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Hello and welcome to the Weekly 
Scroll podcast. 

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My name is Ryan. 
And I'm Zachariah Trench. 

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And tonight we are going to be 
going over the company from 

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Logan Dean. 
I do not have it physically in 

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hand because I think the last 
print room was like 2 years ago.

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But hey, do another print run 
because I really want it. 

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Very rare you don't have it in 
hand for the show, you know, I 

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like it, really is like, I 
genuinely almost have 

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everything. 
And if I don't have it, I'll 

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spend way too much money to get 
it. 

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We scour in eBay, Yeah, yeah, 
yeah, definitely spend too much 

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money on eBay. 
On a couple of games I found the

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Spire of Quetzal, which I was 
supposed to get from Free 

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League, but they fucked up and 
gave them all the way before 

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they fulfill their Kickstarter. 
So spend too much money to get 

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one of those. 
So that's fun. 

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We're already off topic. 
Whoo. 

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Hey, listen, this is how it 
goes. 

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We got a couple minutes of 
bullshit here in the beginning 

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for those that are unaware. 
Also, we have started side 

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quests, Definitely want to go 
check out our first episode with

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the Guild and we got a couple 
coming up soon. 

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We're just trying to reschedule 
our Mouse Rider game of Side 

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Quest and then we have a couple 
fun ones coming up in October. 

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Excited for that and I. 
Do I'm also excited to, in a 

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month or two, live in a state 
where the power doesn't really 

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shut off for five hours. 
So yeah, really good. 

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We do. 
And you'll be in the same time 

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zone as me. 
So we can actually, like, I 

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don't know, have the same energy
level ish for the whole episode 

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and it'll. 
Be a fun change. 

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I mean, it's hard cuz like, you 
know, for you we started the 

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show at like 6:00 PM and like I 
would say it's like 8 early for 

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me. 
So like, you know, by the time 

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we're done, I'm like, damn, it's
it's late brother. 

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I'm sleepy. 
I'm old. 

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You can come out here. 
We'll just start it at 7:00 PM 

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and just split the difference. 
But I'll probably keep going at 

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6:00, so I don't think we're 
not, we're not really 

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spotlighting anything. 
I've got some Kickstarter stuff,

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but we're going to wait till we 
both get that. 

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So I think we're good. 
Kind of just hop right in, 

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right? 
Yeah, you know, why not? 

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Let's do it. 
You know, let's do it. 

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Let's review this game. 
Let's do it so the game real 

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quick. 
It comes in this game of 

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corporate horror, right? 
So you play as as corporate 

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response teams of like a rich 
corporation to like horrible 

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shit. 
But it comes in three, I'm going

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to call it two books and then 
like an extra bit. 

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So we'll go over both books and 
a little bit of the extra bit 

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too, because honestly, this is 
really short all around. 

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But let's let's actually kick 
over and look at it. 

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So this is Wuhan Baxter internal
use only employee handbook. 

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I love the use of this in World 
kind of Employee Handbook. 

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Welcome to the company bit in 
the beginning, it's really 

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great. 
Yeah, it's I do like the yeah, 

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yeah, I always like the there's 
other things that do very 

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similar things. 
But so yes, the employee 

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handbook like beautiful. 
It's like, hey, in case of 

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emergency, yeah. 
Really leads us like corporate 

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satire aspect. 
Absolutely. 

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I know on one of them, I can't 
remember which one. 

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There is a like a red Zine with 
like the white bar. 

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That's kind of what I mimicked 
the our socials after, if you 

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saw any of that stuff. 
But I would love to see this as 

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like every employee handbook 
I've got. 

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I don't know about you, but it's
got like a white like ring 

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binding on it and you like flip 
it like that would be so great. 

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Lossy pages, right. 
Yeah. 

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I was like, yeah, yeah, yeah, 
I've gotten exactly those 

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before. 
Yeah, that would be. 

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That would be dope to see that 
come up as this. 

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But as we said, this is pretty 
short. 

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I think the employer Handbook is
only like 24 pages and that's 

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including everything here. 
So there's no. 

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Way it just it feels, I don't 
know, 24 sounds like more than 

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it actually is. 
But yeah, I think you're right. 

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So yeah, but I mean there's some
pages that are like a ton of art

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and and things like that, so. 
Looking. 

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It's very easy to read, you 
know, incredibly readable, super

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readable, super readable. 
And I I think, like we had a 

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different first impression of 
this because a lot of times what

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we do is we'll both read it. 
And the first time we actually 

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get to talk about it is like the
5 minutes before the show 

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starts, we go, what do you 
think? 

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And the other person will be 
like, oh, I think this and 

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nobody will be like, oh, I think
that. 

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I think I had a little different
perspective. 

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Like I I fell in love with this 
game right away. 

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And I think you were just like. 
I don't think it's bad at all. 

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It's a game. 
It's definitely like, you know 

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the game for sure. 
Yeah. 

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But I'm gonna, I guess I'll go 
through and talk about why I 

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really loved it right off the 
bat. 

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But as Hunter said, like, it's 
really clean. 

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It's really light. 
I will say it's super light. 

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I do. 
Like that God I love me AZ game 

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like and this like I will say 
that this is, this is definitely

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like a complete game. 
You know, there's a couple 

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zines, very easy to go through. 
Like every time we go through 

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something that's big, I'm just 
like, but this exists, you know?

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And this is great. 
Yeah. 

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I mean, that's exactly what it 
is. 

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Like, I know there are games out
there that could do a similar 

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thing with five times as many 
pages. 

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And I don't know why they do. 
Yeah, I don't need all of that. 

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I will say. 
And as we go through this, there

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are a couple of things that 
there were definitely points 

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where I wouldn't mind two to 
three more pages, you know what 

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I mean? 
But everything that's missing, 

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it's not like something's 
missing. 

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It's more of like let the GM 
decide what they want to do with

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that. 
And I'm I don't mind that as 

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like a ton but I do sometimes 
like would rather hear what the 

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creator's perspective on it was.
But front page here as we said 

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it looks like an employee 
handbook. 

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There's a WB logo for Wuhan 
Baxter which is the name of the 

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the company, the Megacore. 
It's pretty dope logo. 

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It's got like a triple like in 
color. 

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It's got a very like kind of 
like 80s orangey reddish kind of

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vibe. 
It's like a W B's. 

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There's like 3 stacked on each 
other and then you immediately 

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go into an overview page and 
this is I love these right at 

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the beginning. 
This is just a breakdown of 

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pretty much the the rules of the
game. 

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You have a skill roll D10 chart,
so it gives you. 

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This is a mixed success game 
using dice pools. 

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So you will roll D 10s and 
you'll build up a number of D 

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10s and then you'll get mixed 
success based on one is a 

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critical fail, two to seven is a
failure, 8 to 9 is a 6/6 

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success, and 10 is a critical 
success. 

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And one of the things you build 
up throughout the entire game is

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stress. 
A lot of stress. 

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And that's one of the things 
that I fell in love with right 

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away. 
I love games that use stress 

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mechanics and and consequences. 
And so going through that real 

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quick, you have at A1 you get 
you add +2 stress and you would 

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automatically roll the burnout, 
which we'll get to. 

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Two to seven is a failure, you 
add one stress. 8 to 9 is a 

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success. 
You get a success and then a 

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critical 10, you get 1 success 
and you can actually remove one 

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stress. 
And when I first looked at that 

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in my brain I went I'm not good 
at math, that feels wrong. 

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So I brought up a dice thing. 
You know, I know D6 is more than

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D 10s, eight. 
Plus if you get at least two D 

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10s an 8-9 or ten, you have a 
51% chance of rolling an 8-9 or 

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ten on at least one die. 
Which feels like, I mean, it's 

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only 30% of the numbers. 
Right. 

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But it's a 50% chance, which is 
interesting. 

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I I like the D 10s versus the D 
sixes and gives you a little bit

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more spread I think, which is 
interesting. 

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Yeah, I need to lay it out. 
I was doing the math on the 

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individual dice just to see what
was on. 

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I mean, obviously D 10s every, 
it's 10% every number and then 

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D6 is what, 16 ish percent? 
Yeah. 

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So I I found a dice calculator 
actually I was looking for one 

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and I found a different one that
literally gives you the things 

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like a whole stack where it says
like you know greater than or 

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equal to to like X greater than 
equal to at least One X. 

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Like it was a really for for the
dice that we use it was great 

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Remember Me to send you that. 
So basics of the skill rolls and

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there's difficulty checks so 
there are trivial which is 0 so 

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you don't roll it all easy which
is you need at least one 

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success. 
Difficulty is 2 success, 

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extremely difficult as three 
success and impossible as 4 

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success. 
So that's you know it's a 

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diceful system. 
So you need least those number 

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of successes. 
There's a Burnout roll table. 

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It's just a 1D table. 
You roll less than your current 

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stress and you add roll to 
stress and you compare with the 

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burnout effects. 
So we'll we'll probably roll 

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back to this in a little bit. 
One of the things I love right 

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away is this combat flow chart. 
This is. 

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Really nice. 
Very nice Flow, Listen, flow 

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charts everywhere. 
We need more of them, you know. 

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This is what I wish was full in 
blades in the dark. 

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Yeah, I and when I saw this, I 
was like, that's what Blades 

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Dark needed. 
Pretty immediately. 

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So pretty immediately. 
So real quick, no we'll we'll go

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over comment later but you'll 
see this comma flow chart 

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literally right on like the 
first page of the freaking Zine.

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And I and I love it's right 
there and a little thing. 

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This is take stress win. 
So right off the bat pretty much

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all of the tables that you're 
going to need in the comma flow 

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chart you need fit in one page 
right off the bat. 

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And one of the things I love 
about this, we've talked about 

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this before. 
I love rules. 

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At least a breakdown of the 
basic rules prior to character 

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creation. 
Yeah. 

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So I understand a game that has 
a like a quick reference at the 

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top or bottom of the book. 
You know, like just so I can 

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open it and be like okay, hold 
on real quick what? 

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And like this. 
Pretty much any question I would

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have about playing this game, I 
could I could answer right on 

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this page and every I think it's
like every game should do that, 

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even if there's a bigger, more 
like complicated system. 

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Like, I definitely think there's
a way to put a 2 pages at the 

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back of any book and just be 
like here's the most basic. 

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Like how this game works, like 
mechanically and you're like, 

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okay, cool. 
Yeah, yeah, absolutely. 

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I mean, there's just, I just 
don't find any reason not to. 

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Like a perfect example is Merck 
Borg like? 

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Yeah, it really is. 
They do pages or just yeah. 

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It's really is kind of simple 
and like I yeah, I couldn't 

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think of the reason why you 
wouldn't do that. 

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Especially because like a lot of
people put up books where. 

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A big thing, it's like we want 
this to be very usable at the 

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table. 
We want this to be very GM 

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runner friendly or whatever, you
know. 

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And it's like, well then the 
quick reference at the back or 

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at the top of the book, you 
know, Yeah. 

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And it's nice when it's on the 
in pages too, cuz like I was 

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saying one thing, the markborgs 
are on the in pages. 

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Yes, because it makes the book 
like the easiest. 

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Unless you have like a weird 
binding or something, the page 

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the book will open easiest and 
say open easiest with just the 

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cover. 
So the fact that it's on the end

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pages makes it too breathful. 
But anyway, so there's the 

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overview and then we get to a 
welcome page which is more in 

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World Employee Handbook. 
Fun. 

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Really love this again. 
Like it's interesting too that 

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they use it. 
I feel like they use it in a 

224
00:11:25,550 --> 00:11:28,130
really good way here, Like if 
the book was longer they could 

225
00:11:28,130 --> 00:11:30,810
maybe convert this into like the
whole thing written, like an 

226
00:11:30,810 --> 00:11:32,730
employee handbook. 
But I like how it's just a 

227
00:11:32,730 --> 00:11:34,610
couple pieces in the front and 
then it just gives you the 

228
00:11:34,610 --> 00:11:37,210
rules, so it says welcome. 
I have the director, you know. 

229
00:11:38,210 --> 00:11:40,450
Well, no, We'll just yeah, we'll
just read this here. 

230
00:11:40,450 --> 00:11:42,210
Welcome. 
Welcome to the Wuhan Baxter 

231
00:11:42,210 --> 00:11:45,490
Corporation, exclamation point. 
You are joining a proud 

232
00:11:45,490 --> 00:11:48,210
tradition of innovation, 
invention and manufacturing the 

233
00:11:48,210 --> 00:11:51,650
dates back over 300 years. 
In the pages of this handbook, 

234
00:11:51,650 --> 00:11:54,250
you will find the tools needed 
to become an integral part of 

235
00:11:54,250 --> 00:11:57,690
our corporate family as a member
of the Asset Recovery and Art 

236
00:11:57,690 --> 00:11:59,810
Containment division known as 
ARK. 

237
00:12:00,290 --> 00:12:02,930
On behalf of myself, the Board 
of Directors, and everyone at 

238
00:12:02,930 --> 00:12:06,370
WB, welcome aboard. 
We look forward to the stunning 

239
00:12:06,370 --> 00:12:09,850
accomplishments in your future. 
Jonas Baxter, chairman. 

240
00:12:09,850 --> 00:12:12,770
I love the fake signature. 
You know, it reminds me of when 

241
00:12:12,770 --> 00:12:16,110
I was like. 18 or 19, I got a 
job at Sam's Club, which is 

242
00:12:16,110 --> 00:12:18,070
Walmart company, and it's the 
same thing. 

243
00:12:18,070 --> 00:12:20,350
It's like, get the book and 
you're like, welcome to the 

244
00:12:20,350 --> 00:12:25,270
Walmart family. 
Sam Walton with the, with the, 

245
00:12:25,350 --> 00:12:28,830
the plugged signature, You're 
like, all right, cool. 

246
00:12:31,150 --> 00:12:34,230
Yeah. 
And it's got that WB tag on it. 

247
00:12:34,230 --> 00:12:36,790
Yeah, it's it's perfect. 
This is exactly what I said. 

248
00:12:36,790 --> 00:12:40,310
Like this is I worked at too 
many places that have this exact

249
00:12:40,310 --> 00:12:41,590
fucking thing in the front, and 
it's great. 

250
00:12:42,650 --> 00:12:45,570
So at the bottom here, Air is 
the company. 

251
00:12:45,810 --> 00:12:48,410
It gives a breakdown of who the 
writer and designer are, which 

252
00:12:48,410 --> 00:12:50,970
is Logan Dean. 
Logan Dean's done some really 

253
00:12:50,970 --> 00:12:52,730
great stuff. 
He's most recently worked with 

254
00:12:53,450 --> 00:12:56,250
the Sherman Rock and World Champ
game code in 1978. 

255
00:12:56,810 --> 00:13:00,450
The horror game preorders are 
still open, so you can go snag 

256
00:13:00,450 --> 00:13:01,890
that. 
We definitely talked about that 

257
00:13:01,890 --> 00:13:03,930
on the show. 
It looks like a fun time. 

258
00:13:03,930 --> 00:13:06,050
I mean, I backed it, so I'm 
going to get it. 

259
00:13:06,050 --> 00:13:10,650
But yeah, obviously, yeah, yeah.
We had a whole episode where 

260
00:13:11,090 --> 00:13:13,450
Adam came on and talked about 
it, and Logan worked with Adam 

261
00:13:13,450 --> 00:13:15,410
on that project and it looks 
fantastic, so definitely want to

262
00:13:15,410 --> 00:13:17,570
go check that out. 
Alexander Mitchell is the 

263
00:13:17,570 --> 00:13:21,570
illustrator. 
I love when creators do this 

264
00:13:21,570 --> 00:13:23,130
too. 
All the typefaces used in the 

265
00:13:23,130 --> 00:13:24,890
book are listed here, which is 
great. 

266
00:13:26,290 --> 00:13:28,650
It makes it especially for 
socials, because I do try to 

267
00:13:28,650 --> 00:13:31,170
make our socials like kind of 
look like the game that we're 

268
00:13:31,170 --> 00:13:32,890
doing. 
It's really super helpful. 

269
00:13:33,650 --> 00:13:35,530
And then there's. 
Actually make your own little 

270
00:13:35,530 --> 00:13:37,770
module that like, fits into the 
style. 

271
00:13:37,770 --> 00:13:39,410
You're like, cool. 
I know what the style is. 

272
00:13:39,410 --> 00:13:43,170
You know, it's fantastic. 
That lemon, that lemon milk by 

273
00:13:43,170 --> 00:13:48,300
Mars NAV, the actual accompany 
like writing for like the cover.

274
00:13:48,500 --> 00:13:52,580
Such a nice clean font. 
It's really great and it's free.

275
00:13:52,580 --> 00:13:56,020
I was able to just download it. 
So there is an index here. 

276
00:13:56,180 --> 00:13:58,100
It's not hyperlink but the 
things like 20 pages, so it 

277
00:13:58,100 --> 00:14:00,140
doesn't bother me. 
Yeah, I think we're, I think I 

278
00:14:00,140 --> 00:14:02,140
might let it slide on this one. 
Yeah. 

279
00:14:02,660 --> 00:14:05,020
And there's no bookmarks either.
But again, like this is a Zine 

280
00:14:05,020 --> 00:14:08,660
Zine like so. 
Zine, Zine, you know. 

281
00:14:08,780 --> 00:14:11,620
Also, there's a quick reference 
to the rules on the first page 

282
00:14:11,620 --> 00:14:15,420
of the Zine, so it's like you 
know exactly. 

283
00:14:15,880 --> 00:14:19,240
And considering that like pages 
7 to 16 are all just like your 

284
00:14:19,240 --> 00:14:20,760
character sheets and character 
creation, it's. 

285
00:14:20,960 --> 00:14:23,800
Mostly character like yeah, it 
really is. 

286
00:14:23,800 --> 00:14:25,280
It's incredibly usable out the 
gate. 

287
00:14:25,320 --> 00:14:28,080
I mean by the nature of it being
a scene with the rules in the 

288
00:14:28,080 --> 00:14:31,040
first page and that. 
And that's the thing too, is 

289
00:14:31,040 --> 00:14:34,960
like this. 
This could easily be given 50 

290
00:14:34,960 --> 00:14:37,880
pieces of color art. 
Like you could easily see this 

291
00:14:37,880 --> 00:14:41,280
done up almost like like Blade 
Runner from like Free League and

292
00:14:41,280 --> 00:14:43,640
make it like 100 page scene with
the same number of rules. 

293
00:14:43,840 --> 00:14:47,720
Doesn't need it though. 
But you get blamed by by free 

294
00:14:47,720 --> 00:14:52,200
league. 
Oh yes, I didn't so oh, I did 

295
00:14:52,320 --> 00:14:55,360
yeah, I I am starting to peel 
away from from some of the stuff

296
00:14:55,360 --> 00:14:57,400
free leagues but now because I'm
tired of the fucking IPS. 

297
00:14:57,400 --> 00:15:02,320
But but I I did get a lot of 
their stuff for a long time and 

298
00:15:02,320 --> 00:15:04,800
it is good. 
So anyway, so introduction. 

299
00:15:04,800 --> 00:15:08,400
Play the game. 
Employees, careers, equipment 

300
00:15:08,400 --> 00:15:09,720
and personnel form. 
That's it. 

301
00:15:09,720 --> 00:15:11,680
That's the whole scene. 
It's like 24 pages. 

302
00:15:12,000 --> 00:15:15,670
And the last game is like the 
weekly scroll and boom, there we

303
00:15:15,670 --> 00:15:18,310
go. 
So, so we got we start the 

304
00:15:18,310 --> 00:15:20,510
introduction. 
The company is a survival horror

305
00:15:20,510 --> 00:15:23,590
game centered around corporate 
emergency response teams and the

306
00:15:23,630 --> 00:15:25,790
aftermath of the situations 
they're assigned to deal with. 

307
00:15:26,110 --> 00:15:28,830
Players take on the roles of 
employees assigned to response 

308
00:15:28,830 --> 00:15:31,270
teams that quickly fund 
themselves in over their heads 

309
00:15:31,470 --> 00:15:35,230
with one player facilitating 
play as the game manager. 

310
00:15:36,270 --> 00:15:38,910
That's it. 
I, I, and I love that vibe right

311
00:15:38,910 --> 00:15:40,270
off the bat. 
I feel like it's almost like a 

312
00:15:40,270 --> 00:15:43,870
mix of like Fist and mothership 
in my mind, you know what I 

313
00:15:43,870 --> 00:15:46,990
mean? 
So I'm finished. 

314
00:15:46,990 --> 00:15:48,030
The vibes. 
Yeah. 

315
00:15:48,030 --> 00:15:49,470
Mother. 
Fist, Fist. 

316
00:15:49,510 --> 00:15:50,550
Mother. 
Yeah. 

317
00:15:51,750 --> 00:15:54,390
That was better. 
Yeah, Mother Fist is good. 

318
00:15:54,590 --> 00:15:56,830
So. 
But this game, this game did 

319
00:15:56,830 --> 00:16:00,150
come out in like I think maybe 
like 2017 or 2018. 

320
00:16:00,670 --> 00:16:02,470
You know, it's crazy. 
The number of games that have 

321
00:16:02,470 --> 00:16:05,470
come out since 2018, like like 
when I was reading through the 

322
00:16:05,470 --> 00:16:08,770
Black Hack came out in 2018. 
Yeah, the amount of stuff that's

323
00:16:08,770 --> 00:16:11,530
come out in the last five years 
that completely changed the 

324
00:16:11,530 --> 00:16:14,650
TTRPG space that I thought was 
way older is crazy. 

325
00:16:14,650 --> 00:16:17,690
I. 
Mean one of the stuff that I 

326
00:16:17,690 --> 00:16:20,930
mean that I am super into is 
like, and there's a ton of shit 

327
00:16:20,930 --> 00:16:23,330
now. 
It's like 2020 on because 

328
00:16:23,330 --> 00:16:26,290
everyone was stuck in their 
homes through this thing that 

329
00:16:26,290 --> 00:16:29,330
happened for a couple years and 
it's still happening. 

330
00:16:30,490 --> 00:16:32,930
And yeah, and so it forced 
everyone to put to like, I don't

331
00:16:32,930 --> 00:16:36,010
make a bunch of games for my 
buddies to play, you know? 

332
00:16:36,130 --> 00:16:39,490
I mean, if you play. 
With my buddies, if there is any

333
00:16:39,490 --> 00:16:42,530
Silver lightning whatsoever, it 
is the IT is the stuff that 

334
00:16:42,530 --> 00:16:46,770
people were able to produce when
they were not allowed to do 

335
00:16:46,770 --> 00:16:50,530
anything else. 
So so rolling dice. 

336
00:16:51,050 --> 00:16:53,290
Basically it's just any trivial 
task involved. 

337
00:16:53,290 --> 00:16:56,130
You roll 10 inside a dice and 
the number of detuns rolled is 

338
00:16:56,130 --> 00:17:00,250
determined by your employees 
Score in the skill and the 

339
00:17:00,250 --> 00:17:03,790
skills can be combined with 
various different things. 

340
00:17:04,270 --> 00:17:06,829
Using logical argument you might
be able to use multiple skills, 

341
00:17:07,990 --> 00:17:12,589
items and or perks and then you 
have burnout and stress burnout 

342
00:17:12,589 --> 00:17:14,390
effects that can subtract some 
dice as well. 

343
00:17:14,550 --> 00:17:16,869
But for the most part you are 
building a dice pull based on 

344
00:17:16,869 --> 00:17:20,190
your items and skills and then 
you roll your dice pull and take

345
00:17:20,190 --> 00:17:24,990
the highest one number of dice. 
So it's really the same system 

346
00:17:24,990 --> 00:17:28,069
as as as it's. 
Correctly, Yeah. 

347
00:17:28,830 --> 00:17:33,380
So it's it's just D 10s of the 
same thing, which is cool. 

348
00:17:34,100 --> 00:17:36,260
So that there's the D10 role 
which we talked about in the 

349
00:17:36,260 --> 00:17:39,060
beginning, which is the credit 
10/8 to 9 success, two to seven 

350
00:17:39,060 --> 00:17:42,620
failure and the one crit fail 
with the various successes and 

351
00:17:42,700 --> 00:17:44,700
burnouts and stresses associated
with that. 

352
00:17:44,940 --> 00:17:46,820
There's the difficulty role 
right there, which you already 

353
00:17:46,820 --> 00:17:49,980
went over as well. 
And then there is the play of 

354
00:17:49,980 --> 00:17:53,860
the game. 
So I will say there are a a 

355
00:17:53,860 --> 00:17:57,860
couple of things that I actually
wrote notes on like the very few

356
00:17:58,140 --> 00:18:01,490
critiques I had as far as like 
the way this was written and one

357
00:18:01,490 --> 00:18:07,770
of them is pretty early here I 
was at work and it was actually 

358
00:18:07,770 --> 00:18:10,410
not super busy. 
So I actually sat down and wrote

359
00:18:10,410 --> 00:18:14,530
some notes okay. 
So this is the question I had. 

360
00:18:14,530 --> 00:18:17,010
So resolving skill rules after 
constructing a dice full 

361
00:18:17,010 --> 00:18:19,250
employees role against an 
acting's difficulty. 

362
00:18:19,650 --> 00:18:21,890
So it's a state of difficulty 
right off the back from the GM. 

363
00:18:21,890 --> 00:18:23,570
So you need at least two 
successes. 

364
00:18:23,570 --> 00:18:27,850
You need 3 successes, etcetera, 
executing their highest role one

365
00:18:28,690 --> 00:18:30,970
by determining if they were 
successful and taking any stress

366
00:18:30,970 --> 00:18:33,290
incurred. 
Successes that are rolled but do

367
00:18:33,290 --> 00:18:35,890
not succeed. 
More difficult tasks may be 

368
00:18:35,890 --> 00:18:38,290
banked and the role may be 
pushed. 

369
00:18:38,730 --> 00:18:42,730
OK, that is a question I have. 
So I'm actually going to jump 

370
00:18:42,730 --> 00:18:44,970
ahead a couple real quick in 
the. 

371
00:18:44,970 --> 00:18:46,610
So the next thing is spinning 
against yourself. 

372
00:18:46,610 --> 00:18:49,170
We'll go over that in a second. 
Then there's unskilled roles, 

373
00:18:49,170 --> 00:18:51,210
which we'll go over in a second,
and then it goes down to pushing

374
00:18:51,210 --> 00:18:55,260
a role. 
OK, I'm always of the mind that 

375
00:18:55,260 --> 00:18:57,980
if you discuss another rule in 
the game, you might as well put 

376
00:18:57,980 --> 00:18:59,780
that rule right after if it 
makes no difference. 

377
00:18:59,820 --> 00:19:02,780
So I wouldn't mind pushing it. 
I also, yeah, I mean, because 

378
00:19:02,780 --> 00:19:05,220
I'm a I'm immediately going to 
go down to go, OK, pushing a 

379
00:19:05,220 --> 00:19:07,740
role. 
So, right, so this says now, 

380
00:19:07,740 --> 00:19:10,540
listen, now, now, hear me now. 
Any failed role may be 

381
00:19:10,540 --> 00:19:12,540
reattempted or pushed at greater
risk. 

382
00:19:13,020 --> 00:19:15,740
If a role is pushed, the 
resulting role double s any 

383
00:19:15,740 --> 00:19:19,140
stress incurred and may lead to 
unforeseen consequences that the

384
00:19:19,140 --> 00:19:22,420
gym decides upon. 
Dice added to A roll by taking 

385
00:19:22,420 --> 00:19:25,020
stress, losing health, or 
spending drive, which we'll get 

386
00:19:25,020 --> 00:19:28,380
to in a second, are not added to
a pushed roll pool. 

387
00:19:29,140 --> 00:19:32,380
Combat rolls, fight, Dodger, 
body cannot be pushed. 

388
00:19:32,580 --> 00:19:36,500
First of all, I love this. 
I honestly this is the reason 

389
00:19:36,540 --> 00:19:41,540
the the core of the fact that 
every roll you roll can develop 

390
00:19:41,540 --> 00:19:43,380
stress, not just if you decide 
to push. 

391
00:19:43,380 --> 00:19:46,580
You get stressed, right? 
Really, Because that could have 

392
00:19:46,580 --> 00:19:47,740
been an option. 
Where you push, you get 

393
00:19:47,740 --> 00:19:49,220
stressed. 
This is stressed every roll. 

394
00:19:49,220 --> 00:19:51,600
You could potentially get 
stressed and I but I love 

395
00:19:51,600 --> 00:19:53,760
pushing the role and even being 
able to spend against yourself 

396
00:19:53,880 --> 00:19:57,920
what you'll get to in a second. 
But The thing is, in the pushing

397
00:19:57,920 --> 00:20:01,440
a role section, it doesn't talk 
about banking or what banking 

398
00:20:01,440 --> 00:20:04,160
is. 
I assume it means that your 

399
00:20:04,160 --> 00:20:08,680
successes can be held, but it's 
weird because that the the this 

400
00:20:08,960 --> 00:20:11,200
I feel like the rules for that 
is kind of across two different 

401
00:20:11,200 --> 00:20:12,840
little sections here. 
It is. 

402
00:20:12,840 --> 00:20:15,040
I wouldn't mind it. 
I see it like it's like the last

403
00:20:15,040 --> 00:20:19,400
sentence of resolving and then 
it's referred to and pushing. 

404
00:20:19,400 --> 00:20:21,000
I wouldn't mind being like 
banked. 

405
00:20:21,200 --> 00:20:28,760
Like if you roll 3 successes on 
a four success needed, then you 

406
00:20:28,760 --> 00:20:32,960
can slub it and yeah, hold those
3, right? 

407
00:20:33,280 --> 00:20:35,360
Yeah. 
And I can only imagine because 

408
00:20:35,360 --> 00:20:37,280
we're grown adults that have 
used words before that that's 

409
00:20:37,280 --> 00:20:40,080
what banked means. 
But a tiny bit of clarification 

410
00:20:40,080 --> 00:20:41,960
and maybe just dropping that 
into. 

411
00:20:42,720 --> 00:20:45,880
Pushing a rule section or having
it in there again, just another 

412
00:20:45,880 --> 00:20:46,600
line. 
This is what I'm saying. 

413
00:20:46,600 --> 00:20:49,720
Like I feel like this book would
benefit from like even just like

414
00:20:49,720 --> 00:20:52,000
one. 
I was I said 2:00 to 3:00, but 

415
00:20:52,000 --> 00:20:54,440
the amount of rules I can fit on
one page in here, even just one 

416
00:20:54,440 --> 00:20:55,880
more page worth of just 
clarifications. 

417
00:20:55,880 --> 00:20:57,080
I'm going to space everything 
out a little bit. 

418
00:20:57,080 --> 00:20:59,520
That's one of the ones where I'm
like this is what I would do and

419
00:20:59,520 --> 00:21:01,280
this is what makes sense to me. 
But I wouldn't mind it being 

420
00:21:01,280 --> 00:21:04,640
slightly more clear. 
I've been trying to say here 

421
00:21:04,640 --> 00:21:06,600
this whole time, thinking of 
like what this dice. 

422
00:21:06,680 --> 00:21:10,640
This dice mechanic also reminds 
me of and it's it's like a mix 

423
00:21:10,720 --> 00:21:16,570
of To Die Dark in Primal Quest 
because like, it's a number of 

424
00:21:16,570 --> 00:21:19,090
hits, you know. 
Yeah, yeah, yeah, yeah. 

425
00:21:19,650 --> 00:21:22,730
Primal Quest for I, you know 
what, even more so I think this 

426
00:21:22,730 --> 00:21:24,810
is just straight up reminds me 
so much of Primal question. 

427
00:21:24,810 --> 00:21:26,970
Primal Quest came out much later
than the company. 

428
00:21:27,410 --> 00:21:31,010
But yeah, and it uses well, that
one is a little bit different 

429
00:21:31,010 --> 00:21:33,290
because there's an extra 
mechanic at the end which is 

430
00:21:33,290 --> 00:21:35,410
like you subtract positives and 
negatives, right. 

431
00:21:35,450 --> 00:21:38,930
That does remind me a lot of 
that and honestly, in a dice 

432
00:21:38,930 --> 00:21:42,100
pull system, this. 
I really do enjoy this. 

433
00:21:42,220 --> 00:21:44,340
And for all those people that 
said that I sounded like I hated

434
00:21:44,340 --> 00:21:46,340
Blades in the Dark, I think 
Blades in the Dark is great. 

435
00:21:46,820 --> 00:21:48,700
I just I really want to play 
this. 

436
00:21:49,460 --> 00:21:51,420
It's not that I hated it, but 
they're like, man, right? 

437
00:21:51,420 --> 00:21:52,860
Seem to have a lot of negative 
things to say. 

438
00:21:52,860 --> 00:21:55,180
Here's the thing, we don't do 
games on this show that we don't

439
00:21:55,180 --> 00:21:55,980
like. 
You know? 

440
00:21:56,100 --> 00:21:58,620
For the most part I thought 
Blades in the Dark was great. 

441
00:21:58,940 --> 00:22:01,860
I think that core dice mechanics
are the best part of it, and 

442
00:22:01,860 --> 00:22:04,060
it's just some of the extra 
stuff that I wasn't as big a fan

443
00:22:04,060 --> 00:22:06,300
of. 
But that core dice mechanic is 

444
00:22:06,380 --> 00:22:09,140
is reminiscent in here, which is
the. 

445
00:22:10,370 --> 00:22:15,490
The build a dice pool aspect of 
it so and then there's a YouTube

446
00:22:15,570 --> 00:22:18,490
down read and read comments so. 
Yeah. 

447
00:22:18,530 --> 00:22:20,650
So the next thing after 
resolving roles of spending 

448
00:22:20,650 --> 00:22:22,210
against yourself, I really enjoy
this. 

449
00:22:22,210 --> 00:22:25,490
So employees can add dice rules 
through voluntary sacrifice in 

450
00:22:25,490 --> 00:22:28,650
order to survive. 
So you can actually reduce one 

451
00:22:28,650 --> 00:22:32,130
of your. 
You can reduce drive, which is a

452
00:22:32,290 --> 00:22:36,330
a a thing we'll get to in 
character creation where it's a,

453
00:22:36,330 --> 00:22:39,670
it's a pool that you have. 
By one. 

454
00:22:39,670 --> 00:22:42,310
And you can do that to any role.
You can reduce your health by 

455
00:22:42,310 --> 00:22:47,430
one for any physical or non 
combat roles, or you can add one

456
00:22:47,430 --> 00:22:50,150
stressed yourself for any 
intellectual or technical roles.

457
00:22:51,990 --> 00:22:53,670
Again, This is why I love this 
game. 

458
00:22:53,670 --> 00:22:57,590
The fact that every role you 
have can can accrue stress, the 

459
00:22:57,590 --> 00:23:00,110
fact that you can push yourself 
to occur even more stress. 

460
00:23:00,470 --> 00:23:03,390
And on almost any role outside 
of combat, you can actually 

461
00:23:03,390 --> 00:23:06,390
reduce your resources or 
increase your stress as much as 

462
00:23:06,390 --> 00:23:10,070
you want in order to survive. 
The amount of choice plugged 

463
00:23:10,230 --> 00:23:13,390
into that and how long you can 
be a lot of the time around of 

464
00:23:13,910 --> 00:23:17,430
various assets that you have 
available to you and like okay, 

465
00:23:17,430 --> 00:23:19,670
how much worse do I want to make
this for myself to make it out 

466
00:23:19,670 --> 00:23:25,110
of here, you know? 
It also feels very innately 

467
00:23:25,110 --> 00:23:26,670
within the rules, and I really 
enjoy that. 

468
00:23:26,670 --> 00:23:30,190
It makes your character feel 
extraordinarily expendable. 

469
00:23:31,050 --> 00:23:33,490
Like they're just another 
corporate cog because I feel 

470
00:23:33,490 --> 00:23:36,130
like you'll chew through 
characters which the corporation

471
00:23:36,130 --> 00:23:39,290
does not give a fuck about. 
And I just like that that's. 

472
00:23:39,530 --> 00:23:41,570
Yeah, so there's unskilled 
roles. 

473
00:23:41,570 --> 00:23:44,410
If an employee does not have 
points in the requisite scale to

474
00:23:44,410 --> 00:23:46,890
a temper roll, it does not want 
to add die. 

475
00:23:47,330 --> 00:23:50,610
They may roll 1D10 and resolve 
the next tier down on the roll 

476
00:23:50,610 --> 00:23:52,890
table. 
So basically you can just roll 

477
00:23:52,890 --> 00:23:57,890
1D10, but if you roll like a set
an 8 you actually it sounds like

478
00:23:57,890 --> 00:24:00,130
you actually then just get the 
tier for A7. 

479
00:24:00,710 --> 00:24:04,470
So it's not just that you're 
only rolling 1D ten, that you're

480
00:24:04,470 --> 00:24:07,670
rolling 1D10 and dropping by 1. 
So it's bad to not try to push 

481
00:24:07,670 --> 00:24:10,030
yourself, which is another thing
I love about it. 

482
00:24:10,670 --> 00:24:14,390
It's the game almost forces you 
to continue to like, hurt 

483
00:24:14,390 --> 00:24:16,230
yourself and put yourself at 
greater risk constantly. 

484
00:24:16,230 --> 00:24:18,910
Very cool. 
We talked about pushing roll a 

485
00:24:18,910 --> 00:24:20,630
little bit. 
We talked about collaboration is

486
00:24:20,630 --> 00:24:22,550
one of the things that also I 
wanted a little bit of 

487
00:24:22,910 --> 00:24:24,790
clarification on. 
So this is an interesting one. 

488
00:24:24,790 --> 00:24:25,830
So tell me how you feel about 
this. 

489
00:24:26,360 --> 00:24:28,120
Most roles are done by 
individual employees. 

490
00:24:28,120 --> 00:24:31,160
However, collaborating on roles 
may prove to be more useful. 

491
00:24:31,520 --> 00:24:34,840
If an employee adds their skills
to roll, another employee is 

492
00:24:34,840 --> 00:24:38,000
making to A roll. 
I think the whole typo. 

493
00:24:38,520 --> 00:24:41,240
They may roll their dice as if 
they were in the employee's 

494
00:24:41,240 --> 00:24:43,680
pool. 
This may result in the assisting

495
00:24:43,680 --> 00:24:45,800
employee taking stress. 
This is useful for difficult 

496
00:24:45,800 --> 00:24:48,960
tasks. 
So basically we could both say 

497
00:24:48,960 --> 00:24:53,000
fuck it, we're both doing a X 
skill roll and roll as many dice

498
00:24:53,000 --> 00:24:55,160
as we have. 
Our pool would be enormous. 

499
00:24:57,390 --> 00:25:00,790
It could be there's my whole 
pool plus your whole pool as if 

500
00:25:00,830 --> 00:25:03,670
you were adding yours to mine, 
and then we both get the the. 

501
00:25:03,670 --> 00:25:05,750
So if we somehow still don't 
succeed, we both would get 

502
00:25:05,750 --> 00:25:07,870
stress, which is a mechanic 
we've seen elsewhere. 

503
00:25:08,230 --> 00:25:11,110
But I feel like, why wouldn't 
everyone just always collaborate

504
00:25:11,110 --> 00:25:12,910
on every role, which I guess 
they could. 

505
00:25:13,910 --> 00:25:16,110
Yeah, I guess you could. 
I mean it's also, I don't know, 

506
00:25:16,110 --> 00:25:20,070
it's worded interesting. 
The may roll their dice as if 

507
00:25:20,070 --> 00:25:23,510
they were in the employees pool.
I mean, I guess it makes sense. 

508
00:25:23,950 --> 00:25:25,070
Yeah. 
I mean what's the limiting 

509
00:25:25,070 --> 00:25:27,150
factor on this? 
Just that you might take stress,

510
00:25:30,430 --> 00:25:34,030
you can use all of your guys for
that, for that specific pools 

511
00:25:34,030 --> 00:25:36,830
role every time like. 
I guess you could. 

512
00:25:36,830 --> 00:25:38,750
Here's The thing is like, you 
are still there are still going 

513
00:25:38,750 --> 00:25:40,950
to be plenty of times where you 
don't succeed and plenty of 

514
00:25:40,950 --> 00:25:43,350
times where you don't have a 
skill that someone else does 

515
00:25:43,350 --> 00:25:46,790
because the skills are so. 
I mean, I guess this is one of 

516
00:25:46,790 --> 00:25:48,510
those ones where like it does 
not bother me at all. 

517
00:25:48,510 --> 00:25:50,230
I think it's interesting. 
I also think like the 

518
00:25:50,230 --> 00:25:53,250
collaboration. 
Within like the corporation, 

519
00:25:53,250 --> 00:25:55,370
almost like the synergy, you can
almost call this instead of 

520
00:25:55,370 --> 00:25:59,530
collaboration would be fine 
because eventually you're going 

521
00:25:59,530 --> 00:26:01,530
to get to the point where you 
can't because you have too much 

522
00:26:01,530 --> 00:26:04,170
stress or too few skills or 
something like that. 

523
00:26:04,170 --> 00:26:06,290
So I don't think it's, I don't 
think it's a problem that I 

524
00:26:06,290 --> 00:26:08,730
think it could be in my head 
because of how limiting and 

525
00:26:08,730 --> 00:26:11,490
brutal this is. 
OK, so interesting. 

526
00:26:11,490 --> 00:26:13,810
I see your question though. 
It's something that I would have

527
00:26:13,810 --> 00:26:15,850
like a question in play where 
I'd just be like, let's 

528
00:26:15,850 --> 00:26:18,850
collaborate on everything and 
see what happens. 

529
00:26:19,330 --> 00:26:23,150
OK, so play the game. 
You get, which is also, I don't 

530
00:26:23,150 --> 00:26:26,270
know why Play of Game tweaked my
head a little bit. 

531
00:26:26,310 --> 00:26:29,390
I'm like, why do you just call 
it gameplay, but play of game, 

532
00:26:30,070 --> 00:26:33,590
play of game? 
So items, equipment and weapons 

533
00:26:33,590 --> 00:26:36,430
may be used to improve roles. 
Employees may carry as many 

534
00:26:36,430 --> 00:26:38,710
items as they wish without 
penalty at the GM's discretion. 

535
00:26:39,150 --> 00:26:45,710
Most firearms expand one round 
per turn, so that that that that

536
00:26:47,630 --> 00:26:51,290
like 2 lines right there. 
Made two more questions in my 

537
00:26:51,290 --> 00:26:54,570
mind as we went through this. 
Right So equipment and weapons 

538
00:26:54,570 --> 00:26:58,050
may be used to improve roles. 
So there's an equipment block 

539
00:26:58,050 --> 00:26:59,530
later that tells you how to do 
that right. 

540
00:26:59,850 --> 00:27:02,090
It says employees may carry as 
many items as they wish without 

541
00:27:02,090 --> 00:27:06,770
penalty at the GM's discretion. 
So that's pretty broad. 

542
00:27:06,850 --> 00:27:08,650
There's no inventory system. 
I wouldn't mind one though, 

543
00:27:09,450 --> 00:27:12,170
because listed later in the 
equipment section is the weight 

544
00:27:12,170 --> 00:27:16,250
of everything. 
So, and I I did read through the

545
00:27:16,250 --> 00:27:18,650
comments on ITCH and they 
basically and I I believe Logan 

546
00:27:18,650 --> 00:27:21,890
said leaving that part up to the
GM, that's one of those ones 

547
00:27:21,890 --> 00:27:23,810
where I'm like I would be 
totally fine if you didn't and 

548
00:27:23,810 --> 00:27:26,050
you just give me like at least a
rough something. 

549
00:27:26,050 --> 00:27:28,570
You know what I mean? 
Well, I think legally to run to 

550
00:27:28,610 --> 00:27:31,610
work in this position you need 
to be be able to lift at least 

551
00:27:31,610 --> 00:27:37,850
£50. 
And be flexible and OK with 

552
00:27:37,850 --> 00:27:41,250
fastpaced environments 
adaptability. 

553
00:27:42,640 --> 00:27:44,680
But yeah, so that's that's one 
of the ones I have where where 

554
00:27:44,680 --> 00:27:47,560
he, I think he specifically said
like I left that up to the GM's.

555
00:27:47,560 --> 00:27:49,560
I wouldn't mind if he didn't. 
And just give me an inventory 

556
00:27:49,560 --> 00:27:50,840
system. 
Just give me slots to build a 

557
00:27:50,840 --> 00:27:51,960
body or something. 
You know what I mean? 

558
00:27:51,960 --> 00:27:57,920
Like, just like anything, you 
know, combat's broken into turns

559
00:27:57,920 --> 00:28:00,760
and rounds, which is fine. 
A turn is individual. 

560
00:28:00,760 --> 00:28:02,320
Yeah, we know what turns and 
rounds are. 

561
00:28:02,720 --> 00:28:05,760
So this is a game where I've 
never run a game like this but 

562
00:28:05,760 --> 00:28:07,520
so many designers design it like
this. 

563
00:28:07,520 --> 00:28:09,920
Have you ever actually run a 
game where you reroll initiative

564
00:28:09,920 --> 00:28:12,520
at the top of every round? 
No, I never do. 

565
00:28:12,560 --> 00:28:15,280
I like ioffer it. 
I'm going to be honest, Ioffer 

566
00:28:15,280 --> 00:28:18,960
it to every table where we're 
playing a game and it offers it.

567
00:28:18,960 --> 00:28:21,360
And I've never had table say I 
was like, hey, listen, we can do

568
00:28:21,360 --> 00:28:23,920
this. 
We can roll initiative once and 

569
00:28:23,920 --> 00:28:27,120
just play out, or we can roll 
initiative every round and just 

570
00:28:27,120 --> 00:28:29,200
redo it. 
And almost every table. 

571
00:28:29,200 --> 00:28:32,200
I think every table I've been at
has been like, now once you 

572
00:28:32,200 --> 00:28:35,320
don't want no, well, I don't 
want to do every round. 

573
00:28:36,440 --> 00:28:39,590
I'm tracking numbers. 
The interesting thing I think 

574
00:28:39,590 --> 00:28:42,430
about it, and why I think a lot 
of people like it, is because it

575
00:28:42,430 --> 00:28:46,710
will change the flow of comment 
every time, because different 

576
00:28:46,710 --> 00:28:50,270
people go first and last. 
I think I give it a choice to my

577
00:28:50,270 --> 00:28:52,470
group, but those guys are 
smoking and drinking the whole 

578
00:28:52,470 --> 00:28:54,430
time, so they're like, no, no 
more details, man. 

579
00:28:55,750 --> 00:28:58,190
Yeah, I think the best 
initiative I ever played with 

580
00:28:58,190 --> 00:29:02,670
the most fun was actually Death 
in Space, where everybody just 

581
00:29:02,670 --> 00:29:07,160
chose who went next. 
Oh, I forgot that was a how the 

582
00:29:07,400 --> 00:29:09,000
space. 
Works fucking smart. 

583
00:29:09,120 --> 00:29:12,920
It's a fucking great idea. 
Dude, I that was one of the 

584
00:29:12,920 --> 00:29:15,280
things where I read it and I was
like huh, I don't know about 

585
00:29:15,280 --> 00:29:16,320
that. 
And we played it and I was like 

586
00:29:16,320 --> 00:29:18,160
that's the most genius fucking 
thing ever. 

587
00:29:18,160 --> 00:29:20,000
I love it. 
It made the combat so 

588
00:29:20,000 --> 00:29:22,880
interesting. 
So the way it works in this, at 

589
00:29:22,880 --> 00:29:25,880
the top of a combat round, all 
employees in the GM and the GM 

590
00:29:25,880 --> 00:29:28,530
making a where role. 
Which is just the number of D 

591
00:29:28,530 --> 00:29:31,690
10s equal to your aware score, 
so you get the thing too. 

592
00:29:31,690 --> 00:29:34,810
Is like just like other things, 
like whatever you can, you can 

593
00:29:34,810 --> 00:29:38,490
raise your awareness and 
actually get more. 

594
00:29:39,690 --> 00:29:42,930
So you could go higher in combat
each time and stuff, but it's a 

595
00:29:42,930 --> 00:29:44,850
number of D 10 equal to your 
aware score, and the employee 

596
00:29:44,850 --> 00:29:48,970
with the highest role on a D10 
acts first, followed by the 

597
00:29:49,170 --> 00:29:51,170
others in descending order, 
including the GM. 

598
00:29:51,550 --> 00:29:54,830
Ties and away roles. 
The employees just decide and if

599
00:29:54,830 --> 00:29:57,870
the employee ties at the GM, the
GM acts first, which I love 

600
00:29:57,990 --> 00:30:00,630
again, fucking players on their 
turn. 

601
00:30:00,630 --> 00:30:03,870
Employee may do two of three 
things so going back up to the 

602
00:30:03,870 --> 00:30:06,110
top we'll we'll scroll up after 
we finish, come by just a peek 

603
00:30:06,110 --> 00:30:08,230
at it again. 
You get two of three options. 

604
00:30:08,230 --> 00:30:11,030
You can perform an action, you 
can move or you can attack. 

605
00:30:11,030 --> 00:30:14,590
No Oxford column here. 
Only one of these may be 

606
00:30:14,590 --> 00:30:17,190
performed per turn. 
Complex actions may take 

607
00:30:17,190 --> 00:30:20,020
multiple rounds, which means. 
You get to do two of those, but 

608
00:30:20,020 --> 00:30:23,500
you can't do one twice. 
You have to do 2 of the three. 

609
00:30:24,380 --> 00:30:27,020
So move and take an action, move
an attack, attack and take an 

610
00:30:27,020 --> 00:30:28,260
action. 
I like that. 

611
00:30:28,260 --> 00:30:29,540
I think that's really 
interesting because there's a 

612
00:30:29,540 --> 00:30:32,580
lot of times where you would 
like to retrieve an item and 

613
00:30:32,580 --> 00:30:35,380
attack, and if you could just 
sack a move instead. 

614
00:30:35,860 --> 00:30:37,980
Yeah, like that's interesting, 
you know? 

615
00:30:38,540 --> 00:30:42,340
Yeah. 
So it's it's interesting to do 2

616
00:30:42,340 --> 00:30:46,060
and three, but not two of of 1. 
The only thing that I would, I 

617
00:30:46,060 --> 00:30:49,930
would possibly. 
Allow if but it doesn't really 

618
00:30:49,930 --> 00:30:52,130
work in this game, but maybe in 
different game is is moved 

619
00:30:52,130 --> 00:30:53,490
twice. 
If you want the concept of like 

620
00:30:53,490 --> 00:30:55,170
sprinting away or something you 
know what I mean. 

621
00:30:55,690 --> 00:30:57,770
But that would be the only thing
that would allow twice. 

622
00:30:58,290 --> 00:31:02,410
But even even taking two attacks
would be interesting use of, you

623
00:31:02,410 --> 00:31:04,770
know, choice and stuff. 
But I really like how this is 

624
00:31:05,090 --> 00:31:08,170
how this is super light. 
You just get take pick to do 

625
00:31:08,170 --> 00:31:10,820
that and then just move on. 
I like that a lot, actually. 

626
00:31:10,820 --> 00:31:14,500
It's funny in this game called 
Add Ups that no one's ever 

627
00:31:14,500 --> 00:31:17,180
played except me, because I 
wrote it and my table played it.

628
00:31:17,180 --> 00:31:19,380
Actually, this is how combat 
turns work. 

629
00:31:19,620 --> 00:31:24,540
You have three options, and you 
can take two of the three, but 

630
00:31:24,540 --> 00:31:28,020
you can't take any one twice. 
There you go and it works. 

631
00:31:28,140 --> 00:31:29,460
Actually, I think it works 
really well. 

632
00:31:29,580 --> 00:31:32,060
So. 
Well, how about when you get to 

633
00:31:32,060 --> 00:31:34,140
the West Coast, we actually 
start working on that again and 

634
00:31:34,140 --> 00:31:36,020
you get that shit done. 
We should. 

635
00:31:37,100 --> 00:31:42,220
So the next is when attacking, 
the attacker makes a fight role,

636
00:31:42,580 --> 00:31:45,580
adding any skills or items. 
Each success counts as a hit. 

637
00:31:46,140 --> 00:31:48,100
Critical successes count as two 
hits. 

638
00:31:48,630 --> 00:31:52,070
Attacks do not incur or relieve 
stress, so combat roles are 

639
00:31:52,110 --> 00:31:54,870
pretty much the only thing taken
out of the whole concept of 

640
00:31:54,870 --> 00:31:56,990
stress and burnout. 
Like all of those kind of 

641
00:31:56,990 --> 00:31:58,870
things. 
You can't get rid of stress, you

642
00:31:58,870 --> 00:32:01,390
don't gain stress, you can't 
push roles, you can't do any of 

643
00:32:01,390 --> 00:32:03,870
that stuff with it. 
It's it's own roles, the same as

644
00:32:03,870 --> 00:32:05,150
everything else. 
There's just none of the extra 

645
00:32:05,150 --> 00:32:06,630
stuff added to it. 
I like that. 

646
00:32:06,710 --> 00:32:10,030
And I like when when games have 
this idea of like, you don't 

647
00:32:10,030 --> 00:32:12,310
have to worry about like how 
much damage a thing does. 

648
00:32:12,310 --> 00:32:15,190
Whatever. 
Any successes you have is is a 

649
00:32:15,190 --> 00:32:16,070
hit. 
That's one. 

650
00:32:16,150 --> 00:32:20,110
I like that a lot. 
And if a weapon's more powerful,

651
00:32:20,110 --> 00:32:22,230
you can just give them more dice
to roll, which gives them more 

652
00:32:22,230 --> 00:32:23,870
options for successes, which is 
interesting. 

653
00:32:24,910 --> 00:32:28,670
The defender may roll either 
dodge or body to avoid the 

654
00:32:28,670 --> 00:32:32,470
attack, Dodge to avoid body to 
withstand what? 

655
00:32:33,390 --> 00:32:36,470
Oh, you said body, they said. 
And then I was like, wait, what 

656
00:32:36,470 --> 00:32:37,950
did you say? 
So yeah, dodge or body. 

657
00:32:38,150 --> 00:32:40,270
Each success that the defender 
rolls, cancels and attackers 

658
00:32:40,270 --> 00:32:43,740
hit. 
Defense rules do not incur 

659
00:32:43,740 --> 00:32:45,660
relieve stress, so that's 
interesting. 

660
00:32:45,660 --> 00:32:48,140
So you have to you're literally 
doing your number of successes 

661
00:32:48,140 --> 00:32:49,380
versus their number of 
successes. 

662
00:32:49,740 --> 00:32:54,420
Yeah, I like I like that. 
Yeah, I would be curious, maybe 

663
00:32:54,420 --> 00:32:56,820
adding something of like if you 
actually roll more than them, if

664
00:32:56,820 --> 00:32:58,860
you're able to do damage back 
that way, you can do damage both

665
00:32:58,980 --> 00:33:01,220
like both ways each time. 
Kind of like dirt you just 

666
00:33:01,220 --> 00:33:04,020
dodged so well they hit 
themselves in the face. 

667
00:33:05,260 --> 00:33:07,100
Yeah, yeah. 
There you go. 

668
00:33:08,260 --> 00:33:08,780
Yeah. 
Yes, you're right. 

669
00:33:08,780 --> 00:33:12,820
It wouldn't make sense. 
So when employee takes hits 

670
00:33:12,860 --> 00:33:15,620
equal to their current health, 
they fall unconscious. 

671
00:33:15,660 --> 00:33:17,820
Employees may die while 
unconscious if they incur more 

672
00:33:17,820 --> 00:33:20,380
damage or not stabilize by the 
end of the round. 

673
00:33:20,780 --> 00:33:23,020
I mean, that's why the company 
has insurance, You know, like 

674
00:33:23,260 --> 00:33:26,220
employees die. 
Here's the thing, if they make 

675
00:33:26,220 --> 00:33:29,180
money off of every employee that
dies, is the whole reason for 

676
00:33:29,180 --> 00:33:32,500
the ARC team to just go mill 
their employees and make a ton 

677
00:33:32,500 --> 00:33:36,460
of money? 
Yeah, you know, it could be. 

678
00:33:38,100 --> 00:33:40,260
Surprise the insurance scheme, 
you know. 

679
00:33:40,910 --> 00:33:44,110
There you go. 
Listen, use life insurance while

680
00:33:44,110 --> 00:33:45,910
you're alive. 
That's what Instagram keeps 

681
00:33:45,910 --> 00:33:49,470
telling me. 
The GMA asked for an Aware role 

682
00:33:49,470 --> 00:33:52,230
outside of combat. 
On a success, an employee may 

683
00:33:52,230 --> 00:33:55,190
make a dodge roll to avoid being
surprised like that. 

684
00:33:57,910 --> 00:34:01,190
Healing after a successful First
Aid or medicine roll to an 

685
00:34:01,190 --> 00:34:06,030
employee or survivor. 
In PC, the target gains 1HP per 

686
00:34:06,030 --> 00:34:10,130
success rolled. 
And then you go, well what is 

687
00:34:10,210 --> 00:34:12,570
first aid or medicine roll? 
Or how many times? 

688
00:34:12,570 --> 00:34:14,690
When can you do that? 
It says resting right after. 

689
00:34:14,690 --> 00:34:18,889
Employees may spend one drive 
each to rest during the rest 

690
00:34:18,889 --> 00:34:20,929
period. 
Any mission clocks are advanced.

691
00:34:20,929 --> 00:34:23,250
We get the clocks later. 
Game uses clocks, love clocks. 

692
00:34:24,929 --> 00:34:27,570
We love them. 
Employees may remove two stress 

693
00:34:27,570 --> 00:34:30,530
and use any first aid item 
available at the end of the 

694
00:34:30,530 --> 00:34:32,650
rest. 
The GM rolls 1D10 on a 10. 

695
00:34:32,650 --> 00:34:35,770
Something unfortunate happened. 
So even resting, you got a 10% 

696
00:34:35,770 --> 00:34:38,489
chance of getting fucked after. 
But you have to spend a drive to

697
00:34:38,489 --> 00:34:41,130
rest. 
You can remove to stress. 

698
00:34:41,130 --> 00:34:43,449
You can do first days, but you 
spend a drive to rest. 

699
00:34:43,449 --> 00:34:45,050
We haven't even got to what 
drives are yet. 

700
00:34:45,250 --> 00:34:46,889
And I do have a question about 
drive later. 

701
00:34:48,650 --> 00:34:50,210
But then we get to stress and 
burnout. 

702
00:34:50,250 --> 00:34:51,929
Throughout the game, employees 
will take stress. 

703
00:34:52,370 --> 00:34:54,570
Stress is gained in some of the 
following ways. 

704
00:34:54,690 --> 00:34:58,370
So you fail the role. 
Highly unusual or otherworldly 

705
00:34:58,370 --> 00:35:01,130
event occurs. 
I love that Weird shit comes out

706
00:35:01,130 --> 00:35:02,450
boom. 
You just take stress. 

707
00:35:03,700 --> 00:35:06,620
Another player fails a career 
role, which I do have a question

708
00:35:06,620 --> 00:35:09,100
on at one point. 
And then adding dice to a pool, 

709
00:35:09,100 --> 00:35:13,060
which is when you push, when you
when you're what was. 

710
00:35:13,060 --> 00:35:15,660
I don't remember what the thing 
was called stressing not 

711
00:35:15,660 --> 00:35:17,780
stressing yourself, it was 
called spending against 

712
00:35:17,780 --> 00:35:19,260
yourself. 
It's when you spend against 

713
00:35:19,260 --> 00:35:22,100
yourself. 
So at any time the gym can also 

714
00:35:22,100 --> 00:35:25,900
call for a burnout role. 
So the employee rolls a D10 

715
00:35:26,060 --> 00:35:30,940
against their current stress 
level if the result is less than

716
00:35:30,940 --> 00:35:33,500
their current stress level. 
They burn out. 

717
00:35:33,940 --> 00:35:36,100
Cool. 
Add the burn out roll over your 

718
00:35:36,140 --> 00:35:38,140
stress. 
You have to roll over to 

719
00:35:38,140 --> 00:35:41,220
succeed, right? 
Am I wrong here? 

720
00:35:41,660 --> 00:35:43,940
You're right. 
It just yeah, yeah, yeah, roll 

721
00:35:43,940 --> 00:35:45,140
under guy. 
That confuses me. 

722
00:35:45,140 --> 00:35:47,500
First thing I was like, wait, 
you roll under and you fail? 

723
00:35:47,500 --> 00:35:49,180
That doesn't make sense. 
I'm like, wait, yeah, it does. 

724
00:35:49,940 --> 00:35:51,580
And almost every other instance 
again. 

725
00:35:52,220 --> 00:35:54,260
I read this like three times and
it was like, wait a minute, does

726
00:35:54,260 --> 00:35:57,140
that means, yeah, it does. 
So add the burnout roll result 

727
00:35:57,140 --> 00:36:00,020
to the stress level and compare 
it to the table below. 

728
00:36:00,020 --> 00:36:02,380
So that's what's crazy, right? 
So you. 

729
00:36:02,620 --> 00:36:06,060
Add your burnout level to your 
the stress level and then 

730
00:36:06,060 --> 00:36:09,340
compare it right so that you get
on. 

731
00:36:09,380 --> 00:36:11,620
And I love this. 
Here's a it's a it's a decent 

732
00:36:11,620 --> 00:36:13,380
length chart, but I do really 
love this. 

733
00:36:13,620 --> 00:36:16,780
The only thing, also the thing 
that would spread this out is 

734
00:36:16,780 --> 00:36:18,860
that they added narrative to 
every one of these tables versus

735
00:36:18,860 --> 00:36:22,300
just straight mechanics, which 
I'm fine without, but I'm just 

736
00:36:22,300 --> 00:36:25,140
saying like this game could be 
three times longer by adding all

737
00:36:25,140 --> 00:36:27,180
that extra fluff and stuff. 
There's there's very little 

738
00:36:27,180 --> 00:36:29,420
fluff in this. 
So on a three to four. 

739
00:36:30,220 --> 00:36:36,100
You get plus one to all rolls 
for one D 10 hours which is like

740
00:36:36,100 --> 00:36:39,380
mathematically fantastic. 
I also love that burnout is all 

741
00:36:39,380 --> 00:36:42,380
mechanic and doesn't bring in 
like trauma, like you don't sell

742
00:36:42,380 --> 00:36:43,740
me of OCD or something. 
You know what I mean? 

743
00:36:43,740 --> 00:36:49,140
I really like that 5 to 6 + 1 
whole BPD and the it's like, OK,

744
00:36:49,140 --> 00:36:52,220
well fuck you, yeah. 
I mean, I think most games are 

745
00:36:52,220 --> 00:36:53,900
moving away from like the shitty
versions of that. 

746
00:36:53,900 --> 00:36:56,830
We're definitely, we've 
definitely passed a lot. 

747
00:36:57,110 --> 00:37:00,150
So, but I do like, I do like the
mechanics of this. 

748
00:37:00,150 --> 00:37:03,750
And then I would just say tell 
me how, tell me why what like 

749
00:37:03,750 --> 00:37:06,150
what do you got going on? 
Like definitely can bring a 

750
00:37:06,150 --> 00:37:08,550
little more narrative on that. 
So 3 to 4 + 1 to all rolls for 

751
00:37:08,550 --> 00:37:12,510
one D 10 hours, 5 to 6 + 1 to 
all rolls for one D 10 minutes 

752
00:37:12,990 --> 00:37:18,430
seven 8 -, 1 to all roll for one
D 10 minutes 9 to 10 minus. 

753
00:37:18,510 --> 00:37:26,550
One yeah -1 to all rolls for one
D 10 hours. 11 to 12 + 1 stress.

754
00:37:26,550 --> 00:37:31,950
When a teammate fails A roll for
one to 10 hours 13 to 14 Gain 

755
00:37:31,950 --> 00:37:35,870
two stress. 
Nearby teammates gain 115 to 16 

756
00:37:35,870 --> 00:37:43,230
+ 1 D 10 stress. 17 to 18 Attack
the nearest teammate 19 to 20 + 

757
00:37:43,230 --> 00:37:45,550
- 1 health. 
When you gain stress for one D 

758
00:37:45,550 --> 00:37:48,550
10 hours, so every stress you 
get, you also lose health. 

759
00:37:48,550 --> 00:37:53,740
You're fucking toast. 
I love the the when your 

760
00:37:53,780 --> 00:37:56,420
teammates fail, you gain stress.
I thought that was fucking 

761
00:37:56,820 --> 00:37:59,180
because you're every time 
someone rolls like, don't fuck 

762
00:37:59,180 --> 00:38:01,100
up, don't fuck up, don't fuck. 
Up. 

763
00:38:01,660 --> 00:38:03,900
I love that. 
And that's kind of how career 

764
00:38:03,900 --> 00:38:06,140
roles work too. 
But that's a question I have 

765
00:38:06,140 --> 00:38:07,780
about career roles. 
But yeah, I think this is such a

766
00:38:07,780 --> 00:38:11,860
good burnout effects table where
just again, you much like any 

767
00:38:11,860 --> 00:38:15,580
corporation, you will be at a 
constant amount of stress all 

768
00:38:15,580 --> 00:38:18,900
the time. 
Yeah, it sounds just like a job.

769
00:38:19,460 --> 00:38:23,530
Yeah. 
So the employee section here and

770
00:38:23,530 --> 00:38:25,530
then we get to to the careers 
which is the other thing. 

771
00:38:25,530 --> 00:38:28,770
I have a question on my this. 
Also this has two things that we

772
00:38:28,770 --> 00:38:31,850
constantly talk about loving and
there is flow charts and a 

773
00:38:31,850 --> 00:38:34,210
numbered list for character 
creation. 

774
00:38:34,410 --> 00:38:39,810
You know, my God, go get you. 
Make it like I need guidance. 

775
00:38:39,810 --> 00:38:43,090
Because I do, you know? 
Well, even even just this like 

776
00:38:43,090 --> 00:38:45,530
colored box off to the side. 
How many times have we said with

777
00:38:45,530 --> 00:38:48,330
layout you don't got to get 
crazy, but if something is 

778
00:38:48,330 --> 00:38:49,970
important, make it stand out a 
little bit. 

779
00:38:49,970 --> 00:38:53,170
Just throw it in a box. 
Who doesn't love a box? 

780
00:38:54,810 --> 00:38:58,730
We all love a good box. 
Employees employee creation. 

781
00:38:58,730 --> 00:39:01,090
You are now going to build your 
Wuhan Baxter employee profile. 

782
00:39:01,090 --> 00:39:03,250
So why don't you build a Wuhan 
Baxter employee profile? 

783
00:39:03,250 --> 00:39:09,370
But I would love to let me pull 
up a cool. 

784
00:39:11,110 --> 00:39:12,630
So while he's going through 
that, I'm going to go through 

785
00:39:12,630 --> 00:39:14,950
the skills and career skills 
list real quick so that we're 

786
00:39:14,950 --> 00:39:16,230
reading this. 
You guys can understand it. 

787
00:39:16,230 --> 00:39:19,230
So there's ten skills which I 
love because everything is D 10s

788
00:39:19,230 --> 00:39:20,710
one and have 10 of everything, 
which is great. 

789
00:39:21,270 --> 00:39:22,870
And there's five career skills 
here. 

790
00:39:22,870 --> 00:39:25,790
So you get in your primary 
skills, you get Body, which is 

791
00:39:25,790 --> 00:39:28,870
Strength and Resistance, Dodge 
which is the art of avoidance, 

792
00:39:29,150 --> 00:39:33,150
Fight which is Combat and 
Knowledge of combat, First Aid, 

793
00:39:33,150 --> 00:39:36,030
which is Field, Medicine Guile, 
which is Deception, Persuasion 

794
00:39:36,030 --> 00:39:38,400
or Intimidation. 
Attack, which is computer 

795
00:39:38,400 --> 00:39:40,600
mechanical manipulation. 
Repair, which is fixing things 

796
00:39:40,600 --> 00:39:43,240
and making new ones. 
Research, which is observation. 

797
00:39:43,240 --> 00:39:44,520
Critical thinking. 
Compiling. 

798
00:39:44,760 --> 00:39:47,320
Search, which is looking for 
clues, patterns, connections. 

799
00:39:47,480 --> 00:39:49,760
Sneak, which is moving quietly 
or attempting to hide. 

800
00:39:49,760 --> 00:39:52,160
And then you have your career 
skills. 

801
00:39:52,160 --> 00:39:54,320
There's five of these. 
There's combat. 

802
00:39:54,520 --> 00:39:56,520
It says training helps and 
avoiding fights as much as 

803
00:39:56,520 --> 00:39:58,360
ending them. 
There's engineering, which is 

804
00:39:58,360 --> 00:40:01,400
buildings and machines are 
organisms. 

805
00:40:02,280 --> 00:40:04,360
Medicine. 
Knowing how a body works is the 

806
00:40:04,360 --> 00:40:07,500
first step in fixing one. 
Science the universe operates at

807
00:40:07,500 --> 00:40:10,420
the set of rules and tech 
computers and machines were made

808
00:40:10,420 --> 00:40:12,140
by people it can break just as 
easy. 

809
00:40:12,300 --> 00:40:14,300
My question as we go through 
this and we'll talk about it 

810
00:40:14,300 --> 00:40:18,020
kind of I guess at the end, is 
when would you use a primary 

811
00:40:18,020 --> 00:40:20,020
skill and when would you use a 
career skill? 

812
00:40:20,020 --> 00:40:23,940
And the biggest example I saw is
when would you do a combat role 

813
00:40:23,940 --> 00:40:32,900
versus a fight role? 
Yeah, I don't understand really 

814
00:40:32,900 --> 00:40:37,460
the purpose of the career skills
when they're almost all kind of 

815
00:40:37,460 --> 00:40:39,780
like reiterated in the 
individual skills. 

816
00:40:39,780 --> 00:40:43,540
So tech for example you have 
like hack, repair, you know what

817
00:40:43,540 --> 00:40:46,260
I mean? 
Like they feel like sub versions

818
00:40:46,260 --> 00:40:49,380
but like there are career skills
and you when you roll a career 

819
00:40:49,380 --> 00:40:53,980
skill the people around you 
risk, they risk stress and 

820
00:40:53,980 --> 00:40:55,580
stuff. 
It's just like when would I roll

821
00:40:55,580 --> 00:40:59,100
a combat role versus a fight 
role and when would I roll like 

822
00:41:00,180 --> 00:41:05,830
a for example, like a a first 
aid role first is a medicine 

823
00:41:05,830 --> 00:41:09,790
rule. 
So as we go through this, if it 

824
00:41:09,790 --> 00:41:12,470
pops out at you, let me know and
if not, that was I think the 

825
00:41:12,470 --> 00:41:15,350
last question I really had about
some of the mechanics and how 

826
00:41:15,350 --> 00:41:18,950
they would be best used in the 
game is when do you use your 

827
00:41:18,950 --> 00:41:20,470
primary skill? 
When you use your career skill. 

828
00:41:20,990 --> 00:41:25,150
I'm interested by that as well. 
So for drive points, I assign 

829
00:41:25,150 --> 00:41:29,150
them just to any skill. 
So here's the so yeah, so let's 

830
00:41:29,150 --> 00:41:32,070
go through the thing here. 
So #1 in your employee creation 

831
00:41:32,070 --> 00:41:34,390
is you choose a career from the 
following pages. 

832
00:41:34,750 --> 00:41:37,950
Each career begins with skills 
and gear assigned to it based on

833
00:41:37,950 --> 00:41:40,870
the role and play the company. 
So what are what are all the 

834
00:41:40,870 --> 00:41:42,990
careers here? 
You got soldier, scientist, 

835
00:41:42,990 --> 00:41:46,630
medic, engineer, technician. 
And in one of the one and the 

836
00:41:46,630 --> 00:41:50,110
extra content you got one more. 
So of those five soldiers, a 

837
00:41:50,110 --> 00:41:52,230
private military contractor, 
scientists is a field 

838
00:41:52,230 --> 00:41:57,290
researcher, A medic is a combat 
veteran, physician, engineer is 

839
00:41:57,290 --> 00:42:00,050
a structural emergency expert, 
and technician is a digital 

840
00:42:00,050 --> 00:42:02,450
network guru. 
Which one? 

841
00:42:02,450 --> 00:42:06,970
Which one are you taking there? 
Let's do scientists. 

842
00:42:07,010 --> 00:42:09,290
Let's be a little science boy. 
Okay. 

843
00:42:09,490 --> 00:42:13,570
So your first thing you do and 
#1 is you choose a career, so 

844
00:42:13,570 --> 00:42:16,570
you chose scientist. 
Yeah you. 

845
00:42:17,250 --> 00:42:20,410
So #2 you assigned 2 drive 
points into skills. 

846
00:42:20,410 --> 00:42:23,810
So my question with Drive also, 
this is the last question I had 

847
00:42:23,810 --> 00:42:27,130
really, is how much drive do you
start the game with if you're 

848
00:42:27,130 --> 00:42:28,610
doing initial character 
creation? 

849
00:42:28,770 --> 00:42:30,850
Because there is nothing in here
that says how many you start the

850
00:42:30,850 --> 00:42:32,290
drive with. 
And there's times where you can 

851
00:42:32,290 --> 00:42:35,250
use Drive in game, but you don't
earn Drive until the end of a 

852
00:42:35,250 --> 00:42:37,170
mission. 
So is there a set amount of 

853
00:42:37,170 --> 00:42:39,530
drive that you start the initial
game with? 

854
00:42:39,690 --> 00:42:41,610
Because after the first one it 
doesn't matter, your drive 

855
00:42:41,610 --> 00:42:44,490
carries over. 
So you know how much drive you 

856
00:42:44,490 --> 00:42:48,530
have, right? 
Because drive is a a a tool you 

857
00:42:48,530 --> 00:42:51,770
can use, but it's also what you 
spend to gain XP. 

858
00:42:52,230 --> 00:42:56,150
So Help kind of had a thing like
that where it was like the the 

859
00:42:56,150 --> 00:42:59,230
remember that little. 
I can't remember what it was 

860
00:42:59,230 --> 00:43:02,950
called from John Davis where you
could spend it in combat but if 

861
00:43:02,950 --> 00:43:05,590
you saved it survival, but if 
you saved it up you could 

862
00:43:05,590 --> 00:43:09,230
advance with it, right. 
So Drive is kind of like that 

863
00:43:09,230 --> 00:43:11,750
you can spend it but if you save
up enough you can actually 

864
00:43:11,750 --> 00:43:13,670
advance with it. 
But there's nothing in here that

865
00:43:13,670 --> 00:43:15,270
says how much drive you start 
the game with. 

866
00:43:15,270 --> 00:43:17,840
So your first mission, you don't
really have any. 

867
00:43:17,840 --> 00:43:20,320
I assume you start with at least
two because yeah, I think you 

868
00:43:20,320 --> 00:43:22,320
can put two drive into any 
skills you want. 

869
00:43:22,760 --> 00:43:26,160
So if we go and then #3, you 
choose a perk from either your 

870
00:43:26,160 --> 00:43:29,320
career perk list or the general 
perk list and that's it. 

871
00:43:29,680 --> 00:43:32,840
Now you are ready to serve the 
company as a member of our Arc 

872
00:43:32,880 --> 00:43:38,080
division. 
Well, I'll go through the rest 

873
00:43:38,080 --> 00:43:39,760
of this page and then we'll jump
to scientists real quick. 

874
00:43:39,760 --> 00:43:42,760
So there's jobs and drive. 
Each career has its own job or 

875
00:43:42,760 --> 00:43:45,160
role in the company's operation.
By acting in accordance with 

876
00:43:45,160 --> 00:43:47,940
these jobs, completing missions,
employees gain drive. 

877
00:43:48,180 --> 00:43:50,820
Drive can be used to add to dice
poles, Rest for short periods of

878
00:43:50,820 --> 00:43:52,700
time, blah blah blah, secure 
promotions. 

879
00:43:52,900 --> 00:43:54,900
There's team stress. 
Failing roles associated with 

880
00:43:54,900 --> 00:43:57,820
your career gives other stress. 
And then there's skills. 

881
00:43:57,820 --> 00:44:03,900
Employees have skills, so we'll 
go to the next page too. 

882
00:44:03,900 --> 00:44:05,980
So careers. 
Every person has one. 

883
00:44:05,980 --> 00:44:08,260
We talked about them already. 
This is another cool page. 

884
00:44:08,260 --> 00:44:11,340
I love this little logo, the 
arc, the asset recovery and 

885
00:44:11,340 --> 00:44:14,140
containment like the arc logo 
with like the triangle and 

886
00:44:14,140 --> 00:44:17,220
stuff. 
I love that it's so I could that

887
00:44:17,220 --> 00:44:19,660
would easily be on like the 
patch of somebody's jumpsuit or 

888
00:44:19,660 --> 00:44:23,420
something or yeah. 
So we talked about the five that

889
00:44:23,420 --> 00:44:25,660
you have. 
There's promotions Dr. may be 

890
00:44:25,660 --> 00:44:28,260
spent between missions in 
exchange for new perks or 

891
00:44:28,260 --> 00:44:31,500
increasing proficiency. 
So perks cost 3 drives skills 

892
00:44:31,500 --> 00:44:35,220
cost one drive unspent. 
Dr. carries over between 

893
00:44:35,220 --> 00:44:36,780
sessions. 
So one of the other things I 

894
00:44:36,780 --> 00:44:40,250
love about this is you don't 
really get like a ton better, 

895
00:44:40,410 --> 00:44:42,290
you can just get a little bit 
better the things you already 

896
00:44:42,290 --> 00:44:44,130
are good at, which you know we 
we. 

897
00:44:44,210 --> 00:44:48,010
We until you die and then you 
get the the next spot coming in.

898
00:44:48,570 --> 00:44:52,130
Yeah, so general perks. 
Every employee can benefit from 

899
00:44:52,130 --> 00:44:54,690
advanced training. 
These perks can be taken by any 

900
00:44:54,690 --> 00:44:57,290
career so there's six right off 
the bat that anyone can take 

901
00:44:57,290 --> 00:44:58,570
anytime they want whenever they 
get perks. 

902
00:44:58,570 --> 00:45:02,770
So there's dead eye plus one 
when fighting range CQC, which 

903
00:45:02,770 --> 00:45:05,210
is close quarters combat plus 
one in melee. 

904
00:45:05,210 --> 00:45:07,660
There's tough. 
So you get once permission, you 

905
00:45:07,660 --> 00:45:09,260
can push a body roll with no 
penalty. 

906
00:45:09,500 --> 00:45:13,820
There's an experimental serum, 
which is you gain 4 Max health, 

907
00:45:14,180 --> 00:45:15,700
start each mission with two 
stress. 

908
00:45:15,820 --> 00:45:19,540
Listen, that's your Max health. 
Not just like the total health 

909
00:45:19,540 --> 00:45:20,900
ever. 
That's the Max you can have all 

910
00:45:20,900 --> 00:45:22,340
the time. 
Fuck yeah, I'll take that in a 

911
00:45:22,340 --> 00:45:26,820
heartbeat. 
No survival anxiety, once an 

912
00:45:26,820 --> 00:45:28,540
hour push a dodge roll and no 
penalty. 

913
00:45:28,660 --> 00:45:31,140
So listen, you got so much 
anxiety, you can just like your 

914
00:45:31,860 --> 00:45:35,850
your your flights, yeah. 
And then consummate professional

915
00:45:35,850 --> 00:45:38,770
plus one drive when performing 
your job. 

916
00:45:39,010 --> 00:45:42,530
So being able to constantly get 
drive all the time would be 

917
00:45:42,530 --> 00:45:44,250
dope. 
But I also don't know, is that 

918
00:45:44,250 --> 00:45:47,210
at the end or is that like real 
time, you know what I mean? 

919
00:45:48,410 --> 00:45:55,130
So jump down to scientists. 
So first of all I love these 

920
00:45:55,130 --> 00:45:59,210
sheets and the like. 
Basically 3/4 art and there's 

921
00:45:59,210 --> 00:46:02,520
layout of them the whole time. 
Each career gets 2 pages. 

922
00:46:02,520 --> 00:46:05,320
The first page is like the basic
stuff with a little write up a 

923
00:46:05,320 --> 00:46:08,000
huge piece of like cool zoomed 
in art. 

924
00:46:08,000 --> 00:46:09,720
And the second page is like a 
character sheet. 

925
00:46:10,120 --> 00:46:12,000
So the scientist has a great 
page here. 

926
00:46:12,000 --> 00:46:13,960
So what what? 
What is a scientist? 

927
00:46:15,000 --> 00:46:17,880
Oh, a scientist? 
Well, let me be engages in 

928
00:46:17,880 --> 00:46:20,640
research and development in 
virtually every emerging field 

929
00:46:20,640 --> 00:46:22,800
known as such. 
Our scientists are, second to 

930
00:46:22,800 --> 00:46:24,840
none. 
Asset protection employees. 

931
00:46:24,840 --> 00:46:27,950
Scientists. 
Employ scientists with burstile 

932
00:46:27,950 --> 00:46:31,670
knowledge in order to be 
prepared for any situation. 

933
00:46:33,750 --> 00:46:36,310
Beautiful. 
It's that's what they are. 

934
00:46:36,870 --> 00:46:39,750
So you start with you start with
three health. 

935
00:46:40,710 --> 00:46:43,510
I got couple skills and I got 
research, search and sneak. 

936
00:46:45,350 --> 00:46:47,310
I got one aware. 
I'm one. 

937
00:46:47,310 --> 00:46:52,110
I have a singular aware and my 
job is to recover company 

938
00:46:52,150 --> 00:46:55,070
research data, specimens or 
prototypes. 

939
00:46:55,620 --> 00:46:58,380
So I feel like when you're Yeah.
I guess that my. 

940
00:46:58,380 --> 00:47:02,700
For the going back to the 
general perks the constant 

941
00:47:02,700 --> 00:47:05,980
professional yeah when do you 
get that one drive. 

942
00:47:05,980 --> 00:47:09,140
I feel like in the moment that 
you're doing the thing, I'd be 

943
00:47:09,140 --> 00:47:10,940
like, yeah, here's your one 
drive, you're doing your thing. 

944
00:47:10,940 --> 00:47:12,540
I would, yeah, I would do that 
for sure. 

945
00:47:13,900 --> 00:47:17,100
Yeah, team stress. 
Other employees take stress when

946
00:47:17,100 --> 00:47:20,100
the scientist fails research or 
science roles. 

947
00:47:20,660 --> 00:47:24,180
Your loadout is you got a field 
research kit and a flashlight. 

948
00:47:26,010 --> 00:47:29,410
Great. 
And then you get to take one 

949
00:47:29,410 --> 00:47:32,690
perk on the next page. 
Oh, mother of invention easy. 

950
00:47:33,450 --> 00:47:36,730
Once permission, the scientists 
can spend 20 minutes to develop 

951
00:47:36,770 --> 00:47:40,290
a simple device or concoction 
that can perform a needed 

952
00:47:40,290 --> 00:47:41,330
service. 
Once. 

953
00:47:42,130 --> 00:47:45,890
Easy, no go. 
Just you just want to go, Yeah, 

954
00:47:46,330 --> 00:47:48,730
so good. 
I'm going to take this 

955
00:47:48,730 --> 00:47:49,970
toothpick. 
I'm going to take this 

956
00:47:49,970 --> 00:47:52,810
electrical wire and make a gun. 
There you go. 

957
00:47:54,260 --> 00:47:57,860
There's also there's two others 
are one is indoor kid plus one 

958
00:47:57,860 --> 00:47:59,860
any research hacker 
investigation role when you were

959
00:47:59,860 --> 00:48:02,820
alone and then company scholar. 
You are well versed in the 

960
00:48:02,820 --> 00:48:05,460
company's ongoing research. 
You add +1 to any role to learn 

961
00:48:05,460 --> 00:48:07,780
about a current project. 
But yeah, mother invention so 

962
00:48:07,780 --> 00:48:09,140
good. 
I feel like company scholars 

963
00:48:09,140 --> 00:48:11,140
probably my second, and like 
indoor indoor kids. 

964
00:48:11,140 --> 00:48:12,460
My last one. 
Because it's just like you're 

965
00:48:12,820 --> 00:48:15,060
probably going to be with your 
party a lot, you know? 

966
00:48:20,470 --> 00:48:23,990
Cool blurb. 
Under it, we have over 3 

967
00:48:23,990 --> 00:48:26,790
centuries of incredible 
scientific discovery and 

968
00:48:26,790 --> 00:48:33,110
horrifying truths to guide our 
future Doctor Nolan Margo. 

969
00:48:33,710 --> 00:48:36,230
Margo OK, cool. 
Head of research. 

970
00:48:38,550 --> 00:48:41,990
Yeah. 
And then D10. 

971
00:48:44,550 --> 00:48:46,390
I had Dice Roller pulled up this
whole time we were talking 

972
00:48:46,390 --> 00:48:49,410
about. 
I've rolled A7. 

973
00:48:49,410 --> 00:48:54,130
I have a folded textbook page. 
Oh interesting what that page 

974
00:48:54,130 --> 00:48:57,570
could be. 
Yeah there there's really these 

975
00:48:57,570 --> 00:49:00,370
are I love the personal items. 
This when you can just throw 

976
00:49:00,370 --> 00:49:02,970
lower into the little tables 
like this is great like the 

977
00:49:03,450 --> 00:49:07,410
antique snake oil vial, the Let 
the patch test control group, 

978
00:49:09,410 --> 00:49:11,130
laminated scientific method 
card. 

979
00:49:11,130 --> 00:49:13,290
They're great. 
So and then there's like a half 

980
00:49:13,290 --> 00:49:15,890
page character sheet on here. 
It gives you name. 

981
00:49:16,780 --> 00:49:19,220
Your career is already listed. 
Your health is already listed. 

982
00:49:19,220 --> 00:49:21,820
There's two big open circles for
stress and drive. 

983
00:49:22,220 --> 00:49:23,700
Your aware is already checked 
off. 

984
00:49:23,700 --> 00:49:26,340
Your initial skills, research, 
search and sneaker checked off. 

985
00:49:26,540 --> 00:49:29,780
Your career is checked off 
there. 

986
00:49:29,780 --> 00:49:33,500
It talks about your job so 
secure and remove company, blah 

987
00:49:33,500 --> 00:49:36,180
blah blah etcetera, etcetera. 
Your team stressed. 

988
00:49:36,180 --> 00:49:41,300
It talks about when you. 
It says you fail stress when 

989
00:49:41,620 --> 00:49:43,620
you. 
Other employees gain stress when

990
00:49:43,620 --> 00:49:45,460
they fail research or science 
roles. 

991
00:49:46,260 --> 00:49:49,660
OK, so again, here's my 
question. 

992
00:49:49,660 --> 00:49:52,860
And. 
How much drive, How much drive 

993
00:49:52,860 --> 00:49:54,740
do you start with? 
And what's the difference 

994
00:49:54,740 --> 00:49:56,780
between a career role and a 
skill role? 

995
00:49:57,700 --> 00:49:59,420
When would I call for one or the
other? 

996
00:49:59,420 --> 00:50:03,260
Because to me, when would I role
science versus research, You 

997
00:50:03,260 --> 00:50:05,140
know what I mean? 
When would I role again? 

998
00:50:05,860 --> 00:50:08,420
That's exactly the example I was
just looking at. 

999
00:50:08,580 --> 00:50:12,180
I mean the biggest one to me I 
think is combat or fight. 

1000
00:50:12,180 --> 00:50:14,460
Like what is the difference 
between those two things is 

1001
00:50:14,660 --> 00:50:16,780
like. 
And for a second I was like, 

1002
00:50:16,780 --> 00:50:20,620
well, maybe if you have like 
that as your career skill, you 

1003
00:50:20,620 --> 00:50:24,940
have to roll that. 
But the soldier has a point in 

1004
00:50:24,940 --> 00:50:28,260
fight and in combat, so like, 
that's that can't be true. 

1005
00:50:28,260 --> 00:50:30,940
But just like you have a point 
in science and research, you 

1006
00:50:30,940 --> 00:50:34,780
know what I mean? 
Yeah, I don't know. 

1007
00:50:35,260 --> 00:50:37,500
That's my only real. 
That's my only real question. 

1008
00:50:37,500 --> 00:50:40,610
Because honestly everything else
is like I can figure it out like

1009
00:50:40,610 --> 00:50:42,530
I'll start with the set number 
of drive for people. 

1010
00:50:42,530 --> 00:50:45,130
Like I'll give everyone like 5 
drive to start, two to put in 

1011
00:50:45,130 --> 00:50:46,850
skills and three to have like on
their. 

1012
00:50:47,170 --> 00:50:52,090
Mission together like you you 
can like roll from you can use 

1013
00:50:52,130 --> 00:50:53,730
oh I'll use science and use 
research. 

1014
00:50:53,770 --> 00:50:55,690
I don't know. 
I'm so that would be dope 

1015
00:50:55,690 --> 00:50:59,330
because then you do get like 
double you know double dice for 

1016
00:50:59,330 --> 00:51:01,410
for the thing. 
But that that's really my only 

1017
00:51:01,410 --> 00:51:03,690
real question is, is when you 
can do that. 

1018
00:51:03,890 --> 00:51:07,410
But it did say that, you know in
our earlier part, you know if 

1019
00:51:07,410 --> 00:51:11,670
you can use multiple skills 
like, you know, let me know like

1020
00:51:11,670 --> 00:51:13,350
negotiate, we'll try to add more
to it. 

1021
00:51:13,350 --> 00:51:16,030
So I'll be like, well, combat is
combat and I'm fighting, so 

1022
00:51:16,030 --> 00:51:17,630
let's do fight. 
You know, that would be 

1023
00:51:17,630 --> 00:51:19,190
interesting. 
But then I don't think that 

1024
00:51:19,190 --> 00:51:21,870
would work in. 
But that's the thing too, is 

1025
00:51:21,870 --> 00:51:25,310
like it specifically says in 
combat, you roll fight and it's 

1026
00:51:25,310 --> 00:51:26,590
just a fight roll. 
That's it. 

1027
00:51:26,590 --> 00:51:28,150
So you're not going to add 
combat to it. 

1028
00:51:28,670 --> 00:51:30,990
So I'm curious if combat is when
you're not fighting, but then 

1029
00:51:31,150 --> 00:51:33,350
then science and research, where
is the difference in that? 

1030
00:51:33,590 --> 00:51:36,270
That's my only real legit like 
mechanical question. 

1031
00:51:36,270 --> 00:51:39,490
Everything else I would just 
like just be like a fudge it or 

1032
00:51:39,490 --> 00:51:41,650
like I understand that they just
kind of like hand waved to this 

1033
00:51:41,650 --> 00:51:43,530
part. 
There is there's a decent amount

1034
00:51:43,530 --> 00:51:44,930
of hand waving in this that I'm 
okay with. 

1035
00:51:44,930 --> 00:51:46,970
I wouldn't mind if it if if 
there's a little more. 

1036
00:51:47,250 --> 00:51:49,930
That's the only real mechanical 
question I have is. 

1037
00:51:49,970 --> 00:51:53,450
It's interesting because combat 
the career skill training helps 

1038
00:51:53,490 --> 00:51:56,010
in avoiding fights as not just 
ending them. 

1039
00:51:56,570 --> 00:52:01,890
So is that mean if that skill is
more about like being avoidant 

1040
00:52:01,970 --> 00:52:05,320
of fights or but also about 
ending them? 

1041
00:52:05,320 --> 00:52:06,720
That's the thing. 
That's literally my only 

1042
00:52:06,720 --> 00:52:08,280
question. 
Maybe we'll reach out to to 

1043
00:52:08,280 --> 00:52:11,040
Logan and and ask and just be 
like, hey, when do you roll a 

1044
00:52:11,040 --> 00:52:12,960
combat skill versus the other 
one? 

1045
00:52:12,960 --> 00:52:14,920
Because even even in when I read
through like all the itch 

1046
00:52:14,920 --> 00:52:17,000
comments and stuff and 
everything, a lot of the other 

1047
00:52:17,000 --> 00:52:18,880
ones, you know, like I said, 
Logan said, well, you know, 

1048
00:52:19,000 --> 00:52:21,280
inventory is up to you, 
whatever, you know, et cetera, 

1049
00:52:21,280 --> 00:52:22,520
et cetera. 
I'm like that's fine, Cool. 

1050
00:52:22,520 --> 00:52:23,680
All right. 
I'll just, I'll just, I'll just 

1051
00:52:23,680 --> 00:52:26,320
make it X or Y or whatever. 
And honestly I would just start 

1052
00:52:26,320 --> 00:52:28,640
everyone with five Drive 2 to 
put in skills and three to have 

1053
00:52:28,640 --> 00:52:32,430
to start the first mission. 
I'm fine with that but again 

1054
00:52:32,430 --> 00:52:36,430
career versus the the primary 
skills is the only real question

1055
00:52:36,430 --> 00:52:40,270
I had. 
I do also love though that like 

1056
00:52:40,270 --> 00:52:45,110
the even on this form here there
is the WB form 10113 personnel 

1057
00:52:45,110 --> 00:52:47,430
file like at the bottom. 
I really love that. 

1058
00:52:47,510 --> 00:52:53,310
So so that is that's pretty much
that. 

1059
00:52:53,310 --> 00:52:54,710
I mean that they're all like 
that. 

1060
00:52:54,710 --> 00:52:58,310
If you go to, if you go to any 
other ones, like if I had to 

1061
00:52:58,310 --> 00:53:00,620
pick a character right off the 
bat, I don't know. 

1062
00:53:00,620 --> 00:53:02,300
It really depends. 
Like, if you want scientist, I'd

1063
00:53:02,300 --> 00:53:05,780
probably go with soldier, just 
because if there's only two of 

1064
00:53:05,780 --> 00:53:07,380
us playing, I think that'd be a 
good mixed match. 

1065
00:53:07,540 --> 00:53:11,580
Yeah, absolutely. 
But yeah, it's a. 

1066
00:53:11,660 --> 00:53:14,540
Classic wizard and their 
bodyguard, you know. 

1067
00:53:14,740 --> 00:53:17,040
Yeah, they're all really well 
done. 

1068
00:53:17,040 --> 00:53:18,640
They all have like this great 
art. 

1069
00:53:18,680 --> 00:53:20,600
I really love like the soldier 
one. 

1070
00:53:20,600 --> 00:53:23,200
You can see there's like a wound
on their cheek, really great. 

1071
00:53:24,080 --> 00:53:26,960
They all of these little blurbs.
I think that the the team 

1072
00:53:26,960 --> 00:53:29,720
stresses are great. 
I think that the the jobs that 

1073
00:53:29,720 --> 00:53:32,560
they have to do, I think it's 
all extremely well crafted and 

1074
00:53:32,560 --> 00:53:35,000
super light, super simple. 
Like I said, there's just a 

1075
00:53:35,000 --> 00:53:38,440
little bit of hand waving and 
that one one mechanical thing 

1076
00:53:38,440 --> 00:53:40,880
that I just, I'm curious about 
as far as play. 

1077
00:53:41,080 --> 00:53:44,200
So that is all of that. 
The next thing we have is the 

1078
00:53:44,200 --> 00:53:48,450
equipment list. 
So when you come down here, so 

1079
00:53:48,450 --> 00:53:50,650
if you have any questions on 
like what does the field Med kit

1080
00:53:50,650 --> 00:53:51,850
do? 
What does a painkiller do, what 

1081
00:53:51,850 --> 00:53:53,530
does a gun do? 
How much does it weigh? 

1082
00:53:53,530 --> 00:53:55,930
Able to tell you? 
You know do what? 

1083
00:53:55,930 --> 00:53:57,490
What? 
How much does it weigh, though? 

1084
00:53:57,610 --> 00:54:00,010
How much does a field kit weigh?
That's the thing. 

1085
00:54:00,010 --> 00:54:03,890
So field kit is light. 
Yeah, it's a standard Med kit. 

1086
00:54:03,930 --> 00:54:06,770
It gives you plus one to first 
aid or stabilization checks. 

1087
00:54:07,210 --> 00:54:10,170
So single use, right. 
I love that. 

1088
00:54:10,170 --> 00:54:12,090
Like super easy. 
I love that everything is really

1089
00:54:12,090 --> 00:54:15,730
plus ones to to maybe like minus
ones or plus twos Max. 

1090
00:54:15,970 --> 00:54:19,050
I love that everything is very 
like built into the mechanics so

1091
00:54:19,050 --> 00:54:20,650
you can narrate it however you 
want. 

1092
00:54:21,450 --> 00:54:24,250
A lot of it is just giving 
pluses and minus to your roles 

1093
00:54:25,130 --> 00:54:28,090
if you go to guns. 
One of the only other questions 

1094
00:54:28,090 --> 00:54:32,570
I really had as far as guns go 
is let's use so, so a handgun, 

1095
00:54:32,570 --> 00:54:36,370
small caliber handgun, medium 
weight, +2 to attack roles made 

1096
00:54:36,370 --> 00:54:40,730
it close range or medium range. 
Can I tell you how I love the 

1097
00:54:40,730 --> 00:54:47,770
abstraction of this? 
Because if you look at it, if 

1098
00:54:47,770 --> 00:54:50,170
you say well what do you want to
hang guns to do in this game? 

1099
00:54:50,250 --> 00:54:52,610
Well I want them to do damage. 
Well, how do you do damage in 

1100
00:54:52,610 --> 00:54:55,530
the game? 
It's success, it's successful 

1101
00:54:55,530 --> 00:54:59,010
roles. 
So what you should do then for 

1102
00:54:59,010 --> 00:55:03,640
weapons is not give them some 
type of like like HP. 

1103
00:55:03,640 --> 00:55:07,000
There's no HP or whatever, just 
give people more options for 

1104
00:55:07,000 --> 00:55:10,160
rolls so they have more options 
for getting successes, which 

1105
00:55:10,160 --> 00:55:12,560
means more options for damage. 
So a knife only gives you plus 

1106
00:55:12,560 --> 00:55:14,960
one to attack rolls, handgun 
gives you +2. 

1107
00:55:15,400 --> 00:55:20,360
Assault rifle or grenade is just
three damage to anything in 

1108
00:55:20,360 --> 00:55:23,160
close a range that fails a dodge
roll. 

1109
00:55:23,400 --> 00:55:26,280
So that's the only one I saw 
that was really different is 

1110
00:55:26,280 --> 00:55:28,840
that that's not adding to 
attack, It's just flat 3 damage.

1111
00:55:29,990 --> 00:55:32,870
But here's the other question. 
I had Assault Rifle +2 to all 

1112
00:55:32,870 --> 00:55:35,310
attack rolls, two shots per 
turn. 

1113
00:55:35,710 --> 00:55:37,070
What does that mean? 
Do I roll twice? 

1114
00:55:38,190 --> 00:55:46,350
Two shots per turn. 
You know what I'm saying? 

1115
00:55:46,790 --> 00:55:48,070
Yeah. 
The other thing that's really 

1116
00:55:48,070 --> 00:55:51,750
hand waved in here is ammo. 
Ammo's not really like it says 

1117
00:55:52,510 --> 00:55:55,190
it says basically you get it 
uses one per round. 

1118
00:55:55,190 --> 00:55:58,310
So I again with inventory I'm 
sure that could just be that's 

1119
00:55:58,880 --> 00:56:01,480
that is abstract I'm I'm pretty 
sure that just give my. 

1120
00:56:01,840 --> 00:56:05,160
Usage die and they'll be fine, 
you know, I'm pretty sure he 

1121
00:56:05,160 --> 00:56:09,280
said something about that in the
in the itch comments as well. 

1122
00:56:09,280 --> 00:56:10,960
That ammo's like left to the 
gym. 

1123
00:56:11,080 --> 00:56:13,240
So again, a little bit of hand 
waving that it wouldn't minded a

1124
00:56:13,240 --> 00:56:14,880
little bit more. 
And then armor the same thing. 

1125
00:56:14,880 --> 00:56:19,120
So you have helmet, body armor, 
or reinforced heavy exo suits 

1126
00:56:19,400 --> 00:56:22,840
and how do you stop getting 
damage? 

1127
00:56:23,120 --> 00:56:27,760
You roll more successes, so each
one actually gives you more, 

1128
00:56:28,500 --> 00:56:31,660
say, more dice to roll so that 
you can have more successes. 

1129
00:56:31,700 --> 00:56:35,380
I love the abstraction of that 
where your brain, a lot of 

1130
00:56:35,380 --> 00:56:38,860
people's, a lot of the thought 
is easy to go well, there's 

1131
00:56:38,860 --> 00:56:41,300
going to be damage. 
So I have to have wounds and 

1132
00:56:41,300 --> 00:56:43,700
each one has to have set them 
out versus being like, no, what 

1133
00:56:43,700 --> 00:56:46,260
are you actually trying to do 
from a design perspective, avoid

1134
00:56:46,300 --> 00:56:47,700
damage. 
How do you avoid damage at that?

1135
00:56:47,740 --> 00:56:50,340
I I love I. 
Love the dice mechanics that are

1136
00:56:50,340 --> 00:56:53,020
really, really good. 
It'd be cool to see some armor 

1137
00:56:53,020 --> 00:56:55,740
that was like lightweight armor 
gives you plus one dodge, you 

1138
00:56:55,740 --> 00:56:56,980
know? 
Yeah. 

1139
00:56:57,320 --> 00:56:59,920
For those non body boys, you 
know, Yeah. 

1140
00:56:59,920 --> 00:57:04,200
And that that was that would be 
super easy to throw in there 

1141
00:57:04,200 --> 00:57:06,000
though, you know what I mean? 
I just did it. 

1142
00:57:06,000 --> 00:57:07,960
Yeah, because boom. 
There you go. 

1143
00:57:07,960 --> 00:57:11,380
Yeah. 
So, well, yeah, yeah, yeah. 

1144
00:57:11,380 --> 00:57:13,220
Everything is body, isn't it? 
And you know what's weird about 

1145
00:57:13,220 --> 00:57:15,340
body is the more you look at the
word body, the more wrong it 

1146
00:57:15,340 --> 00:57:17,260
looks. 
Because I see body written three

1147
00:57:17,260 --> 00:57:18,700
times and I'm like, wait, is 
that a body? 

1148
00:57:18,700 --> 00:57:20,860
Actually how it's spelled? 
Yeah. 

1149
00:57:20,860 --> 00:57:22,580
It's so weird. 
So that is the end of the 

1150
00:57:22,580 --> 00:57:24,380
employee handbook. 
Really great. 

1151
00:57:24,380 --> 00:57:26,460
Really clean again, like 
overall. 

1152
00:57:26,460 --> 00:57:29,980
So this divitate in ministerum, 
I looked it up. 

1153
00:57:29,980 --> 00:57:32,380
It's it's something about like 
wealth and service. 

1154
00:57:33,380 --> 00:57:37,020
I I love that is the last page. 
Just as like a corporate like I 

1155
00:57:37,020 --> 00:57:41,920
love that so that's the end 
again like I really love the 

1156
00:57:41,920 --> 00:57:46,480
dice mechanics in this I I, you 
know I I really I'm a huge 

1157
00:57:46,480 --> 00:57:48,320
mechanics person and I know a 
lot of people especially a lot 

1158
00:57:48,320 --> 00:57:50,000
of the discourse and stuff is 
all about like narrative and 

1159
00:57:50,000 --> 00:57:51,760
story gaming. 
I love dice mechanics. 

1160
00:57:51,760 --> 00:57:53,880
I love engaging with the 
mechanics in a game. 

1161
00:57:54,120 --> 00:57:55,880
I know you you love mechanics as
much. 

1162
00:57:56,560 --> 00:57:59,120
I really love the mechanics in 
this and I think just there's 

1163
00:57:59,160 --> 00:58:03,010
it's almost like this may just 
be too light where there's like 

1164
00:58:03,010 --> 00:58:04,890
two things that I would say hand
wave a little bit less, which is

1165
00:58:04,890 --> 00:58:07,490
inventory and ammo and then just
like the question I have about 

1166
00:58:07,490 --> 00:58:09,370
career skills and that's pretty 
much it. 

1167
00:58:09,370 --> 00:58:13,370
Otherwise, I I really love this.
Yeah, I hope you should 

1168
00:58:13,370 --> 00:58:16,050
definitely reach out to Logan D,
because I want to know too about

1169
00:58:16,050 --> 00:58:20,370
the career skills. 
Yeah, yeah, The only question I 

1170
00:58:20,370 --> 00:58:23,050
have, yeah, yeah. 
The next one we have is the 

1171
00:58:23,050 --> 00:58:27,940
management manual. 
So the vast majority and I don't

1172
00:58:27,940 --> 00:58:29,940
think you said you didn't really
dig too deep in the management. 

1173
00:58:29,940 --> 00:58:30,940
I didn't really dig into this 
one. 

1174
00:58:31,020 --> 00:58:34,780
Yeah, Yeah. 
So, so the vast majority of this

1175
00:58:34,820 --> 00:58:40,220
is, is intro denture, which is 
fantastic, but I I do like that.

1176
00:58:41,500 --> 00:58:44,900
So there is the overview page 
again, which is the combat flow 

1177
00:58:44,900 --> 00:58:46,300
chart and all of that kind of 
stuff. 

1178
00:58:47,300 --> 00:58:49,140
There is a different welcome 
page here. 

1179
00:58:49,580 --> 00:58:52,100
This is congratulations. 
You have decided to join the 

1180
00:58:52,100 --> 00:58:54,820
ranks of Wuhan Baxter's 
Executive Management Program. 

1181
00:58:55,270 --> 00:58:57,990
This is a This is a noble 
undertaking. 

1182
00:58:58,190 --> 00:59:01,750
WB managers lead our various 
teams and apartments to success 

1183
00:59:01,750 --> 00:59:05,030
and beyond. 
Under your guidance, employees 

1184
00:59:05,030 --> 00:59:07,470
will achieve and contribute to 
the grand tradition of greatness

1185
00:59:07,710 --> 00:59:10,510
that this company has stood for 
over the past 300 years. 

1186
00:59:10,710 --> 00:59:13,070
Who knows, some of those 
employees may become managers 

1187
00:59:13,070 --> 00:59:15,510
themselves one day. 
On behalf of myself, the Board 

1188
00:59:15,510 --> 00:59:19,030
of Directors and everyone at WB,
we salute you on your continued 

1189
00:59:19,110 --> 00:59:20,990
journey of leadership and 
innovation. 

1190
00:59:21,780 --> 00:59:23,660
Lydia Sinclair, Director of 
Operations. 

1191
00:59:23,820 --> 00:59:26,860
It's fucking so painful. 
It's honestly unbelievably 

1192
00:59:26,860 --> 00:59:29,500
painful to read. 
It's amazingly well done. 

1193
00:59:29,500 --> 00:59:31,340
It's perfect. 
Honestly, it's not like it 

1194
00:59:31,340 --> 00:59:33,700
really is. 
I hate it so much. 

1195
00:59:35,920 --> 00:59:41,480
So undertaking. 
But when you read, the company 

1196
00:59:41,480 --> 00:59:44,600
history is even better. 
So you get the company history, 

1197
00:59:44,600 --> 00:59:47,080
which gives more lore into the 
world, which I really love. 

1198
00:59:47,560 --> 00:59:49,280
There's an introduction and 
manager roles. 

1199
00:59:49,280 --> 00:59:51,120
All of that takes less than 6 
pages. 

1200
00:59:51,280 --> 00:59:53,760
And then from six on for the 
rest of The thing is just the 

1201
00:59:53,760 --> 00:59:58,560
ear dice incident, which is a 
really good thorough breakdown 

1202
00:59:58,560 --> 01:00:01,160
of an adventure, how clocks are 
used. 

1203
01:00:01,160 --> 01:00:03,320
It gives resources for it. 
It's really, really well done. 

1204
01:00:03,860 --> 01:00:08,180
So that's a intro. 
Adventures are such a good thing

1205
01:00:08,180 --> 01:00:13,860
for designers to use to really 
give their intent as far as game

1206
01:00:13,860 --> 01:00:16,820
play and the style. 
So I think a lot of times it's a

1207
01:00:16,820 --> 01:00:19,260
missed opportunity to with a lot
of games. 

1208
01:00:19,900 --> 01:00:22,740
So it's cool to be like, Oh 
yeah, this one's like, it lays 

1209
01:00:22,740 --> 01:00:26,420
it out how this game is supposed
to be played and oh, cool, yeah,

1210
01:00:26,700 --> 01:00:29,260
absolutely like it. 
Yeah, it's really, really good. 

1211
01:00:29,720 --> 01:00:33,040
So I don't necessarily want to 
read the entire company history.

1212
01:00:33,200 --> 01:00:36,720
It starts in 1676, though, when 
Jonas Baxter returns after being

1213
01:00:36,720 --> 01:00:39,840
lost at sea for 17 years with a 
ship full of riches. 

1214
01:00:39,880 --> 01:00:44,640
A strange ship full of riches. 
He founds Jonas Baxter Shipping 

1215
01:00:44,640 --> 01:00:46,480
and Acquisitions Company in 
Crestmouth, England. 

1216
01:00:46,480 --> 01:00:47,480
Should I just read the whole 
thing? 

1217
01:00:47,840 --> 01:00:54,500
No, basically. 
Yeah, they they start a shipping

1218
01:00:54,500 --> 01:00:55,300
company. 
You know what? 

1219
01:00:55,300 --> 01:00:56,740
Fuck it. 
I'm just going to read it. 1780,

1220
01:00:56,740 --> 01:00:59,220
The Baxter Company becomes the 
richest company in the world by 

1221
01:00:59,220 --> 01:01:01,980
shipping arms and supplies to 
both sides. 

1222
01:01:02,220 --> 01:01:05,940
During the American Revolution, 
expeditions are launched to find

1223
01:01:05,940 --> 01:01:08,140
what Jonas Baxter had called 
Avenues of Glory. 

1224
01:01:08,340 --> 01:01:11,460
The first legacy projects are 
launched, and I love how open 

1225
01:01:11,460 --> 01:01:14,580
into some of this shit is like 
the legacy projects. 

1226
01:01:14,620 --> 01:01:17,090
Boom. 
That's all you get though. 1822 

1227
01:01:17,090 --> 01:01:19,170
The company buys into and 
improves upon emerging 

1228
01:01:19,170 --> 01:01:22,010
industries, industrial 
technologies and applies them to

1229
01:01:22,010 --> 01:01:25,370
its operations worldwide. 
The Echelon devices discovered 

1230
01:01:25,370 --> 01:01:29,010
floating above the Atlantic 
Ocean. 1908 a company sponsored 

1231
01:01:29,010 --> 01:01:32,730
archaeological dig discovers 
site 55-B in the Andes. 

1232
01:01:32,970 --> 01:01:35,970
Legacy projects and Ave. 
expeditions are combined into 

1233
01:01:35,970 --> 01:01:40,730
the research department. 1964 
The pyramid finishes its 112th 

1234
01:01:40,730 --> 01:01:42,890
sequence. 
Head of research Crenshaws 

1235
01:01:42,890 --> 01:01:45,720
device is able to stabilize the 
gate causing the first 

1236
01:01:45,720 --> 01:01:47,880
incursion. 
Security teams at the Pyramid 

1237
01:01:47,880 --> 01:01:50,560
facility hold the line. 
ARC division is established in 

1238
01:01:50,560 --> 01:01:52,040
the aftermath of the Pyramid 
facility. 

1239
01:01:52,040 --> 01:01:55,880
Insulin. 
I I thought, what? 

1240
01:01:55,880 --> 01:01:58,200
What's that? 
What's that movie with Stargate?

1241
01:01:58,720 --> 01:02:02,880
I was like they made it on the 
Yeah 1982, a number of prominent

1242
01:02:02,880 --> 01:02:05,840
emerging technology companies 
unite to form the Wuhan 

1243
01:02:05,840 --> 01:02:08,660
Consortium. 
In 1984, Consortium alternative 

1244
01:02:08,700 --> 01:02:11,700
energy experiment breaches the 
veil. 

1245
01:02:12,100 --> 01:02:14,580
Representatives from the Great 
House on the Hill meet with the 

1246
01:02:14,580 --> 01:02:18,580
Consortium board members and 
establish the Trust 1993. 

1247
01:02:18,580 --> 01:02:21,060
After competing for years in 
numerous industries and clashing

1248
01:02:21,060 --> 01:02:24,300
over more esoteric endeavors, 
the Baxter Company and the Wuhan

1249
01:02:24,300 --> 01:02:26,300
Consortium announced their 
merger. 

1250
01:02:26,540 --> 01:02:29,140
Wuhan Baxter becomes one of the 
largest corporations in the 

1251
01:02:29,140 --> 01:02:31,140
world. 
Overnight, the board is receded 

1252
01:02:31,140 --> 01:02:33,980
and the Trust updated. 
And in the present, WB has its 

1253
01:02:33,980 --> 01:02:36,380
fingers in virtually every 
industry worldwide, including 

1254
01:02:36,380 --> 01:02:40,100
pharmaceuticals, munitions, gene
therapy, alternative energy and 

1255
01:02:40,140 --> 01:02:43,300
entertainment. 
The company's holdings span the 

1256
01:02:43,300 --> 01:02:45,860
globe, with operations on every 
continent and a presence in 

1257
01:02:45,860 --> 01:02:49,930
nearly every country. 
It's an amazing timeline and 

1258
01:02:49,930 --> 01:02:52,410
there's so much stuff where it's
like no, no explanation for you.

1259
01:02:52,650 --> 01:02:54,890
The pyramid finish it's 112 
sequence. 

1260
01:02:54,890 --> 01:03:00,410
What it's so good like? 
The like the consortium, like 

1261
01:03:00,410 --> 01:03:02,570
you know, they meet with 
representatives from the great 

1262
01:03:02,570 --> 01:03:06,450
House on the Hill. 
OK, so good. 

1263
01:03:06,650 --> 01:03:09,130
I almost wish this was in the 
player section because I feel 

1264
01:03:09,130 --> 01:03:12,210
like reading that first before 
you get into it would. 

1265
01:03:13,090 --> 01:03:15,350
Yeah, I agree. 
Yeah. 

1266
01:03:15,470 --> 01:03:18,990
So the other thing though is 
like, I also do love how light 

1267
01:03:18,990 --> 01:03:21,830
the player's book is because 
it's really all the player 

1268
01:03:21,830 --> 01:03:23,510
needs. 
But I I wouldn't mind if this 

1269
01:03:23,510 --> 01:03:25,150
was, that's one page. 
I wouldn't mind if this is in 

1270
01:03:25,150 --> 01:03:26,470
there too. 
That was a great page. 

1271
01:03:26,470 --> 01:03:29,550
So it's really fun. 
It's like sets you up really 

1272
01:03:29,550 --> 01:03:31,590
well and you're just like, I 
don't know what any of this 

1273
01:03:31,590 --> 01:03:33,950
means, but you like, it gives 
you like a vibe. 

1274
01:03:33,950 --> 01:03:36,230
And you could like, start 
defining that stuff at your own 

1275
01:03:36,230 --> 01:03:39,870
table, you know, And like, yeah,
very funny. 

1276
01:03:40,310 --> 01:03:41,670
So good it's. 
So good. 

1277
01:03:41,670 --> 01:03:44,620
It's good. 
So yeah, so there's the 

1278
01:03:44,620 --> 01:03:46,220
introduction. 
The company is survival horror 

1279
01:03:46,220 --> 01:03:47,260
game, we already talked about 
that. 

1280
01:03:47,260 --> 01:03:49,940
So the the GM is the backbone of
the experience. 

1281
01:03:50,260 --> 01:03:52,660
And you, you have the following 
responsibilities. 

1282
01:03:52,700 --> 01:03:55,940
You facilitate play, you plan 
ahead, you manage variables. 

1283
01:03:56,420 --> 01:03:59,220
Variables are a specific thing. 
They're in PC's and bad guys and

1284
01:03:59,220 --> 01:04:00,900
stuff. 
It's not just right. 

1285
01:04:01,460 --> 01:04:06,060
Lower case variables engage with
employees and you track time. 

1286
01:04:08,320 --> 01:04:09,480
Pay attention to the passage of 
time. 

1287
01:04:09,480 --> 01:04:12,840
But I also like the concept of 
listen, you were 3 minutes late 

1288
01:04:12,840 --> 01:04:15,080
clocking out at the end of the 
day, so we're just going to 

1289
01:04:15,080 --> 01:04:18,200
deduct that from your paycheck. 
Great piece of art here. 

1290
01:04:19,640 --> 01:04:22,520
There is a manager rule section 
so it's just a little bit of 

1291
01:04:23,440 --> 01:04:26,160
changes. 
It's like 2 pages on slight 

1292
01:04:26,160 --> 01:04:29,920
variance for managers and and 
how variables are rolled. 

1293
01:04:29,920 --> 01:04:32,100
So skill rolls. 
The challenges of the company 

1294
01:04:32,100 --> 01:04:33,660
are overcome by making skill 
roles. 

1295
01:04:33,660 --> 01:04:36,340
It's up to the GM to determine 
them from zero to four. 

1296
01:04:36,340 --> 01:04:38,220
We talked about them before, 
from trivial to basically 

1297
01:04:38,220 --> 01:04:40,420
impossible. 
Employees will need to roll a 

1298
01:04:40,420 --> 01:04:42,660
matching number of successes. 
We got that So stress and 

1299
01:04:42,660 --> 01:04:44,540
burnout Throughout the game 
employees will gain stress. 

1300
01:04:44,940 --> 01:04:46,500
It says how the stress is 
gained. 

1301
01:04:46,500 --> 01:04:50,620
At any point you can call for 
burnout, usually after usually 

1302
01:04:50,620 --> 01:04:53,060
after taking a large amount of 
stress which is 3 or more 

1303
01:04:53,380 --> 01:04:56,660
failing a difficult task or 
witnessing something horrific or

1304
01:04:56,660 --> 01:04:58,460
mind altering. 
And I love this next line. 

1305
01:04:58,960 --> 01:05:02,680
Burnout is a tool to build 
tension, not to punish players. 

1306
01:05:03,360 --> 01:05:04,480
Cool, I. 
Like that. 

1307
01:05:04,600 --> 01:05:06,640
Really important. 
But I also do love that there's 

1308
01:05:06,640 --> 01:05:08,720
specific examples given for when
you could do it. 

1309
01:05:09,080 --> 01:05:11,360
Three or more stress. 
Failing a difficult task so 

1310
01:05:11,360 --> 01:05:12,640
difficult or greater, I think I 
would. 

1311
01:05:12,680 --> 01:05:15,280
I would call for burnout and 
witnessing something horrific or

1312
01:05:15,280 --> 01:05:18,920
mind altering. 
So here's the stress and then 

1313
01:05:18,920 --> 01:05:22,080
let's all do a burnout role if 
it's super crazy, you know, love

1314
01:05:22,080 --> 01:05:25,290
that. 
So tracking time mission should 

1315
01:05:25,290 --> 01:05:28,850
have time limits, changes in the
environment after the overtime 

1316
01:05:29,210 --> 01:05:31,210
and consequences for wasting 
time. 

1317
01:05:31,370 --> 01:05:34,530
So I love that it's like you 
have one hour, but if you go 

1318
01:05:34,530 --> 01:05:36,810
above an hour, here are the 
consequences to be on that. 

1319
01:05:36,810 --> 01:05:39,290
So this helps to heighten the 
tension and keeps proceedings 

1320
01:05:39,290 --> 01:05:40,730
movings. 
Clock. 

1321
01:05:45,500 --> 01:05:48,260
Sorry, let me minimize that. 
Clocks or dice can be used to 

1322
01:05:48,260 --> 01:05:50,980
track this complex actions and 
investigations may take longer 

1323
01:05:50,980 --> 01:05:53,580
to accomplish than others. 
Mission clocks are not secret, 

1324
01:05:54,300 --> 01:05:56,900
so it just gives an example of 
like an hour. 

1325
01:05:56,900 --> 01:05:59,660
Yeah, fire team retrieval, all 
that kind of stuff. 

1326
01:06:03,580 --> 01:06:06,180
And then the manager rules very 
much. 

1327
01:06:06,500 --> 01:06:12,050
Computer Sentients is the best 
one though, you know, and it's 

1328
01:06:12,050 --> 01:06:14,850
just a D10I like that they just 
throw a D10 down and be like 

1329
01:06:14,850 --> 01:06:17,610
it's a D10 pool you don't need. 
To draw things, you know, Like, 

1330
01:06:18,490 --> 01:06:26,050
yeah, you know, I would love 
like some type of thing for 

1331
01:06:26,050 --> 01:06:27,330
clocks. 
You know what I mean? 

1332
01:06:27,710 --> 01:06:30,150
Like, either like a token to 
have three things or like, yeah,

1333
01:06:30,470 --> 01:06:33,030
even the thing where I could 
like slot like a little window 

1334
01:06:33,030 --> 01:06:35,030
or something that sits up. 
I think that would be such a 

1335
01:06:35,030 --> 01:06:37,950
cool tool to have for people 
that use a lot of games like 

1336
01:06:37,950 --> 01:06:40,750
this to be able to, like, not 
just have to draw like a thing 

1337
01:06:40,750 --> 01:06:43,070
because fuck, my circles are not
over circles, you know? 

1338
01:06:43,430 --> 01:06:45,550
But to just have a tool where I 
can be like, all right, let me 

1339
01:06:45,550 --> 01:06:47,750
flip to four, all right? 
And when I click a thing on the 

1340
01:06:47,750 --> 01:06:50,310
top, like, from my side, it will
go 1234. 

1341
01:06:50,310 --> 01:06:52,390
And on their side, it'll just 
like, slide the clock around. 

1342
01:06:52,630 --> 01:06:55,500
Let's build it, let's do it. 
Nice Kickstarter from the Weekly

1343
01:06:55,500 --> 01:06:56,300
Scroll. 
Yeah, absolutely. 

1344
01:06:56,540 --> 01:07:02,540
Make it a + 1 X Exp project. 
So GM controlled Npc's, enemies,

1345
01:07:02,540 --> 01:07:04,860
and automated systems are 
referred to as variables. 

1346
01:07:05,340 --> 01:07:07,940
Variables provide everything 
from assistance to adversity. 

1347
01:07:07,940 --> 01:07:13,860
For arc teams, variables often 
utilize 3 traits representing 

1348
01:07:13,860 --> 01:07:16,620
multiple employee skills. 
As variables take damage, their 

1349
01:07:16,620 --> 01:07:18,140
traits can degrade, leaving them
vulnerable. 

1350
01:07:18,140 --> 01:07:20,940
So variables you don't fuck with
everything else. 

1351
01:07:20,940 --> 01:07:23,940
You pretty much have health 
aware and combat, which is body 

1352
01:07:23,940 --> 01:07:25,100
dodge and fight. 
That's about it. 

1353
01:07:25,620 --> 01:07:28,340
Health tracks strength and 
points aware tracks are 

1354
01:07:28,340 --> 01:07:31,540
awareness and the ability to 
react and combat is their fight.

1355
01:07:32,100 --> 01:07:35,380
And so you really can condense 
bad guys down, which I really 

1356
01:07:35,380 --> 01:07:37,320
love. 
Most variables can be controlled

1357
01:07:37,320 --> 01:07:39,920
effectively with these three. 
If other you can improvise. 

1358
01:07:39,920 --> 01:07:43,160
If they need more. 
Enemy variables often have other

1359
01:07:43,160 --> 01:07:45,120
abilities or weapons they give 
them an edge. 

1360
01:07:45,160 --> 01:07:48,120
Abilities are most often used to
attack, however some are 

1361
01:07:48,120 --> 01:07:52,360
utilized as actions if noted. 
Variables cannot add dice or 

1362
01:07:52,360 --> 01:07:54,560
push rolls. 
Combat. 

1363
01:07:54,560 --> 01:07:56,120
The mechanics of combat are the 
same. 

1364
01:07:56,760 --> 01:08:01,000
Missions arc teams are deployed 
to company holdings to secure 

1365
01:08:01,000 --> 01:08:03,840
and contain the company property
and personnel after accidents or

1366
01:08:03,840 --> 01:08:06,810
disasters. 
Remember, you are a containment 

1367
01:08:06,810 --> 01:08:08,610
team. 
You are a response team. 

1368
01:08:08,730 --> 01:08:11,290
That is what you are. 
Shit went bad and you have to go

1369
01:08:11,290 --> 01:08:14,290
fix it. 
So the next part is Errodice, 

1370
01:08:14,410 --> 01:08:19,210
which is the adventure. 
So we do not read of interest 

1371
01:08:19,210 --> 01:08:20,609
here on the stream. 
So what you should do is go buy 

1372
01:08:20,609 --> 01:08:22,450
the fucking book. 
You should definitely go 

1373
01:08:22,450 --> 01:08:26,210
download this. 
But this is a great adventure, 

1374
01:08:29,010 --> 01:08:31,290
the quick breakdown, so you get 
a little teaser. 

1375
01:08:31,290 --> 01:08:35,930
Your DICE facility is a deep sea
research facility 20,000 feet 

1376
01:08:35,930 --> 01:08:39,930
below sea level, owned by W 
Pharmaceutical subsidiary 

1377
01:08:39,930 --> 01:08:43,890
Novarium, and is supported by 
the Orpheus supply rig that 

1378
01:08:43,890 --> 01:08:47,689
honestly already like, I'm like 
the horror in just being 20,000 

1379
01:08:47,689 --> 01:08:50,729
feet down in the ocean. 
You got you've done fucked me 

1380
01:08:50,729 --> 01:08:55,040
up. 
There is one thing I really 

1381
01:08:55,040 --> 01:08:58,319
love. 
Dr. Legatti discovers that the 

1382
01:08:58,319 --> 01:09:00,560
most recent batch of specimens 
brought aboard or exhibiting 

1383
01:09:00,560 --> 01:09:03,279
signs of accelerated evolution. 
I can only assume and hope that 

1384
01:09:03,279 --> 01:09:06,600
that is Legatti like the author 
Legatti, the horror author, in 

1385
01:09:06,600 --> 01:09:10,600
which I love this 10 times more 
if it is, But just flipping 

1386
01:09:10,600 --> 01:09:13,200
through the adventure as far as 
looking at it from a layout 

1387
01:09:13,200 --> 01:09:17,399
perspective, I love the sidebars
which has like the navigation 

1388
01:09:17,399 --> 01:09:21,120
icon keys, which makes it super 
easy and useful off to the side.

1389
01:09:21,120 --> 01:09:24,840
There's a timeline for each, A 
quick breakdown of what just one

1390
01:09:24,840 --> 01:09:28,240
variable looks like, So people 
can see that this is a hybrid 

1391
01:09:28,240 --> 01:09:31,439
specimen. 
Specimens taken from the trench 

1392
01:09:31,439 --> 01:09:36,160
by the research team, right? 
How sick is that art, by the 

1393
01:09:36,160 --> 01:09:38,880
way? 
Splitting and evolving it's 

1394
01:09:38,880 --> 01:09:41,880
crazy health. 
Three Aware One Combat 2. 

1395
01:09:42,000 --> 01:09:45,000
Again, that's all you need. 
You have abilities Mutation 

1396
01:09:45,279 --> 01:09:48,279
During combat, the hybrid may 
use an action to mutate the GM. 

1397
01:09:48,279 --> 01:09:51,180
Rolls of detain on the table 
below and its attack is a bite 

1398
01:09:51,220 --> 01:09:54,860
-1 health on hit stage one 
infection and then it's got a 

1399
01:09:54,860 --> 01:09:57,620
decent table for mutations. 
That's it for a stab block, and 

1400
01:09:57,620 --> 01:09:59,140
I love how simple and clean that
is. 

1401
01:10:00,940 --> 01:10:01,900
Yeah, I do. 
Yeah. 

1402
01:10:01,980 --> 01:10:05,260
This is this is good. 
Yeah, it's really, really good. 

1403
01:10:05,260 --> 01:10:08,620
It has the whole page for the 
infection types and stuff and 

1404
01:10:08,620 --> 01:10:12,170
then the Airdice facility map is
like this point crawl map that's

1405
01:10:12,170 --> 01:10:14,770
like super big and numbered. 
It looks really, really 

1406
01:10:14,770 --> 01:10:16,810
fantastic. 
Just overall the adventure is 

1407
01:10:16,810 --> 01:10:19,010
super well done. 
It's really well laid out. 

1408
01:10:19,690 --> 01:10:23,650
It's got on each section, it's 
got the the icon trackers on it 

1409
01:10:23,650 --> 01:10:25,250
so you know what's going on in 
each section. 

1410
01:10:25,450 --> 01:10:27,650
It's really, really well laid 
out as an adventure. 

1411
01:10:27,650 --> 01:10:31,730
It's got roll tables and if you 
go all the way to the back it's 

1412
01:10:31,730 --> 01:10:34,730
got a really cool breakdown for 
reference of the the mission 

1413
01:10:34,730 --> 01:10:36,810
clocks that you can use because 
you have 7 hours to complete the

1414
01:10:36,810 --> 01:10:39,650
mission. 
There's an encounter item map. 

1415
01:10:40,080 --> 01:10:42,800
So like it literally breaks down
the numbers of like where you 

1416
01:10:42,800 --> 01:10:45,280
can find everything and the 
encounters you're going to have 

1417
01:10:45,600 --> 01:10:48,760
and even a list for the stages 
of infection which is part of it

1418
01:10:49,040 --> 01:10:53,040
and commendations for like the 
drives you can earn throughout. 

1419
01:10:53,040 --> 01:10:55,640
So like such a well written 
adventure that utilizes the 

1420
01:10:55,640 --> 01:10:58,760
rules in a way where you go, oh 
I totally fucking get this and 

1421
01:10:58,760 --> 01:11:01,840
notes in the back super super 
well done. 

1422
01:11:01,840 --> 01:11:05,160
I did not look up this one 
devotate in protest day but I 

1423
01:11:05,160 --> 01:11:08,720
assume that's like blessings in.
I don't know. 

1424
01:11:09,050 --> 01:11:12,290
We'll have to Google it. 
While you Google that, I'm going

1425
01:11:12,290 --> 01:11:14,050
to go through one of the other 
pieces that they have here. 

1426
01:11:14,050 --> 01:11:18,010
One of the other things you can 
get on on the Itch page from 

1427
01:11:18,010 --> 01:11:22,930
Logan Dean is the Conflict 
Resolution Guidelines, which is 

1428
01:11:23,170 --> 01:11:25,970
a another document that you can 
have. 

1429
01:11:26,410 --> 01:11:31,010
So this actually has. 
A wealth in control? 

1430
01:11:33,570 --> 01:11:37,530
That sounds like Wuhan Baxter, 
so we're not going to dig 

1431
01:11:37,570 --> 01:11:40,010
through the conflict resolution 
guidelines. 

1432
01:11:40,010 --> 01:11:41,730
You should pay Logan Dean and 
download it. 

1433
01:11:42,450 --> 01:11:47,610
But this is a lot more content 
for the game, so there's a brave

1434
01:11:47,610 --> 01:11:49,770
new world awaits. 
The ARC division has long been 

1435
01:11:49,770 --> 01:11:51,970
this company's bulwark. 
It gives unfortunate catastrophe

1436
01:11:51,970 --> 01:11:54,570
and unwanted attention. 
We are continued success and 

1437
01:11:54,570 --> 01:11:57,330
large part to the efforts and 
expertise of employees like you.

1438
01:11:57,880 --> 01:12:00,880
In order to keep your best 
trained and informed, we have 

1439
01:12:00,880 --> 01:12:03,240
commissioned this document, the 
conflict resolution guideline. 

1440
01:12:03,240 --> 01:12:06,080
Within these training materials,
you will find a new career for 

1441
01:12:06,080 --> 01:12:08,920
employees to pursue, new and 
updated management options and 

1442
01:12:08,920 --> 01:12:12,400
most importantly, 6 case studies
on classified ARC operations 

1443
01:12:12,520 --> 01:12:14,760
from the archives. 
It is our hope that you will use

1444
01:12:14,760 --> 01:12:17,840
this material to better prepare 
yourselves for any eventuality 

1445
01:12:17,840 --> 01:12:20,680
and further arise so you get a 
whole new class, which is the 

1446
01:12:20,680 --> 01:12:22,900
executive, which is fucking 
dope. 

1447
01:12:23,100 --> 01:12:24,540
I love that you can actually be 
an executive. 

1448
01:12:25,140 --> 01:12:28,460
There's a new employee options 
which are new perks to have 

1449
01:12:28,460 --> 01:12:32,420
right off the bat, like rabbits,
foot fast track paranoia. 

1450
01:12:32,900 --> 01:12:36,620
There's a new items list which 
gives signature weapons, 

1451
01:12:36,620 --> 01:12:38,220
extended magazines, things like 
that. 

1452
01:12:38,740 --> 01:12:42,940
And then there are 6 missions. 
You get a breakdown of those 

1453
01:12:42,940 --> 01:12:46,700
missions. 
There's a little bit more stuff 

1454
01:12:46,700 --> 01:12:50,160
for campaign play, like Burnout 
recovery, what you can do on 

1455
01:12:50,160 --> 01:12:54,200
downtime, things like that, what
you can do to leave the company,

1456
01:12:54,440 --> 01:12:59,960
an expanded burnout table, which
is really fantastic, and then a 

1457
01:12:59,960 --> 01:13:04,120
breakdown of the six new kind of
like missions that you can go 

1458
01:13:04,120 --> 01:13:06,600
through. 
And again, this whole document 

1459
01:13:06,600 --> 01:13:08,800
is extremely well laid out. 
It's a little bit. 

1460
01:13:08,880 --> 01:13:14,560
More this this is definitely 
done after the company using the

1461
01:13:14,560 --> 01:13:18,360
same style but definitely kind 
of like upset just like I think 

1462
01:13:18,360 --> 01:13:20,160
a little bit as far as like the 
lay on stuff is done. 

1463
01:13:20,360 --> 01:13:23,000
So this is incredibly well done 
and I would honestly consider 

1464
01:13:23,000 --> 01:13:26,160
this part of the game as well. 
That's the other thing too. 

1465
01:13:26,160 --> 01:13:30,440
Like, I know it's expanded 
content, but if you threw this, 

1466
01:13:31,400 --> 01:13:39,400
the oh, now what is this one? 
What is the absconditis we got? 

1467
01:13:39,400 --> 01:13:41,320
We already had wealth and 
service. 

1468
01:13:41,320 --> 01:13:52,360
We had wealth and control, and 
now we have wealth in dead air. 

1469
01:13:52,560 --> 01:13:56,360
Dead. 
Air people see. 

1470
01:14:00,920 --> 01:14:03,720
They know she was going to 
Google Translate and type it in 

1471
01:14:03,720 --> 01:14:05,480
or what are they? 
I yeah, I did. 

1472
01:14:05,600 --> 01:14:09,560
And then I'm I I didn't. 
So there we go. 

1473
01:14:11,080 --> 01:14:12,520
Keep talking. 
I'm getting there. 

1474
01:14:13,240 --> 01:14:19,720
Well, so in in Hidden Wealth and
The Hidden, OK, I'll take that. 

1475
01:14:20,200 --> 01:14:24,920
So, so here's the thing. 
So I again, so obviously the 

1476
01:14:24,920 --> 01:14:28,280
game is the employee handbook 
and the management manual. 

1477
01:14:28,560 --> 01:14:31,440
I would almost want to just lump
the conflict resolution 

1478
01:14:31,440 --> 01:14:34,080
guidelines into that. 
Do we want to to say that all of

1479
01:14:34,080 --> 01:14:37,360
it is a game, or would this be 
like a bonus supplement, Bonus 

1480
01:14:37,360 --> 01:14:38,400
supplement? 
Bonus. 

1481
01:14:38,480 --> 01:14:42,000
Yeah. 
So my question, I guess because 

1482
01:14:42,000 --> 01:14:44,360
we didn't really talk about this
before, are we doing a Zine 

1483
01:14:44,360 --> 01:14:46,280
review on this or are we doing? 
A Zine review. 

1484
01:14:47,240 --> 01:14:50,000
OK, yeah, that makes sense 
because even if you add the 

1485
01:14:50,000 --> 01:14:52,240
second one in, it's still only 
like 40 pages and it's almost 

1486
01:14:52,240 --> 01:14:52,920
all. 
Yeah. 

1487
01:14:53,000 --> 01:14:56,880
And so much of it is like half 
of the first ones, just 

1488
01:14:56,880 --> 01:15:00,200
character cheats. 
So yeah, but I mean and the 

1489
01:15:00,200 --> 01:15:03,200
mechanics associated with it on 
top of that, but I do love that 

1490
01:15:03,200 --> 01:15:06,400
the the CRG signals are out 
there there is. 

1491
01:15:06,640 --> 01:15:08,840
So why don't we hop into the 
review then. 

1492
01:15:08,840 --> 01:15:14,090
So that's the game and this is 
the company corporate survival 

1493
01:15:14,090 --> 01:15:16,810
horror. 
So I'm actually going to switch 

1494
01:15:16,810 --> 01:15:19,450
this up a little bit because we 
are not doing a full game score,

1495
01:15:19,770 --> 01:15:21,530
we are just going to do Zine 
scores. 

1496
01:15:21,530 --> 01:15:25,370
So the Zine scores are different
than the full game scores. 

1497
01:15:25,370 --> 01:15:28,370
Full game scores are 5 metrics 
to with a total of 10 points 

1498
01:15:28,370 --> 01:15:31,570
each, which gets you to 50. 
The Zine scores we do a little 

1499
01:15:31,570 --> 01:15:35,290
bit different because zines, if 
you compare this like 24 pages 

1500
01:15:35,290 --> 01:15:38,130
to like Blades in the Dark, 
which is like 300 pages, there's

1501
01:15:38,130 --> 01:15:41,000
just things that one will have 
that the other won't have. 

1502
01:15:41,000 --> 01:15:46,000
So we decided a while ago around
like episode 70 to do metrics 

1503
01:15:46,000 --> 01:15:48,520
that are more that are kind of 
like condensed a little bit. 

1504
01:15:48,520 --> 01:15:51,560
So Max here is 30. 
For zines, there's three 

1505
01:15:51,560 --> 01:15:52,960
metrics. 
There's visuals, rule set and 

1506
01:15:52,960 --> 01:15:56,880
vibes. 
Visuals are art, layout, like 

1507
01:15:56,960 --> 01:16:00,160
everything that when you 
physically look at the project 

1508
01:16:01,000 --> 01:16:02,520
that is all broken down 
individuals. 

1509
01:16:03,240 --> 01:16:04,960
There's the rule set, which is 
the same. 

1510
01:16:05,040 --> 01:16:07,330
It's the rule set. 
If it's adapted, how well is 

1511
01:16:07,330 --> 01:16:11,370
it's adapted. 
If it is a new rule set, do we 

1512
01:16:11,370 --> 01:16:12,890
like it? 
And then there are vibes. 

1513
01:16:12,890 --> 01:16:16,170
Vibes is a kind of broad 
category where it's just like to

1514
01:16:16,170 --> 01:16:19,450
me the one of the biggest things
is when I close this after 

1515
01:16:19,450 --> 01:16:22,050
reading it, how bad do I want to
play it? 

1516
01:16:22,250 --> 01:16:25,450
But also when you combine 
visuals and rule set together, 

1517
01:16:25,730 --> 01:16:29,730
does the does what that look 
like mixed with a rule set feel 

1518
01:16:29,730 --> 01:16:32,930
like it all fits together? 
Like if you have like a crazy 

1519
01:16:33,250 --> 01:16:36,810
neon dream game, but it's in 
black and white, like, you know 

1520
01:16:36,810 --> 01:16:37,810
what I mean? 
The vibes aren't quite there, 

1521
01:16:37,810 --> 01:16:40,330
but if you know, but if you have
a game all about slime and the 

1522
01:16:40,330 --> 01:16:44,970
thing looks like it's covered in
slime vibes, you know, so right.

1523
01:16:45,010 --> 01:16:50,610
So visually, here's the thing. 
I think it looks like an 

1524
01:16:50,610 --> 01:16:53,330
employee handbook. 
I think for how light it is. 

1525
01:16:53,330 --> 01:16:56,010
I think it's extremely well laid
out and readable. 

1526
01:16:56,970 --> 01:17:01,890
I think that there is every spot
that could have art, I think is,

1527
01:17:02,210 --> 01:17:04,730
and I think every page is as 
dense as it possibly could be 

1528
01:17:04,730 --> 01:17:07,290
without feeling crowded. 
And the art that is there, 

1529
01:17:07,290 --> 01:17:10,010
especially on the character 
pages and the variables and the 

1530
01:17:10,010 --> 01:17:13,050
adventures, the maps and a lot 
of the art throughout the 

1531
01:17:13,730 --> 01:17:16,610
conflict resolution guidelines 
is really fantastic. 

1532
01:17:16,610 --> 01:17:18,530
I can't think of a single spot 
where I put another piece of 

1533
01:17:18,530 --> 01:17:20,690
spot art. 
I can't think of any reason I 

1534
01:17:20,690 --> 01:17:23,730
would add any more art to it, 
and I think it's incredibly well

1535
01:17:23,890 --> 01:17:26,330
laid out, even though it is 
black and white, But I think 

1536
01:17:26,330 --> 01:17:28,690
that does feed into the whole 
employee handbook vibe. 

1537
01:17:29,090 --> 01:17:32,610
What are your thoughts usually? 
I could use some color, you 

1538
01:17:32,610 --> 01:17:35,560
know. 
I think, you know their employee

1539
01:17:35,560 --> 01:17:37,320
handbooks are yeah it's small 
Zine. 

1540
01:17:37,320 --> 01:17:39,320
I think it's. 
I think it's, I agree with 

1541
01:17:39,320 --> 01:17:44,080
everything you just said. 
So, you know, I want to remind a

1542
01:17:44,120 --> 01:17:45,240
little. 
You mean to everything? 

1543
01:17:45,240 --> 01:17:48,400
I was going to say So. 
It is nice to look at and like 

1544
01:17:48,720 --> 01:17:51,880
there is not a lot of empty 
space, but it is not cluttered. 

1545
01:17:53,320 --> 01:17:55,160
Yeah, I like it. 
It's nice. 

1546
01:17:55,760 --> 01:17:59,080
That's one thing is like I I 
feel like it's it's really 

1547
01:18:00,260 --> 01:18:01,580
dense. 
Like we've talked about this a 

1548
01:18:01,580 --> 01:18:02,900
couple times. 
If you're going to do black and 

1549
01:18:02,900 --> 01:18:05,780
white, like this is such a 
really good way to do it. 

1550
01:18:05,780 --> 01:18:07,540
And I really love the use of. 
You know what? 

1551
01:18:07,540 --> 01:18:10,620
I love the use of is like the 
lines that they do a lot. 

1552
01:18:10,860 --> 01:18:13,620
Like how they break up the page 
and stuff and like they 

1553
01:18:13,620 --> 01:18:15,500
partition stuff out. 
Especially in like the character

1554
01:18:15,500 --> 01:18:17,100
section. 
Yeah, I agree. 

1555
01:18:17,700 --> 01:18:20,020
Really well done. 
I I think overall like it is 

1556
01:18:20,020 --> 01:18:23,180
like, you know, it's one of 
those things because this is a 

1557
01:18:23,180 --> 01:18:25,540
Z, not a full book. 
If this was a full book, if you 

1558
01:18:25,540 --> 01:18:28,820
slapped all these 33 together, I
would want color. 

1559
01:18:29,320 --> 01:18:31,280
I wouldn't want the only thing 
that I think could really like 

1560
01:18:31,360 --> 01:18:36,040
like elevate this a little bit 
is a lot of the logos in color I

1561
01:18:36,040 --> 01:18:37,520
think would make such a huge. 
Difference. 

1562
01:18:37,520 --> 01:18:38,840
I think that would make a big 
difference. 

1563
01:18:38,840 --> 01:18:41,200
Yeah. 
The WB in logo, the arc one in 

1564
01:18:41,200 --> 01:18:42,720
logo. 
I know there's a color logo on 

1565
01:18:42,720 --> 01:18:44,920
the character sheet that you can
download. 

1566
01:18:45,200 --> 01:18:48,320
So just having the color logo on
the base document and maybe a 

1567
01:18:48,320 --> 01:18:52,720
color on the arc logo I think it
would be would be dope for the 

1568
01:18:52,720 --> 01:18:54,440
employee handbook and I think 
that would make a difference. 

1569
01:18:54,840 --> 01:18:58,120
I mean for a Zine any and this 
is not a book score so this is 

1570
01:18:58,120 --> 01:18:59,760
totally different for a Zine 
score. 

1571
01:19:00,000 --> 01:19:02,720
And let's we're we're after 
episode 100 we're not going to 

1572
01:19:02,720 --> 01:19:04,400
be harsher but we're going to be
more realistic with our 

1573
01:19:04,400 --> 01:19:10,840
critiques here. 
Visually this is not I don't I 

1574
01:19:10,840 --> 01:19:12,280
also want to compare less to 
other things. 

1575
01:19:12,280 --> 01:19:13,960
So this can't be compared to 
something that's like 

1576
01:19:13,960 --> 01:19:16,000
Technicolor because that fits 
that game. 

1577
01:19:16,280 --> 01:19:19,640
I think the black and white for 
this fits this game maybe with 

1578
01:19:19,640 --> 01:19:21,720
some spots of color. 
I don't know where I'm at on 

1579
01:19:21,720 --> 01:19:26,440
this, I feel like. 
I'm at a healthy 7 for this one.

1580
01:19:26,560 --> 01:19:28,880
That's exactly what I was going 
to say I think 7 is really good 

1581
01:19:28,880 --> 01:19:30,240
for. 
I really do like this. 

1582
01:19:30,240 --> 01:19:33,760
I think it's really well done. 
But, like, it doesn't blow my 

1583
01:19:33,760 --> 01:19:35,880
nonexistent hair back. 
You know what I mean? 

1584
01:19:35,880 --> 01:19:37,320
Like, but it's still really 
good. 

1585
01:19:38,160 --> 01:19:38,920
Yeah. 
Yeah. 

1586
01:19:39,400 --> 01:19:40,560
Again. 
But that's the thing too, is 

1587
01:19:40,560 --> 01:19:43,320
like, I'm like, what I would 
want from this visually would 

1588
01:19:43,320 --> 01:19:46,720
turn it into a book, you know? 
So I'm torn in my head where I'm

1589
01:19:46,720 --> 01:19:48,800
like, I have to keep reminding 
myself there's only 20 pages. 

1590
01:19:48,800 --> 01:19:49,840
But you're right. 
Yeah, Yeah. 

1591
01:19:49,840 --> 01:19:53,240
I think the seven is is really 
solid for this, for a for a 

1592
01:19:53,440 --> 01:19:54,880
completely black and white 
thing. 

1593
01:19:55,080 --> 01:19:57,040
I think the art and the layout 
really, really shines. 

1594
01:19:57,080 --> 01:20:01,000
So rule set wise, I love it. 
Oh, it's great. 

1595
01:20:01,000 --> 01:20:04,320
I mean the dice mechanics and 
like the the choice mechanics 

1596
01:20:04,320 --> 01:20:06,680
are fantastic. 
They feed into themselves. 

1597
01:20:06,680 --> 01:20:09,600
Like, I mean this actually, I 
think rule set wise is probably 

1598
01:20:09,600 --> 01:20:12,760
going to be pretty high for me 
because I think their use of 

1599
01:20:12,760 --> 01:20:19,360
like stress and like the 
exchange of stuff for stress. 

1600
01:20:20,870 --> 01:20:24,630
Yeah, I really like this. 
Also, I like that Z 10s, I think

1601
01:20:24,630 --> 01:20:25,990
it's cool. 
I also think it cleans up the 

1602
01:20:25,990 --> 01:20:30,470
math in your head when you're 
doing it, you know, which I 

1603
01:20:30,470 --> 01:20:34,110
always. 
I mean everything that you will.

1604
01:20:34,270 --> 01:20:37,190
My only critique is that, like, 
I just don't understand what 

1605
01:20:37,190 --> 01:20:39,670
career roles are versus, you 
know, skills. 

1606
01:20:40,390 --> 01:20:46,880
Yeah, I think I agree. 
Like, it could use clarification

1607
01:20:46,880 --> 01:20:49,560
in a small way on a couple 
things, fairly minor, but I 

1608
01:20:49,560 --> 01:20:52,200
mean, like kind of not knowing 
when I would use a regular role 

1609
01:20:52,200 --> 01:20:55,920
or a career role is kind of a 
bigger critique, you know, Like 

1610
01:20:56,120 --> 01:20:59,520
that's one of the main things 
you're doing. 

1611
01:21:01,600 --> 01:21:04,960
I would say mechanically, 
everything that you said I 

1612
01:21:04,960 --> 01:21:06,800
absolutely love. 
I love that. 

1613
01:21:07,560 --> 01:21:10,680
You will always have stress. 
It's not that you push a lot of 

1614
01:21:10,680 --> 01:21:11,840
games. 
You'll get stressed if you push 

1615
01:21:11,840 --> 01:21:13,040
yourself. 
You can just not push yourself. 

1616
01:21:13,240 --> 01:21:15,800
This one Every fucking role you 
can potentially have stress. 

1617
01:21:16,520 --> 01:21:17,880
Every fucking role you can 
potentially have. 

1618
01:21:17,880 --> 01:21:21,080
Burnout, every fucking role you 
can potentially give yourself 

1619
01:21:21,080 --> 01:21:23,720
stress, lose, drive, lose 
health, do everything. 

1620
01:21:23,920 --> 01:21:28,480
I think that the rules feed 
really hard into the corporate 

1621
01:21:28,960 --> 01:21:31,960
you know, aspect of it. 
I think you're going to be 

1622
01:21:31,960 --> 01:21:35,560
chewing through people like it's
your job the. 

1623
01:21:37,090 --> 01:21:39,170
I think some of the stuff that's
hand waved, I wouldn't mind it 

1624
01:21:39,170 --> 01:21:41,490
not being hand waved, but I 
don't think that's that's that's

1625
01:21:41,490 --> 01:21:45,010
a that's a personal critique. 
I mean also like if you're going

1626
01:21:45,010 --> 01:21:48,690
to put like light or heavy as 
weight on stuff, it's like, what

1627
01:21:48,690 --> 01:21:51,210
does that mean? 
Well, I see. 

1628
01:21:51,210 --> 01:21:54,130
I don't mind if it's just like I
allow, but I wouldn't mind 

1629
01:21:54,130 --> 01:21:56,210
something in there saying like, 
no. 

1630
01:21:56,210 --> 01:21:58,450
It does say it says like the GM 
can determine how you want to 

1631
01:21:58,450 --> 01:22:00,610
use inventory. 
So to put light and weight, and 

1632
01:22:00,610 --> 01:22:02,330
then to let the GM decide like 
what they want to do with that, 

1633
01:22:02,330 --> 01:22:04,250
whether you want to go slots or 
whether you want to go like a 

1634
01:22:04,250 --> 01:22:08,620
total, I'm OK. 
I mean, I would prefer it not 

1635
01:22:08,620 --> 01:22:11,220
hand waved, but like I don't 
think it like detracts 

1636
01:22:11,220 --> 01:22:13,820
necessarily from the rule set. 
The same thing with ammo. 

1637
01:22:13,940 --> 01:22:15,860
If you're going to list like 
number of shots and number of 

1638
01:22:15,860 --> 01:22:17,700
shots you can take, I wouldn't 
mind there being some, some. 

1639
01:22:17,940 --> 01:22:20,220
I mean like if you're if you're 
not going to, like if there's 

1640
01:22:20,220 --> 01:22:21,820
not a rule for it, don't put it 
in there. 

1641
01:22:22,060 --> 01:22:23,820
Like don't put lightweight in 
there. 

1642
01:22:23,820 --> 01:22:25,700
If you're going to be like Oh 
well you guys just hand wave 

1643
01:22:25,700 --> 01:22:27,500
whatever it works however you 
want to. 

1644
01:22:27,500 --> 01:22:29,020
It's like well then don't put 
that in there. 

1645
01:22:29,810 --> 01:22:32,810
Put light or heavy in there then
then at least make a rule and be

1646
01:22:32,810 --> 01:22:35,530
like this is our rule but you 
can house rule it, you know. 

1647
01:22:35,690 --> 01:22:37,890
Yeah, yeah. 
I don't disagree. 

1648
01:22:37,970 --> 01:22:40,290
I mean, again, but I think there
is, I do think. 

1649
01:22:40,650 --> 01:22:43,330
I do think there's a difference 
between wishing it something 

1650
01:22:43,330 --> 01:22:45,250
wasn't handwaved and the issue 
that we have with career and 

1651
01:22:45,250 --> 01:22:47,090
skill roles where there's really
no explanation on what the 

1652
01:22:47,410 --> 01:22:50,050
difference is. 
I think the only real critique 

1653
01:22:50,050 --> 01:22:51,890
of the rule side is just some 
explanation. 

1654
01:22:51,890 --> 01:22:53,810
It's not even of the rule side, 
just explaining it a little bit 

1655
01:22:53,810 --> 01:22:56,810
more. 
But I I I really I. 

1656
01:22:57,290 --> 01:22:58,890
Like we said before that I 
really love this. 

1657
01:22:58,890 --> 01:23:01,970
I want to play this. 
I want my little broken 

1658
01:23:01,970 --> 01:23:05,330
corporate cog to just be all 
fucked up and shit. 

1659
01:23:05,610 --> 01:23:08,770
What are you thinking for Rules?
No, I I did the last one. 

1660
01:23:08,770 --> 01:23:11,250
What are you thinking for Rules?
Fuck. 

1661
01:23:11,690 --> 01:23:15,050
I mean for AZ. 
For a Z choice mechanics, dude. 

1662
01:23:16,210 --> 01:23:19,330
It's pure choice mechanics, bro.
Like, I love it so much. 

1663
01:23:19,330 --> 01:23:22,280
Like I'm honestly. 
Like I know we're being harsh 

1664
01:23:22,280 --> 01:23:24,680
with the critiques and that's 
what or or being more realistic 

1665
01:23:24,680 --> 01:23:26,680
with the numbers right. 
So I'm thinking in my head of 

1666
01:23:26,680 --> 01:23:28,840
the zines we've gone through and
the games that we've loved that 

1667
01:23:28,840 --> 01:23:31,760
were zines and that's the other 
part is after a member of my 

1668
01:23:31,760 --> 01:23:33,360
head like this isn't compared to
Kingdoms. 

1669
01:23:33,520 --> 01:23:35,400
This isn't compared to 
mothership and stuff like that. 

1670
01:23:35,400 --> 01:23:38,280
Those are full games. 
This is a Zine our full books. 

1671
01:23:38,280 --> 01:23:39,720
I mean obviously this is a full 
game. 

1672
01:23:40,080 --> 01:23:42,880
I'm honestly between like an 8 
and a nine, like really easily 

1673
01:23:42,880 --> 01:23:46,440
like on this, like if it if if 
it's a it's a fat 8 and I would 

1674
01:23:46,440 --> 01:23:49,640
be okay giving it a nine. 
Yeah, Okay. 

1675
01:23:50,970 --> 01:23:55,930
I'm good with that like and if 
we gave halves this would be. 

1676
01:23:55,930 --> 01:23:58,130
This would be like a .9 for me. 
Like this. 

1677
01:23:58,130 --> 01:24:02,370
This is almost a nine in because
I can't really think outside of 

1678
01:24:02,370 --> 01:24:05,130
a couple of clarifications. 
I don't have no critiques of how

1679
01:24:05,130 --> 01:24:06,690
it works and I love it. 
You know what I mean? 

1680
01:24:07,890 --> 01:24:10,090
It really is just clarification.
Vibes. 

1681
01:24:10,090 --> 01:24:12,490
What are your thoughts on vibes,
especially after reading? 

1682
01:24:13,010 --> 01:24:15,730
I think the vibes really kick in
once you read the. 

1683
01:24:17,380 --> 01:24:20,780
Conflict resolution guidelines 
once you read the the management

1684
01:24:20,780 --> 01:24:22,380
manual. 
I think if you just read the 

1685
01:24:22,380 --> 01:24:24,740
employee handbook, vibes aren't 
aren't super high. 

1686
01:24:25,140 --> 01:24:27,460
That's why it's going to suffer 
for me, because there's just not

1687
01:24:27,460 --> 01:24:29,340
a lot of vibes in the employee 
handbook. 

1688
01:24:29,340 --> 01:24:31,220
And I think there could be a 
little bit more, it could be a 

1689
01:24:31,220 --> 01:24:34,260
little bit more vibey. 
They could put a little more 

1690
01:24:34,260 --> 01:24:36,140
personality into the stuff where
they could put that like 

1691
01:24:36,140 --> 01:24:41,140
timeline in or something to make
it feel a little bit more 

1692
01:24:41,140 --> 01:24:44,300
corporate Horry instead of just 
being told it's corporate 

1693
01:24:44,300 --> 01:24:45,900
horror. 
And that is in the corporate 

1694
01:24:45,900 --> 01:24:51,180
handbook because like, I think, 
I don't know, I guess the entry,

1695
01:24:51,460 --> 01:24:54,820
like the welcome thing was very 
corporate satire and I 

1696
01:24:54,820 --> 01:24:57,700
appreciated that, but. 
But where's the horror? 

1697
01:24:58,500 --> 01:25:00,140
Yeah. 
Where's the weird? 

1698
01:25:00,340 --> 01:25:02,660
Yeah, what's what's weird? 
Horrifying about it. 

1699
01:25:03,340 --> 01:25:06,220
If I Because here's The thing is
if I if I was going to play 

1700
01:25:06,220 --> 01:25:09,700
this, I would love to get a 
management manual and like 4 

1701
01:25:09,700 --> 01:25:11,940
employee handbooks and I would 
pass the employee handbooks out 

1702
01:25:11,940 --> 01:25:14,780
to all the players right? 
But you're right. 

1703
01:25:14,780 --> 01:25:15,820
Like where? 
Where? 

1704
01:25:15,820 --> 01:25:18,740
If you're just reading the 
employee handbook, where's the 

1705
01:25:18,740 --> 01:25:21,780
horror involved into it? 
I do think the timeline being 

1706
01:25:21,780 --> 01:25:25,780
added to it would up the weird. 
Yeah, I I really, I just need 

1707
01:25:25,780 --> 01:25:27,580
more weird than this, frankly. 
Like, I get it. 

1708
01:25:27,580 --> 01:25:29,060
It's it's a really corporate 
satire. 

1709
01:25:29,060 --> 01:25:33,020
You're you're definitely like 
some some guy who's just going 

1710
01:25:33,020 --> 01:25:36,820
to get chewed up and spit out by
working with Arc. 

1711
01:25:36,860 --> 01:25:38,340
And I get that. 
Yeah. 

1712
01:25:38,340 --> 01:25:40,900
I mean, I'm fairly medium of 
vibes for this. 

1713
01:25:41,660 --> 01:25:45,100
Yeah, yeah. 
Yeah, I mean, if you're just 

1714
01:25:45,100 --> 01:25:47,180
looking at the employee handbook
for sure, I think in the 

1715
01:25:47,180 --> 01:25:49,860
totality of the management 
manual and the. 

1716
01:25:51,380 --> 01:25:54,260
But here's the thing, we we 
decided that the conflict 

1717
01:25:54,260 --> 01:25:55,820
resolution guidelines is a 
supplement. 

1718
01:25:55,820 --> 01:25:59,460
So it's not the core game. 
So just looking at, I mean, and 

1719
01:25:59,460 --> 01:26:01,980
the players aren't going to read
the adventure, they're not going

1720
01:26:01,980 --> 01:26:03,900
to read the management handbook,
so. 

1721
01:26:04,540 --> 01:26:06,460
Yeah, that was my major thought,
too. 

1722
01:26:06,460 --> 01:26:08,380
It's like I'm, I'm thinking 
about what, what are my players 

1723
01:26:08,380 --> 01:26:10,060
going to read that's going to 
prep them for this? 

1724
01:26:10,380 --> 01:26:15,230
Yeah, yeah, I mean. 
But both are part, but both, but

1725
01:26:15,230 --> 01:26:17,630
both are the game if we're 
looking at the totality of the 

1726
01:26:17,630 --> 01:26:20,350
game. 
So I mean, yeah, what are your 

1727
01:26:20,350 --> 01:26:22,750
thoughts then? 
I'm at about 6:00 for this. 

1728
01:26:23,030 --> 01:26:25,070
Yeah, I think 6 is fine. 
I think 6 is good. 

1729
01:26:25,670 --> 01:26:27,590
Yeah, that's not bad. 
It's there. 

1730
01:26:27,590 --> 01:26:29,070
It's definitely there. 
There's some stuff there. 

1731
01:26:29,190 --> 01:26:32,830
But like, yeah, I could. 
I could take more weird, even if

1732
01:26:32,830 --> 01:26:35,150
they just switch out the art 
pieces for the character sheets.

1733
01:26:35,150 --> 01:26:39,260
So, like, be weirder, you know? 
I'm OK with art pieces, but I 

1734
01:26:39,260 --> 01:26:40,660
wouldn't mind. 
I'm not. 

1735
01:26:40,820 --> 01:26:41,940
That's not. 
Chris is about the art 

1736
01:26:41,940 --> 01:26:43,180
specifically. 
Like the arts. 

1737
01:26:43,380 --> 01:26:46,220
Like pieces are great, but to 
insert some more weird 

1738
01:26:46,220 --> 01:26:48,580
somewhere, you know. 
But. 

1739
01:26:48,980 --> 01:26:51,300
Yeah, yeah, especially in the 
employee handbook. 

1740
01:26:51,300 --> 01:26:53,700
Yeah, yeah. 
I mean, you see, so the reason 

1741
01:26:53,740 --> 01:26:57,380
I'm a little bit torn on that is
because I love how light the 

1742
01:26:57,380 --> 01:26:59,060
employee, the employee handbook 
is. 

1743
01:26:59,060 --> 01:27:03,220
In that light, you you, you can 
easily use at the table. 

1744
01:27:03,220 --> 01:27:04,180
That's the thing we talked 
about. 

1745
01:27:04,180 --> 01:27:06,140
Like if this. 
This would have a good usability

1746
01:27:06,140 --> 01:27:09,030
score for use at the table. 
But you're right. 

1747
01:27:09,030 --> 01:27:10,710
If that's all that you're going 
to give a player. 

1748
01:27:10,830 --> 01:27:13,190
I wouldn't mind even even 
honestly even just starting the 

1749
01:27:13,190 --> 01:27:16,190
timeline in the beginning of it 
would would really. 

1750
01:27:16,630 --> 01:27:18,070
Yeah. 
Would be would be a thing. 

1751
01:27:18,270 --> 01:27:22,110
So I think. 
But I yeah, I I overall, I I do 

1752
01:27:22,110 --> 01:27:24,070
really really love this. 
I don't want to play like super.

1753
01:27:26,190 --> 01:27:30,270
So total score is a 21 which is 
fantastic. 

1754
01:27:30,270 --> 01:27:32,830
Don't forget about 15 would be 
considered bang average. 

1755
01:27:32,830 --> 01:27:35,710
I feel like this is exactly 
where it feels for a game this 

1756
01:27:35,710 --> 01:27:37,790
light. 
I think this is absolutely 

1757
01:27:37,790 --> 01:27:39,310
fucking fantastic. 
I really enjoyed. 

1758
01:27:39,350 --> 01:27:40,710
I love you too. 
Yeah. 

1759
01:27:40,990 --> 01:27:45,270
So you definitely want to go 
check out Logan Dean over on 

1760
01:27:45,270 --> 01:27:47,190
Itch. 
I do believe the itch is not 

1761
01:27:47,190 --> 01:27:50,190
Logan Dean. 
I believe it just has a mega 

1762
01:27:50,190 --> 01:27:54,390
core, yeah. 
Logan Dean itch. 

1763
01:27:56,350 --> 01:28:00,630
It's mega hyphen Corp dot itch 
dot io. 

1764
01:28:01,350 --> 01:28:04,310
And I know one of the metrics 
here isn't value. 

1765
01:28:04,680 --> 01:28:09,680
But I will say that pretty much 
everything for the company is 

1766
01:28:09,680 --> 01:28:11,760
pay what you want. 
So like fucking pay the 

1767
01:28:11,760 --> 01:28:13,520
recommended. 
Like pay the person who made 

1768
01:28:13,520 --> 01:28:16,200
this great game, but it has 
double the recommended. 

1769
01:28:16,880 --> 01:28:19,400
Yeah, exactly. 
I mean I think the recommended 

1770
01:28:19,400 --> 01:28:23,040
is like 15 bucks for the the 
conflict resolution guidelines 

1771
01:28:23,360 --> 01:28:25,920
and the recommended for the 
regular one is like 20 bucks. 

1772
01:28:25,960 --> 01:28:28,360
Honestly worth it in my opinion.
You get a shit load of content 

1773
01:28:28,360 --> 01:28:30,630
between both of those. 
On top of that, there's a third 

1774
01:28:30,630 --> 01:28:33,630
party license, there's there's 
logos that you can use for 3rd 

1775
01:28:33,630 --> 01:28:35,470
party stuff. 
So there's a lot to this game. 

1776
01:28:35,470 --> 01:28:39,510
So, but that is the company that
is our episode for today. 

1777
01:28:39,950 --> 01:28:43,430
Next week we are going to be 
going over the black hack from 

1778
01:28:43,430 --> 01:28:45,110
David Black. 
Really excited for that. 

1779
01:28:45,310 --> 01:28:48,310
One of the things we've gone 
over several black hacks. 

1780
01:28:49,350 --> 01:28:52,550
We'll go over the original now. 
I mean, now that we've hit 100 

1781
01:28:52,550 --> 01:28:54,990
episodes, we're actually kind of
starting to hit a lot of the 

1782
01:28:54,990 --> 01:28:59,110
games that are the original game
for so many the hacks that we've

1783
01:28:59,110 --> 01:29:01,190
done so. 
You did play and that's what do 

1784
01:29:01,510 --> 01:29:03,190
that do, you know? 
Yeah, we're going to do the 

1785
01:29:03,190 --> 01:29:07,070
original Entity Odd Zine. 
Right, we're going to do white 

1786
01:29:07,070 --> 01:29:10,510
hack at some point, like we are 
doing black like so, because 

1787
01:29:10,510 --> 01:29:12,470
what we want to do is there's a 
couple black hack games. 

1788
01:29:12,470 --> 01:29:14,190
We want to really want to do 
what we feel like we should do 

1789
01:29:14,190 --> 01:29:15,950
the original game first. 
So we're going to do Black Hack 

1790
01:29:15,950 --> 01:29:17,900
2E. 
Those kind of things, So listen.

1791
01:29:17,940 --> 01:29:20,260
Also, if you're listening and 
you have suggestions for games 

1792
01:29:20,260 --> 01:29:22,380
or something like that, feel 
free to drop them anytime. 

1793
01:29:22,380 --> 01:29:24,020
Thank you so much for all the 
people that commented on 

1794
01:29:24,020 --> 01:29:25,780
YouTube, especially about the 
Blades in the Dark. 

1795
01:29:25,940 --> 01:29:28,060
I know there was a little bit of
back and forth about that, which

1796
01:29:28,060 --> 01:29:31,460
is fantastic in my opinion. 
So we really appreciate when 

1797
01:29:31,460 --> 01:29:34,540
people actually like, give their
opinions on the game. 

1798
01:29:34,540 --> 01:29:36,540
We're just two assholes with 
probably terrible opinion. 

1799
01:29:36,540 --> 01:29:38,300
So it's really nice to hear 
other people's takes. 

1800
01:29:38,860 --> 01:29:42,140
My opinions are great. 
Yeah, I mean minor shit, 

1801
01:29:42,180 --> 01:29:44,820
obviously I've been told. 
So that's it. 

1802
01:29:44,820 --> 01:29:46,620
We are going to be doing some 
side quests soon. 

1803
01:29:46,620 --> 01:29:50,060
We just need to reschedule our 
Mouse Rider 1, so be prepared 

1804
01:29:50,060 --> 01:29:51,100
for that. 
We're going to be running that 

1805
01:29:51,100 --> 01:29:54,820
with Gavin Archives, playing 
with With Myself and Hunter 

1806
01:29:54,820 --> 01:29:59,020
Gavin Archives of Liminal Horror
and Matt Morris Manor at Matt 

1807
01:29:59,020 --> 01:30:02,980
Manor Manor Dawn. 
Of Mouse Ritter. 

1808
01:30:03,020 --> 01:30:04,860
A million books for that running
it for us. 

1809
01:30:04,860 --> 01:30:08,460
So be sure to tune in for that. 
Find us all on our local on all 

1810
01:30:08,460 --> 01:30:11,700
our locals, all our locals, all 
our socials at all of our local 

1811
01:30:11,700 --> 01:30:13,700
lake tree. 
Slash the weekly scroll and I 

1812
01:30:13,700 --> 01:30:18,020
think we're at like 970 ish Subs
on YouTube so 30 more people 

1813
01:30:18,060 --> 01:30:20,700
could push us over. 
So you all have a wonderful 

1814
01:30:20,700 --> 01:30:22,380
night hunter. 
I will talk to you later and 

1815
01:30:22,380 --> 01:30:23,140
goodbye everybody.
