a bunch of it by the book.
If you want to read more of it. Handling death, basically be
fair. And I wrote not respond if
consumed by Printless. We talked about that already.
But there's a whole lot of really, really good direction
for running the game, running this game in the the way that
you think it is. A lot of it is reinforcing, kind
of like the way you think the game plays as you're reading it,
which is really great. Threats, there are them.
Monsters run amok. Any sane person barricades their
door at night. A good starting point is a quick
jot to an abandoned settlement having fallen into a ruin from a
monster attack. Like again, another great piece
of art. That's a a nice vertical
vertical piece, but there are threats.
Again, this is more GM advice on running stuff.
Safe Havens is 1 we'll talk about a little bit though.
Safe Havens is cool. So the world's hungry, sharp and
crumbling. Every pocket of remaining
humanity pushed to the extremes to survive.
I love that. It's a great line.
Basically, when you create a safe haven, you create it
similar to the way you do create a new character.
So you use the following tables. You roll D 10s to generate the
safe haven feature for each category.
Your thumb, pointer, middle ring, and little finger.
I mean, as AGM, you can use your own print marks to make a safe
haven to start with. So thumb is your defenses,
pointers, your landmarks, middle is your resources, Ring is your
patrons, and little is the event.
And then there's like a bunch of tables here for safe haven
features. It says like LLLALW, like all
the way through. So you get all of these cool
features to build to build a safe haven.
Are you writing one up? I'm kind of thinking about it.
I'm I was looking at the tables and looking at my I saw it do.
It real quick. Do it real quick.
So thumb, I'll I'll say it to you so you can do it easier.
What do you got for Thumb? LW.
LW you got defenses raised, Earth mounds stacked with
cobblestones. Not the best.
Yeah, I mean, OK, what do you have on your, on your landmark,
on your pointer finger? LW again.
Another, another LW that's going to be a pool of crystal
Clearwater, an ideal alchemical reagent.
Nice. Yeah.
And then? Middle fingers LO.
L0L 0O there's no OS. Oh oh, interesting there's no OS
on safe havens. Oh well then let's say if I look
past my scar, because I can kind of tell, let's do LW.
Held up man. And just all the LW's here.
The area is full of large game, large game, big games out there.
Big games. Cool and like and stuff.
Wawa patrons, a troop of bards keep spirits high.
Hey, you got the Ring of Song. I have the Ring of Song and a
bunch of bards in my town. There you go, and then what's
your little finger? A.
A.
So.
You but experimental warning ritual involving dozens of
mages. That's the event that happens
there. It came from the songs.
There you go. That's the safe haven.
That's what you start with. Nice.
Cool. OK, so next we're gonna get to
encounters. So there are encounter tables.
There's an example here of 1D10. Encounters in are Amarna which
we get to. But basically using counter
tables in regions. Travelers may move 4 hexes per
day. One in the morning we are expect
this roll in encounter table and traveler into a new hex or
enough time passes to reach a new time of day.
So a lot of random encounters in this and using specific
encounter tables for areas and regions.
I like when encounter tables are used to add lore and specificity
to regions, not just like random shit, right?
Like you'll only run into like these monsters in this area, and
that'll be in your encounter table kind of thing, you know
what I mean? Yeah, really like that when you
roll at a modifier depending on the time of day.
I like this. In the morning at 0, midday at
1:00 in the afternoon at +2, and at night you add +4.
Should a role exceed 10, that role is 10.
Know that encounters after entry 5 contain monsters are deadly
situations, so the players are travel at night.
Combat is likely because you're gonna roll and it's probably
gonna be a tenor out here. That makes sense.
Sucks for you. Yeah.
Spoils battle. There's a whole loop table here,
which is cool. Morale.
There are morale rules. They kind of work like what you
think it's a wheel checks Monstrata.
So monsters in this there is no giant bestiary list here.
And I really like that where you get our monster archetypes and
the way that like monster attributes work and monster
features. So monsters have strength will
and decks, but they don't have any like protection.
Like all damage goes directly to their vitality.
So there's actually a table here with vitality dice, strength
will and decks. So you roll the monsters base
vitality dice. To get its vitality attribute
which is a score and then you move attributes around if it
makes sense. So some something with 2D10
could have 6 strength, one wheel and two decks.
But if they would be faster than strong, you could move, you
know, 4 points that strength over the decks and go to
strength 4 decks instead. Just make it make sense.
But a nice little table here and there's monster features.
Monstrata divides monsters into archetypes to generate a
monsters unique to your fingerprints, compared the print
mark and then do that. So as we go down, there's an
example here, Amarna's hand, which is the herald of the end,
which is the beast with 22 vitality.
Really great full page. I love the full page stuff on
here. But it'll give you humans as an
option and it gives you disposition, gives you stats,
gives you goals, and you can roll all of that up.
And then I think these are two page spreads, so let's just look
at them like that. So humans and I like the the
teapot on the guy's head, which is obviously a call to that that
from soft player, the Dark Souls player that just wears like the
pot on their head. Oh, let me solo her.
Yeah, that guy, and that's my assumption.
The guy with the pot on his head is a is a is a.
Let me solo her reference. But this predates that to be
fair. Well, they predate.
Because this was 2021 in Britain, probably a little bit
before that, and that I think was like maybe early 2222.
Listen, all I'm saying then is it sounds like let me sell her.
I might have read print Weaver and been like, damn, this pitch
kettle night is pretty dope. What if I put a pot on my head?
So there's humans and there's a whole thing of human features
here, which again is fingers. But again, got to say none of
these later things have OS in them.
So in the features here in the safe havens, there's no OS.
Yeah, sadly missing Obscure is. Yep, there we go, says the the
creator. So then we got beast with beast
features, golems with golem features, oozes, spirits,
Dragons. Golems.
Then you did golems. It's whatever.
Tomato.
Tomato, right? Eat my ass.
Then there's a list of 100 scrolls.
Roll me AD 100. Roll me AD 100.
OK, rolling AD 1 hundo 27. OK, so what'd you get, 27 I got.
Familiar. You summon a phantom animal of
your choice at last until it dies and has dice, vitality and
and success points distributed among attributes of your choice.
If the familiar has more than three will, it learns a random
scroll follows your commands and action.
You're fucking familiar. Could get another.
Scroll scroll familiar. Also got the familiar scroll.
You're familiar as the familiar. Yeah, that's sick.
Roll. Roll another D100 because the
the next appendix is 100 rings, 1111 boulder.
You're just giving him hard like stone.
You have disadvantage on dex checks but gain 2 OB to your
armor. Nice.
Cool. I don't think you talked about
the way OB where like that's your, that's what has to hit
you. Your obstacle number?
Yeah, we talked. About yeah, yeah, yeah, OK,
cool. That's sick.
I don't have decks anyway. I love stoneskin and that's kind
of the end of the game. The last thing in here is
fucking seizure alert on that one.
Clair romancey. Some nights even travelers need
to unwind a bit. So it's a fun game where you had
it's it's it's like, it's like, it's like a guessing gambling,
kind of like rock, paper, scissors ish kind of game.
So how to play? Players sit or stand to face
each other, holding their closed fist out in the stand on the
table. Each player's offers an equal
amount of gold, local currency, blah, blah, blah.
Simultaneously, each player wraps the table three times with
their fist as they bring their fist up to make one of three
gestures below and bring their fist back down a fourth time,
locking their throat. So it's just like rock,
scissors, paper. You're going to drop out a whirl
is is no fingers. A loop is 1 finger and an arch
is 2 fingers. So as they lock their throw,
each player calls out a sum. The sum represents the total
number of up fingers they think are on the table.
Again, world is 0, loop is 1, arches 2.
So I would go boom, boom, four. And then players who guess the
correct sum of up fingers score a point.
When a player reaches five points, they win.
After a full bout, betting begins again.
Super easy. Like yeah, you're just like kind
of betting total points on a on a on a on a like a rock scissors
paper kind of game. I really like at the bottom it
says due to too many fights and judges often use for the throws
and calls. This is a fun game.
I would just play this game and this is a really fun TTRPG game.
Something that's not fucking complicated that players can
just play in character. I love that.
I think it's great. There is a reference page on the
back, not for any rules. It's for character creation,
which again reinforces the classes because again, they're
capitalized and lower gate, like you gotta give it to me.
It's for a class, this game. There's a whole lot of class
talk in here. Yeah, this is again, another
page full of the classes, but it's got like a chart like loop,
loop, arch, arch. It's kind of like a Punnett
square. It is it's a it's a Punnett
square of, of character creation.
And then it talks about more character creation stuff like
what items each finger represents, what weapons, a list
of like what weapons are a list of what armor is.
The only thing I would say on this page is I would just make
this a little bit smaller and just put like the cord ice
mechanic on here and this would be a great reference page.
But not having the cord ice mechanic in here at all is like,
I don't necessarily need a reference page for character
creation because I'll just go to the character creation page,
right? And then that's it.
I, there's the exalted funeral logo on the back.
What I wouldn't have minded on the back is like a write up is
basically like if you just have those four bullet points from
the H page on the back, then you could hit like the class S,
level S and intro to D. You know what we need to start
doing because we've done it a couple times for Richard is read
the Backpage first because that's not the like you would
often flip the back over and read it.
We should start reading the Backpage first, if you're like
that kind of stuff on each page is things that could be really
good on the back of the cover, even though the cover looks like
nice. Because I pretty much always do
it in person when I have the physical book, it's really when
I read off the PDF. Wow, you have an original print?
Yeah, I got them, bro. I told you I've had this book
forever. Yeah, so, so yeah.
So that's the that's the read through.
So let's go to the scores and let's talk about this.
For those that don't know what it is we do here on the show, we
we, we talk about our fucking ass and get super pedantic.
No, so we we quantify our terrible opinions with metrics.
Those five metrics for games, it's only three for Zenes, but 5
for games are art and layout, usability, rule set, originality
and value. Art and layout is the art
quality and quantity in the book and the visual layout like how
does it look? Fonts and and and blank spaces,
stuff like that. Usability is the usability, both
the PDF and the book, how usable they are at the table are
sections in a good order, Is it navigable?
Is it a hyperlinked and and bookmarked all that kind of
stuff. Rule set is the rules of the
actual game. Again, a lot of this is product
as much as game review the rules of the game.
If it's an adapted rule set, how well is it adapted adapted, Do
we like it? If it's an original rule set,
again, do we like it? Do we think it sounds good?
Originality is in any of these categories.
It's just does it have something original?
Does it do something interesting and different?
If it's a space game, does it do space in a different way?
That kind of thing. And value is bang for your buck.
It's not just the cost of the game, it's the additional stuff
you get on top of that. So let's start with art and
layout. What are your thoughts?
Hey, I think visually this book pops, you know, I think it's
good. I I layout's great.
There's a couple of white spaces, but really not that
many. There's some little spot art
here and there on several pages. There's cool like column art.
I like all the fonts. I I have really no like major,
major glaring criticisms of the layout.
That's kind of more your department.
I think there's maybe like a couple of pages where there's a
big white spot, but really not very many at all, you know?
Yeah, I don't even those pages. I don't mind.
Like there's so much art done in art.
We we really like the art. Like it's definitely like the
creator did the art. The style is is is interesting
and neat. I love the kind of like negative
art we talked about, like the white on the black, the use of a
lot of like column art instead of spot art.
There's some still some spot art in there.
I'm very readable, very legible. The margins are nice.
I mean, you got to say that every time now since Never going
home, I think. And the cover fucks, you know
what I mean? Like it's really, really good.
And yeah, I think it's I think it's, I think it's good.
I think it's good. I also like that the black is
not, I don't know what the print versions like but in the PDF
it's not like a completely dead flat black.
It is like an ink colored black where it's like not Gray, but it
definitely black. But yeah, it's it's not.
It's not, it's not true black. It's like a, it's a yeah.
It's like, it's like, it's like like Corvus black, not Abaddon
black. You know what I mean?
There we go. Yeah.
I I like it a lot. It's it's like I, I called it
off black earlier, I think because it's like the black
version of like off white, but I like it.
I think this is this is like, I don't know what, what if you had
to call it like good, really good, great, like what are you
thinking? Oh, what do I think?
I'm I'm pretty in favor of this. I think this is.
Really good. Do you think this is really
good? I do, I do.
It's just, I think it's just clean.
And one thing I like about the layout is that it, it does
reinforce like even like the rules and stuff in like a very
like a roundabout way that like the whole system is very clean.
It looks really clean, like, and that's why I don't really mind
like even like the empty spaces at the bottom because I feel
like it just reads down with like the column art and stuff
too on just a couple of those pages.
But even those like there's a lot of tables that fill in a lot
of really good space. There's nothing super glaring.
And the use of, again, like those multiple pages that use up
like 3/4 of the full spread. I really like it, yeah.
So I don't know why visually I just, I really like that.
Looks great, Yeah. So think about A7.
Yeah, I think so. Yeah, yeah, yeah, yeah.
OK, usability. So this is where it's going to
suffer a little bit. There's no book, so PDF wise
nothing, but there's no bookmarks, there's no
hyperlinks. But the way that it's, it's like
the 1.11.2, it's great. We love that.
That's pretty. Good.
So I don't really wish that was a more widely adopted thing.
Like I know a lot of people really want to go for a vibe
when you're going through their book, but this book has a very
good vibe to it and also has that great that that good
organizational tool. Yeah, it's I mean that that I
love it, love that I and again, like I do think it does come
into usability a little bit when we even talk about things where
it's like it doesn't talk about class lists, it doesn't talk
about level lists. It doesn't give you.
We've talked about this over and over and over again that like
it's really nice if you intro a game at least explaining like
the cord ice mechanics. So when you're going through
character creation, you have a better understanding of and and
context for character creation before having to get through all
of it, then get to the dot and then come back.
So I really think that like that intro page, even like this, this
very front cover intro section here easily could have had like
this is a dice list level list game that uses D10 dice pools.
Boom, like one line that would have been happy as happy as a
clam. But like, you don't even learn
what the, it's like the rules itself are about 20 pages and
you don't even run into the the dice mechanic until you're
halfway through that. Yeah, so.
Context is good. Like what is it 3 strengths
mean, you know, I mean. Exactly, exactly.
So that's a little bit of a usability thing.
There's a couple of questions we had with some things like like
the the skilled action and things like that.
So that comes into usability of just being like not having to
like kind of stumble through some parts.
But, but I think overall, I mean, I think you know the the,
the layout as we said like structure wise and stuff is
really, really good. Again, I just wish there was a
little bit of interest. What do you think in What do you
think in usability? What are you thinking?
I'm thinking. What are you thinking?
I mean 5 is bang average. I think this is a little bit
better than that. I would agree this is better
than average. Yeah, so like a six.
Yeah. Yeah, I mean, I think with with
some, with some hyperlinks and bookmarks and and and some stuff
this would be closer to like A7 plus.
But but as far as where it is now not quite rule set.
I this is one of those ones that like I really liked and as we
read it and talked about it, I liked it even more.
Yeah, I'm glad we went. You know, I always say when we
do these episodes, like I obviously, you know, I'm a very
ADHD reader and when we go and talk through these games, it
helps me paint a better picture of it in my mind.
Like I had a good understanding that's going through.
But reading it again with you, I'm like, I do really like this.
I might you know, my only kind of criticism of this game is
that your fingerprints don't ever change like yours.
Yeah. So you you if you just do your
prints, you would play in the same.
In the GM section, I think at one point it talked about using
mirror to invert your fingerprints.
I think that's a cool idea, but that's two care well.
Fuck me. Like, well, that sucks for you.
Well, then you go then. You go front to back and the new
mirror that I mean the other thing is I mean it would be kind
of neat in here if you just like if there was like a roll table
for fingerprints, you know what I mean?
And you could just. Like, yeah, exactly.
I mean, it's hard because yeah, that's a cool idea.
But like so much of the cool factor of that is like you get
to use your fingerprints, you know what I mean?
So. But I would rather even prefer
rearranging them before, like rolling on a table form.
You know the inverse of that is like how many games have you
played more than one campaign of?
More than one campaign or more? Because this is a campaign game,
you're making a mortal character.
Your character is literally. You're making an immortal.
That's a really incredibly valid point.
Yeah, I mean your character. A printless eats them.
I guess you could use your mirrored hands.
That's very fair. I mean, I've played several
different characters in almost every game.
Of course we everyone makes up like 10 but.
They were not immortal so or semi immortal.
That's fair. Rule set wise though, I will say
one of the coolest character generations out there, period.
Like, unquestionably. Well, I think even beyond how
cool the character creation is, the the dice pool system is
really clean and well written and a lot of even like the
narrative aspects of the gameplay reinforce that same
system. And I think it really shines
there. It makes a lot of sense as you
read through it and you're like, oh, this is clever, clever in
like a very what are they? What word did I use earlier?
God I'm blanking. No, it's right.
It's clean and really clever. And we talked about this a
little bit when we touched base a little bit.
We're like, oh, you know, there's a lot of stuff that's
kind of like standard OSR, right?
But then you keep reading it and you're like, but no, like
advantage and disadvantage is different And no, like this part
is different. And no like you use like the way
weapons work is different and like, oh, like, but they do the
inventory different. Like it's it's it's definitely
like steeped in OSR, but has these twists that are like
really clever, really, really clean that are that are.
This game has taken the lessons of like that school of thought
and like, used it in this system, but like in ways that
make sense for this system, you know?
Yeah, yeah, It's just I love games like this that are like
rules light in a way where you can make a rule that so simple
and easy. Yeah, that like a big 400 page
book takes like half a chapter to do, you know what I mean?
Like this does exactly the same fucking thing and it took 6
words, you know? And I feel like there's so many
times with this where that no. What do you think?
I'm thinking probably great. I just think like, yeah, the
character creation's fantastic. I think the riff of, like, using
your fingerprints to create your character instead of Rick
rolling dice. I mean, First off, it's
infinitely more fun, you know, and I constantly talk about
games like like Traveler and shit where like they make making
a character like a fun mini game like this is fun.
That's fun to do. Also you get to learn about
fingerprints. And then, yeah, I love a dice
pool system. This is an incredibly well
executed dice pool system. We've run a lot recently where I
had like criticisms on the execution of the dice pool
system here or there, but I don't really have any on this
one. I mean, yeah, everything we read
while doing that IPL system made it make more sense again, like
the advantage and disadvantage is so good.
The, the, the attribute points, being able to spin those points
on top of your scores, the the skilled actions, the additional
actions and stuff. It's, it's there's so much fun,
clever, great loops, great feedback loops in the system too
that really let you continue and buy into it.
Man, we get too many fucking eights bro I.
Know well we don't really need games that we don't like is the
problem. We should read more games.
That we very true. It's very true because this is
going to be another 8 though, you know what I mean?
It really is. I mean, I don't think it's a
reason to not give it. Cherwood got an 8.
Off worlds got an 8. Never going home got an 8.
Never got a. 2 moonlight got A7, mini BX got A7.
I just, you know. I don't think it quite reaches
9, but this is like hi eights originality.
I mean, you use your fingerprints to make a fucking
character in the game. Not even just the character,
also like the monsters and the safe havens and like everything.
The outpost building, the building, the shrines, the
spending of this ink as a resource that you do everything
with. You can imbue your weapons with
it. You can use it to ward you like
it's it's everything. I mean, I think even just if you
stripped away everything and like how the ink economy works
in this game and is constantly applied to everything is
fantastic. Yeah, again, that's another
feedback loop that's really, really fucking good.
And and the way that the ink does work with.
With resting, the way resting works with building a
settlement, because two weeks, man, you got two weeks to like,
get people here and do the ink and build the sediment.
There's a lot of fun built in downtime without it needing to
be explained too much. I mean, it all feeds into itself
and incredibly well, yeah. Dude, this might be excellent
for me. I agree.
Cool, I think that's an easy 9. Yeah, I do too.
I think it's an easy 9 for this. Easy 9 on originality value.
OK, let's look at value. So we got.
I did not look at the price of this at all to be honest with.
You so PDF on the itch page is $10.
Super fucking reasonable right over an exalted PDF only is
unavailable so just go buy it on the itch page.
But the print and PDF is only 20 bucks.
Oh really? That's so unbelievably
reasonable. So especially on exalted, like
not that they were crazy expensive, but like they do have
an overhead $20.00 for an $80.00 print and it's a nice print.
Is is super fucking reasonable. Not only that, not only that, it
is available on Negrado press, which is I do have a couple
things from there. It's an Italian press, so the
game is available over there, which I think I mean anytime you
have a game in multiple languages, I think that adds to
the value of the game. Absolutely.
And on top of the buildings. Yeah, get it in another country.
Yeah, huge. And on top of that there is,
there is for 13 USD an introductory campaign for print
Weaver, the end of Amarna Amarna, which is the beach we
saw in there, which which looks fantastic.
Editing, development of Matt K again, cover art again by Justin
McElroy. Wait, are there physical copies
available? I think it's Justin McElroy.
Whatever McElroy. Same fucking shit.
It says physical copies available soon but when I click
it, it just takes me to the the primary page.
So were there physical copies available of that?
And if if not, will there be some soon?
Hold on, I'm watching an ad for Metaquest on our channel.
No, there were and they're sold out.
I don't have it. I can't believe I don't have
something. Yeah, I can't believe you don't
have something. Yeah.
That's crazy. That makes me sad.
The cover. The cover goes fucking hard.
Dude, let me, let me, let me throw the cover up here just so
people can see what it looks like.
The cover goes super hard. Another McElroy Dick.
You see chat. No, I just got my physical
copies. It should be out soon.
Fuck yeah. Cool.
Because Ryan. Really wants to make sure
there's nothing in his collection that he doesn't have
so. So this is the cover.
This is the cover for end of Amara.
It looks fucking great. I already I already did the
e-mail notification, so I'll get that.
Oh cool. Oh.
Isn't it? It's good use of green.
Very cool. Yeah, that looks fantastic.
Wow, so. For those of you listening, I we
did a bad job of narrating what we're looking at as we watch the
show. We're having one of those days,
but it is like this great, like that kind of fingerprint texture
castle with what is in the sky is like a giant bat.
Yeah, that's a giant bat. That's a Marner.
I think it's the yeah. Yeah, yeah.
And it's kind of like these green streaks now, the moon
behind, it's kind of green, but it still has that very like
black and white or like grey, dark grey and white.
It is very, very pretty. I kind of want that as a poster,
honestly. No, it would be a sick poster.
It would be a great poster. So it's $13 PDF and then the
there will be physical copies available.
So that obviously adds to the value because there is a whole
introduction campaign which will have a print version, has an
Italian version and 20 bucks honestly for this is super much
for this you. Should raise the price so.
What are we thinking for value? I don't know, that's like AI
think for that I'm I'm thinking a higher number.
What are you thinking? I have a number in here.
If it's the same as one that you say, then I'll say done.
No, Say your number. No, I haven't.
You have to say yours. An 8.
An 8 is what I had. So all right, listen, we always
are like, like This is why we do the show together.
So that is that is what it's going to be 7 + 6 + 8 + 9 + 8.
That is a 38. That's a respectable score.
That is an extremely respectable score, and if there were
hyperlinks and bookmarks and stuff like that, that could have
been in the 40s, I think. What's the high score you ever
get about 4344 or something like that?
I don't remember. So very, very solid score,
especially with our new scoring metric.
That's one of the higher ones. I think we've given out in a
little bit. I really enjoyed this game a
lot. And like I said, I really like
that as we went through like this is kind of the OSR.
Then you go wait a minute, this is like more and better.
But but yeah, let's see off World Lords 393240353736.
So one of the top two or three scores you've given this year.
And I think he deserves it. I think this is a great game
that that is print Weaver from NL Morrison is available in
print over on exalted. Grab it on their each page as
well and go search print Weaver on exalted and do an e-mail
note. Well don't actually don't notify
until I get my copy. So when this goes live, I will
post a a picture of Hell Night, the Black Rainbow Society.
Make sure to go like that. So next time we do an episode,
we will be giving away a copy of this.
Make sure to go check that out. I'll make sure the links to all
the stuff that was at the beginning with the Kickstarter
is there and make sure obviously the links to all the Park Weaver
stuff is there. And catch us on No, yeah, yeah.
No settings on this week. We're figuring out some new
schedules, some new jobs. But on Wednesday, Zach Jelly,
Muppet from Soul Muppet Publishing, will be on Wednesday
morning to talk about Mad as Hell, and we'll be back Saturday
10:50-ish for whatever we decided to do next.
Week Hunter's work lets him out. There you go.
First, thank you so much in L Morrison for being in chat with
us today. We love when the creators are
here so we can match questions off them.
It's always nice to get some, you know, inside baseball as we
go through some stuff. So really appreciate that and
thank you for listening, Hunter. Beautiful as always.
And we'll see you all next week. Bye.