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Hello and welcome to episode 2 
of the weekly scroll. 

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Today we will be going over 
Troika which is a wild and wacky

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tabletop RPG. 
It is described as A complete 

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science fiction, fantasy RPG, 
full of critically, acclaimed, 

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riding built in Wonder and room 
for everyone at the table to go 

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wild. 
So this should be interesting. 

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We'll see how this goes. 
I have read through this book a 

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little bit, a little bit, but 
what I want to do here on the 

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weekly scroll is whether it 
takes an episode or two is to 

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pull up the the PDF of the book 
as long as there's a PDF of the 

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book and really dig through it. 
Page by Page cover kind of like 

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what we did with last week with 
Merck Borg and Jason. 

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But kind of a little bit more in
depth because we already have 

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characters made him work board. 
We've been campaigning in Mark 

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board, so it was a little bit 
different, but when it's games, 

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how we haven't played or haven't
done anything with, I really 

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want to dig through the book as 
much as possible. 

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Create a character look at some 
scenarios. 

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Look at all the world tables. 
Do all of those things. 

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So that's what we're going to do
with Troika. 

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So we'll see if we get through 
all of that today. 

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And if we do not then we will 
finish it up next week, but 

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we're going to do today, like 
we're going to do most days and 

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we are going to Kick start the 
stream. 

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So we're going to go over a 
little bit of Kickstarter things

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that I'm currently backing 
things that look interesting 

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things that are on the horizon. 
So we will see what is going on 

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with that this week. 
I think I only backed one, new 

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project, if I look at what's a 
little bit different. 

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Yes. 
So this week the only thing I 

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backed was the mag of holding 
and it's 5e and I'm Really 

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personally moving away from five
you with a lot of content and 

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stuff. 
I think the evil campaign we run

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over on the adventure archive 
will be the last five E campaign

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to run for probably a while. 
So the mag of holding one of the

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reasons I decided to back this. 
Not even backed it at a physical

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level. 
We'll see if I just drop back 

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down to PDF is just because I'm 
a fucking 36 year old Edge Lord 

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who likes dark evil shit. 
And this apparently this is like

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something that's, this is the 
third mag of holding the others,

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being the Frozen wastelands and 
Pirates and seafaring. 

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But this one is gothic horror. 
It looks interesting there's a 

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lot of stuff going on with it. 
There are new items. 

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There are new encounters there 
are evil creatures. 

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There are classes and subclasses
involved. 

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So The day modifiers, spirits of
nine, Hells are born without 

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shape or form wondering as 
amorphous Spirits, across the 

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inhospitable Landscapes until 
summoned, were sent to the other

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planes on behalf of their 
fiendish. 

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Masters Twisted subclasses pack 
to the aberration new Feats of 

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magic items. 
So a lot of fun dark stuff. 

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And the cool thing about a lot 
of things like this is, I'm 

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always going to do dark stuff. 
So, even if it is for 5e, it can

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Still be used as inspiration for
other games or One-Shots or 

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things like that. 
So I thought this looked really 

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interesting I'm going to check 
it out as I said, right now it's

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25. 
The issue is that it is, it's 

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from the aisles, it's in the UK.
So not only is it more expensive

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because it's conversion of USD 
right now, which is terrible, 

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but it will be shipping to. 
So there's a good chance that I 

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will drop down to PDF for this, 
but I do always like, to have 

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physical copies of things as 
much as possible. 

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I personally find it easier to 
read So that is the only thing I

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back this week. 
But coming up, I think we might 

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have talked about this last 
week. 

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As far as saved projects, I did 
not end up backing starts 

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without numbers. 
I did not end up backing 

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blackbirds. 
I looked into this by hand or 

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system. 
Maybe I'll snag it as an art as 

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a PDF sometime soon. 
But spy hander is it's in the 

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osr realm and blackbirds is for 
those by hand or gay. 

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So, that's what I'm looking at 
now. 

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It's a game called. 
It's a, it's a Kickstarter 

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called blackbirds. 
It looks amazing. 

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The setting looks amazing, but I
don't have Sly hander. 

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You need spy handler to run it, 
and if I hand, her looks like a 

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rules medium game, which is not 
really what I'm into right now. 

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So this will always be out there
in the future. 

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It definitely met its funding 
goal. 

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So so we will not have any 
issues finding another feature, 

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if we want to start looking at a
game, like spy handler. 

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But again it is more of a rules 
medium game. 

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So I decided to stay away from 
that. 

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It did get backed at 121 
thousand dollars. 

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So if you want to check out the 
Blackbirds RPG, I'm sure there's

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late pledges and things you can 
look at but I chose not to 

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because and another a number of 
projects that look interesting 

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if it's systems I don't have in 
systems, I don't plan on 

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imminently running I'm going to 
stop backing a lot of things on 

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Kickstarter. 
I think the last time we talked 

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about the two-point game night 
fell, I don't have to Bunk and 

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in order to get night fell 
unfortunately with Myself. 

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What I would want to do is then 
by all things to him, Punk and I

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need to stop doing that. 
So that's what I'm doing. 

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So if I'm not going to 
immediately run it and I need an

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entire new system to do it. 
I'm going to stop backing in so 

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we did not back blackbirds this 
week. 

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There is some other interesting 
things coming up though. 

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I thought I had, I thought I had
saved it to be. 

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Maybe it's not even a project 
yet. 

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So it won't be in my My in my 
stuff, but let me bring up 

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something coming up. 
I'll probably talk about this 

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more and more as we move 
forward. 

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I might have talked about this 
previously as well, that has 

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been brought up over on her 
Discord Channel. 

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And that is this right here. 
Hopefully, the music. 

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Let's just not have the music 
playing? 

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Just in case it's not copyright 
free. 

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But this is something I am 
incredibly excited for for those

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that are not that are listening 
and podcast for it is the box 

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set of Mothership. 
Apparently Mothership has been a

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in beta this entire time 
published put out there, you 

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know, games being written games 
being remedied by the people 

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that put, Put the game out but 
supposedly has been in beta this

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entire time. 
So the official game, the 

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official box set, everything 
will be dropping for Mothership 

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are the kickstarter will be 
releasing on November 2nd 2021 I

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am very excited for it. 
I have the current Mothership 

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game. 
I have a lot of Mothership ziens

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already in Adventures. 
I think I've got five or six 

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already like gosh, they're there
right there. 

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You I can jump to you sometime, 
but box that coming out, I'm 

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sure there's going to be some 
Adventures associated with it. 

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It's going to be a slightly 
updated set of rules. 

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I don't think it's going to be 
too much different, so most of 

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the adventure should still be 
able to be run with it. 

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So very, very excited, big news.
And tabletop role-playing games 

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is the official Mothership 
boxset dropping on Kickstarter 

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November 2nd 2021. 
So I am very, very, very excited

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for that. 
We will be running that on the 

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adventure archive which is what 
you're listening to right now. 

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Now is the adventure archive on,
either Jason or myself or both. 

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At some point will be running 
those those Adventures. 

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I'm very excited for that. 
I know critical role did a mix 

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in there. 
One shot of alien and Mothership

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mixed together. 
So it would be really 

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interesting to see how that 
could a Homebrew came together. 

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I did not watch that one shot 
but I know it is it is out there

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and they did it and it seems 
interesting. 

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So we'll see how well those two 
go together. 

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Mothership is Is not part of 
free League press. 

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I don't remember who does 
Mothership, it's like Tuesday 

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games or something like that. 
But yeah, so that's what's 

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coming up. 
That is the news and tabletop 

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role-playing games and on 
Kickstarter soon. 

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And that's Mothership the RPG. 
So, Getting into what we're 

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getting into for the day, which 
is Troika the numinous Edition, 

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man. 
I am tired this morning and I am

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just not doing a good intro into
the entire session today. 

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Today, all the weekly scroll, we
will be going over Troika and 

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after I go over to Erica, 
probably about an hour and a 

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half, our resident blood 
sorceress and cheese mistress 

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Jess will be coming on to talk 
about. 

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The first experience you had as 
a GM which was on this channel, 

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doing the cheese tabletop 
role-playing game which was a 

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cheese themed Adventure using a 
rule set that I kind of slapped 

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together. 
Let's to D6 system that she 

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adapted to fit even more so into
the campaign that she wanted to 

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run. 
So she will be on in about an 

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hour and a half, probably around
like 9:30 10:00. 

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And we will talk to her about 
tabletop role-playing games 

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about being a player about being
a GM. 

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I am about all things associated
with that, and we'll go over the

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cheese Adventure, a little bit, 
kind of get her inspiration. 

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You know, talk about Maps, talk 
about a lot of things like that.

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So she did a drow. 
How is it going? 

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The cheese Adventure? 
She absolutely killed it. 

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It was wonderful. 
It was so much fun. 

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I don't know why my chat box 
looks way. 

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It currently does. 
Let's make that this Said it 

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should be. 
So yeah if you have not seen 

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cheese, hey drought and Emerson.
How's it going? 

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Good morning guys. 
If you have not seen cheese, 

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definitely go check it out. 
It is over on our YouTube, it is

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up on our website. 
It was super fun. 

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It was a great adventure. 
She did a really, really 

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wonderful job. 
So yeah, you should definitely 

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go check that out when you You 
get a chance, our YouTube is 

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youtube.com slash the adventure.
Archive, our website is the 

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adventure archive dotnet again, 
for whenever this becomes a 

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podcast, I need to remember that
you can't see what I'm writing. 

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Good morning, friends. 
Yeah, so we're going to talk 

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about that today with Jess. 
So that'll be really good time. 

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So for for what we're getting 
into today, we are getting into 

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this. 
We are getting into Troika. 

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As I said, previously, this is 
the Troika book. 

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It comes with a lot of weird 
Wacky Adventures. 

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As far as I know, the way Troika
is written. 

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This is a system that has kind 
of like a base kind of weird 

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Wacky, World set up in it. 
Like there are like characters 

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Within For the character 
creation and they make like, 66 

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of them 66 6, not 6D 666. 
And the way that the adventures 

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work is that I think they're 
basically spheres within this 

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universe and you go into these 
fears kind of in a planescape, 

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kind of way and basically to 
create a new world is not that 

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difficult. 
You just come up with a bunch of

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these, these different 
Character, creation, tools, and 

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little bit of lore and then you 
just start going. 

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So that's what we're going to do
right now. 

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Is go over this book. 
So for those who can't see, you 

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know, check out the vibe here on
Twitch or over on YouTube when 

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you can at some point but 
looking at the book itself 

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because we'll talk about it, 
it's from the Melt sounion, Arts

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Council, you can find it on 
their website. 

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I don't think, I think most of 
the most of the books go 

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directly through Milestone. 
Ian Art Council and I think you 

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can also get them on the exalted
funeral. 

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New shirt. 
I'm rocking today. and, And 

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yeah, it's a nice hardback book.
Well printed there is no there 

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are colors which is interesting.
I think in this numinous 

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addition if for those of you 
that can see what I'm looking 

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at, right now, you can see that 
it is color coded, it looks like

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a lot of the rule set is just in
plain color or that least a 

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character creation set is in 
plain color. 

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Part to the rule set is in part 
3, the looks like the skills 

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section is on blue paper. 
And then you get to what looks 

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like it would be part for the 
Spells are on like a lavender 

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paper. 
Gosh, there's a lot. 

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There's a bestiary that's on 
like a dark reddish paper. 

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In the back, there is an 
introductory Adventure. 

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I like an orangish paper and 
then there's character sheets in

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the back and on the front and 
back, cover our role. 

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00:14:12,900 --> 00:14:17,800
Which I always love to see is 
roll tables on the front and 

224
00:14:17,800 --> 00:14:21,800
back, not wasting any pages on 
the inside, cover of the actual 

225
00:14:21,800 --> 00:14:25,600
book, you can see roll tables. 
And arouse says, the Merc 

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00:14:25,600 --> 00:14:26,600
borgstrom was killed, by the 
way. 

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00:14:26,600 --> 00:14:28,300
Thank you so much drought. 
Yeah, we haven't seen you as 

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00:14:28,300 --> 00:14:29,900
much around on a. 
We have been streaming as much 

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00:14:29,900 --> 00:14:32,000
either, but we appreciate you 
saying that. 

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00:14:32,000 --> 00:14:34,500
Thank you so much. 
Yeah, for those who don't know, 

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00:14:34,600 --> 00:14:39,500
we also do Merc board right now 
on Thursdays switching in and 

232
00:14:39,500 --> 00:14:41,700
out between various tabletop 
role-playing games. 

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00:14:41,700 --> 00:14:43,500
So a lot of The games that you 
will see here. 

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00:14:44,000 --> 00:14:46,800
Here about here on the weekly 
scroll, you will be able to see 

235
00:14:46,800 --> 00:14:50,700
at some point on our Thursday 
sessions, with either Jason on 

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00:14:50,700 --> 00:14:55,000
myself, running them for our 
tabletop role-playing, Thursday 

237
00:14:55,000 --> 00:14:59,100
night, or Thursday games, which 
were currently running like our 

238
00:14:59,100 --> 00:15:03,500
third or Arc of Merck board. 
So yeah, so the Troika book 

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00:15:03,500 --> 00:15:06,600
itself is a great looking book. 
I do like that the various 

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00:15:06,600 --> 00:15:12,100
sections are color-coded. 
It's a really nice touch to have

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00:15:12,200 --> 00:15:16,000
Our pages in the book itself. 
So, going over the outside of 

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00:15:16,008 --> 00:15:19,600
the book, that's what we see. 
So going into the inside of the 

243
00:15:19,608 --> 00:15:23,200
book, this is the cover of 
Troika. 

244
00:15:23,200 --> 00:15:27,400
Let me shrink it down a little 
bit so you can see the full 

245
00:15:27,400 --> 00:15:33,300
cover all at once. 
And this is what that looks 

246
00:15:33,300 --> 00:15:34,700
like. 
It's a, it's a definitely, a 

247
00:15:34,700 --> 00:15:38,100
weird wacky cover. 
There's some interesting art, 

248
00:15:38,100 --> 00:15:39,400
you can just Google it if you 
want. 

249
00:15:39,400 --> 00:15:44,100
I have no idea what's going on, 
but I do love all of the artists

250
00:15:44,600 --> 00:15:45,900
and their art is throughout the 
book. 

251
00:15:45,900 --> 00:15:48,400
And we'll see all that. 
Let's see who's listed as the 

252
00:15:48,400 --> 00:15:56,200
artist in here. 
Illustrated by Jeremy Duncan. 

253
00:15:56,400 --> 00:16:02,100
Dirk Detweiler lichty Sam Mele 
and Andrew Walter. 

254
00:16:07,600 --> 00:16:09,100
Cool. 
See ya. 

255
00:16:09,100 --> 00:16:12,800
The art is wonderful. 
I think it definitely adds to 

256
00:16:12,800 --> 00:16:16,500
the vibe of the game. 
It kind of gives you that right 

257
00:16:16,500 --> 00:16:19,600
off the bat kind of weird wacky,
sci-fi Vibe and the art 

258
00:16:19,600 --> 00:16:21,900
illustrations within the book as
we go through it, you'll see as 

259
00:16:21,900 --> 00:16:25,300
well, really add a very 
interesting take to it. 

260
00:16:25,800 --> 00:16:30,200
So going into the book itself. 
This PDF is in spreads, I wish 

261
00:16:30,500 --> 00:16:35,100
it wasn't, but it's fine. 
So going in, this is right off 

262
00:16:35,100 --> 00:16:38,100
the bat on the first two pages, 
which should be Inside cover in 

263
00:16:38,100 --> 00:16:40,200
the very first page of the book 
we see roll tables. 

264
00:16:40,200 --> 00:16:45,500
They look like melee weapon. 
So there's damage roles for and 

265
00:16:45,500 --> 00:16:46,800
I have no idea what this means 
yet. 

266
00:16:46,800 --> 00:16:49,200
I haven't actually when we get 
to the ruleset, does make more 

267
00:16:49,200 --> 00:16:57,400
sense but there's sword axe. 
Knife staff, Spears, number of 

268
00:16:57,408 --> 00:17:00,400
things for melee weapons. 
There's another section for 

269
00:17:01,200 --> 00:17:03,600
range weapon stress. 
As it looks like Gamma World 

270
00:17:03,600 --> 00:17:04,700
art. 
I don't really have a lot of 

271
00:17:04,708 --> 00:17:08,099
experience with Gamma World, so 
maybe we'll review that as well.

272
00:17:08,099 --> 00:17:10,599
And we'll see how Gamma World 
goes. 

273
00:17:11,700 --> 00:17:14,200
There's range weapons, and 
beastly weapons. 

274
00:17:14,200 --> 00:17:16,599
Those are the three things on 
the inside of the cover. 

275
00:17:16,599 --> 00:17:21,599
Roll table on the opposite page 
is random spells which are 

276
00:17:21,599 --> 00:17:23,599
hyperlinked in the PDF, which is
nice. 

277
00:17:24,300 --> 00:17:28,700
Oh, and just to let you know, 
I'm pretty positive that Troika 

278
00:17:28,700 --> 00:17:30,200
right now. 
Let's bring up the Troika 

279
00:17:30,200 --> 00:17:42,300
website is 30% off for Troika. 
Oh, and the word Troika means a 

280
00:17:42,300 --> 00:17:45,400
Russian vehicle drawn by three 
horses of breast. 

281
00:17:47,600 --> 00:17:51,200
Interesting? 
Macedonian Art Council. 

282
00:17:51,700 --> 00:17:54,100
Yes Troika. 
No. 

283
00:17:54,100 --> 00:18:01,900
This is our ETO page. 
I want your official page Mouse 

284
00:18:01,900 --> 00:18:10,700
sounion Arts Council. 
Yeah, Troika this stuff. 

285
00:18:10,700 --> 00:18:13,500
Good morning Steph Steph is a 
wonderful friend of ours. 

286
00:18:13,500 --> 00:18:16,800
Over at the the Gilded troll. 
Make sure you check them out. 

287
00:18:16,800 --> 00:18:19,400
I know tomorrow, unless I'm 
completely mistaken is their 

288
00:18:19,400 --> 00:18:25,300
second session of um, the which 
light into the which light I 

289
00:18:25,300 --> 00:18:27,200
accidentally wanted to talked 
about stuff. 

290
00:18:27,200 --> 00:18:32,800
I accidentally bought this So I 
don't know what I'm gonna do 

291
00:18:32,800 --> 00:18:33,700
with it. 
I'll send it back. 

292
00:18:33,700 --> 00:18:35,400
Maybe I'll talk to you guys 
about if you want to do anything

293
00:18:35,400 --> 00:18:37,000
with it. 
But when I say this, I said I 

294
00:18:37,000 --> 00:18:40,200
accidentally bought the Dyson 
miscellany for the, which like 

295
00:18:40,200 --> 00:18:42,300
Carnival. 
Oops. 

296
00:18:42,700 --> 00:18:47,000
So um, How did I accidentally 
buy it? 

297
00:18:47,000 --> 00:18:50,500
So I think I had it in the cart.
Didn't realize it was in the 

298
00:18:50,508 --> 00:18:59,400
cart and then I think bought it 
way back in the day and then 

299
00:18:59,400 --> 00:19:01,900
like pre-ordered and then didn't
realize it was still on 

300
00:19:01,900 --> 00:19:05,100
pre-order. 
So, so, yeah. 

301
00:19:06,000 --> 00:19:08,700
So that's how you accidentally 
buy something, because you buy 

302
00:19:08,700 --> 00:19:12,200
too much stuff. 
So if you go to the actual 

303
00:19:12,700 --> 00:19:16,300
sounion Art council's, website, 
Site, which is what I'm 

304
00:19:16,300 --> 00:19:20,800
currently looking at right now, 
you can buy the Troika bundle 

305
00:19:20,800 --> 00:19:26,800
for 30% off right now. 
Actually, let's go to the Troika

306
00:19:26,800 --> 00:19:29,200
starter bundle. 
You get three adventures with 

307
00:19:29,200 --> 00:19:34,700
Troika and I have all of these. 
You get fronds of benevolence, 

308
00:19:35,000 --> 00:19:40,700
you get very pretty pal, azoic, 
Pals Permian Nations, and you 

309
00:19:40,708 --> 00:19:44,800
get acid, death fantasy and the 
Troika numinous. 

310
00:19:44,800 --> 00:19:48,000
It Right now for 30% off, 
they're doing that. 

311
00:19:48,000 --> 00:19:51,800
They've been doing it for the 
for a while now. 

312
00:19:51,800 --> 00:19:53,800
I think they'll continue to do 
it for a while now so if you're 

313
00:19:53,800 --> 00:19:57,600
into Troika you can buy the 
starter bundle which is most of 

314
00:19:57,608 --> 00:20:00,200
the games that they have put out
for it, most of the adventures 

315
00:20:00,500 --> 00:20:03,100
and the numinous Edition which 
is the newest addition of torque

316
00:20:03,100 --> 00:20:08,300
0, which is what I'm holding in 
my hands for 60 pounds, which 

317
00:20:08,900 --> 00:20:13,600
again US dollars to pounds right
now. 

318
00:20:13,800 --> 00:20:21,200
I don't know why it's it's so, 
Why it's so far off? 

319
00:20:21,200 --> 00:20:29,200
60 pounds is $81. 
So for books, $80. 

320
00:20:30,200 --> 00:20:36,300
Well, there you go. 
Still normally runs around 90 

321
00:20:36,300 --> 00:20:38,200
pounds, which would be even more
expensive. 

322
00:20:38,200 --> 00:20:42,100
So if you're looking for Troika 
it is weird wacky and 

323
00:20:42,100 --> 00:20:44,800
interesting and we will find out
more about it as we continue to 

324
00:20:44,808 --> 00:20:47,600
go through the book. 
But just so, you know, they are 

325
00:20:47,600 --> 00:20:49,000
holding a sale. 
They have been holding us out 

326
00:20:49,000 --> 00:20:54,100
for a little while. 
So first page in random spells. 

327
00:20:54,100 --> 00:20:57,100
Will this be the inside page, 
not the inside cover the inside 

328
00:20:57,100 --> 00:20:59,400
page? 
I believe it would be considered

329
00:20:59,400 --> 00:21:03,600
page number 12345. 
Nope. 

330
00:21:03,600 --> 00:21:06,500
Not actually pages in the book 
still just the beginnings before

331
00:21:06,500 --> 00:21:10,900
he even gets to anything else. 
So then we go into the credit 

332
00:21:10,900 --> 00:21:16,200
page to copyright 2015. 
They do have an interesting 

333
00:21:16,200 --> 00:21:19,100
license which is really nice 
when A games do this. 

334
00:21:21,100 --> 00:21:26,400
Anyone May publish free or 
commercial material based upon 

335
00:21:26,400 --> 00:21:30,000
and or declaring compatibility 
with Troika without permission. 

336
00:21:30,000 --> 00:21:33,200
For from El sounion, Arts 
Council, as long as they follow 

337
00:21:33,200 --> 00:21:37,500
the various rules associated 
with it. 

338
00:21:37,500 --> 00:21:40,500
And if your product like, your 
product declares compatibility 

339
00:21:40,500 --> 00:21:43,300
rhetorica, you must State the 
following in your legal text on 

340
00:21:43,300 --> 00:21:45,400
any web sites from which 
commercial product is sold 

341
00:21:45,400 --> 00:21:48,800
product, name is independent 
production by publisher, and is 

342
00:21:48,800 --> 00:21:50,200
not affiliated with Missoni an 
Arts Council. 

343
00:21:50,500 --> 00:21:53,700
So a lot of These smaller games 
are really really good job of 

344
00:21:53,700 --> 00:21:58,500
allowing people to create things
for their systems which D&D and 

345
00:21:58,500 --> 00:22:01,800
W E. 
They really like to keep a tight

346
00:22:01,800 --> 00:22:03,900
rein on what they allow people 
to do. 

347
00:22:05,000 --> 00:22:06,700
That's why they have the DMS 
killed. 

348
00:22:07,100 --> 00:22:09,900
But it I personally think that, 
that's great but also stunts 

349
00:22:09,900 --> 00:22:18,800
growth because people can only 
do things in the parts of D&D 

350
00:22:18,800 --> 00:22:21,600
that 5e allows you to which is 
basically Only published 

351
00:22:21,600 --> 00:22:27,600
material and or the SRD which is
fine. 

352
00:22:27,600 --> 00:22:31,000
But there's a lot of loopholes 
when you look at that, 

353
00:22:31,000 --> 00:22:33,100
loopholes, a lot of a lot of red
tape and stuff and you look at 

354
00:22:33,108 --> 00:22:36,400
actually producing things for 
5th edition, and W. 

355
00:22:36,400 --> 00:22:38,000
He does come down hard on 
people. 

356
00:22:38,500 --> 00:22:40,600
So a lot of these smaller game 
companies, basically, say, do 

357
00:22:40,600 --> 00:22:44,000
whatever just say that it's not 
us so Merc board does the same 

358
00:22:44,000 --> 00:22:46,800
thing storica here? 
Does that as well and it's 

359
00:22:46,800 --> 00:22:51,200
really nice to see. 
People can actually Create 

360
00:22:51,200 --> 00:22:55,600
content without fear. 
And I think that really creates 

361
00:22:55,700 --> 00:23:01,700
a tightness to communities where
they don't want to be bat do bad

362
00:23:01,700 --> 00:23:11,600
by the game. 
So, Moving on, we get to the 

363
00:23:11,600 --> 00:23:17,100
index broken down into looks 
like 16 Parts Plus tables on the

364
00:23:17,100 --> 00:23:22,800
inside of the PDF is all 
hyperlinked, which is really, 

365
00:23:22,800 --> 00:23:24,900
really nice. 
The only thing that kills me 

366
00:23:24,900 --> 00:23:27,700
about hyperlinked PDFs. 
No, they do it. 

367
00:23:27,700 --> 00:23:30,800
Oh my God, my heart just stopped
Troika. 

368
00:23:32,000 --> 00:23:36,600
You want me over already? 
One of my favorite things about 

369
00:23:36,600 --> 00:23:40,400
a PDF whenever I make a PDF, I 
do this, I'm going to have never

370
00:23:40,400 --> 00:23:42,100
seen. 
I don't I can't recall a single 

371
00:23:42,100 --> 00:23:47,000
time I've ever seen another PDF,
do this, but Troika again just 

372
00:23:47,000 --> 00:23:48,900
just found a place in my heart 
forever. 

373
00:23:49,400 --> 00:23:54,800
At the top of each page on 
Troika is the word Troika and 

374
00:23:54,800 --> 00:24:00,600
the, thus the chapter that 
you're in, whether it's in Amis 

375
00:24:00,600 --> 00:24:03,800
or spells or whatever, if you 
click on, either of those 

376
00:24:03,800 --> 00:24:09,700
things, If you click on, let's 
go to damage. 

377
00:24:09,800 --> 00:24:13,200
If you click on the rule 
section, it will take you back 

378
00:24:13,200 --> 00:24:15,400
to the beginning of the rule 
section. 

379
00:24:15,700 --> 00:24:18,900
So the top right page, there's a
head of it always says the 

380
00:24:18,900 --> 00:24:20,000
section. 
You're in the chapter, you're 

381
00:24:20,000 --> 00:24:21,400
in. 
It takes you back to the 

382
00:24:21,400 --> 00:24:24,300
beginning of that chapter and on
the top left page, which be the 

383
00:24:24,300 --> 00:24:26,600
even number Pages. 
It just has the word Troika on 

384
00:24:26,600 --> 00:24:28,800
every page. 
If you click that, it takes you 

385
00:24:28,800 --> 00:24:33,800
back to the table of contents. 
Genius, genius genius. 

386
00:24:33,800 --> 00:24:38,400
I wish every PDF You this hyper 
linking to a page and then 

387
00:24:38,700 --> 00:24:41,300
having to scroll all the way 
back up to the top, to find the 

388
00:24:41,308 --> 00:24:43,500
next hyperlinked page, is a pain
in the ass. 

389
00:24:43,800 --> 00:24:46,500
It's Reika, not only does it 
once, but it twice to take you 

390
00:24:46,508 --> 00:24:49,700
back to the beginning of the 
chapter and the beginning of the

391
00:24:49,700 --> 00:24:52,100
book itself to the table of 
contents page. 

392
00:24:52,400 --> 00:24:56,600
Wonderful job may also need an 
art Council big kudos for that a

393
00:24:56,600 --> 00:25:03,100
huge huge ups for functionality 
as far as that is concerned. 

394
00:25:03,700 --> 00:25:07,400
So that will definitely win. 
We get Get to the review, give 

395
00:25:07,400 --> 00:25:10,000
points for layout and 
functionality, especially within

396
00:25:10,000 --> 00:25:14,100
the PDF itself, which in 2021, 
we have to talk about the PDF as

397
00:25:14,100 --> 00:25:17,300
well as the book. 
So, moving into this, we go to 

398
00:25:17,300 --> 00:25:21,000
the introduction, which has some
beautiful art again, weird 

399
00:25:21,000 --> 00:25:27,100
wacky, bright-colored art, it 
looks like some type of Green 

400
00:25:27,100 --> 00:25:32,600
horned mustachioed man with an 
eye patch in full armor talking 

401
00:25:32,600 --> 00:25:38,200
to what might be a merchant. 
And yes staff, the style is cool

402
00:25:38,200 --> 00:25:42,100
as shit. 
Again, the the the even just the

403
00:25:42,600 --> 00:25:46,200
the book art itself is gorgeous,
there's five or six 

404
00:25:46,200 --> 00:25:49,100
illustrators. 
One thing that I really think 

405
00:25:49,100 --> 00:25:53,400
that a lot of smaller companies,
it can do with a rule set, just 

406
00:25:53,400 --> 00:25:55,300
putting rule set on black and 
white pages and putting it out. 

407
00:25:55,300 --> 00:25:59,600
There is does not in my opinion.
You could have the greatest rule

408
00:25:59,600 --> 00:26:05,900
set ever but if you don't have 
great art, that really gets 

409
00:26:05,900 --> 00:26:08,500
people in the mindset of the 
system that you're putting out 

410
00:26:08,500 --> 00:26:14,600
there. 
I think that it it's not 

411
00:26:14,600 --> 00:26:17,300
beneficial, it is incredibly 
beneficial to have great art 

412
00:26:17,400 --> 00:26:21,300
that Um, gives a Vibe of the set
that you're putting out there 

413
00:26:22,000 --> 00:26:25,600
in. 
Out there if that makes sense. 

414
00:26:25,600 --> 00:26:27,100
And I'm stumbling on my words a 
little bit. 

415
00:26:27,200 --> 00:26:30,600
Great art will make people like 
your game more and will help 

416
00:26:30,600 --> 00:26:34,300
them immerse into your rule set 
in the vibe that you were going 

417
00:26:34,300 --> 00:26:36,000
for for the rules that if that 
makes sense. 

418
00:26:36,000 --> 00:26:41,300
So yes, when I look at Troika, 
it honestly looks like a fucking

419
00:26:41,300 --> 00:26:43,300
acid. 
Trip is what it looks like to me

420
00:26:45,100 --> 00:26:48,000
the cover art. 
Like this art again, it looks 

421
00:26:48,000 --> 00:26:54,000
like a green. 
It looks like a green night of 

422
00:26:54,000 --> 00:26:56,900
some kind with horns and an eye 
patch, and a wonderful mustache 

423
00:26:56,900 --> 00:27:00,300
talking to some blue merchants 
and a yellow dress, the bunch of

424
00:27:00,300 --> 00:27:08,100
weird wacky, interesting items 
on her table, a tapestry going 

425
00:27:08,100 --> 00:27:12,100
across the top and like, a 
magenta, fuchsia color, and 

426
00:27:12,400 --> 00:27:14,500
little creatures with eyeballs 
staring at butter, from 

427
00:27:14,500 --> 00:27:17,400
underneath the table, it is 
definitely an acid trip on paper

428
00:27:18,400 --> 00:27:19,900
step says, yeah. 
Like, you want to know the 

429
00:27:19,900 --> 00:27:22,100
author's? 
And what their envisioning. 

430
00:27:22,100 --> 00:27:23,600
So the players can get in the 
mindset. 

431
00:27:23,700 --> 00:27:26,800
Yes art definitely helps that 
immensely Merc Borg is a perfect

432
00:27:26,800 --> 00:27:29,900
example of that Merc board 
without the art. 

433
00:27:30,300 --> 00:27:35,000
Just the rule set is pretty 
straightforward osr Merc Borg 

434
00:27:35,800 --> 00:27:41,500
with the amazing art from Johan 
or really really really put you 

435
00:27:41,500 --> 00:27:51,100
in the mindset and their 
intentions of the of the Authors

436
00:27:51,100 --> 00:27:54,300
and creators. 
So they do a wonderful job with 

437
00:27:54,300 --> 00:27:56,800
that and I think Troika also 
does a wonderful job that that. 

438
00:27:56,900 --> 00:28:08,500
So looking at the introduction 
Are you back down inside of the 

439
00:28:08,500 --> 00:28:09,600
tubing? 
There we go. 

440
00:28:10,800 --> 00:28:14,000
So another great graphic on the 
top introduction, you are 

441
00:28:14,000 --> 00:28:16,700
reading and tabletop 
role-playing game in which one 

442
00:28:16,700 --> 00:28:19,400
player takes a part of the game 
master and prepares the world 

443
00:28:19,400 --> 00:28:21,000
and controls of people in Peril 
in it. 

444
00:28:21,200 --> 00:28:24,200
While the other players create 
characters on a journey through 

445
00:28:24,200 --> 00:28:28,100
that selfsame world, you know 
how the context and key terms to

446
00:28:28,100 --> 00:28:29,600
explore the medium 
independently. 

447
00:28:29,600 --> 00:28:32,800
And nothing I say here, can 
fully instruct you on what is a 

448
00:28:32,800 --> 00:28:35,800
deep and Rich form of 
entertainment on par with Cinema

449
00:28:35,800 --> 00:28:38,800
or fly-fishing? 
Treat it like you would any new 

450
00:28:38,800 --> 00:28:41,400
hobby but know that this 
activity is You engage in with 

451
00:28:41,400 --> 00:28:43,600
others. 
Use best practices and safety 

452
00:28:43,600 --> 00:28:46,700
tools to ensure that everyone 
playing feel safe. 

453
00:28:46,800 --> 00:28:50,800
That no unkind line is crossed 
that no one is made to feel to 

454
00:28:50,800 --> 00:28:53,100
their detriment, and everyone 
can enjoy themselves. 

455
00:28:53,100 --> 00:28:58,200
Fully beyond that. 
Here is Troika science fantasy 

456
00:28:58,200 --> 00:29:01,100
RPG in which players travel by 
Eldridge, portal, and 

457
00:29:01,100 --> 00:29:05,400
non-euclidean Labyrinth and 
golden Sail Barge between the 

458
00:29:05,400 --> 00:29:08,600
uncountable crystal spheres, 
strong delegate delicately 

459
00:29:08,600 --> 00:29:12,300
across the humped back sky. 
And what you encounter on those 

460
00:29:12,300 --> 00:29:15,000
fears. 
And in those liminal places is 

461
00:29:15,000 --> 00:29:17,500
anybody's guess. 
I wouldn't presume to tell you 

462
00:29:17,500 --> 00:29:19,000
though. 
Inside this book, you will find 

463
00:29:19,000 --> 00:29:22,000
people and artifacts from these 
worlds which will suggest the 

464
00:29:22,000 --> 00:29:25,500
shape of things the adventure 
and wonder are in the gaps, or 

465
00:29:25,500 --> 00:29:27,600
game is defined by the ways in 
which you fill them. 

466
00:29:27,600 --> 00:29:30,600
So, a couple of things from this
introductory page that I really 

467
00:29:30,600 --> 00:29:34,700
like they immediately start 
talking about what Tim top 

468
00:29:34,700 --> 00:29:37,700
role-playing games are and using
safety tools that are 

469
00:29:37,700 --> 00:29:41,200
appropriate for your group. 
Safety tools are For resource to

470
00:29:41,200 --> 00:29:45,600
have, I think everyone needs to 
at least be aware of their use, 

471
00:29:45,600 --> 00:29:48,700
not every table uses them. 
Some of those things can be 

472
00:29:48,700 --> 00:29:51,200
hashed out in zero sessions, but
safety tools are never bad thing

473
00:29:51,200 --> 00:29:53,900
to have, especially with a newer
or different group. 

474
00:29:53,900 --> 00:29:56,100
We're not going to go deeply 
into safety tools right now. 

475
00:29:56,600 --> 00:30:00,300
I think that for the most part 
any rational human being, that's

476
00:30:00,300 --> 00:30:04,800
not a garbage person understands
why safety tools would be used 

477
00:30:04,800 --> 00:30:07,900
in anyone that wants to argue 
about the use of safety tools 

478
00:30:07,900 --> 00:30:12,500
can fuck off. 
So if they are appropriate for 

479
00:30:12,500 --> 00:30:16,300
your table, use them. 
And I like that, any game that 

480
00:30:16,300 --> 00:30:18,200
has that suggestion right? 
In the beginning. 

481
00:30:19,100 --> 00:30:25,400
But the beyond that section, it 
really gives you the immediate 

482
00:30:29,400 --> 00:30:31,200
Kind of definition of Troika, 
right? 

483
00:30:31,200 --> 00:30:34,600
Time and tells you what it is 
and it tells you how it works. 

484
00:30:34,600 --> 00:30:38,900
As I said, in the beginning, I 
flipped through this before and 

485
00:30:38,900 --> 00:30:40,800
said, I think there are spheres 
in which it works. 

486
00:30:40,800 --> 00:30:44,600
So again, it says beyond that, 
it's a fan. 

487
00:30:44,600 --> 00:30:49,800
Science fantasy, not science, 
fiction, science fantasy, where 

488
00:30:50,100 --> 00:30:53,400
players travel between portals 
and labyrinths and on gold until

489
00:30:53,400 --> 00:30:56,600
barges between uncountable, 
Crystal spheres, right? 

490
00:30:56,600 --> 00:31:00,500
So basically Much like 
planescape, I'm sorry, like 

491
00:31:00,500 --> 00:31:03,000
spell Jammer. 
All of these worlds are in 

492
00:31:03,000 --> 00:31:10,800
Crystal spheres spread across 
the universe and You can access 

493
00:31:10,800 --> 00:31:12,400
them through various different 
ways. 

494
00:31:12,400 --> 00:31:15,900
So basically that allows anybody
to create any sphere, they want 

495
00:31:16,600 --> 00:31:21,600
and anything on that sphere is 
is the game, which you can play 

496
00:31:22,300 --> 00:31:25,500
and it moves on to the next 
section and again talks about, I

497
00:31:25,500 --> 00:31:28,100
wouldn't presume to tell you 
what's in these fears. 

498
00:31:29,000 --> 00:31:33,100
You you find them on your own, 
you make up the world you want 

499
00:31:33,100 --> 00:31:36,400
but within the book itself is 
basically a collection of 

500
00:31:36,400 --> 00:31:39,200
various things across those 
various spheres. 

501
00:31:39,300 --> 00:31:43,200
To give you a sense and what 
they call a shape of things. 

502
00:31:43,200 --> 00:31:47,400
Basically give you the vibe of 
the world introduction to some 

503
00:31:47,400 --> 00:31:50,800
character creation tools, 
various characters and items 

504
00:31:50,800 --> 00:31:55,500
that could be in your worlds to 
give you a starting point on 

505
00:31:55,500 --> 00:31:58,700
creating your own world which I 
really enjoyed games at do that.

506
00:31:58,700 --> 00:32:03,000
I like games that give you broad
Strokes because I feel like it 

507
00:32:03,000 --> 00:32:08,300
allows for more player agency 
and player creativity. 

508
00:32:08,300 --> 00:32:11,800
I think one of Of the issues 
that I have. 

509
00:32:11,800 --> 00:32:16,100
And a lot of the my for those 
who don't know me. 

510
00:32:16,100 --> 00:32:18,200
Hi, I'm Ryan. 
I don't think I introduced 

511
00:32:18,200 --> 00:32:22,100
myself in the beginning either 
my main role playing game 

512
00:32:22,100 --> 00:32:25,300
experience is D and E 5e. 
I didn't play previous editions,

513
00:32:25,600 --> 00:32:26,900
I have read through the previous
editions. 

514
00:32:26,900 --> 00:32:31,200
I would love to run previous 
editions or variations of those 

515
00:32:31,200 --> 00:32:34,100
like osc which will go over at 
some point on this podcast. 

516
00:32:35,300 --> 00:32:39,200
So I will compare a lot of 
things to what I know about D&D.

517
00:32:39,600 --> 00:32:43,300
5 e + w e versus other tabletop 
role-playing games which I'm 

518
00:32:43,300 --> 00:32:45,800
digging deeply into it. 
This point, one of the things I 

519
00:32:45,800 --> 00:32:51,500
don't like about 5 e + w e is 
the way that they write things 

520
00:32:52,200 --> 00:32:54,500
is. 
I know there's names for these 

521
00:32:54,500 --> 00:32:58,100
rules and I need to figure it 
out but it's like the various 

522
00:32:58,100 --> 00:32:59,800
rules when you when you 
interpret law and the 

523
00:32:59,808 --> 00:33:03,000
Constitution. 
Same thing there are games where

524
00:33:03,000 --> 00:33:06,400
if it oh you can only do what it
says you can do. 

525
00:33:07,000 --> 00:33:11,800
And there are games where You 
can do anything that it says 

526
00:33:12,500 --> 00:33:15,100
anything you want as long as it 
doesn't explicitly, say you 

527
00:33:15,100 --> 00:33:17,900
can't. 
And I prefer games that give you

528
00:33:17,900 --> 00:33:21,700
a lot more freedom where you can
do anything you want as long as 

529
00:33:21,700 --> 00:33:24,000
the rules don't say, you can't 
do that. 

530
00:33:24,200 --> 00:33:27,900
Same thing with creativity. 
If you give every aspect of the 

531
00:33:27,900 --> 00:33:31,100
world or you give every aspect 
of the adventure, you don't 

532
00:33:31,100 --> 00:33:34,000
allow player creativity. 
If you give too many suggestions

533
00:33:34,000 --> 00:33:38,100
for the activities that somebody
can do, they will feel 

534
00:33:38,100 --> 00:33:41,200
restrained by activities, 
whether you continuously tell 

535
00:33:41,200 --> 00:33:44,700
them or not, you can do things 
Beyond this list. 

536
00:33:44,700 --> 00:33:47,300
But here's a list of 20 things. 
For the most part, the way the 

537
00:33:47,300 --> 00:33:50,200
human brain works, most people 
will only do those 20 things. 

538
00:33:51,200 --> 00:33:54,400
So if you give people a lot 
more, if you get people less, 

539
00:33:55,000 --> 00:33:59,500
they can by themselves do more 
because they don't feel 

540
00:33:59,500 --> 00:34:02,100
restrained. 
And that's one thing I do like 

541
00:34:02,100 --> 00:34:05,600
about Troika on this page is 
basically saying this is just a 

542
00:34:05,608 --> 00:34:09,199
framework and some inspiration 
you can. 

543
00:34:09,400 --> 00:34:14,100
Is it, but do whatever you want 
beyond that and then they 

544
00:34:14,100 --> 00:34:17,500
release Adventures that are 
completely different and crazy 

545
00:34:18,000 --> 00:34:22,500
and of and with a very good 
again, inspiration and a guide 

546
00:34:22,500 --> 00:34:25,199
or or reference to be able to do
that. 

547
00:34:25,199 --> 00:34:28,300
So I think that's a great, a 
great thing from Torico. 

548
00:34:28,400 --> 00:34:32,199
Okay, let's move into the book 
itself past the introduction. 

549
00:34:32,199 --> 00:34:37,100
So right off the bat on page 2, 
we go into character creation. 

550
00:34:38,300 --> 00:34:41,500
Okay. 
So, let's go over the character 

551
00:34:41,500 --> 00:34:44,500
creation section, and maybe even
create a character. 

552
00:34:44,500 --> 00:34:45,800
After we go through some of 
this. 

553
00:34:46,500 --> 00:34:50,199
So character, creation overview,
go get the character sheet found

554
00:34:50,199 --> 00:34:54,100
on page 110. 
Okay, roll 1 D 3. + 3 to 

555
00:34:54,100 --> 00:34:57,400
determine skill. 
Roll. 

556
00:34:57,400 --> 00:34:59,500
Okay, let's just let's just do 
that right now. 

557
00:35:00,300 --> 00:35:05,200
I have a Post-It note. 
I will grab my Dungeons and 

558
00:35:05,207 --> 00:35:11,700
Dragons pin. 
And I will bring up. 

559
00:35:24,600 --> 00:35:39,100
I will bring up a dice roller. 
Dice roller. 

560
00:35:45,000 --> 00:35:46,200
It doesn't even. 
Let me do. 

561
00:35:46,200 --> 00:35:49,300
What dice I need to do. 
Let's do roll a die.com. 

562
00:35:50,200 --> 00:35:54,800
Okay, so we are going to do roll
1 D 3 plus 3 for number one to 

563
00:35:54,800 --> 00:35:59,800
determine skill. 
Number two, it says world to D6.

564
00:35:59,800 --> 00:36:02,000
+ 12 to determine stamina and 
13. 

565
00:36:02,000 --> 00:36:05,900
It says, we're all 1 D6 + 6 to 
determine luck number 4, it says

566
00:36:05,900 --> 00:36:09,000
record Baseline possessions at 
every new character starts with 

567
00:36:09,300 --> 00:36:14,100
2D six silver, pints a knife, a 
lantern and flask of oil, a 

568
00:36:14,100 --> 00:36:16,100
rucksack. 
Six provisions. 

569
00:36:16,100 --> 00:36:20,600
And number five roldy 66 on the 
background table and record 

570
00:36:20,600 --> 00:36:22,500
possessions and skills. 
Okay? 

571
00:36:22,900 --> 00:36:25,800
All right. 
So we got one, two, three, four,

572
00:36:25,800 --> 00:36:28,700
five, six. 
So the first one is we're all 

573
00:36:28,700 --> 00:36:38,900
One D 3 plus 3 for skill. 
Okay, so roll one D3, Ro 1 D 3, 

574
00:36:39,300 --> 00:36:45,800
go that's a 2 2 plus 3 is 5 or 
skill. 

575
00:36:50,000 --> 00:36:53,600
Okay, rule to D6 + 12 to 
determine stamina. 

576
00:36:53,800 --> 00:36:57,200
Okay, so I will go to six sided 
dice. 

577
00:36:57,200 --> 00:37:00,500
I actually really like this roll
a die.com, that's what I'm using

578
00:37:00,500 --> 00:37:02,100
right now roll. 
A die dotnet. 

579
00:37:02,800 --> 00:37:11,400
Let's add that to D and D. 
So we're going to go to D6 + 12.

580
00:37:13,800 --> 00:37:17,700
That is 8 plus 12, so that will 
be 20 or stamina. 

581
00:37:20,700 --> 00:37:24,100
Number 3 Row, 1 D6 + 6 to 
determine luck. 

582
00:37:24,100 --> 00:37:27,800
So we'll go 1 D6 + 6. 
That's a three. 

583
00:37:29,700 --> 00:37:33,200
So I start with 9 luck, that's 
my character. 

584
00:37:34,200 --> 00:37:37,200
We have all the Baseline things 
so let's do 2D six silver to 

585
00:37:37,200 --> 00:37:40,200
start. 
That's 11 silver. 

586
00:37:41,600 --> 00:37:46,400
And then we have those other 
things and then roll d66, we're 

587
00:37:46,400 --> 00:37:49,900
going to roll one. 
Sixty six sided dice. 

588
00:37:50,500 --> 00:38:01,400
That's a 57. 
I roll on that one. 

589
00:38:01,700 --> 00:38:05,400
Okay, so that is first page on 
character creation. 

590
00:38:05,400 --> 00:38:10,700
So I have those down and we'll 
see what What those mean? 

591
00:38:10,700 --> 00:38:13,900
At some point, I think it 
literally gives me my character 

592
00:38:13,900 --> 00:38:17,000
based on the book, okay? 
So backgrounds backgrounds are 

593
00:38:17,000 --> 00:38:20,200
everything your character was 
before you got hold of them. 

594
00:38:20,500 --> 00:38:22,800
They provide you, with skills, 
possessions, and other special 

595
00:38:22,800 --> 00:38:27,000
benefits where noted slide into 
the role and make it your own 

596
00:38:27,400 --> 00:38:29,900
roll, randomly to determine your
starting background. 

597
00:38:30,600 --> 00:38:35,200
Notice that they only touch the 
edge of specificity, it is up to

598
00:38:35,200 --> 00:38:38,500
you to tailor them to the world 
you play in rework them. 

599
00:38:38,700 --> 00:38:41,300
Remove them entirely and replace
them with your own unique 

600
00:38:41,300 --> 00:38:45,800
versions, your own unique vision
of the Spheres boldly, lay claim

601
00:38:45,800 --> 00:38:48,900
to the games you play create 
content recklessly and always 

602
00:38:48,900 --> 00:38:51,800
write in pen, interesting. 
I like that. 

603
00:38:51,800 --> 00:38:55,700
That's a nice. 
As a nice line there, boldly 

604
00:38:55,700 --> 00:38:59,300
laid, claim to the games you 
play create content recklessly 

605
00:38:59,300 --> 00:39:02,600
and always write in pain. 
There's the section on creating 

606
00:39:02,600 --> 00:39:04,900
your own backgrounds, when 
creating your own backgrounds as

607
00:39:04,900 --> 00:39:08,300
a general rule stick to 10. 
Or so total points distributed 

608
00:39:08,300 --> 00:39:10,500
in a Range of one to three with 
three. 

609
00:39:10,500 --> 00:39:12,500
Being someone who is already 
mastered their trade. 

610
00:39:12,500 --> 00:39:14,200
Do not miss the importance of a 
description. 

611
00:39:14,700 --> 00:39:17,700
They are the players window into
the world, but don't feel 

612
00:39:17,700 --> 00:39:19,200
intimidated by them. 
Keep them. 

613
00:39:19,200 --> 00:39:20,900
Simple. 
And pack as much information 

614
00:39:20,900 --> 00:39:23,800
into them, as you are able, when
they are short and evocative, 

615
00:39:23,800 --> 00:39:25,600
the player will fill in the 
gaps. 

616
00:39:26,000 --> 00:39:28,700
The backgrounds need not be 
balanced or equal to one 

617
00:39:28,700 --> 00:39:30,500
another. 
But should instead be fun and 

618
00:39:30,500 --> 00:39:33,200
flavorful after making a new 
background, take a moment to 

619
00:39:33,207 --> 00:39:36,500
consider the reaction of someone
receiving it, instead of some 

620
00:39:36,500 --> 00:39:40,100
other entry in your particular, 
and Changing list, balance, the 

621
00:39:40,100 --> 00:39:41,700
enjoyment rather than the 
numbers. 

622
00:39:41,700 --> 00:39:44,500
Again, I really like that. 
So, this is not necessarily a 

623
00:39:44,500 --> 00:39:46,100
game for you, min, max, there's 
out there. 

624
00:39:46,100 --> 00:39:49,400
This is a game for people that 
want to to be free with their 

625
00:39:49,400 --> 00:39:54,300
creativity and our P. 
So let's look over this first 

626
00:39:54,300 --> 00:40:03,700
background, so it's d66. 
I think they talked about. 

627
00:40:06,000 --> 00:40:11,400
I don't think you roll d66 if I 
remember correctly. 

628
00:40:11,400 --> 00:40:17,600
I think you roll a D6 and a D6 
and those two numbers together. 

629
00:40:18,800 --> 00:40:21,600
Give you your number so I got 
57. 

630
00:40:21,600 --> 00:40:26,200
So we'll look at 57, but we can 
also just roll to D6. 

631
00:40:30,100 --> 00:40:34,100
So that's why it starts the very
first one is eleven, it's not 

632
00:40:34,100 --> 00:40:38,200
one. 
So it's 11 through 66 because 

633
00:40:43,300 --> 00:40:49,900
It's 11:30 66 because it's 126 
on a die and they do a 6 and a 

634
00:40:49,908 --> 00:40:52,500
6. 
So you just rolled to D6. 

635
00:40:52,900 --> 00:40:57,800
So that is a three and a six. 
So that would be 36. 

636
00:40:57,800 --> 00:41:00,300
We'll look at 55, 57 a look at 
36. 

637
00:41:00,300 --> 00:41:01,800
But look at this at the very 
first one. 

638
00:41:01,800 --> 00:41:08,000
If you were to roll a 1 and a 1 
on a 6 and a 6 for d66, it is 

639
00:41:08,000 --> 00:41:12,300
the Ardent giant of Corte, every
giant has a different story 

640
00:41:12,300 --> 00:41:15,200
about A well-told, an 
interrupted with tears and 

641
00:41:15,200 --> 00:41:19,200
laughter of how they lost it and
mean to find it soon enough. 

642
00:41:19,200 --> 00:41:22,900
But oh, what of today we should 
drink and cheer will search once

643
00:41:22,900 --> 00:41:26,900
again, in the morning. 
Possessions an artifact of lost 

644
00:41:26,900 --> 00:41:30,500
kurta being either an enormous 
blue star map which can tell you

645
00:41:30,500 --> 00:41:35,000
where any portal leads with the 
successful astrology test or a 

646
00:41:35,000 --> 00:41:36,900
pocket barometer for 
forecasting. 

647
00:41:36,900 --> 00:41:42,000
The weather five, and six 
accuracy, or a ruby Lauren at 

648
00:41:42,100 --> 00:41:46,000
granting plus 2 s site and they 
give you a list of advanced 

649
00:41:46,000 --> 00:41:48,000
skills. 
So I think these are skills 

650
00:41:48,000 --> 00:41:52,100
Beyond skill, stamina luck, 
strength, astrology, run and 

651
00:41:52,100 --> 00:41:55,900
climb. 
So since it's normally a range 

652
00:41:55,900 --> 00:41:59,300
of 1234 must mean super strong, 
but it makes sense because 

653
00:41:59,300 --> 00:42:04,900
they're a giant and each one of 
these backgrounds has this 

654
00:42:04,900 --> 00:42:08,700
beautiful illustration. 
So this one looks like again, 

655
00:42:08,700 --> 00:42:11,200
every piece of art in this book 
looks like an acid trip. 

656
00:42:11,800 --> 00:42:18,500
It looks like a giant in space 
with wings and some type of Kind

657
00:42:18,500 --> 00:42:22,400
of Darth Vader, ish face mask 
but it's like a globe on top, 

658
00:42:22,700 --> 00:42:28,200
interesting. 
Number 12 is a buffet Fowler of 

659
00:42:28,200 --> 00:42:36,000
ponds a wise man, a high priest,
in a pond kisser, a typical but 

660
00:42:36,000 --> 00:42:41,800
committed adherent of P. 
Estimation, when psms Point SS, 

661
00:42:41,800 --> 00:42:50,200
shrp the bloated, toad God 13 is
a burglar. 14 is a cat koujun 

662
00:42:51,000 --> 00:42:53,800
those filthy born spawn in the 
humpback. 

663
00:42:53,800 --> 00:42:57,900
Sky lit, only by great. 
Black anti sons and false light.

664
00:42:58,300 --> 00:43:01,000
Your mother was selling on the 
golden, barges or cotton some 

665
00:43:01,000 --> 00:43:04,400
more abstract fate when she 
passed, you far from their 

666
00:43:04,400 --> 00:43:06,700
protective malaise of the 
million spheres. 

667
00:43:06,700 --> 00:43:09,800
You were receptive to the power 
and the glory a degenerative 

668
00:43:09,800 --> 00:43:13,600
time and it shows in your 
territory form, interesting, 

669
00:43:13,600 --> 00:43:17,800
chaos champion. 
Clavin, sure, demon stalker. 

670
00:43:17,800 --> 00:43:22,100
So these are all things that you
could theoretically find in the 

671
00:43:22,100 --> 00:43:26,300
humpback sky in various spheres 
Across the Universe. 

672
00:43:26,600 --> 00:43:30,700
So, all of these are character 
backgrounds that give you a 

673
00:43:30,700 --> 00:43:33,300
description, possessions, 
Advanced skills. 

674
00:43:33,500 --> 00:43:37,200
And some give you special 
abilities as well. 

675
00:43:38,400 --> 00:43:40,000
So there's one that's just 
dwarf. 

676
00:43:40,100 --> 00:43:42,000
You are short, hairy belligerent
creature. 

677
00:43:42,500 --> 00:43:46,700
Dwarves are a sculpt a sculpted 
people on gendered and thus 

678
00:43:46,700 --> 00:43:49,000
there are no dwarf children or 
dwarf families. 

679
00:43:49,000 --> 00:43:51,900
To prevent you from fully 
committing, the important dwarfy

680
00:43:51,900 --> 00:43:57,000
Endeavors of creating Fine, Art 
and unusual places, you intend 

681
00:43:57,000 --> 00:44:01,100
to find the most unusual places 
in all the millions fears, your 

682
00:44:01,100 --> 00:44:04,800
possessions are a masonry hammer
and a role of artist supplies. 

683
00:44:05,000 --> 00:44:08,100
You have a massive list of 
advanced skills, awareness. 

684
00:44:08,300 --> 00:44:10,500
Think painting metal working 
construction strength, 

685
00:44:11,000 --> 00:44:14,300
fist-fighting wrestling, and 
Hammer fighting, and your 

686
00:44:14,300 --> 00:44:18,700
special ability as a dwarf. 
Lords may eat gems and rare 

687
00:44:18,700 --> 00:44:23,400
Metals as food Replacements you.
In fact, vastly prefer the taste

688
00:44:23,400 --> 00:44:25,900
of Rare Minerals, too mundane 
food. 

689
00:44:26,400 --> 00:44:28,500
Interesting. 
So let's look at what we 

690
00:44:28,500 --> 00:44:31,100
enrolled. 
We'll start with number 36, this

691
00:44:31,100 --> 00:44:41,300
would be our background, we're 
going down to page, 4436. 

692
00:44:44,100 --> 00:44:46,500
Interesting. 
Because of the way the numbers 

693
00:44:46,500 --> 00:44:51,500
work again, d66 is not one 
through 66 inch a rolling, a 6 

694
00:44:51,500 --> 00:44:53,400
and a 6 in the same way that you
would roll. 

695
00:44:53,400 --> 00:44:57,100
Like D100 on 2D tens, there are 
numbers that are missing as in, 

696
00:44:57,100 --> 00:45:03,300
you can't have 37 38 or 39, or 
40 for that matter. 

697
00:45:03,300 --> 00:45:08,300
So from 36, the next number is 
4141, is a necromancer that 

698
00:45:08,300 --> 00:45:11,300
would be full. 
That would be cool, but 36 is a 

699
00:45:11,300 --> 00:45:16,800
monkey monger. 
Life on the wall is hard. 

700
00:45:17,100 --> 00:45:19,500
One is never more than a few 
yards from an endless fall. 

701
00:45:19,500 --> 00:45:22,200
Yet those precarious Villages 
still need to eat. 

702
00:45:22,500 --> 00:45:25,000
This is where you come in with 
your edible monkeys. 

703
00:45:25,500 --> 00:45:27,100
The distinction is purely for 
appeal. 

704
00:45:27,100 --> 00:45:31,100
Since all monkeys are, of 
course, edible you used to spend

705
00:45:31,100 --> 00:45:34,200
days on in dangling, your feet 
off the ledge. 

706
00:45:34,300 --> 00:45:36,900
Oh, that's why we can't do 57. 
So we won't even. 

707
00:45:36,900 --> 00:45:42,400
Look at 57. 
Watching over your chittering 

708
00:45:42,400 --> 00:45:46,100
livestock while they scampered 
hither and thither but there was

709
00:45:46,100 --> 00:45:49,600
no future in Monkey meat. 
You wanted much more and so 

710
00:45:49,600 --> 00:45:53,600
stepped off or you fell off, 
either way you and some unlucky 

711
00:45:53,600 --> 00:45:56,100
monkeys are here now and that's 
all that matters. 

712
00:45:56,600 --> 00:45:59,400
Possessions you have a monkey 
Club, I guess you can make up 

713
00:45:59,400 --> 00:46:02,900
with that. 
Is I assume it's a club either 

714
00:46:02,900 --> 00:46:04,900
made of monkey or to hit 
monkeys. 

715
00:46:05,200 --> 00:46:09,000
You have a butcher's knife, you 
have 1 D6, small monkeys, that 

716
00:46:09,000 --> 00:46:10,800
do not heed commands but are too
scared. 

717
00:46:11,000 --> 00:46:14,800
Hungry to travel from you. 
So let's see how many monkeys I 

718
00:46:14,800 --> 00:46:17,300
get. 
I get three monkeys. 

719
00:46:20,600 --> 00:46:25,000
Okay and you have a pocket full 
of monkey treats. 

720
00:46:25,400 --> 00:46:29,000
Cool Advanced skills I have for 
to climb to trapping 12 Club 

721
00:46:29,000 --> 00:46:34,400
fighting and 12 knife fighting. 
Okay and my special the GMA 

722
00:46:34,400 --> 00:46:38,200
choose to roll on this table. 
Anytime the mean of monkeys must

723
00:46:38,200 --> 00:46:41,800
be determined. 
So there's a 1 D6 on basically 

724
00:46:41,800 --> 00:46:46,200
it sounds like the the attitude 
or the disposition of the 

725
00:46:46,200 --> 00:46:49,600
monkeys, there's playful 
stocking hungry, tired, austere,

726
00:46:49,900 --> 00:46:57,300
and a Rusev. 
So and then the graphic is a 

727
00:46:57,308 --> 00:47:04,700
nice, white yellow, and red 
graphic of a person, holding a 

728
00:47:04,700 --> 00:47:10,400
bunch of monkeys. 
In robes monkeys, even popping 

729
00:47:10,400 --> 00:47:11,600
out of the robes. 
It's interesting. 

730
00:47:11,600 --> 00:47:15,300
So this page 20 on Troika for 
the monkey Monger. 

731
00:47:16,000 --> 00:47:19,200
Alright. 
Necromancer parchment. 

732
00:47:19,200 --> 00:47:28,600
Which derivative dwarf. 
So interesting, a derivative 

733
00:47:28,600 --> 00:47:30,800
dwarf is basically like a 
specialized dorf. 

734
00:47:32,300 --> 00:47:35,800
Again, every single one, every 
every page has a different 

735
00:47:35,800 --> 00:47:39,600
character background that 
consists of description, 

736
00:47:39,600 --> 00:47:42,600
possessions Advanced skills, and
possibly special, and a 

737
00:47:42,600 --> 00:47:48,400
beautiful trippy as fuck 
illustration on each page as 

738
00:47:48,400 --> 00:47:51,300
well again. 
Talking about the art once more.

739
00:47:51,500 --> 00:47:57,300
The are really like sets into 
your mind, the vibe of the game,

740
00:47:58,200 --> 00:48:01,700
what step said the author's 
intentions and what the players 

741
00:48:01,700 --> 00:48:04,800
can Envision. 
And these are very kind of, like

742
00:48:04,800 --> 00:48:09,300
trippy sketchy. 
Gosh, it reminds me a little bit

743
00:48:09,300 --> 00:48:14,700
of like Alice in Wonderland but 
like, even trippier a lot of red

744
00:48:14,700 --> 00:48:23,000
and yellow, blue and yellow It 
also gives me kind of a very 

745
00:48:24,700 --> 00:48:28,400
like face cards in a poker deck 
Vibe too. 

746
00:48:31,900 --> 00:48:39,200
All all line work and solid 
colors, no shading, almost a 

747
00:48:39,200 --> 00:48:40,800
little bit of a woodcut feel 
too. 

748
00:48:42,800 --> 00:48:47,700
Am thinking engine vengeful 
child venturesome academic, 

749
00:48:48,000 --> 00:48:54,800
wizard Hunter, Zoe anthrop. 
And then at the end, another 

750
00:48:54,800 --> 00:48:59,800
interesting graphic page of 
looks like maybe a wizard and a 

751
00:48:59,800 --> 00:49:05,200
night. being the way into a 
Trippy castle with a magenta 

752
00:49:05,200 --> 00:49:09,600
colored dog with them. 
Yeah, drought got to get that 

753
00:49:09,600 --> 00:49:12,700
monkey action and then we move 
into the blue Pages which is the

754
00:49:12,700 --> 00:49:17,300
actual rules, okay? 
So again for the most part of 

755
00:49:17,300 --> 00:49:22,000
besides these d66 backgrounds 
Troika is more of a system than 

756
00:49:22,000 --> 00:49:23,200
a world. 
They say, I think they 

757
00:49:23,200 --> 00:49:26,800
specifically say this is not a 
world, these are just all of the

758
00:49:26,800 --> 00:49:30,000
items and backgrounds and things
like that are just suggestions 

759
00:49:31,000 --> 00:49:33,900
and that you can use to play in 
a world, but come up with your 

760
00:49:33,900 --> 00:49:39,100
own world. 
So, The rules number one, 

761
00:49:39,100 --> 00:49:42,500
rolling the dice. 
There's only one die type used 

762
00:49:42,500 --> 00:49:45,500
in tariqa that being the D6 as I
said before. 

763
00:49:45,500 --> 00:49:52,500
So this can be used as a D3, a 
D6, a d66, or a d66 and so on to

764
00:49:52,500 --> 00:49:57,000
roll a D3 just roll a D6 and 
have it rounding up to roll a 

765
00:49:57,000 --> 00:50:03,300
D6, D 6 and D 6 6, 6, or more or
more just roll a D6 as many 

766
00:50:03,300 --> 00:50:08,700
times in order as there are six.
Has so Six would be a D6, 

767
00:50:08,700 --> 00:50:13,100
followed by another D6, as I 
said before, when we were going 

768
00:50:13,100 --> 00:50:14,300
over the background and stuff 
like that. 

769
00:50:14,300 --> 00:50:18,300
So, d66, backgrounds does not 
mean 66 backgrounds. 

770
00:50:18,300 --> 00:50:21,500
It's probably more. 
Like, well, I mean, I guess we 

771
00:50:21,500 --> 00:50:23,100
can actually count it. 
I'm not going to. 

772
00:50:23,100 --> 00:50:29,200
That's probably more like 2025 
backgrounds to do more actions. 

773
00:50:29,200 --> 00:50:31,900
You'll be required to roll to D6
to do. 

774
00:50:31,900 --> 00:50:34,000
Most actions, you'll be required
to roll to D6. 

775
00:50:34,000 --> 00:50:37,000
Adding them together as a role 
under Laurel role. 

776
00:50:37,400 --> 00:50:38,700
Versus. 
Okay. 

777
00:50:39,100 --> 00:50:47,000
So roll under Yes also drives 
that DCC games art is killer 

778
00:50:47,000 --> 00:50:49,400
too. 
Yeah, a lot of the official DCC 

779
00:50:49,400 --> 00:50:51,300
Adventures has really really 
interesting. 

780
00:50:51,300 --> 00:50:54,100
Are I do have a Dungeon Crawler 
Classics. 

781
00:50:54,100 --> 00:51:01,100
I bought the leather bound a 
leather at bound special edition

782
00:51:01,100 --> 00:51:05,400
foil cover because I fucking of 
course I did and we will be 

783
00:51:05,400 --> 00:51:07,900
going over Dungeon Crawl 
Classics at some point. 

784
00:51:08,600 --> 00:51:13,900
My only hesitancy with dungeon 
called Classics is The book is 

785
00:51:13,900 --> 00:51:20,600
600 pages long. 600 Pages. 
Troika, I considered to be a 

786
00:51:20,600 --> 00:51:24,800
long book. 
It's 110 pages but much smaller 

787
00:51:24,900 --> 00:51:28,400
like like a like a small paper 
bag size, but it is hard back 

788
00:51:29,300 --> 00:51:31,300
dungeon. 
Our classes is a massive fucking

789
00:51:31,300 --> 00:51:32,700
home. 
That's 600. 

790
00:51:32,700 --> 00:51:34,500
Pages long. 
So we'll get into Dungeon Crawl 

791
00:51:34,500 --> 00:51:37,600
Classics at some point and its 
Associated game. 

792
00:51:37,600 --> 00:51:40,500
I think it's, I think MCC is 
there to like mutant crawl 

793
00:51:40,500 --> 00:51:43,300
Classics or something, but 
anyway, so Troika, roll under a 

794
00:51:43,300 --> 00:51:46,400
role versus so rolling under is 
throwing them to D6. 

795
00:51:46,600 --> 00:51:49,600
The intention of scoring equal 
to, or under a number. 

796
00:51:49,900 --> 00:51:54,500
This is mainly used in unopposed
situations, like climbing a wall

797
00:51:54,500 --> 00:51:58,400
or casting a Spell rolling to 
d6s always results in Failure. 

798
00:51:58,700 --> 00:52:01,600
So, roll under is what you want 
to do. 

799
00:52:01,600 --> 00:52:03,800
So ruling high is always a 
failure. 

800
00:52:03,900 --> 00:52:08,700
Okay, that's a little different 
role versus mostly used for 

801
00:52:08,700 --> 00:52:12,600
combat or other contests occurs.
When two opponents each world to

802
00:52:12,600 --> 00:52:16,400
D6, add any applicable bonuses 
then compares. 

803
00:52:16,500 --> 00:52:18,900
Results. 
The higher total winning in a 

804
00:52:18,900 --> 00:52:23,000
duel, you might be rolling to 
D6. + your sword fighting total 

805
00:52:23,300 --> 00:52:25,700
looking to beat your opponent 
who is doing similar. 

806
00:52:25,800 --> 00:52:27,600
Okay. 
Roll under role versus and the 

807
00:52:27,600 --> 00:52:29,800
only dice you need is a six a 
D6. 

808
00:52:29,900 --> 00:52:31,000
I like that. 
That's fun. 

809
00:52:31,100 --> 00:52:35,300
It's simple Advanced skills and 
spells characters have a variety

810
00:52:35,300 --> 00:52:37,800
of events skills and spells 
granted them by their 

811
00:52:37,800 --> 00:52:40,400
background. 
The number given in the 

812
00:52:40,408 --> 00:52:45,200
background plus their skills is 
referred to as their skill. 

813
00:52:45,200 --> 00:52:48,100
Total write this on the Good 
morning Jax. 

814
00:52:48,100 --> 00:52:53,000
How's it going? 
Testing Advanced skills and 

815
00:52:53,000 --> 00:52:56,600
spells most tests of advanced 
skills and spells are roll 

816
00:52:56,600 --> 00:53:01,600
under. 
When you successfully test an 

817
00:53:01,600 --> 00:53:04,600
advanced skill or spell put a 
tick next to it on your 

818
00:53:04,600 --> 00:53:08,100
character sheet, these are used 
to get better. 

819
00:53:08,200 --> 00:53:11,800
Okay, so we'll talk about get 
better when we get there and 

820
00:53:11,800 --> 00:53:13,400
then there's luck. 
Okay. 

821
00:53:13,400 --> 00:53:16,100
Number three, luck of all the 
numbers on your character sheet.

822
00:53:16,100 --> 00:53:19,000
Luck is likely to fluctuate the 
most, this number represents 

823
00:53:19,000 --> 00:53:22,900
your characters, fortune and 
intuition tested, whenever fate 

824
00:53:22,900 --> 00:53:26,300
swipes at them, when this 
happens, the GM will ask you to 

825
00:53:26,300 --> 00:53:28,300
test your luck or suffer the 
consequences. 

826
00:53:31,100 --> 00:53:34,100
All right, so 3.1 testing your 
luck. 

827
00:53:34,700 --> 00:53:36,700
Roll equal to R less than your 
current luck score. 

828
00:53:36,700 --> 00:53:38,900
My Luxor in the character, I 
created is 9. 

829
00:53:39,600 --> 00:53:42,600
Every time you test your luck, 
reduce your current Luxor, by 

830
00:53:42,600 --> 00:53:46,000
one regardless of whether the 
test was successful or not. 

831
00:53:46,000 --> 00:53:50,300
So, you're using up your luck 
even if you use it successfully.

832
00:53:50,800 --> 00:53:54,100
And is it roll under reduce roll
equal to R? 

833
00:53:54,100 --> 00:53:55,200
Less than your current luck 
score? 

834
00:53:55,200 --> 00:53:57,800
Okay? 
So it's a roll under Testing 

835
00:53:57,800 --> 00:54:00,600
your luck is optional. 
You may always refused to roll 

836
00:54:00,600 --> 00:54:04,100
an extent and instead accept 
your fate, the GM is not obliged

837
00:54:04,100 --> 00:54:07,100
to give you details of the 
consequences if they are not 

838
00:54:07,100 --> 00:54:11,700
already obvious interesting. 
Okay. 

839
00:54:19,000 --> 00:54:24,600
All right. 32, gaining and 
losing luck for every eight 

840
00:54:24,600 --> 00:54:28,100
hours of rest. 
You may regain to D6 luck luck, 

841
00:54:28,100 --> 00:54:30,800
may not exceed, the starting 
value role that character 

842
00:54:30,800 --> 00:54:33,700
creation. 
Say for exceptional situations, 

843
00:54:33,700 --> 00:54:36,100
running out of luck and flex. 
No special penalty. 

844
00:54:36,600 --> 00:54:41,100
Okay, so basically you can use 
your lock in a situation. 

845
00:54:41,100 --> 00:54:42,800
I assume to have a better 
outcome. 

846
00:54:42,900 --> 00:54:44,600
Does it actually specifically 
say what? 

847
00:54:44,600 --> 00:54:51,700
The point of luck is, You can 
test it. 

848
00:54:52,200 --> 00:54:56,800
Okay, let's see if it talks 
about what the point of luck is 

849
00:54:57,600 --> 00:54:58,600
use of luck. 
Okay. 

850
00:55:02,100 --> 00:55:04,800
Yeah. 
It doesn't really explain a lot.

851
00:55:09,500 --> 00:55:12,000
Or suffer consequences. 
So when bad shit happens, 

852
00:55:12,000 --> 00:55:15,200
basically, you can test your 
luck to make that bad thing not 

853
00:55:15,200 --> 00:55:17,800
happen or accept your fate so, 
you don't. 

854
00:55:18,000 --> 00:55:20,400
So it specifically says, running
out of luck, inflectional 

855
00:55:20,400 --> 00:55:25,200
special penalty, but it's 
basically it's luck. 

856
00:55:25,200 --> 00:55:27,800
It's you roll to see if you have
it. 

857
00:55:28,200 --> 00:55:30,700
And if you run out of it, you're
SOL. 

858
00:55:30,700 --> 00:55:36,300
You're literally Sol, right? 
Use of luck in combat. 

859
00:55:38,000 --> 00:55:40,100
Yeah, you just want it you want 
to have luck. 

860
00:55:40,900 --> 00:55:43,800
So I rolled a 9 to start with my
luck. 

861
00:55:43,800 --> 00:55:46,200
Not terrible. 
So I have 9 Luxe but again every

862
00:55:46,200 --> 00:55:50,200
time you use it, whether you 
fail or succeed, you lose a 

863
00:55:50,200 --> 00:55:53,900
point of luck, use of luck in 
combat, in the case of a tie, 

864
00:55:53,900 --> 00:55:56,900
the character May test their 
luck to break it in their favor 

865
00:55:56,900 --> 00:55:58,600
when a character successfully 
hits an opponent. 

866
00:55:58,600 --> 00:56:01,400
But before rolling for damage, 
they may decide to test their 

867
00:56:01,400 --> 00:56:04,200
luck and if successful may add 
to the damage roll. 

868
00:56:04,200 --> 00:56:06,600
Okay, I like that. 
That's interesting. 

869
00:56:06,800 --> 00:56:11,000
So luck is a big luck, is a very
interesting mechanic in the 

870
00:56:11,000 --> 00:56:13,700
game. 
It really allows things up to 

871
00:56:13,700 --> 00:56:15,600
fate. 
You can break ties with it to 

872
00:56:15,600 --> 00:56:20,600
make your hit successful or you 
can roll to add additional 

873
00:56:20,600 --> 00:56:22,500
damage basically getting a lucky
hidden. 

874
00:56:22,600 --> 00:56:24,700
Interesting, that's clever. 
I really like that. 

875
00:56:24,700 --> 00:56:27,800
That's really clever. 
And an optional rule Luck versus

876
00:56:27,800 --> 00:56:29,200
death. 
If you find your games or two 

877
00:56:29,200 --> 00:56:32,300
fatal, and that the turnover of 
characters is too much to bear, 

878
00:56:32,300 --> 00:56:35,800
the GM might optionally allow 
characters who have died to test

879
00:56:35,800 --> 00:56:40,300
their luck and Set of dying, the
incapacitated wounded or saved 

880
00:56:40,300 --> 00:56:53,900
by some bizarre twist of fate. 
So, Interesting. 

881
00:56:53,900 --> 00:56:57,400
So you as an optional rollout 
probably allow this Luck versus 

882
00:56:57,400 --> 00:57:04,900
death allows you to to 
potentially avoid death being 

883
00:57:04,900 --> 00:57:06,500
saved by some bizarre twist of 
fate. 

884
00:57:07,500 --> 00:57:16,400
Good morning Juno. 
Um, okay number for stamina for 

885
00:57:16,400 --> 00:57:19,300
one running out of stamina. 
So my stamina score, I roll 

886
00:57:19,300 --> 00:57:21,500
those 20. 
When reduced to zero stamina, 

887
00:57:21,500 --> 00:57:23,200
you were in danger of dying in 
must be healed. 

888
00:57:23,200 --> 00:57:26,300
In order to survive. 
If this is doing an initiative 

889
00:57:26,300 --> 00:57:30,500
round, the next time, the end of
the round token is drawn you 

890
00:57:30,500 --> 00:57:31,600
die. 
Interesting. 

891
00:57:37,200 --> 00:57:40,800
So if you're in combat and your 
stamina is reduced to 0, you 

892
00:57:40,800 --> 00:57:44,900
have to be healed by the end of 
by the next end of the round 

893
00:57:44,900 --> 00:57:48,400
token, which I guess we'll get 
two tokens is drawn. 

894
00:57:48,500 --> 00:57:50,800
If this happens out of 
initiative, your friends have 

895
00:57:50,800 --> 00:57:57,300
one opportunity to heal you or 
else you are dead. 

896
00:57:58,300 --> 00:58:05,300
Interesting. 
Healing you regain to D6 

897
00:58:05,300 --> 00:58:07,800
stamina, if you sleep for 8 
hours. 

898
00:58:07,800 --> 00:58:10,700
So to D6 would be a Max of 12, 
so that's barely over half of my

899
00:58:10,700 --> 00:58:14,300
total stamina. 
You may also eat a provision to 

900
00:58:14,300 --> 00:58:17,700
regain 1 D6 stamina. 
Okay, so potential up to 18 a 

901
00:58:17,700 --> 00:58:20,600
maximum of three Purdue 
Provisions per day. 

902
00:58:20,600 --> 00:58:24,200
Provide healing benefits, there 
may be other forms of healing 

903
00:58:24,200 --> 00:58:26,800
available at your GM's, 
discretion such as visiting bath

904
00:58:26,800 --> 00:58:30,400
houses or drinking potions. 
You may never have more stamina 

905
00:58:30,400 --> 00:58:32,900
than your starting total. 
So, what your role in the 

906
00:58:32,900 --> 00:58:37,400
beginning is, Your character. 
I'm curious what they getting 

907
00:58:37,400 --> 00:58:40,200
better part does. 
I assume it only adds to your 

908
00:58:40,800 --> 00:58:46,000
your ability is your skills and 
your Advanced skills. - stamina 

909
00:58:46,000 --> 00:58:47,600
if you ever go below zero 
salmon. 

910
00:58:47,600 --> 00:58:50,200
Are you are dead? 
Deaf, you may immediately make a

911
00:58:50,200 --> 00:58:53,200
new character While others mourn
your loss and fight over your 

912
00:58:53,200 --> 00:58:54,900
possessions. 
This new character starts. 

913
00:58:54,900 --> 00:58:56,500
Exactly. 
According to the rules, found 

914
00:58:56,500 --> 00:58:59,900
the beginning of the book. 
So every time you come in, I 

915
00:58:59,900 --> 00:59:04,000
like games, we're not 
necessarily built for long 

916
00:59:04,000 --> 00:59:07,500
campaigns like a 1 through 25. 
Ye level things. 

917
00:59:09,200 --> 00:59:13,700
I really enjoy that I really 
enjoy that. 

918
00:59:17,900 --> 00:59:23,100
Maybe like a maybe like a short 
Arc or just a story or like a, 

919
00:59:23,400 --> 00:59:27,200
you know, like a short campaign 
not, you know, destine for 34 

920
00:59:27,200 --> 00:59:29,900
years. 
So basically I'm curious what 

921
00:59:29,900 --> 00:59:34,900
getting better looks like later.
Okay, trick another beautiful 

922
00:59:34,900 --> 00:59:41,000
graphic here at the top red. 
Yellow, white, trippy sketchy, 

923
00:59:41,000 --> 00:59:45,900
graphic of a knight on a horse 
with a tripped out sky in the 

924
00:59:45,900 --> 00:59:48,000
background. 
What appears to be a giant 

925
00:59:48,000 --> 00:59:52,700
night? 
Or a statue as he stands on 

926
00:59:52,700 --> 00:59:53,900
Cliff. 
Interesting. 

927
00:59:54,300 --> 00:59:58,000
Okay, so initiative. 
Okay, so this is, this is a part

928
00:59:58,000 --> 00:59:59,400
of torque. 
That's really interesting to me.

929
00:59:59,400 --> 01:00:01,700
I did flip through this and its 
really, really interesting. 

930
01:00:04,500 --> 01:00:06,900
It's weird. 
So this is, this is, this is, 

931
01:00:06,900 --> 01:00:09,800
this is fun. 
So initiative number 5, a 

932
01:00:09,800 --> 01:00:12,600
symbol, the stack during combat 
or other times. 

933
01:00:12,600 --> 01:00:15,500
When it is important to know who
goes first, you need to assemble

934
01:00:15,500 --> 01:00:20,700
the initiative stack. 
To do this, get a container and 

935
01:00:20,700 --> 01:00:24,600
a selection of colored dice or 
other convenient markers, 

936
01:00:25,200 --> 01:00:28,600
consider cards, poker chips, and
so on, I did read this before 

937
01:00:28,600 --> 01:00:31,200
and just a reference for those 
of you who think that 5e 

938
01:00:31,200 --> 01:00:34,500
initiative takes too long, this 
would take even longer. 

939
01:00:34,500 --> 01:00:38,400
So I don't imagine troike as a 
super combat heavy game, it 

940
01:00:38,400 --> 01:00:44,000
feels more roleplay to me, but 
when you go into initiative it's

941
01:00:44,000 --> 01:00:47,200
interesting and fun but it does 
take a little while so Actually 

942
01:00:47,200 --> 01:00:50,900
what they're saying is gather a 
number gather colored item, 

943
01:00:51,300 --> 01:00:54,900
whatever it is Dice, poker, 
chips, whatever, and you put it 

944
01:00:54,900 --> 01:00:59,100
all together in a container 
assign each character to tokens 

945
01:00:59,100 --> 01:01:01,500
of a single color. 
So you need a bunch of. 

946
01:01:01,500 --> 01:01:05,300
There are a lot of multicolored 
objects and every character gets

947
01:01:05,300 --> 01:01:09,100
22, total tokens of one color. 
So we'll say that my tokens are 

948
01:01:09,100 --> 01:01:10,600
black and I have two black 
tokens. 

949
01:01:11,400 --> 01:01:14,400
Add tokens to the stack for the 
enemy's equal to their total 

950
01:01:14,400 --> 01:01:18,300
combined initiative. 
If you have fate lizard-men that

951
01:01:18,300 --> 01:01:22,900
our initiative to, you would add
16 tokens to the stack. 

952
01:01:25,400 --> 01:01:28,700
It's a lot of tokens. 
So if you have four characters, 

953
01:01:28,700 --> 01:01:32,000
you would have eight character 
tokens each, you know, to each 

954
01:01:32,000 --> 01:01:35,100
of a different color. 
And then if you have eight 

955
01:01:35,100 --> 01:01:39,500
lizard-men with initiative to 
you would add 16 green tokens or

956
01:01:39,508 --> 01:01:45,100
whatever. 
To the stack 51.3 add one token 

957
01:01:45,100 --> 01:01:46,800
of a distinct color to the 
stack. 

958
01:01:47,000 --> 01:01:50,000
This token signifies, the end of
the round. 

959
01:01:50,600 --> 01:01:53,400
So the round could go on and on 
and on and characters could have

960
01:01:53,400 --> 01:01:58,100
multiple turns for every round. 
On five point, one point for 

961
01:01:58,100 --> 01:02:02,500
optional, rule enemy initiative 
limit. 

962
01:02:02,500 --> 01:02:05,500
It is very likely that sometimes
the characters enemies grossly, 

963
01:02:05,500 --> 01:02:08,500
outnumbered them and make it 
very hard for them to act. 

964
01:02:08,600 --> 01:02:12,700
The GM May optionally limit. 
The number of enemy initiative 

965
01:02:12,700 --> 01:02:17,200
tokens, Placed in the stack to 
double that, which the 

966
01:02:17,200 --> 01:02:20,300
characters contribute. 
So if a Party of Five Ten 

967
01:02:20,300 --> 01:02:24,300
initiative tokens, total is 
attacked by 50 goblins. 50 

968
01:02:24,300 --> 01:02:28,100
initiative tokens the Goblins 
only contribute okay let me the 

969
01:02:28,100 --> 01:02:31,700
GMA optionally limit, the number
of enemy tokens, placing the 

970
01:02:31,707 --> 01:02:34,900
stack to double that which the 
characters contribute. 

971
01:02:34,900 --> 01:02:39,100
Okay, so regardless, so if the 
characters put in 10, if there's

972
01:02:39,100 --> 01:02:42,500
50 goblins you only put in 20 so
it's just double what the 

973
01:02:42,500 --> 01:02:44,600
characters have bear in mind, 
that the GM should feel free to.

974
01:02:44,800 --> 01:02:48,600
Balance initiative stack is it 
seems appropriate drow says no 

975
01:02:48,600 --> 01:02:50,500
way roll a D6. 
Yeah. 

976
01:02:50,500 --> 01:02:55,300
So I think what what this is 
doing to set up, is just it adds

977
01:02:55,300 --> 01:02:59,100
to the weird wacky craziness 
since you could theoretically go

978
01:02:59,100 --> 01:03:02,800
twice in a round. 
You could theoretically go twice

979
01:03:02,800 --> 01:03:05,200
back to back. 
If your token gets drawn and you

980
01:03:05,207 --> 01:03:11,800
have no idea when the round is 
over because there's one token 

981
01:03:11,800 --> 01:03:13,700
that signifies the end of the 
round. 

982
01:03:13,700 --> 01:03:15,600
If that's a very Last token. 
You pull. 

983
01:03:15,600 --> 01:03:18,900
You could literally pull through
every token for a round. 

984
01:03:18,900 --> 01:03:20,700
Let's see. 
There's a using, the stack 

985
01:03:20,700 --> 01:03:22,700
section. 
So, so this is what I'm saying. 

986
01:03:22,700 --> 01:03:26,800
So, it seems like a really fun 
interesting mechanic, but I but 

987
01:03:26,800 --> 01:03:35,200
I can't imagine doing If I was 
the GM I would probably prep 

988
01:03:35,200 --> 01:03:40,300
this prior to combat. 
If I'm prepping the game I would

989
01:03:40,300 --> 01:03:44,200
probably get a container and put
all of these tokens in or at 

990
01:03:44,200 --> 01:03:49,000
least have them in a stack ready
to go like a bag in a big glass 

991
01:03:49,000 --> 01:03:51,400
and I would just pour the bag 
into the glass that way you can 

992
01:03:51,400 --> 01:03:54,300
add or subtract tokens based on 
what's going on. 

993
01:03:54,600 --> 01:03:58,600
I don't know why in my mind I'm 
picturing those colored like 

994
01:03:58,600 --> 01:04:03,000
little glass. 
The colored little glass. 

995
01:04:05,400 --> 01:04:06,800
Things at the bottom of the fish
tank. 

996
01:04:06,900 --> 01:04:08,000
I don't know why. 
I don't know why. 

997
01:04:08,000 --> 01:04:09,600
But that's what that's what pops
into my head. 

998
01:04:11,100 --> 01:04:13,200
I think those would be really 
cool and you could get those in 

999
01:04:13,200 --> 01:04:17,400
entire rainbow of colors, or 
yeah. 

1000
01:04:17,400 --> 01:04:22,200
Just go online and get a bunch 
of a bunch of Dice from like a 

1001
01:04:22,200 --> 01:04:24,400
cheap. 
Like, just go on wish and get a 

1002
01:04:24,400 --> 01:04:28,600
million dice all different 
colors, but if you need 20 

1003
01:04:28,600 --> 01:04:31,300
tokens of something, I mean, 
that's a big stack and I imagine

1004
01:04:31,300 --> 01:04:33,400
like a big glass, like a big 
container. 

1005
01:04:33,600 --> 01:04:36,600
You can basically shake up and 
This pop one out at a time. 

1006
01:04:38,400 --> 01:04:40,900
So again, this takes a while as 
a GM. 

1007
01:04:40,900 --> 01:04:45,100
What I would probably do is, 
have each combat prep beforehand

1008
01:04:45,500 --> 01:04:48,000
with or even just in a bag. 
Yeah. 

1009
01:04:48,000 --> 01:04:55,800
Just a dice bag. 
Just a dice bag. 

1010
01:04:58,300 --> 01:05:01,800
With with all of these different
little glass, glass tokens in 

1011
01:05:01,800 --> 01:05:04,700
them. 
You can even if you have a 3D 

1012
01:05:04,700 --> 01:05:07,800
printer buddy just have those 
all 3D printed you can 3D print 

1013
01:05:07,800 --> 01:05:10,900
little little objects or tokens 
and then just paint them all 

1014
01:05:10,900 --> 01:05:13,400
different colors. 
But basically this game takes a 

1015
01:05:13,400 --> 01:05:16,800
lot because theoretically, if 
you have 50 goblins and you want

1016
01:05:16,800 --> 01:05:20,200
to put 50 initiative tokens and 
you need 50 tokens of something,

1017
01:05:20,500 --> 01:05:22,900
you can have like a giant giant 
stack. 

1018
01:05:23,500 --> 01:05:26,100
Okay, let's so let's see how we 
use the stack. 

1019
01:05:27,000 --> 01:05:30,100
Anyway, as I was saying, I 
would, I would I would prep this

1020
01:05:30,100 --> 01:05:31,600
in advance. 
I would literally just have like

1021
01:05:31,600 --> 01:05:36,100
a container like below the table
or behind me or a bag, just a 

1022
01:05:36,100 --> 01:05:40,100
bag of tokens, and I would just 
clop the bag down and just kind 

1023
01:05:40,100 --> 01:05:42,900
of swirl through and pull out a 
token each time just like a big 

1024
01:05:42,900 --> 01:05:47,600
ass like dice bag. 
Using the stack, the GM removes 

1025
01:05:47,600 --> 01:05:49,900
the token, from the stack of 
random, the color, or design of 

1026
01:05:49,900 --> 01:05:52,600
which determines, who holds the 
initiative, and who takes a 

1027
01:05:52,600 --> 01:05:56,300
turn, consider giving a copy of 
their token to each player. 

1028
01:05:56,300 --> 01:05:58,900
So, Everyone remembers which 
color or design is there's yeah 

1029
01:05:58,900 --> 01:06:03,300
absolutely. 
So that's that's the initiative 

1030
01:06:03,300 --> 01:06:06,200
staff. 
You literally build a massive, 

1031
01:06:06,300 --> 01:06:12,700
massive, just Container full of 
various colored things in order 

1032
01:06:12,700 --> 01:06:18,100
to to see what your initiative 
order would be interesting. 

1033
01:06:18,100 --> 01:06:21,200
But again I can I can personally
see that getting kind of old 

1034
01:06:21,900 --> 01:06:26,300
especially if you don't prep it 
before and having the cow. 

1035
01:06:26,500 --> 01:06:29,000
Out out, everyone's individual 
tokens. 

1036
01:06:29,300 --> 01:06:33,000
Honestly, what I would probably 
do is at the end of each combat 

1037
01:06:33,000 --> 01:06:38,400
session either. 
Give everyone their tokens back 

1038
01:06:38,400 --> 01:06:40,800
and have them put their tokens 
in each time. 

1039
01:06:40,800 --> 01:06:43,600
I think that would be 
interesting and then basically 

1040
01:06:44,100 --> 01:06:47,000
plop down a big bag in the 
middle have everyone has three 

1041
01:06:47,000 --> 01:06:50,600
tokens they would keep one put 
their two tokens in the bag and 

1042
01:06:50,600 --> 01:06:54,200
then I would say okay there's 20
goblins, here's 20 tokens, 

1043
01:06:54,300 --> 01:06:56,300
there's three of this, let's 
throw thousand. 

1044
01:06:56,600 --> 01:06:59,600
And then I would close up the 
bag, I would shake the bag, Stir

1045
01:06:59,600 --> 01:07:02,000
It Up a little bit and then 
throw in that. 

1046
01:07:02,000 --> 01:07:09,000
End of end of round token and 
again, stir that in and then 

1047
01:07:09,000 --> 01:07:11,000
start from there. 
So I think that would be a fun 

1048
01:07:11,000 --> 01:07:12,300
way to do it. 
If everyone had to literally 

1049
01:07:12,300 --> 01:07:15,400
throw their tokens into the bag,
the GM throws, the bad guy 

1050
01:07:15,400 --> 01:07:18,500
tokens it and the in around 
token into the bag, you shake it

1051
01:07:18,500 --> 01:07:20,200
up and just go. 
That's probably easiest way to 

1052
01:07:20,200 --> 01:07:24,500
do it. 
All right, 6 actions. 

1053
01:07:25,900 --> 01:07:28,500
When you hold the initiative, 
you may take a turn and can 

1054
01:07:28,500 --> 01:07:31,100
generally perform one action. 
The following list is not 

1055
01:07:31,100 --> 01:07:34,300
exhaustive and the GM is 
encouraged to interpret player 

1056
01:07:34,300 --> 01:07:39,100
intentions as best they can. 
So this is kind of a list of 

1057
01:07:39,900 --> 01:07:46,400
roughly like moves a little bit 
but I like I like games where, 

1058
01:07:46,400 --> 01:07:55,300
what am I Knox? 
You know said make enemy tokens 

1059
01:07:55,300 --> 01:07:58,900
plastic and PC tokens metal so 
you can use a magnet to pull 

1060
01:07:58,900 --> 01:08:02,300
their tokens out at the end, but
if you shake metal tokens in a 

1061
01:08:02,308 --> 01:08:04,700
bag, little plastic tokens, 
metal tokens will be at the 

1062
01:08:04,700 --> 01:08:09,100
bottom of the bag, and they will
always go last so that might not

1063
01:08:09,100 --> 01:08:12,600
be what everyone's to go for. 
So making the stack sounds 

1064
01:08:12,600 --> 01:08:16,700
interesting. 
But again if you don't prep that

1065
01:08:16,700 --> 01:08:20,700
beforehand or have at least the 
bad guys prep beforehand, so you

1066
01:08:20,700 --> 01:08:27,100
can pour those in That could be 
a pain in the ass, we'll see. 

1067
01:08:27,200 --> 01:08:30,200
And I and running that online 
you would have to have some kind

1068
01:08:30,200 --> 01:08:32,399
of you would have to have some 
kind of module. 

1069
01:08:32,399 --> 01:08:34,600
Like there has to be like a 
making the SEC module or 

1070
01:08:34,600 --> 01:08:36,500
something. 
Because I can't imagine just 

1071
01:08:36,500 --> 01:08:45,000
rolling that like I can't 
imagine doing some type of turn 

1072
01:08:45,000 --> 01:08:48,300
order and the way roll20 is now 
I imagine there's a Troika 

1073
01:08:48,300 --> 01:08:52,399
Foundry module or at least a 
Troika add-on that you can do to

1074
01:08:52,399 --> 01:08:54,500
create the stack. 
We'd have to see and check that 

1075
01:08:54,500 --> 01:09:00,800
out to actually run this online.
Okay, so we're talking about 

1076
01:09:00,800 --> 01:09:03,700
actions, you can take good 
morning. 

1077
01:09:03,700 --> 01:09:09,399
Jedi Mama, how are you doing 
this morning for those on 

1078
01:09:09,899 --> 01:09:11,399
listening, on the podcast in the
future? 

1079
01:09:11,700 --> 01:09:13,000
Please go check out the mother 
of Jedi. 

1080
01:09:13,200 --> 01:09:14,899
Twitch. 
She is a wonderful person and a 

1081
01:09:14,907 --> 01:09:22,300
wonderful streamer. 
So, But we're talk about actions

1082
01:09:22,300 --> 01:09:25,800
here, there's like four options 
that it has five six options, 

1083
01:09:26,399 --> 01:09:28,000
five options. 
And it says, this is not 

1084
01:09:28,000 --> 01:09:30,300
exhaustive. 
One of the things that I have a 

1085
01:09:30,300 --> 01:09:33,100
knock-on, I still have to go 
over a little bit more but 

1086
01:09:33,100 --> 01:09:35,399
things like dungeon world and 
powered by the apocalypse, they 

1087
01:09:35,399 --> 01:09:38,200
give you a list of moves. 
And in the games that I've 

1088
01:09:38,200 --> 01:09:42,399
played, that have a lot of those
moves listed, people stick to 

1089
01:09:42,399 --> 01:09:47,399
those moves. 
Even though it says you can do, 

1090
01:09:49,200 --> 01:09:53,200
you can do other things. 
They're really, they cover a lot

1091
01:09:53,200 --> 01:09:55,300
of things, and I feel like 
people get restricted by that. 

1092
01:09:55,400 --> 01:09:58,800
So I like the idea. 
If you save ahead of time, 

1093
01:09:59,000 --> 01:10:00,900
here's some really basic stuff 
you can do. 

1094
01:10:01,000 --> 01:10:04,800
But don't don't don't say, I 
want to hit someone or I want to

1095
01:10:04,800 --> 01:10:08,000
shoot, someone just tell me as 
in, like the name of this 

1096
01:10:08,000 --> 01:10:10,000
action, just tell me what you 
want to do. 

1097
01:10:10,000 --> 01:10:11,700
Like what we're writing a story 
here. 

1098
01:10:11,800 --> 01:10:13,000
I'll tell you what you got to 
roll. 

1099
01:10:13,000 --> 01:10:15,400
If you say I want to jump off 
that wall and punched that dude 

1100
01:10:15,400 --> 01:10:18,400
in the face, I'll have you roll 
for hit someone. 

1101
01:10:18,400 --> 01:10:20,500
If you say you plot your bow and
shoot. 

1102
01:10:20,700 --> 01:10:25,300
Someone in the arm then I'll 
have your role for shoot someone

1103
01:10:25,300 --> 01:10:28,000
if you want to do something 
crazy and wacky all figure out 

1104
01:10:28,000 --> 01:10:30,200
as a GM. 
What I want you to roll, you 

1105
01:10:30,200 --> 01:10:33,300
just tell me what you want to 
do, and that's what this is GM 

1106
01:10:33,300 --> 01:10:36,100
is encouraged to interpret 
player intentions as best I can.

1107
01:10:36,100 --> 01:10:39,400
So when you hit someone to stab 
bludgeon, otherwise physically 

1108
01:10:39,400 --> 01:10:43,300
interfere with someone so it 
could be pushing could be 

1109
01:10:44,500 --> 01:10:48,600
grappling role to D6. + skill 
plus Advanced skill. 

1110
01:10:51,500 --> 01:10:55,000
Versus an opponent doing the 
same thing, the winter rolls for

1111
01:10:55,000 --> 01:10:58,100
damage and the loser deducts, 
the number generated by the 

1112
01:10:58,100 --> 01:11:00,100
damage roll from their stamina, 
okay? 

1113
01:11:00,100 --> 01:11:03,900
So stamina is your HP. 
Stamina is your hit points. 

1114
01:11:03,900 --> 01:11:05,900
So I have 20 hit points. 
Okay. 

1115
01:11:11,100 --> 01:11:15,000
Note that either party in any 
exchange can potentially win in 

1116
01:11:15,000 --> 01:11:16,800
a tie. 
Both parties, have avoided 

1117
01:11:16,800 --> 01:11:19,100
hurting each other. 
Also note that this means you 

1118
01:11:19,100 --> 01:11:23,000
can potentially hit an unlimited
number of people in a round but 

1119
01:11:23,000 --> 01:11:26,200
you may only initiate once per 
turn. 

1120
01:11:27,400 --> 01:11:29,600
Interesting? 
Okay. 

1121
01:11:33,500 --> 01:11:36,700
I like this. 
This is interesting. 

1122
01:11:36,900 --> 01:11:44,200
So it's not like you can do you 
can initiate one action per turn

1123
01:11:45,000 --> 01:11:47,800
which I guess is interesting. 
What if you pull both of your 

1124
01:11:47,800 --> 01:11:52,400
tokens? 
We'll have to see if explain 

1125
01:11:52,400 --> 01:11:55,400
that. 
But basically, if you're 

1126
01:11:55,400 --> 01:11:59,900
fighting 20 things 20 goblins, 
for example, and all 20 try to 

1127
01:11:59,900 --> 01:12:03,900
hit you, you could hit all of 
them, instead, all 20 of them 

1128
01:12:04,100 --> 01:12:09,200
because every verse it, every 
action, like this, like I hit 

1129
01:12:09,200 --> 01:12:14,500
someone action. 
Is a versus thing and the winner

1130
01:12:14,500 --> 01:12:20,200
gets to roll damage every time. 
I like that. 

1131
01:12:20,200 --> 01:12:23,200
I like the role versus. 
I think it's a really 

1132
01:12:23,200 --> 01:12:27,100
interesting, interesting thing. 
So it really reduces the whole 

1133
01:12:27,100 --> 01:12:30,800
concept of of everything happens
at the same time. 

1134
01:12:30,800 --> 01:12:33,700
In 6 seconds, it's literally 
this is just a series of actions

1135
01:12:33,700 --> 01:12:39,000
that everyone is taking 
Interesting. 

1136
01:12:39,500 --> 01:12:43,200
Okay so once again to sum that 
up when you physically interfere

1137
01:12:43,200 --> 01:12:45,400
with someone like hitting or 
stabbing them, you world to D6, 

1138
01:12:45,400 --> 01:12:47,900
+ your scale, plus your Advanced
scale versus an opponent 

1139
01:12:47,900 --> 01:12:50,900
rolling, the same roles and 
regardless of who initiated the 

1140
01:12:50,900 --> 01:12:57,800
action, the winter rolls damage 
dice And the loser takes that 

1141
01:12:57,800 --> 01:13:00,400
nut total number away from their
stamina. 

1142
01:13:01,700 --> 01:13:06,200
And you can only initiate. 
You can potentially hit an 

1143
01:13:06,200 --> 01:13:08,700
unlimited number of people on 
around, but may only initiate 

1144
01:13:08,700 --> 01:13:11,900
once per turn, Okay? 
So, 62 shooting someone 

1145
01:13:11,900 --> 01:13:14,600
shooting, and opponent, is 
resolved by Rolling versus their

1146
01:13:14,600 --> 01:13:17,500
skill or appropriate, evasive 
Advanced skills, such as a 

1147
01:13:17,508 --> 01:13:19,600
shield or Dodge shooting in a 
melee. 

1148
01:13:19,600 --> 01:13:22,600
When shooting into melee on a 
successful hit assign a number 

1149
01:13:22,800 --> 01:13:25,300
to every individual involved in 
roll a die. 

1150
01:13:25,300 --> 01:13:27,400
If their number comes up, they 
receive the damage. 

1151
01:13:27,400 --> 01:13:30,700
Okay, so if you're shooting into
like a bunch of people, you 

1152
01:13:30,700 --> 01:13:34,000
don't pick You assign them all a
number and you roll and that 

1153
01:13:34,000 --> 01:13:38,300
person gets it, so you can shoot
your friends, aim on your turn, 

1154
01:13:38,300 --> 01:13:40,800
you may decide to take a and 
with your ranged weapon to do. 

1155
01:13:40,800 --> 01:13:43,200
So hold on to your initiative 
token. 

1156
01:13:43,500 --> 01:13:47,500
When your next initiative token 
is drawn, you may roll twice and

1157
01:13:47,500 --> 01:13:50,000
pick the best role. 
If he in there on, token comes 

1158
01:13:50,000 --> 01:13:51,500
up and you haven't used your aim
token. 

1159
01:13:51,500 --> 01:13:53,400
You may decide to hold on to it 
for the next round. 

1160
01:13:53,400 --> 01:13:55,100
Interesting. 
So it's kind of like, for 

1161
01:13:55,100 --> 01:13:58,700
ranged, a my attacks, you can 
basically hold your action until

1162
01:13:58,700 --> 01:14:02,400
your next token comes up. 
Roll twice. the best one and you

1163
01:14:02,400 --> 01:14:04,400
can even hold it over in the 
next round if you want and 

1164
01:14:04,400 --> 01:14:08,400
continue to have your a.m. 
I assume then you would only put

1165
01:14:08,400 --> 01:14:15,200
one token back in back in the 
back into the into the stack. 

1166
01:14:16,600 --> 01:14:20,800
So when you shoot at somebody, 
it's a role versus their skill 

1167
01:14:20,800 --> 01:14:27,600
or appropriate Advanced skill. 
What skill would show their 

1168
01:14:27,600 --> 01:14:31,200
skill score so you just have a 
skill score unless you own 

1169
01:14:31,200 --> 01:14:33,600
Advanced skill. 
So my skills for is 5, so 

1170
01:14:33,600 --> 01:14:37,400
someone would need to roll over 
a 5 in order to hit me, okay? 

1171
01:14:38,700 --> 01:14:41,500
63 cast. 
A spell, each spell has its own 

1172
01:14:41,500 --> 01:14:44,000
instructions on how it should be
used. 

1173
01:14:44,000 --> 01:14:47,000
But in general you need to spend
a certain amount of stamina and 

1174
01:14:47,000 --> 01:14:53,200
roll under or role versus for 
spells that require You to touch

1175
01:14:53,200 --> 01:14:56,600
an unwilling party for instance,
in order to create some kind of 

1176
01:14:56,600 --> 01:15:00,300
effect, unless the spell says 
otherwise, it requires at least 

1177
01:15:00,400 --> 01:15:04,300
one hand free and the ability to
speak roll on the loop stable. 

1178
01:15:04,300 --> 01:15:08,500
If the result is a fumble, okay,
we'll get to the hoop stable in 

1179
01:15:08,500 --> 01:15:34,800
one second, real quick. 
Okay, so interesting. 

1180
01:15:36,300 --> 01:15:38,500
Each spell has its own 
instructions on how it should be

1181
01:15:38,500 --> 01:15:40,200
used. 
But in general, you need to 

1182
01:15:40,200 --> 01:15:42,500
spend a certain amount of 
stamina and roll under a role 

1183
01:15:42,500 --> 01:15:46,600
versus okay delay. 
You may choose not to act when 

1184
01:15:46,600 --> 01:15:50,100
you hold initiative in that 
case, put your token back in the

1185
01:15:50,100 --> 01:15:51,700
stack. 
Interesting. 

1186
01:15:52,000 --> 01:15:54,300
So if you don't want to act you 
just throw it back into the 

1187
01:15:54,300 --> 01:15:59,800
stack and keep going, all right?
Every action is assumed to have 

1188
01:15:59,800 --> 01:16:03,100
a bit of movement involved in 
anything less than 4 meters. 

1189
01:16:04,200 --> 01:16:08,000
This folded into whatever else 
you might be doing if you wish 

1190
01:16:08,000 --> 01:16:10,600
to chase after someone or 
perform some other involved, 

1191
01:16:10,600 --> 01:16:13,700
Locomotion then just spin to 
turn doing it. 

1192
01:16:13,700 --> 01:16:18,000
Okay. 
So you can move for m is like 12

1193
01:16:18,000 --> 01:16:19,600
feet. 
It's kind of the same Merc board

1194
01:16:19,600 --> 01:16:25,300
style of crossing a regular 
sized room can just be part of 

1195
01:16:25,300 --> 01:16:29,500
an action and if you want to go 
beyond that, you take a move as 

1196
01:16:29,500 --> 01:16:31,100
your action. 
That's pretty. 

1197
01:16:31,300 --> 01:16:34,300
That's I like that. 
So we're not looking at that 

1198
01:16:34,500 --> 01:16:40,500
necessarily like, I guess you 
can do this on a grid, but I 

1199
01:16:40,500 --> 01:16:44,200
feel like the concept, the games
concepts are more free form than

1200
01:16:44,200 --> 01:16:46,700
that. 
So it's just roughly, you're 

1201
01:16:46,700 --> 01:16:50,400
talking about, like, you know, 
close or farther away. 

1202
01:16:53,300 --> 01:16:56,400
All right, retrieve an item. 
If you need to get something out

1203
01:16:56,400 --> 01:17:00,600
that you weren't already holding
in your hands, roll to D6 and 

1204
01:17:00,600 --> 01:17:04,000
scored equal to or if you need 
to get something out that you 

1205
01:17:04,000 --> 01:17:06,800
weren't already holding your 
hands, roll to D6, and score 

1206
01:17:06,800 --> 01:17:10,300
equal to her a higher than its 
position on your inventory list.

1207
01:17:11,000 --> 01:17:14,100
Interesting. 
So if you want to be able to 

1208
01:17:14,100 --> 01:17:16,900
access something more easily, 
put it at the top of your 

1209
01:17:16,900 --> 01:17:20,500
inventory list, if you succeed, 
you can pull it out and do what 

1210
01:17:20,500 --> 01:17:23,000
you intended, otherwise you 
spend your entire action, fine. 

1211
01:17:23,200 --> 01:17:26,600
It double ones. 
Always indicate a failure. 

1212
01:17:27,600 --> 01:17:30,400
Okay. 
So there are times where double 

1213
01:17:30,400 --> 01:17:32,600
ones are failure in the game and
times are double. 

1214
01:17:32,600 --> 01:17:36,200
Sixes are failures in the game. 
Retrieving a narrow counts as an

1215
01:17:36,200 --> 01:17:38,900
item retrieval. 
Make sure they're packed on top.

1216
01:17:38,900 --> 01:17:42,500
C-sections, 10 3 and 10 for 14 
your, for more on inventories. 

1217
01:17:42,500 --> 01:17:45,100
Okay. 
So, exactly as I said, you can 

1218
01:17:45,100 --> 01:17:49,500
you pack your bag in the order 
that your inventory list is? 

1219
01:17:49,700 --> 01:17:53,500
So if you're a ranged person 
using bows and arrows, you have 

1220
01:17:53,500 --> 01:17:58,700
to roll, not only to hit someone
every time you have to roll to 

1221
01:17:58,700 --> 01:18:00,900
pull a Roll out of your 
inventory. 

1222
01:18:01,200 --> 01:18:04,000
Every time unless you're walking
around, holding, like, six 

1223
01:18:04,000 --> 01:18:07,100
arrows in your hand, so that's 
an interesting thing to do. 

1224
01:18:07,100 --> 01:18:13,000
I don't know if I like having to
have multiple roles on a turn, 

1225
01:18:15,100 --> 01:18:19,600
but it makes sense. 
And you could theoretically try 

1226
01:18:19,600 --> 01:18:32,800
to you could theoretically, Pale
at pulling an arrow out, and 

1227
01:18:32,800 --> 01:18:35,500
that is your turn. 
That's, that's your entire 

1228
01:18:35,500 --> 01:18:40,600
action because if you succeed, 
you pull it out and do what you 

1229
01:18:40,608 --> 01:18:42,100
intended. 
So if you say, you want to shoot

1230
01:18:42,100 --> 01:18:47,200
somebody, you have to retrieve 
the item and then fire on a 

1231
01:18:47,200 --> 01:18:49,500
person. 
So you could just miss. 

1232
01:18:49,500 --> 01:18:52,300
You could just not, you could 
have be digging in your bag, to 

1233
01:18:52,300 --> 01:18:58,000
pull out a narrow and If you 
can't quite get it, if it gets a

1234
01:18:58,000 --> 01:19:00,200
little stuck, you take your 
whole action playing on a 

1235
01:19:00,200 --> 01:19:03,700
narrow, and on the next action, 
it's in your hand already, then 

1236
01:19:03,700 --> 01:19:07,500
you can fire it interesting. 
If an item is in your hands. 

1237
01:19:07,500 --> 01:19:11,800
You may use it, however, you 
like 6.8 grapple role versus 

1238
01:19:11,800 --> 01:19:13,500
okay. 
So hitting someone in grappling 

1239
01:19:13,500 --> 01:19:17,000
or two different things. 68 role
versus your opponent's wrestling

1240
01:19:17,000 --> 01:19:19,200
skill. 
If you win, you may either 

1241
01:19:19,200 --> 01:19:22,600
knocked him to the ground or 
deal damage as unarmed and knock

1242
01:19:22,600 --> 01:19:25,200
you both to the ground from 
throwing or tack. 

1243
01:19:25,300 --> 01:19:29,700
Um, them on a mighty blow part, 
7 for, we'll get to that, you 

1244
01:19:29,700 --> 01:19:32,800
render them unconscious for 1D. 
Six rounds. 

1245
01:19:32,800 --> 01:19:37,000
If you fail to Grapple them, 
they made a deal damage to you 

1246
01:19:37,000 --> 01:19:39,600
as though they've attacked you 
normally wear as if you fumble. 

1247
01:19:39,600 --> 01:19:42,600
They deal a mighty blow. 
So I'm a mighty blow sounds like

1248
01:19:42,600 --> 01:19:45,700
a critical hit basically so you 
can try to Grapple someone and 

1249
01:19:45,700 --> 01:19:48,200
if you fail they can hit you 
interesting. 

1250
01:19:48,200 --> 01:19:51,700
I do like again as you go 
through the PDF, everything is 

1251
01:19:51,700 --> 01:19:53,500
broken down into sections and 
subsections. 

1252
01:19:53,500 --> 01:19:57,300
So section 66.7 6.71 things like
that. 

1253
01:19:58,600 --> 01:20:00,200
Anytime it references. 
Something else, there's a 

1254
01:20:00,208 --> 01:20:03,800
hyperlink to that other section.
So mighty blow is section, 7.4 

1255
01:20:04,200 --> 01:20:05,400
there is a hyperlink to that 
section. 

1256
01:20:05,400 --> 01:20:09,400
They did a really good job of 
this PDF of making sure that 

1257
01:20:10,000 --> 01:20:22,800
it's very well hyperlinked Okay,
other concerns before start 

1258
01:20:22,800 --> 01:20:25,100
section 7, I'm going to take a 
quick break. 

1259
01:20:25,600 --> 01:20:28,300
This would be when we throw it 
to our sponsors, but we don't 

1260
01:20:28,300 --> 01:20:29,800
have any. 
So it's just going to be some 

1261
01:20:29,800 --> 01:20:37,700
music and I'll be back in in 
just a minute. 

1262
01:22:17,700 --> 01:22:20,600
All right, and we are back at 
it. 

1263
01:22:26,300 --> 01:22:32,500
So going into section seven, 
other concerns, 7.1 cover when 

1264
01:22:32,500 --> 01:22:35,600
attacking someone in cover, they
receive a bonus to their role. 

1265
01:22:35,600 --> 01:22:39,100
To not be hit because it's a 
versus consider. 

1266
01:22:39,100 --> 01:22:41,000
A waist-high bush to be +1 
while. 

1267
01:22:41,000 --> 01:22:45,400
A castles crenellations would be
plus 6, okay? 

1268
01:22:46,300 --> 01:22:49,000
And then I assumed that you 
would just kind of give a bonus 

1269
01:22:49,100 --> 01:22:53,700
on a scale between the one and 
the sixth. 

1270
01:22:57,900 --> 01:23:00,400
Based on what they're hiding 
behind and things like that. 

1271
01:23:04,100 --> 01:23:06,200
Some point to enemies. 
Mechanically, speaking, an 

1272
01:23:06,200 --> 01:23:10,400
opponent is typically reduced to
three numbers, skill stamina in 

1273
01:23:10,400 --> 01:23:13,200
initiative Beyond this. 
They may have an advanced skill 

1274
01:23:13,200 --> 01:23:17,900
or two or some peculiar special 
rules, 7.3 hitting someone 

1275
01:23:17,900 --> 01:23:19,700
unawares. 
If your opponent is not aware of

1276
01:23:19,700 --> 01:23:22,200
your presence, your attack is a 
role under rather, than a role 

1277
01:23:22,200 --> 01:23:26,700
versus they may not attack back 
and you may add to your damage 

1278
01:23:26,700 --> 01:23:28,200
roll. 
That's nice, okay? 

1279
01:23:28,300 --> 01:23:32,700
So referencing that 25e, if you 
do a surprise on somebody, since

1280
01:23:32,700 --> 01:23:34,600
everything is usually roll, This
is in this game. 

1281
01:23:34,600 --> 01:23:37,900
It's a role under instead and 
you get bonus damage. 

1282
01:23:38,100 --> 01:23:41,900
That's cool. 
Okay, mighty blows 7.4 if you 

1283
01:23:41,900 --> 01:23:50,000
roll a double six while 
attacking Ajax, thank you so 

1284
01:23:50,000 --> 01:23:53,000
much for those 24 Bitties. 
I appreciate that. 

1285
01:23:56,300 --> 01:24:00,200
If you roll double six while 
attacking, you might strike a 

1286
01:24:00,200 --> 01:24:05,200
mighty blow when the exchange 
and inflict double damage, okay?

1287
01:24:06,300 --> 01:24:09,800
If both parties strike a mighty 
blow, a spectacular clinches, 

1288
01:24:09,800 --> 01:24:14,100
formed shattering both weapons 
and the case of Beastly claws. 

1289
01:24:14,100 --> 01:24:20,200
Tentacles and so on, they lose 1
D6 stamina and said wow wow. 

1290
01:24:20,300 --> 01:24:26,100
Okay If you roll a double D6 
while attacking you strike a 

1291
01:24:26,108 --> 01:24:28,300
mighty blow. 
So it's so basically if you roll

1292
01:24:28,300 --> 01:24:30,600
to D6, you get a critical, hit a
mighty blow. 

1293
01:24:31,200 --> 01:24:43,500
If both do a mighty blow you 
shatter both weapons, Jack says 

1294
01:24:43,500 --> 01:24:49,100
a priori incantatem like an HP 
and gof I do not I assume HP. 

1295
01:24:49,100 --> 01:24:52,300
My be Harry Potter. 
I have no idea what gof is. 

1296
01:24:53,500 --> 01:24:59,100
I'm not a Harry Potter fan or 
person so I do not know what you

1297
01:24:59,100 --> 01:25:06,400
are rocking. 
Seeing my friend 7.5 fumbles, a 

1298
01:25:06,400 --> 01:25:10,000
role of double ones in combat 
results, in the roller, losing 

1299
01:25:10,000 --> 01:25:13,000
the exchange and their opponent,
adding one to their damage roll.

1300
01:25:13,300 --> 01:25:16,600
If both parties fumble, they 
each deal damage to the other 

1301
01:25:16,600 --> 01:25:19,700
adding 1 to the damage role, a 
role of double ones and combat 

1302
01:25:19,700 --> 01:25:22,200
results in the roller, losing 
the exchange in their opponent. 

1303
01:25:22,200 --> 01:25:23,400
Adding one. 
Okay. 

1304
01:25:25,400 --> 01:25:29,700
They both fumble that each at 
10K Shields Shields reduce 

1305
01:25:29,700 --> 01:25:42,900
damage Rolls by one to a minimum
of one. oh, Ah, got you. 

1306
01:25:42,907 --> 01:25:44,100
Yeah, so it is a Harry Potter 
thing. 

1307
01:25:44,200 --> 01:25:48,600
Gotcha. 
So you can't get away. 

1308
01:25:48,600 --> 01:25:54,100
Unscathed damage Shields reduced
damage to a minimum of one. 

1309
01:25:56,000 --> 01:25:57,900
So you will get hit, you will 
take damage. 

1310
01:25:57,900 --> 01:26:00,400
Regardless is that's how I read 
that. 

1311
01:26:00,500 --> 01:26:02,700
I don't know. 
Maybe I'm wrong Shields reduce 

1312
01:26:02,700 --> 01:26:07,100
damage Rolls by one to a minimum
of one. 7.7 use of multiple 

1313
01:26:07,100 --> 01:26:09,700
weapons, when rolling damage, 
you may choose which weapon to 

1314
01:26:09,700 --> 01:26:13,500
reference the damage roll 
against After Rolling. 

1315
01:26:14,100 --> 01:26:15,900
You must be holding in your 
hands or nearest. 

1316
01:26:15,900 --> 01:26:19,300
Approximations obviously. 
So you can't hit with multiple 

1317
01:26:19,300 --> 01:26:21,100
weapons. 
You can just pick which one you 

1318
01:26:21,100 --> 01:26:28,700
hit with. 
And you can pick after you roll,

1319
01:26:29,000 --> 01:26:33,400
interesting, 78, falling over. 
When on the floor, you suffer - 

1320
01:26:33,400 --> 01:26:35,900
to, to all physical rolls 
against those standing, 

1321
01:26:35,900 --> 01:26:37,900
including damage rolls. 
Okay? 

1322
01:26:38,200 --> 01:26:40,300
And you must spend a turn 
getting to your feet. 

1323
01:26:40,400 --> 01:26:43,800
It sucks to be prone, falling 
too far when engaging an 

1324
01:26:43,800 --> 01:26:49,700
uncontrolled Falls, you lose, 1 
D6, stamina / 2, m Fallen when 

1325
01:26:49,700 --> 01:26:51,300
you land. 
Okay. 

1326
01:26:51,300 --> 01:26:53,000
So you could definitely die 
falling in this. 

1327
01:26:53,300 --> 01:26:57,700
I like the M thing I will. 
I like that. 

1328
01:26:57,700 --> 01:27:02,700
They give you a reference but I 
think that to meters six feet 

1329
01:27:03,500 --> 01:27:14,100
roughly for us, filthy Americans
is Is a good round thing like 

1330
01:27:14,100 --> 01:27:16,400
two feet or 2 meters, four 
meters. 

1331
01:27:17,100 --> 01:27:19,600
It's enough of a distance to 
basically say, like a person's 

1332
01:27:19,600 --> 01:27:22,600
height or 4. 
Meters is like across a room. 

1333
01:27:22,800 --> 01:27:30,900
So it's a good range of distance
without being too specific, all 

1334
01:27:30,907 --> 01:27:34,700
right, drowning, when you fail a
swimming test, you didn't to 

1335
01:27:34,700 --> 01:27:38,100
drown and lose 186 stamina for 
each consecutive swimming test. 

1336
01:27:38,300 --> 01:27:41,500
Where you make no progress, you 
roll an additional 1 D6. 

1337
01:27:44,700 --> 01:27:47,800
So for instance, your third 
failed, swimming role in a row 

1338
01:27:47,800 --> 01:27:51,800
would lose you 3 D6 stamina. 
Once you lose all stamina, you 

1339
01:27:51,800 --> 01:27:58,900
drown, that's fun. 
Hey, truly rageous. 

1340
01:27:58,900 --> 01:28:01,900
Yeah. 
So I assume with the swimming 

1341
01:28:01,900 --> 01:28:07,600
you could potentially have an 
advanced an advanced swim skill 

1342
01:28:07,900 --> 01:28:14,900
which would be beneficial but if
you fail and fail and fail, You 

1343
01:28:14,900 --> 01:28:19,500
only drown if you would 
otherwise die because as you 

1344
01:28:19,500 --> 01:28:22,000
fail your swimming test, making 
a progress. 

1345
01:28:22,400 --> 01:28:25,100
You take damage for each 
consecutive swimming test. 

1346
01:28:25,300 --> 01:28:32,000
Where you make no progress, you 
roll an additional 1 D6. so, for

1347
01:28:32,000 --> 01:28:39,000
instance, Yeah, so every time 
you fail swimming test you lose 

1348
01:28:39,000 --> 01:28:43,500
1 D6 stamina and it's a role 
that's not 6, it's 1 D6 0, it 

1349
01:28:43,500 --> 01:28:47,100
could be 1, it could be six so 
that you could you could try to 

1350
01:28:47,100 --> 01:28:50,700
swim for a long time. 
If you get great low rolls, or 

1351
01:28:50,700 --> 01:28:53,400
for a very short period of time.
If you don't, some point, nine 

1352
01:28:53,400 --> 01:28:55,900
point one, fire poison and 
bleeding any ongoing. 

1353
01:28:55,900 --> 01:28:57,600
Debilitating effects should be 
treated. 

1354
01:28:57,600 --> 01:29:00,600
Similarly, to Drowning unless 
you have a specific effect in 

1355
01:29:00,600 --> 01:29:05,100
mind, unless you have a specific
effect in mind how the victim 

1356
01:29:05,100 --> 01:29:07,900
lose one day. 
Stamina per turn with it. 

1357
01:29:07,900 --> 01:29:10,700
Optionally, becoming more severe
unless either pass or related 

1358
01:29:10,700 --> 01:29:12,500
events. 
He'll test or successfully test 

1359
01:29:12,500 --> 01:29:15,000
their luck. 
Improvisation is strongly 

1360
01:29:15,000 --> 01:29:16,900
encouraged. 
Okay. 

1361
01:29:16,900 --> 01:29:20,300
So basically any ongoing effects
and they specifically Reference 

1362
01:29:20,300 --> 01:29:23,400
fire poison and bleeding acts 
just like drowning. 

1363
01:29:23,500 --> 01:29:26,400
Okay, degenerative effects test 
for drowning fire Etc. 

1364
01:29:26,400 --> 01:29:29,500
Only when the end of the round 
token is drawn okay, all right. 

1365
01:29:30,100 --> 01:29:33,100
So anytime the in the round 
token is drawn anyone with 

1366
01:29:33,100 --> 01:29:36,700
ongoing effects would Test those
effects. 

1367
01:29:36,900 --> 01:29:44,900
All right. 
So you could act prior to if 

1368
01:29:44,900 --> 01:29:47,900
you're drowning and your token 
comes up, you could try to take 

1369
01:29:47,900 --> 01:29:50,800
an action. 
And then when the end of the 

1370
01:29:50,800 --> 01:29:54,400
round token comes up in the 
stack, you would test to see if 

1371
01:29:54,400 --> 01:29:55,500
you're drowning. 
Okay? 

1372
01:29:55,700 --> 01:29:58,700
Henchman henchmen are created. 
As you would a monster with 

1373
01:29:58,700 --> 01:30:05,100
truncated abilities, Only 
covering their Essence. 

1374
01:30:05,500 --> 01:30:08,400
They are their own people with 
their own motivations and are 

1375
01:30:08,400 --> 01:30:11,400
not just pieces of equipment. 
It is up to the GM and players 

1376
01:30:11,400 --> 01:30:15,900
to flush them out or not. 
As the case may be also 

1377
01:30:15,900 --> 01:30:23,000
C-section 5.4 time. 
There are two main units of time

1378
01:30:23,000 --> 01:30:26,500
in the game, turns and rounds. 
A turn is what someone does when

1379
01:30:26,500 --> 01:30:30,300
they hold an initiative and is a
few seconds, long around is the 

1380
01:30:30,300 --> 01:30:32,700
period between drawings 
excessive End of the round 

1381
01:30:32,700 --> 01:30:35,600
tokens and is roughly equal to 1
minute, okay? 

1382
01:30:37,400 --> 01:30:42,300
Damaged Section 8, when you win 
a role versus an opponent 

1383
01:30:42,300 --> 01:30:45,100
combat. 
You inflict damage after 

1384
01:30:45,100 --> 01:30:49,400
successfully hitting someone 
roll D6 and consult the damage 

1385
01:30:49,400 --> 01:30:53,300
charts on the inside front, 
cover of this book reference, 

1386
01:30:53,300 --> 01:30:56,700
your damage roll across the top 
row and the weapon down the 

1387
01:30:56,700 --> 01:30:59,200
side. 
The result is the damage 

1388
01:30:59,200 --> 01:31:02,900
inflicted and is in dutton's 
deducted from your opponent 

1389
01:31:02,900 --> 01:31:04,400
stamina. 
Okay, let's let's actually go 

1390
01:31:04,400 --> 01:31:07,000
back to the inside cover of the 
book. 

1391
01:31:07,500 --> 01:31:10,900
And and see what this after 
successfully hitting someone 

1392
01:31:11,500 --> 01:31:15,900
roll a D6 and consult the damage
chart on the top of the inside 

1393
01:31:15,900 --> 01:31:20,000
front cover of this book. 
Reference your damage roll, 

1394
01:31:20,000 --> 01:31:22,600
across the top row and the 
weapon down the side. 

1395
01:31:22,600 --> 01:31:24,900
Okay, so let's bring up our dice
roller again. 

1396
01:31:25,500 --> 01:31:30,100
So it's 1 D6 and I roll for, 
okay? 

1397
01:31:30,400 --> 01:31:32,900
So let's say I have like a short
sword. 

1398
01:31:33,300 --> 01:31:43,600
Let's go to the inside cover, 
And my damage roll for down a 

1399
01:31:43,600 --> 01:31:46,400
little bit. 
My damage roll for, let's just 

1400
01:31:46,400 --> 01:31:50,400
say sword. 
Okay, was for. 

1401
01:31:51,200 --> 01:31:55,000
So I do six points of damage. 
Is that what that says? 

1402
01:31:55,000 --> 01:31:57,700
Is that what it meant? 
I'm going to hold the book in my

1403
01:31:57,700 --> 01:32:00,800
hand and then go back to the 
other page and see what it says.

1404
01:32:01,400 --> 01:32:03,500
Okay. 
So again, I have the physical 

1405
01:32:03,500 --> 01:32:07,400
book here as well. 
So, going back to the table of 

1406
01:32:07,400 --> 01:32:11,100
contents. 
Go back to Section 8 for damage 

1407
01:32:11,500 --> 01:32:14,300
when you win a role versus an 
opponent. 

1408
01:32:17,100 --> 01:32:19,900
After successfully hitting roll 
a D6, I got a for consult the 

1409
01:32:19,900 --> 01:32:22,500
damage charts reference your 
damage roll across the top. 

1410
01:32:22,500 --> 01:32:26,500
So again, I rolled a 4 and the 
weapon on the side sword. 

1411
01:32:34,300 --> 01:32:35,800
The result is the damage 
inflicted. 

1412
01:32:35,800 --> 01:32:38,300
Oh so yeah. 
So your damage inflicted there. 

1413
01:32:38,300 --> 01:32:44,400
So there's a chart here for how 
much that's kind of, um, I don't

1414
01:32:44,400 --> 01:32:46,600
know how I feel about that. 
I don't know how I feel about. 

1415
01:32:46,700 --> 01:32:52,600
Literally everybody needing to 
have the like their weapon chart

1416
01:32:52,700 --> 01:32:55,000
in front of them. 
So what you roll is not the 

1417
01:32:55,000 --> 01:32:57,100
damage. 
What you roll is a reference to 

1418
01:32:57,100 --> 01:33:05,400
the damage And they do have 7 
plus as an option, but you're 

1419
01:33:05,400 --> 01:33:09,500
only rolling in D60. 
I don't know talks about damage 

1420
01:33:09,500 --> 01:33:14,500
modifiers here. 
So let's get into that when 

1421
01:33:14,500 --> 01:33:16,900
striking a mighty blow, you 
double the amount of stamina 

1422
01:33:16,900 --> 01:33:21,100
lost as a result. 
So if I do, if I roll when I hit

1423
01:33:21,100 --> 01:33:25,200
them and I roll the to d6s if I 
roll a 4 they would take 12 

1424
01:33:25,200 --> 01:33:30,200
stamina damage damage modifiers,
all modifiers that add bonus to 

1425
01:33:30,200 --> 01:33:33,300
damage unless otherwise 
specified, modify the roll of 

1426
01:33:33,308 --> 01:33:36,100
the dice, not the actual damage 
inflicted. 

1427
01:33:36,100 --> 01:33:40,600
So for instance, I have a plus 
one to my damage Roll and Roll a

1428
01:33:40,600 --> 01:33:43,400
5 on the sword entry do too. 
Bonus. 

1429
01:33:43,400 --> 01:33:46,300
I'm Canada's having rolled a 6 
and I inflict 8 damage. 

1430
01:33:46,400 --> 01:33:48,900
I don't like this. 
I will say it. 

1431
01:33:48,900 --> 01:33:51,900
I'm not gonna let us get through
the Section. 

1432
01:33:51,900 --> 01:33:53,800
Eight point three, unusual 
weapons, it is entirely 

1433
01:33:53,800 --> 01:33:58,000
acceptable to use existing 
weapons to provide the damage 

1434
01:33:58,000 --> 01:34:01,200
Matrix of roughly equivalent 
exotic weapons, such as 

1435
01:34:01,200 --> 01:34:03,600
counting, a Rapier as a sword 
for damage. 

1436
01:34:03,600 --> 01:34:06,000
This does not preclude the 
possibility of making specific 

1437
01:34:06,000 --> 01:34:09,400
matrices for your indexes. 
I don't like this. 

1438
01:34:10,500 --> 01:34:13,700
I don't. 
It's fine. 

1439
01:34:14,000 --> 01:34:17,200
I understand to a point. 
I don't like having a damaged 

1440
01:34:17,200 --> 01:34:22,900
Matrix. 
I guess you would eventually 

1441
01:34:22,900 --> 01:34:30,600
memorize what your what your 
thing is, but instead of Yeah, 

1442
01:34:30,600 --> 01:34:34,200
I'm not a big fan of having a 
damaged Matrix. 

1443
01:34:34,400 --> 01:34:39,000
So when we go back to the 
beginning for the sword entry, 

1444
01:34:40,400 --> 01:34:42,800
let's roll this up big. 
Again we go back to the 

1445
01:34:42,800 --> 01:34:46,500
beginning with the sword entry 
looking at the sword if you 

1446
01:34:46,500 --> 01:34:49,800
roll, it's a 1 D6. 
And again what they said was if 

1447
01:34:49,800 --> 01:34:53,700
you have modifiers to damage 
it's not the actual damage. 

1448
01:34:53,700 --> 01:34:56,000
It's the role to determine your 
damage. 

1449
01:34:57,100 --> 01:35:01,600
So it's a D6 is your damage roll
and then you Check the melee 

1450
01:35:01,600 --> 01:35:04,900
weapon Matrix to see how much 
actual damage you do. 

1451
01:35:05,100 --> 01:35:08,800
I don't like that straight off. 
Like I'm not even gonna pretend 

1452
01:35:08,800 --> 01:35:12,500
I just don't like it. 
So say you were all I rolled a 

1453
01:35:12,500 --> 01:35:16,400
for the damage, the damage to 
the opponent is 260, basically 

1454
01:35:16,400 --> 01:35:24,500
on a one the damage is a for on 
a 2 3 4 or 5, the damage is a 6 

1455
01:35:26,200 --> 01:35:35,600
On a 6, the damage is 1/8. 
And on a 7, plus the damages of 

1456
01:35:35,600 --> 01:35:39,600
10. 
Again I'm not a fan. 

1457
01:35:39,600 --> 01:35:43,700
I mean I guess if everyone had a
copy of this I'm sure you could 

1458
01:35:43,700 --> 01:35:47,600
print one of these out. is there
a place on the character sheet 

1459
01:35:47,600 --> 01:35:58,800
to actually write your Okay, so 
not terrible. 

1460
01:35:58,800 --> 01:36:06,300
Let's let's reference the 
character sheet real quick. when

1461
01:36:06,300 --> 01:36:16,400
you actually look at a 
character's character sheet, It 

1462
01:36:16,400 --> 01:36:25,400
does have your weapons listed 
and it does have your damaged 

1463
01:36:25,400 --> 01:36:30,900
Matrix that you can fill in. 
So, that's not too bad. 

1464
01:36:31,100 --> 01:36:35,600
I mean, it, I still am not a 
huge fan of that concept, but 

1465
01:36:35,700 --> 01:36:37,800
you can fill in your damage 
Matrix. 

1466
01:36:38,000 --> 01:36:42,200
So when you look at this, it 
lists on the character sheet 

1467
01:36:42,200 --> 01:36:45,200
weapons and then there's one, 
two, three, four, five, six 

1468
01:36:45,200 --> 01:36:47,200
seven plus each individual 
boxes. 

1469
01:36:47,200 --> 01:36:51,800
I would put sword on the line 
and I would write four six, six,

1470
01:36:51,800 --> 01:36:56,000
six, six, eight, ten, across the
rest of it. 

1471
01:36:56,100 --> 01:36:58,900
So it does give you a space on 
the character sheet. 

1472
01:36:59,100 --> 01:37:03,200
Mark to Mark those out. 
I think it's weird to roll a 

1473
01:37:03,208 --> 01:37:07,200
damaged eye to get a different 
number to roll damage. 

1474
01:37:07,700 --> 01:37:09,500
I don't know how I feel about 
that. 

1475
01:37:15,100 --> 01:37:17,300
Some of them are vastly 
different. 

1476
01:37:17,300 --> 01:37:22,500
So with the sword, you know, two
through five, you know, you have

1477
01:37:22,500 --> 01:37:26,200
to two and three chance going 
one through six of the give the 

1478
01:37:26,200 --> 01:37:27,800
same damage. 
But if you look at something 

1479
01:37:27,800 --> 01:37:40,800
like a mall, going back to back 
to the first page, you It's if 

1480
01:37:40,800 --> 01:37:43,100
you roll a 1, it's a one. 
If you roll a 2 it's a to if you

1481
01:37:43,108 --> 01:37:45,300
roll a three it's a three. 
If you're all the four to six, 

1482
01:37:45,600 --> 01:37:48,100
if you're all five it's 12 if 
you're all six of the 13 if you 

1483
01:37:48,100 --> 01:37:55,500
roll a 7 plus it's a 14 again. 
I don't I The fact that it's on 

1484
01:37:55,500 --> 01:37:57,800
the character sheet, makes it 
easier and makes may not dislike

1485
01:37:57,800 --> 01:38:00,800
it as much. 
I don't know how much of a fan I

1486
01:38:00,800 --> 01:38:02,700
am of that. 
I don't know how much of a fan I

1487
01:38:02,700 --> 01:38:05,800
am of that. 
Okay. 

1488
01:38:06,600 --> 01:38:10,800
I think today we're going to get
through advanced skills and then

1489
01:38:10,800 --> 01:38:15,600
we'll bring on our will get to 
the advanced skills section and 

1490
01:38:15,600 --> 01:38:24,500
then go through. 
The rest of this next week 

1491
01:38:24,600 --> 01:38:26,600
because we're about page 52 out 
of 110. 

1492
01:38:26,900 --> 01:38:28,600
So we're going through about 
half the book. 

1493
01:38:29,300 --> 01:38:34,100
So let's get through the rest of
damage and getting better and 

1494
01:38:34,100 --> 01:38:38,500
then we'll bring on our guests 
for the week which will be Jess.

1495
01:38:38,800 --> 01:38:46,100
The cheese mistress so armor. 
I love the British spelling of 

1496
01:38:46,100 --> 01:38:48,800
anything with an oar and to a 
know you are We use it all the 

1497
01:38:48,800 --> 01:38:51,000
time. 
I will spell mustache with a 

1498
01:38:51,000 --> 01:38:54,500
know you. 
I'm a fan, armor offers, a 

1499
01:38:54,500 --> 01:38:57,200
certain degree of protection to 
your soft and supple body. 

1500
01:39:00,000 --> 01:39:02,400
There are four levels of 
protection that vaguely defined 

1501
01:39:02,400 --> 01:39:04,700
allowing you to assign whatever 
assortment of pots and pans. 

1502
01:39:04,700 --> 01:39:07,700
You might be wearing to an 
appropriate level without too 

1503
01:39:07,700 --> 01:39:09,700
much bother. 
A Target is considered to be 

1504
01:39:09,700 --> 01:39:11,600
unarmored lightly. 
Armored modestly are murder 

1505
01:39:11,600 --> 01:39:15,400
heavily armored each modifies 
damage Rolls by 0. 

1506
01:39:15,500 --> 01:39:20,900
Minus 1, minus 2 and minus 3 
interesting to a minimum of 1. 

1507
01:39:20,900 --> 01:39:26,500
So there, To use armor. 
It reduces your damage. 

1508
01:39:29,600 --> 01:39:34,100
That's an interesting concept. 
It reduces your damage roll, 

1509
01:39:34,100 --> 01:39:38,300
which reduces your damage based 
on the the, the weapon Matrix. 

1510
01:39:40,500 --> 01:39:45,000
That's interesting, that that's 
what they chose to, to be the 

1511
01:39:46,600 --> 01:39:50,800
detriment to having higher 
armor, being the damage, you can

1512
01:39:50,800 --> 01:39:54,300
output because I can't imagine. 
I mean, again, it's a game but 

1513
01:39:54,300 --> 01:39:56,400
in the real world, if you're 
heavily armored, you can still 

1514
01:39:56,400 --> 01:39:59,200
swing a sword, pretty hard. 
So, it's interesting. 

1515
01:39:59,400 --> 01:40:01,900
Saying that they would they 
would do that. 

1516
01:40:14,300 --> 01:40:17,500
Armor encumbrance armor takes up
a number of items. 

1517
01:40:17,500 --> 01:40:19,400
Lots equal to twice its 
protective value. 

1518
01:40:19,400 --> 01:40:22,700
So heavy armor would use six 
slots for example. 

1519
01:40:22,700 --> 01:40:24,000
Okay. 
When we get to items that'll be 

1520
01:40:24,000 --> 01:40:29,000
interesting to go over so armor,
wearing armor, reduces the 

1521
01:40:29,000 --> 01:40:31,400
damage. 
You can put out and reduces the 

1522
01:40:31,500 --> 01:40:33,300
inventory slots that you can 
use. 

1523
01:40:33,800 --> 01:40:37,400
So armor isn't always the best 
thing to use really might be 

1524
01:40:37,407 --> 01:40:48,400
better to have a shield. um, 
okay, encumbrance you may carry 

1525
01:40:49,500 --> 01:40:52,400
12. 
Things without issue on your 

1526
01:40:52,400 --> 01:40:54,800
character sheet, are 12 spaces 
to write in the things. 

1527
01:40:54,800 --> 01:41:00,600
You're lugging around with you. 
Some items are of 

1528
01:41:00,600 --> 01:41:05,700
inconsequential individual 
weight, like arrows and only 

1529
01:41:05,700 --> 01:41:10,000
ever take up one slot. 
Unless you have an awful lot of 

1530
01:41:10,008 --> 01:41:12,200
them, which constitutes a lot is
up to your group. 

1531
01:41:12,200 --> 01:41:16,300
Decide I like that. 
So Arrow counts as one and you 

1532
01:41:16,300 --> 01:41:18,700
can carry 50 arrows. 
It only counts as one small item

1533
01:41:18,700 --> 01:41:21,700
scale, large items. 
How are anything? 

1534
01:41:21,700 --> 01:41:25,400
You need both hands to hold. 
They take up two slots in your 

1535
01:41:25,400 --> 01:41:30,200
inventory. 
Armor has its own rules. 

1536
01:41:30,200 --> 01:41:31,800
Yep. 
So, one of the, one of the 

1537
01:41:31,800 --> 01:41:36,200
things about Mark, Borg that I'm
not the hugest fan of, they do 

1538
01:41:36,200 --> 01:41:42,300
have inventory, but I feel like 
the range on inventory. 

1539
01:41:42,300 --> 01:41:44,800
It gives you like a weight in 
the weight as part of the 

1540
01:41:44,800 --> 01:41:48,700
inventory slots. 
But like a scroll is considered 

1541
01:41:48,700 --> 01:41:52,200
an item and takes up an item 
space in your bag. 

1542
01:41:52,200 --> 01:41:56,500
Has Vie hander is considered an 
item and takes up one or two 

1543
01:41:56,500 --> 01:42:02,800
spaces in your bag. 
But like a sword and a scroll, 

1544
01:42:03,000 --> 01:42:07,100
or of equivalent, like, they 
each take up an inventory space 

1545
01:42:07,500 --> 01:42:10,500
and I feel like those are 
incredibly unequal. 

1546
01:42:10,500 --> 01:42:16,000
So I like this idea of having, 
if you have multiples of small 

1547
01:42:16,000 --> 01:42:18,100
items. 
So if I have three Scrolls, I'm 

1548
01:42:18,100 --> 01:42:20,700
not taking up three slots. 
I'm taking up one slot, holding 

1549
01:42:20,700 --> 01:42:23,500
three Scrolls that makes sense 
to me large items. 

1550
01:42:23,500 --> 01:42:28,400
If it takes two hands, it takes 
up two slots. 

1551
01:42:28,400 --> 01:42:32,100
W. 
And a retrieving items in a 

1552
01:42:32,100 --> 01:42:34,700
hurry note that having things 
near the top of your inventory 

1553
01:42:34,700 --> 01:42:36,900
list is advantageous. 
So put things are, rarely need 

1554
01:42:36,900 --> 01:42:40,700
in a hurry like armor and money 
near the bottom pack your bags. 

1555
01:42:40,700 --> 01:42:43,600
Well, so you're already wearing 
armor but it does count in what 

1556
01:42:43,600 --> 01:42:45,000
you're carrying. 
So you can put them all the way 

1557
01:42:45,000 --> 01:42:48,200
at the bottom. 
And your inventory list is 

1558
01:42:48,200 --> 01:42:51,200
considered the way you pack your
bag which is cool overburden. 

1559
01:42:51,200 --> 01:42:53,900
If you find yourself carrying 
more than 12 items, you suffer -

1560
01:42:53,900 --> 01:42:56,900
42 all roles due to the 
inconvenient. 

1561
01:42:56,900 --> 01:42:58,800
Wait, if you're okay, 18 items 
are more. 

1562
01:42:58,800 --> 01:43:01,200
You suffer - All roles. 
You can hardly move and you can 

1563
01:43:01,200 --> 01:43:02,800
is unawares. 
Damn. 

1564
01:43:02,800 --> 01:43:05,800
So don't carry more than 12 
because every roll you make is a

1565
01:43:05,800 --> 01:43:06,900
minus 4. 
That's crazy. 

1566
01:43:07,400 --> 01:43:09,200
Dropping things in a hurry. 
If you want to unburden 

1567
01:43:09,200 --> 01:43:12,400
yourself, quickly roll 1 D6. 
The result is how many Slots of 

1568
01:43:12,400 --> 01:43:14,600
things. 
You may carefully, put down this

1569
01:43:14,600 --> 01:43:17,900
turn at the gyms discretion. 
You may roll to D6 if you don't 

1570
01:43:17,900 --> 01:43:19,500
mind them getting broken or 
lost. 

1571
01:43:19,700 --> 01:43:21,400
Okay. 
So you want to drop a bunch of 

1572
01:43:21,400 --> 01:43:26,600
shit role to see how much shit 
you drop really quickly so we 

1573
01:43:26,600 --> 01:43:30,700
will do getting better. 
We'll finish that. 

1574
01:43:30,700 --> 01:43:32,600
And then as I said, we will 
bring on. 

1575
01:43:32,600 --> 01:43:36,600
Just so getting better life is 
learning and you cannot 

1576
01:43:36,600 --> 01:43:38,300
experience without growing in 
some way. 

1577
01:43:38,600 --> 01:43:41,100
Your character is Bend and 
change in response to their 

1578
01:43:41,100 --> 01:43:44,000
environment when you 
successfully test an advanced 

1579
01:43:44,000 --> 01:43:48,400
scale or spell you stand to 
learn from it, put a tick next 

1580
01:43:48,400 --> 01:43:54,600
to it on your character sheet, 
11:1, how to advance the next 

1581
01:43:54,600 --> 01:43:57,700
time you have a chance to rest 
and reflect on your journey 

1582
01:43:57,800 --> 01:43:59,400
lately. 
But wait, your character. 

1583
01:43:59,600 --> 01:44:01,100
In change respond to their 
environment when you 

1584
01:44:01,100 --> 01:44:04,800
successfully test and events 
scale or spell, you stand to 

1585
01:44:04,800 --> 01:44:06,300
learn from it, put a tick next 
to it. 

1586
01:44:06,300 --> 01:44:08,700
So when you test Advanced skills
or spells you get a tick on your

1587
01:44:08,700 --> 01:44:11,100
sheet, next time you have a 
chance to rest and reflect on 

1588
01:44:11,100 --> 01:44:13,200
your journey. 
You may check to see what you 

1589
01:44:13,200 --> 01:44:15,500
have learned. 
Choose up to three Advanced 

1590
01:44:15,500 --> 01:44:18,600
skills or spells with a tick 
next to them. 

1591
01:44:20,600 --> 01:44:24,600
If you roll to D6 over, your 
current skill total event skill 

1592
01:44:24,600 --> 01:44:26,800
or spell plus skills. 
So you to get better on the 

1593
01:44:26,800 --> 01:44:28,600
scale, you can add the scale to 
the role. 

1594
01:44:28,900 --> 01:44:31,800
You may increase it by one. 
When you have finished rolling 

1595
01:44:31,800 --> 01:44:35,600
removal takes from a sheet 
interesting so you don't get any

1596
01:44:35,700 --> 01:44:38,500
additions to your basic stuff, 
your skill, your stamina, your 

1597
01:44:38,500 --> 01:44:40,300
luck. 
That's always the same forever. 

1598
01:44:40,600 --> 01:44:43,700
You can increase the roles for 
your Advanced skills. 

1599
01:44:45,700 --> 01:44:49,700
Remove all ticks from your 
sheet, 12 plus Advanced skill. 

1600
01:44:50,400 --> 01:44:52,900
When an advanced skill has 
reached 12. 

1601
01:44:52,900 --> 01:44:56,200
He must roll a 12 followed by 
another 12 to improve it 

1602
01:44:56,200 --> 01:44:58,600
further. 
There is no upper limit, but you

1603
01:44:58,600 --> 01:45:01,900
literally have to roll Max twice
in order to fix that. 

1604
01:45:02,000 --> 01:45:08,900
So that would be kind of crazy 
if you were to advance it Beyond

1605
01:45:08,900 --> 01:45:10,600
12. 
I'm going to be hard to get 

1606
01:45:10,600 --> 01:45:13,500
there anyway because you are. 
Well, is it harder? 

1607
01:45:14,600 --> 01:45:19,500
You're adding your Advanced 
skill to your skill roll on a 2d

1608
01:45:19,500 --> 01:45:23,400
six to get better on the skills.
So the better you get at your 

1609
01:45:23,400 --> 01:45:25,800
Advanced skill. 
The more you're adding to the 

1610
01:45:25,800 --> 01:45:29,500
role each time. 
So if you get to like a plus 5 

1611
01:45:29,500 --> 01:45:35,600
on your Advanced skill but then 
it's also getting higher. so, it

1612
01:45:35,600 --> 01:45:41,000
kind of Evens itself out 
realistically, if you roll to D6

1613
01:45:41,000 --> 01:45:44,300
and you add your Advanced skill,
plus your skills. 

1614
01:45:47,100 --> 01:45:50,100
The scale doesn't get higher, 
the advanced scale has to roll 

1615
01:45:50,100 --> 01:45:52,500
over your vent scale, so that 
marks itself out. 

1616
01:45:52,600 --> 01:45:55,500
So it doesn't, it all comes down
to a role anyway, so there's 

1617
01:45:55,500 --> 01:46:00,100
actually no reason to roll now 
because you have to do it 

1618
01:46:00,100 --> 01:46:02,400
against your Advanced skill. 
Math is hard people. 

1619
01:46:03,900 --> 01:46:06,600
So, yeah. 
So eleven point, one point one 

1620
01:46:07,000 --> 01:46:09,200
we already talked about that 
training and learning new 

1621
01:46:09,200 --> 01:46:11,700
Advanced skills. 
It is also possible to improve 

1622
01:46:11,700 --> 01:46:15,000
your Advanced skills or to learn
new ones that you must find 

1623
01:46:15,000 --> 01:46:18,400
someone willing to teach you. 
They must have a higher skill 

1624
01:46:18,400 --> 01:46:23,100
total then you and most which is
your Advanced skill or spell 

1625
01:46:23,100 --> 01:46:26,700
pleasure skill and most likely 
require payment unless you they 

1626
01:46:26,700 --> 01:46:28,600
are your fellow party member or 
already owe. 

1627
01:46:28,600 --> 01:46:32,200
You a favor training takes one 
week plus one week per rank you 

1628
01:46:32,200 --> 01:46:34,400
already have in the event skill,
you're looking to improve. 

1629
01:46:34,400 --> 01:46:36,900
So if you have a five, it takes 
six weeks. 

1630
01:46:37,100 --> 01:46:39,600
At the end of this time, you get
one chance at advancement. 

1631
01:46:39,600 --> 01:46:41,900
Failure means you just have to 
train harder. 

1632
01:46:42,400 --> 01:46:45,300
When learning new Advanced 
skills, you must roll under your

1633
01:46:45,300 --> 01:46:47,800
skill on. 
To D6. 

1634
01:46:49,300 --> 01:46:53,900
To gain your first point. 
Precocious students are easier 

1635
01:46:53,900 --> 01:46:54,700
to teach. 
Okay. 

1636
01:46:54,700 --> 01:46:57,000
So if you're bad at it it's a 
role under on the 2D six. 

1637
01:46:57,000 --> 01:46:59,800
Not a role under or not a 
rollover interesting. 

1638
01:46:59,900 --> 01:47:02,600
Okay. 
So the only way you advance in 

1639
01:47:02,600 --> 01:47:09,100
this game at all, is Is Advanced
skills, learning new skills and 

1640
01:47:09,100 --> 01:47:15,300
getting more skills. 
But your skill stamina and luck 

1641
01:47:15,300 --> 01:47:17,300
are all what your alternate 
beginning and that's it. 

1642
01:47:17,300 --> 01:47:22,100
So you get no more HP. 
You get no more luck, you get no

1643
01:47:22,100 --> 01:47:27,100
more, anything, all you get when
you get better is more abilities

1644
01:47:27,100 --> 01:47:29,800
and skills which makes sense. 
You're a grown-up human, being 

1645
01:47:29,800 --> 01:47:31,400
most likely unless you play a 
child. 

1646
01:47:33,200 --> 01:47:36,000
You can't really get much more 
Hardy than that. 

1647
01:47:36,000 --> 01:47:41,800
You know you get you get um you 
can learn new things and that's 

1648
01:47:41,800 --> 01:47:43,600
about it. 
I really I like that. 

1649
01:47:43,600 --> 01:47:48,100
I like that idea that you don't 
become demigods and and damage 

1650
01:47:48,100 --> 01:47:53,600
sponges you just get you learn 
new things which is which is 

1651
01:47:53,600 --> 01:47:55,700
life. 
So that's really interesting. 

1652
01:47:55,800 --> 01:47:58,000
Okay. 
So next week we will do Troika. 

1653
01:47:58,000 --> 01:48:03,200
Part do part 2 part 2 and we 
will start with Skill 

1654
01:48:03,200 --> 01:48:06,700
descriptions and move forward 
from there into the Spells, the 

1655
01:48:06,700 --> 01:48:09,700
best, Thierry, and all of those 
things. 

1656
01:48:10,300 --> 01:48:14,900
So we're going to bring Jes our 
guests for the week, on to the 

1657
01:48:14,900 --> 01:48:16,000
stream. 
So I'll just get that set up 

1658
01:48:16,008 --> 01:48:18,200
real quick. 
Give me one second. 

1659
01:48:19,500 --> 01:48:20,900
Good morning. 
How's it going? 

1660
01:48:21,000 --> 01:48:24,900
Thank you for waking up. 
Of course. 

1661
01:48:25,300 --> 01:48:27,600
I thought you wouldn't just that
it's early and it is Saturday. 

1662
01:48:27,600 --> 01:48:31,800
So yeah, it did wake up its had 
earlier than normal. 

1663
01:48:35,500 --> 01:48:37,200
Yeah, usually I'm getting off 
work. 

1664
01:48:37,200 --> 01:48:39,400
So this is a good time for me 
but maybe we'll push a little 

1665
01:48:39,400 --> 01:48:42,600
bit later. 
We'll see what we'll see, what 

1666
01:48:42,600 --> 01:48:45,800
happens going forward. 
So, yeah. 

1667
01:48:45,800 --> 01:48:47,900
So this is a weekly scroll and 
this is our guest this week. 

1668
01:48:47,900 --> 01:48:52,900
This is Jess, Jess is a player 
in the dark kingdoms. 

1669
01:48:53,800 --> 01:48:57,800
She is in Merc Borg. 
She is our blood sorceress and 

1670
01:48:57,800 --> 01:49:00,500
our what is your classic denim 
record? 

1671
01:49:02,600 --> 01:49:05,100
The esoteric hermit. 
That's right. 

1672
01:49:05,100 --> 01:49:08,900
Yeah. 
Cockroaches in your hair and 

1673
01:49:08,900 --> 01:49:15,900
most recently, I basically 
forced her to GM an adventure on

1674
01:49:15,900 --> 01:49:19,600
the adventure archive and I'm 
glad I did because it was very 

1675
01:49:19,600 --> 01:49:21,500
very fun. 
It was incredibly well-written 

1676
01:49:21,800 --> 01:49:26,100
did a wonderful job so that's 
what we're going to talk about 

1677
01:49:26,100 --> 01:49:30,000
but to start it off. 
Um let's let's get there but 

1678
01:49:30,000 --> 01:49:32,500
let's just start with Tabletop 
role-playing games. 

1679
01:49:32,500 --> 01:49:34,700
I mean, that's the premise of 
this entire stream is to talk 

1680
01:49:34,700 --> 01:49:38,100
about tabletop role-playing 
games D and D or we're talking 

1681
01:49:38,100 --> 01:49:40,900
about today Troika. 
What? 

1682
01:49:42,300 --> 01:49:44,500
How did you get into tabletop 
role-playing games, just in 

1683
01:49:44,500 --> 01:49:47,200
general, whatever whatever 
version of it, it was and which 

1684
01:49:47,200 --> 01:49:56,900
one was your first d? 
And e was my first and I got 

1685
01:49:56,900 --> 01:50:01,400
into it when I was working at 
Trader, Joe's, several years 

1686
01:50:01,400 --> 01:50:06,600
back and there was a group of 
friends that started a D&D group

1687
01:50:06,600 --> 01:50:10,400
and It didn't last very long. 
They did it. 

1688
01:50:10,400 --> 01:50:16,800
Like maybe Maybe we did it like 
five or six times, but it was 

1689
01:50:16,800 --> 01:50:20,200
really fun and I always wanted 
to continue doing it and then 

1690
01:50:22,100 --> 01:50:27,300
when I met Jason, he was 
thinking about getting into your

1691
01:50:27,300 --> 01:50:32,700
group and then introduced me to 
it and here we are. 

1692
01:50:34,100 --> 01:50:37,700
Yeah, so so the group she's 
talking about was our local 

1693
01:50:37,700 --> 01:50:43,000
Meetup Group in the area, I had 
started it and got really For a 

1694
01:50:43,000 --> 01:50:45,700
while before the pandemic kind 
of really, really killed it off.

1695
01:50:46,500 --> 01:50:52,900
But we used to do starter, you 
know, like, what am I trying to 

1696
01:50:52,900 --> 01:50:56,200
say like new player games 
introducing new people to the to

1697
01:50:56,200 --> 01:50:59,500
the system to be in the and I 
used to run in my house number 

1698
01:50:59,500 --> 01:51:01,500
of different campaigns and Jess,
you've been a part of it at 

1699
01:51:01,508 --> 01:51:05,400
least. 
What, like, three campaigns one,

1700
01:51:05,400 --> 01:51:09,100
still ongoing, but I think you 
were in an additional midgard 

1701
01:51:09,100 --> 01:51:14,000
campaign that we had going. 
Where you played a Russian 

1702
01:51:14,000 --> 01:51:19,200
voiced like a halfling. 
Yeah, one of my two voices. 

1703
01:51:19,600 --> 01:51:24,400
Yeah, you played in the in myths
of midgard. 

1704
01:51:24,500 --> 01:51:27,500
You are also in that correct. 
I was you Jason and a couple 

1705
01:51:27,500 --> 01:51:32,000
other people and that ended 
unfortunately and then we're 

1706
01:51:32,000 --> 01:51:34,700
still doing dark kingdoms which 
is what On Wednesdays and you 

1707
01:51:34,700 --> 01:51:37,400
played Arianna, Arianna blood, 
right? 

1708
01:51:37,400 --> 01:51:41,200
Our alpha mark, Sarah, Paige 
sorceress, and that's been going

1709
01:51:41,200 --> 01:51:44,900
on for over two years. 
So, yeah, so we've actually 

1710
01:51:44,900 --> 01:51:46,200
known each other for quite a 
while now. 

1711
01:51:46,700 --> 01:51:49,900
Yeah, obviously. 
And we used to play the game out

1712
01:51:49,900 --> 01:51:54,000
of my house. 
I remember Jess was originally 

1713
01:51:54,000 --> 01:51:56,300
joining dark kingdoms as kind of
a guest in PC. 

1714
01:51:56,400 --> 01:52:00,300
I used to be this thing where I 
would have guests show up for 

1715
01:52:00,300 --> 01:52:03,800
games but then hide them in 
various places and Have them 

1716
01:52:03,800 --> 01:52:06,500
burst in when it was their time 
so they would either stand 

1717
01:52:06,500 --> 01:52:10,000
outside my door or upstairs in a
room and then come in. 

1718
01:52:10,900 --> 01:52:13,900
Jeff started out as a story on 
obliterate, do you want to talk 

1719
01:52:13,900 --> 01:52:17,000
about? 
Are you kind of came in and what

1720
01:52:17,000 --> 01:52:22,100
that was? 
I remember correctly. 

1721
01:52:23,400 --> 01:52:31,400
We had a Discord chat going, and
I was waiting in my car and so I

1722
01:52:31,400 --> 01:52:34,300
wasn't hiding in your house like
many other people. 

1723
01:52:36,500 --> 01:52:40,900
I came to the door. 
When he told me to, you, would 

1724
01:52:40,900 --> 01:52:44,500
give a queue and somebody would 
burst in. 

1725
01:52:44,700 --> 01:52:49,500
And I burst it, I forget what I 
said, but I guess I was like, 

1726
01:52:49,500 --> 01:52:54,100
fighting a, what was I fighting 
a Troll or a. 

1727
01:52:54,300 --> 01:52:55,800
I think. 
What's the zombie ogre? 

1728
01:52:55,900 --> 01:52:59,700
I think okay, it sounds like 
you're pretty sir. 

1729
01:53:00,300 --> 01:53:01,500
Yeah. 
So sounds right. 

1730
01:53:01,500 --> 01:53:06,400
Originally, you originally came 
on because Andy another player 

1731
01:53:06,400 --> 01:53:13,800
in our game, who plays beat him 
dabrian had an IRL child, they 

1732
01:53:13,800 --> 01:53:15,700
gave birth to thing, or at least
their wife did. 

1733
01:53:16,100 --> 01:53:20,100
So he was out for a while. 
So I wanted to bring Jes on, we 

1734
01:53:20,100 --> 01:53:22,300
had played other times and 
you're a great person to bring 

1735
01:53:22,300 --> 01:53:25,700
on And I think the way that the 
adventure went, there is a guard

1736
01:53:25,700 --> 01:53:27,600
outside. 
Its the blood v, a sister, all 

1737
01:53:27,608 --> 01:53:29,900
Cava, which is an adventure by 
kobold press that. 

1738
01:53:29,900 --> 01:53:32,200
I fold it into our campaign. 
It's actually one of my favorite

1739
01:53:32,200 --> 01:53:34,300
little sections of the campaign 
that we run them on my favorite 

1740
01:53:34,300 --> 01:53:37,300
like kind of stand-alone 
Adventures that that 

1741
01:53:37,300 --> 01:53:38,800
cold-pressed put out. 
It's really well done. 

1742
01:53:38,800 --> 01:53:42,600
At least at the final battle was
in my opinion but there's a 

1743
01:53:42,600 --> 01:53:45,600
guard up front who's like an 
undead ogre and as the party 

1744
01:53:45,600 --> 01:53:47,400
kind of Rises up to see what's 
happening. 

1745
01:53:47,700 --> 01:53:51,400
They saw this woman battling, 
this Undead ogre and that was 

1746
01:53:51,400 --> 01:53:55,300
you and You came in the door, 
but my favorite part is not just

1747
01:53:55,300 --> 01:53:59,200
that you walked in, but what 
your character look like. 

1748
01:53:59,200 --> 01:54:01,000
When you came in a way, your 
character looks like in general.

1749
01:54:01,000 --> 01:54:03,600
So, yeah. 
And what was that? 

1750
01:54:05,800 --> 01:54:12,300
So, I did the full makeup. 
I did like scar with, like, some

1751
01:54:12,500 --> 01:54:18,100
some wound makeup and then I put
like the strip across like the 

1752
01:54:18,100 --> 01:54:23,100
red strip across my eyes and 
like the little Half Moon. and 

1753
01:54:23,100 --> 01:54:32,100
the line and then, Use like some
eyelash glue to attach a ruby 

1754
01:54:32,100 --> 01:54:36,800
gem kind of thing. 
I got from like the craft store 

1755
01:54:36,900 --> 01:54:39,900
on to my chest and then like put
fake blood around it and try to 

1756
01:54:39,900 --> 01:54:43,300
make it look like it was 
actually set into my chest and I

1757
01:54:43,308 --> 01:54:45,900
was actually really fun. 
I love to do stuff like that. 

1758
01:54:45,900 --> 01:54:49,500
So yeah, it's Absalom. 
It was, it was a great. 

1759
01:54:49,500 --> 01:54:53,700
It was, I mean, I my players are
players in dark kingdoms of 

1760
01:54:53,700 --> 01:54:57,800
always done almost every I think
at some point has brought 

1761
01:54:57,800 --> 01:55:01,800
something to the table like IRL 
that that fits their character. 

1762
01:55:01,800 --> 01:55:04,600
Like tongue taker actually 
brought like hey Aunt like 

1763
01:55:04,600 --> 01:55:09,600
handmade homemade, like like 
jelly tongues to the table was 

1764
01:55:09,600 --> 01:55:13,000
literally eating of the table. 
Jason wore like a flesh mask 

1765
01:55:13,000 --> 01:55:15,300
because his character, I said 
Cuts people's faces off. 

1766
01:55:15,300 --> 01:55:18,700
So for just like walk in wearing
this Ruby and in the game the 

1767
01:55:18,700 --> 01:55:21,600
Ruby is a magic item that she 
embedded into her chest that 

1768
01:55:21,600 --> 01:55:28,000
like pulls in G from herself in 
order to like Empower spells and

1769
01:55:28,000 --> 01:55:31,500
things like that. 
So it was really cool to see 

1770
01:55:31,500 --> 01:55:34,600
Jess as her character role in. 
So it was a great thing to see 

1771
01:55:34,600 --> 01:55:36,500
and just investing right away in
the character. 

1772
01:55:37,500 --> 01:55:40,800
So we got through alcohol, we 
got through everything and he 

1773
01:55:40,800 --> 01:55:44,900
actually ended up coming back to
the game after his paternity 

1774
01:55:44,900 --> 01:55:48,800
leave. 
And the plan at the time was for

1775
01:55:48,800 --> 01:55:51,300
just, it just kind of like right
off into the sunset and I think 

1776
01:55:51,300 --> 01:55:55,200
even in gave you kind of roll 
the sunset and them. 

1777
01:55:55,500 --> 01:55:58,600
Then you're like, okay, come to 
the kitchen for a quack. 

1778
01:55:58,900 --> 01:56:00,900
Like let's have a powwow and I 
was like so. 

1779
01:56:00,900 --> 01:56:04,100
Um do you want to just stay? 
We have room at the table, it 

1780
01:56:04,100 --> 01:56:05,800
was fun playing with you. 
Do you want to like actually 

1781
01:56:05,800 --> 01:56:08,500
sticking the campaign? 
And you're like sure why not? 

1782
01:56:10,200 --> 01:56:14,500
And that was like over a year 
ago and then I just rode back 

1783
01:56:14,500 --> 01:56:19,900
and I was like I don't think how
we kind of just like shoehorn it

1784
01:56:19,900 --> 01:56:21,200
back in. 
If everyone's gonna like caught 

1785
01:56:21,200 --> 01:56:24,100
up to you or like when they got 
to the next area where they are 

1786
01:56:24,100 --> 01:56:26,500
and you're like, well actually 
I'm not doing Anything else like

1787
01:56:26,500 --> 01:56:31,500
- something like that. 
Yeah, um so so yeah, and that 

1788
01:56:31,500 --> 01:56:33,700
was when we were still doing 
meet up games, that's when we're

1789
01:56:33,700 --> 01:56:37,200
still doing the games at my 
house and the pandemic, it and 

1790
01:56:37,200 --> 01:56:42,400
then we kind of turn initially 
the dark kingdoms into, 

1791
01:56:42,400 --> 01:56:44,700
basically, what we are now, 
which is the adventure archive, 

1792
01:56:45,000 --> 01:56:47,600
which is our twitch channel, 
that you're there watching right

1793
01:56:47,600 --> 01:56:49,600
now, or listening to the podcast
for. 

1794
01:56:50,900 --> 01:56:54,000
And and that's kind of how we 
got to here. 

1795
01:56:54,600 --> 01:57:00,300
And then at some point, Did a 
community challenge whether you 

1796
01:57:00,300 --> 01:57:04,300
were you didn't fight hard 
enough for me, not to make you 

1797
01:57:04,300 --> 01:57:06,400
do it. 
So we did a community challenge 

1798
01:57:06,400 --> 01:57:11,000
to get Jess to run a game. 
Of course it succeeded and then 

1799
01:57:11,000 --> 01:57:14,100
over the course of a couple 
months, just kind of yes you put

1800
01:57:14,100 --> 01:57:16,400
that game together and it ended 
up being cheese. 

1801
01:57:16,400 --> 01:57:20,200
Which was I think everyone that 
watched it fell in love with it.

1802
01:57:20,200 --> 01:57:22,800
It's it was a great adventure 
was really, really well done. 

1803
01:57:23,600 --> 01:57:27,300
And the production value of 
Everything you did was lazy. 

1804
01:57:27,600 --> 01:57:31,000
Like if, if you go check it out 
on our YouTube, I'll drop the 

1805
01:57:31,000 --> 01:57:35,000
links in here or over on our 
website. 

1806
01:57:35,000 --> 01:57:37,900
You'll see the intro video is 
amazing. 

1807
01:57:38,300 --> 01:57:41,200
Intro video is not in the 
YouTube. 

1808
01:57:42,100 --> 01:57:44,700
The intro videos on YouTube at 
all of us, cut out. 

1809
01:57:44,900 --> 01:57:49,700
Pretty sure Jason we gotta we 
gotta have a little bit of that 

1810
01:57:49,700 --> 01:57:52,900
intro video on there but it's on
the switch. 

1811
01:57:53,400 --> 01:57:57,100
Yeah, they twitching Laughs. 
You cut the. 

1812
01:57:57,400 --> 01:57:59,300
We got to leave a little bit of 
the priests room in there. 

1813
01:57:59,300 --> 01:58:00,600
A little bit of the priest 
dream. 

1814
01:58:00,600 --> 01:58:06,300
Set it up with a little bit of 
music, but, but watch it on at 

1815
01:58:06,300 --> 01:58:10,000
which their bodies always going 
to be up here on Art, which you 

1816
01:58:10,000 --> 01:58:14,200
can also check our Instagram or 
all of the because not only did 

1817
01:58:14,200 --> 01:58:17,100
you do intro video in the BRB 
strains in the entire layout? 

1818
01:58:17,200 --> 01:58:21,600
You also did a lot of a number 
of social media graphics and 

1819
01:58:21,600 --> 01:58:25,700
video leading up into throughout
the week, which you And Jason 

1820
01:58:25,700 --> 01:58:27,300
both do good. 
You guys are incredibly 

1821
01:58:27,800 --> 01:58:31,500
graphically artistically. 
Talented in up doing everyone to

1822
01:58:31,500 --> 01:58:36,400
college for defyin. 
So all of it falls on you guys, 

1823
01:58:36,400 --> 01:58:39,800
which we very much appreciate, 
but so check those out on our 

1824
01:58:39,800 --> 01:58:42,600
Instagram, you can scroll back 
and look at those, but all of 

1825
01:58:42,600 --> 01:58:45,200
those videos leading up to it. 
As I said, the production value 

1826
01:58:45,200 --> 01:58:48,300
everything was was gorgeous so 
just all of the lead up into it.

1827
01:58:48,300 --> 01:58:50,400
Everyone was super excited for 
and then we actually run the 

1828
01:58:50,400 --> 01:58:55,300
game and it was, it was awesome.
So do you want to talk a little 

1829
01:58:55,500 --> 01:59:02,000
It about why cheese and I'm like
the whole lead up into the 

1830
01:59:02,000 --> 01:59:07,300
cheese Adventure. 
Why she's? 

1831
01:59:08,200 --> 01:59:11,600
You know, I just I really like 
cheese. 

1832
01:59:12,200 --> 01:59:16,700
It's like a joke in my house 
that I love cheese. 

1833
01:59:22,400 --> 01:59:28,100
She loves cheese. 
Yeah, everybody always gets Chi 

1834
01:59:28,900 --> 01:59:31,000
because supposedly, that's what 
I do. 

1835
01:59:32,900 --> 01:59:40,500
But anyway, yeah, I like the 
idea of having a game set in the

1836
01:59:40,500 --> 01:59:45,100
70s, for some reason, just like 
a more modern time period. 

1837
01:59:45,200 --> 01:59:49,500
It's not like super high fantasy
but is inspired by fantasy 

1838
01:59:49,500 --> 01:59:54,600
because I feel like a lot of 
things in the 70s were just 

1839
01:59:54,600 --> 02:00:01,200
inspired by like Lord of the 
Rings or inspired by well, a lot

1840
02:00:01,200 --> 02:00:04,000
of things that came out in the 
70s were just kind of like 

1841
02:00:04,400 --> 02:00:10,600
mysterious and a culty and 
fantasy inspired. 

1842
02:00:10,600 --> 02:00:16,500
So I wanted to like, combine 
that into the 70s ERA with like 

1843
02:00:16,500 --> 02:00:22,800
these goofy kind of goofy like 
70s Trope characters. 

1844
02:00:23,500 --> 02:00:27,500
And then I mean she is, I don't 
know, I just love cheese. 

1845
02:00:29,100 --> 02:00:35,200
It just kind of came together 
being in this Mountain Village 

1846
02:00:36,100 --> 02:00:39,700
where cheese is made and then 
you can combine that with like 

1847
02:00:39,700 --> 02:00:44,700
the fantasy element and the 70s 
and it just became what it what 

1848
02:00:44,700 --> 02:00:49,300
it was. 
So the like one of the best 

1849
02:00:49,300 --> 02:00:51,400
parts of it I think, is that 
Vibe of the whole thing. 

1850
02:00:51,400 --> 02:00:55,200
Like you have this nice write-up
for everybody on to really set 

1851
02:00:55,200 --> 02:00:57,700
the mood and it was really well,
well said mood. 

1852
02:00:57,700 --> 02:01:00,800
I know the I ended up being the 
occultist and I know that for 

1853
02:01:00,800 --> 02:01:03,500
each of the each of the 
characters you had us pick a 

1854
02:01:03,508 --> 02:01:05,800
type of cheese, I should have 
worked on my Italian accent a 

1855
02:01:05,808 --> 02:01:14,100
little bit more, but it really 
helped set the it helps set the 

1856
02:01:14,200 --> 02:01:19,500
the days. 
It only it helps set the mood. 

1857
02:01:19,600 --> 02:01:23,000
So I mean I even like I said, I 
found a black. 

1858
02:01:23,000 --> 02:01:25,500
So my character was like super 
into Black Sabbath and Aleister 

1859
02:01:25,500 --> 02:01:27,900
Crowley and all this occult 
stuff and whatever. 

1860
02:01:28,100 --> 02:01:31,900
And I was actually able to find 
a Black Sabbath band t-shirt 

1861
02:01:31,900 --> 02:01:36,900
which had like a skeleton in in 
like with a shield and armor and

1862
02:01:36,900 --> 02:01:38,800
a sword which gave that fantasy 
vibe. 

1863
02:01:38,900 --> 02:01:41,800
And I was actually a tortured 
for 1978 which is the year that 

1864
02:01:41,800 --> 02:01:43,900
you ran the adventure and so it 
was perfect. 

1865
02:01:43,900 --> 02:01:46,300
I loved it. 
My terrible hair filter, got in 

1866
02:01:46,300 --> 02:01:47,900
the way. 
Most of the time but now I have 

1867
02:01:47,900 --> 02:01:54,700
that, but it really helps set 
the mood and have the perfect 

1868
02:01:54,700 --> 02:01:55,900
shirt. 
Yeah. 

1869
02:01:56,200 --> 02:01:58,400
But even, even for all the 
characters, like all the, the 

1870
02:01:58,400 --> 02:02:02,400
the right up say you did for 
each one, Jason was born in 

1871
02:02:02,400 --> 02:02:09,200
1978. 
You are so old man here, don't 

1872
02:02:09,200 --> 02:02:14,800
worry but but ya know, the, the 
lead up into it, I think was 

1873
02:02:14,800 --> 02:02:17,400
fantastic. 
Giving us a list of cheeses was 

1874
02:02:17,400 --> 02:02:21,700
great to be able to, to go 
through. 

1875
02:02:22,200 --> 02:02:25,800
Yeah. 
That was fun because she's 

1876
02:02:25,800 --> 02:02:28,900
tasting notes. 
Always have like, weird things 

1877
02:02:28,900 --> 02:02:33,300
that could be like, personified,
I guess if you want to make it 

1878
02:02:33,300 --> 02:02:39,100
into human, Characteristic or 
how they look. 

1879
02:02:39,100 --> 02:02:45,600
So I kind of tied all that into 
these, these loose characters. 

1880
02:02:45,600 --> 02:02:48,300
I let you guys choose from and 
then once you guys nailed down, 

1881
02:02:48,300 --> 02:02:53,200
which one you wanted, I kind of 
finessed it into the character 

1882
02:02:53,200 --> 02:02:57,500
sheet that you guys eventually 
saw, but that was fun to come up

1883
02:02:57,500 --> 02:03:01,200
with all the different cheeses 
because so many Cheese's could 

1884
02:03:01,200 --> 02:03:08,500
be named see, you know, yeah. 
I mean, I was romano and that's 

1885
02:03:08,500 --> 02:03:10,600
clearly a name that could be 
done. 

1886
02:03:10,600 --> 02:03:13,100
I don't remember. 
We had Stilton, we had Romano. 

1887
02:03:13,100 --> 02:03:15,300
We had. 
What else do you want? 

1888
02:03:15,500 --> 02:03:18,400
Tina and Bruno's. 
Yeah. 

1889
02:03:18,600 --> 02:03:22,200
So I hope Jason was Fontina and 
he had like the whole wig and 

1890
02:03:22,200 --> 02:03:27,200
the whole thing. 
He was our female healer truly 

1891
02:03:27,200 --> 02:03:30,300
asked her Gorgonzola, we 
actually battled a dimma 

1892
02:03:30,300 --> 02:03:35,600
Gorgonzola and, and one of the 
things Gorgonzola was one of the

1893
02:03:35,600 --> 02:03:40,800
creatures that we attacked, so 
leading up into the adventure in

1894
02:03:40,800 --> 02:03:42,500
general. 
I know I you would talked about 

1895
02:03:42,500 --> 02:03:45,500
cheese and one night at work. 
I was very bored and basically 

1896
02:03:45,500 --> 02:03:49,100
started writing a game that I 
kind of, I don't, I don't know 

1897
02:03:49,100 --> 02:03:51,400
if I force you to use it or if 
you're just like, sure that's 

1898
02:03:51,400 --> 02:03:53,700
fine. 
I wanted something that was not 

1899
02:03:53,900 --> 02:03:56,800
Dean d5e because for First 
Parish first time roaming, an 

1900
02:03:56,800 --> 02:04:04,000
adventure d5e can be a lot. 
So, so talk about that a little 

1901
02:04:04,000 --> 02:04:05,700
bit. 
I guess just about I know 

1902
02:04:05,700 --> 02:04:08,500
because you adapted it and 
really, really fun ways and I 

1903
02:04:08,500 --> 02:04:12,000
have been building that game 
off, you know, but my own 

1904
02:04:12,000 --> 02:04:13,700
advancing that a little bit 
farther and farther. 

1905
02:04:14,000 --> 02:04:16,100
And you kind of took that and 
turn it into your own. 

1906
02:04:16,100 --> 02:04:18,600
So just talk about the system a 
little bit, kind of how you 

1907
02:04:18,600 --> 02:04:21,400
tweaked it a little bit kind of 
how it worked a little bit and 

1908
02:04:22,100 --> 02:04:24,600
just just that in general, I 
guess? 

1909
02:04:25,500 --> 02:04:31,600
Okay, yeah, I when I was 
thinking of what I wanted to 

1910
02:04:31,600 --> 02:04:35,600
run, I definitely didn't want to
run DNA. 5 a.m. 

1911
02:04:36,700 --> 02:04:40,000
I just didn't want to open that 
can of worms. 

1912
02:04:40,000 --> 02:04:43,500
I knew it would be like too much
and would overwhelm man. 

1913
02:04:43,500 --> 02:04:48,600
I wanted it to be more about 
like the vibe and the theme. 

1914
02:04:48,700 --> 02:04:52,800
And I wanted to be super easy 
for me to be completely honest. 

1915
02:04:54,100 --> 02:04:57,900
And I had played games that were
powered by the apocalypse. 

1916
02:04:57,900 --> 02:05:01,300
So I kind of like that system 
and I had played with Mark, Borg

1917
02:05:01,300 --> 02:05:04,200
a little, and I like the 
Simplicity of that. 

1918
02:05:04,300 --> 02:05:06,800
That. 
So I definitely wanted to be 

1919
02:05:06,800 --> 02:05:09,500
something more along those 
lines. 

1920
02:05:09,500 --> 02:05:15,200
And in the early stages, Ryan 
wasn't planning on being in the 

1921
02:05:15,200 --> 02:05:17,800
game. 
I don't think I think you it was

1922
02:05:17,800 --> 02:05:22,800
more like you were going to kind
of help me with my first DM 

1923
02:05:22,800 --> 02:05:24,900
experience and kind of like 
help. 

1924
02:05:26,800 --> 02:05:29,000
Help me with whatever I needed 
help with. 

1925
02:05:30,700 --> 02:05:36,700
And so we had a chat and kind of
went over like the very basics 

1926
02:05:36,700 --> 02:05:42,600
of what I was thinking and you 
came up with the fromage system,

1927
02:05:44,000 --> 02:05:48,700
which is like the more loose 
version of your incursion 

1928
02:05:48,700 --> 02:05:53,700
system, which you have since 
refined and made a little bit 

1929
02:05:53,700 --> 02:06:00,600
more complicated but when when 
you decide well, I eventually 

1930
02:06:00,600 --> 02:06:05,300
asked you if you wanted to play 
and you said sure and so I kind 

1931
02:06:05,300 --> 02:06:11,100
of I took your game systems and 
kind of like been to them to fit

1932
02:06:11,100 --> 02:06:13,700
my game, I guess a little bit 
but for the most part to stick 

1933
02:06:13,700 --> 02:06:21,100
to your rules and I don't know. 
Do you want me to talk about 

1934
02:06:21,100 --> 02:06:26,400
this system itself? 
It's like a 2d six system with 

1935
02:06:26,400 --> 02:06:32,100
Mick successes and I don't know.
I really like that because it 

1936
02:06:32,100 --> 02:06:36,500
adds to the narrative nature of 
the game, it kind of encourages 

1937
02:06:36,500 --> 02:06:39,600
the characters to be more 
creative urges me to be more 

1938
02:06:39,600 --> 02:06:44,600
creative. 
It also requires the GM to think

1939
02:06:44,600 --> 02:06:49,000
on their feet which can be tough
at times but I feel like it gets

1940
02:06:49,000 --> 02:06:52,100
me more. 
Into the game where I like, when

1941
02:06:52,100 --> 02:06:54,800
you're running a game, at least 
for me, it's easy to get 

1942
02:06:54,800 --> 02:06:56,400
distracted and kind of like, get
out of it. 

1943
02:06:56,400 --> 02:07:02,100
So when I'm having to make up 
with the carrier or not, the 

1944
02:07:02,100 --> 02:07:06,600
characters are doing but like 
what may be adversaries doing? 

1945
02:07:07,000 --> 02:07:09,500
It makes me like in the game 
warm? 

1946
02:07:11,200 --> 02:07:13,600
Yeah, yeah. 
So the system basically, like, 

1947
02:07:13,900 --> 02:07:16,900
we talked about him, I created 
this it started as fromage, turn

1948
02:07:16,900 --> 02:07:19,800
into incursion, I added some 
more and basically, There's 

1949
02:07:20,100 --> 02:07:22,100
gonna end up being like two 
versions of it, like a more 

1950
02:07:22,100 --> 02:07:23,900
advanced version and a lighter 
version years. 

1951
02:07:23,900 --> 02:07:26,400
Basically took the lighter 
version and added a little bit 

1952
02:07:26,400 --> 02:07:27,800
of the features of the advanced 
version. 

1953
02:07:27,800 --> 02:07:31,600
Like you're like everyone had a 
couple ability or attribute 

1954
02:07:31,600 --> 02:07:36,100
traits just like 11 plus 11 
minus 1 and like you said just 

1955
02:07:36,100 --> 02:07:39,700
to D6 make success and what I 
like about exactly. 

1956
02:07:39,700 --> 02:07:43,000
You said you liked about it. 
It really encourages creativity 

1957
02:07:43,200 --> 02:07:46,700
not so much like there's only 
this very small list of things 

1958
02:07:46,700 --> 02:07:49,400
you can do and their specific 
roles and things you know, it 

1959
02:07:49,600 --> 02:07:52,500
You can only do what it says you
can do versus being able to just

1960
02:07:52,500 --> 02:07:56,500
do whatever you want. 
And the GM just being like sure 

1961
02:07:56,700 --> 02:07:58,700
role for this which is really 
fun. 

1962
02:07:58,700 --> 02:08:01,100
I think you took it and you did 
a really good job of that. 

1963
02:08:01,100 --> 02:08:04,800
Not only just in and running the
system, but the way that you 

1964
02:08:04,800 --> 02:08:07,100
did, the character sheets in the
items and things like that, 

1965
02:08:07,200 --> 02:08:10,600
we're really, really clever. 
Like I really liked the one 

1966
02:08:10,600 --> 02:08:14,900
item, I had the chaos Magic One.
Basically, it's an item that can

1967
02:08:14,900 --> 02:08:18,300
either harm or heal and you 
declare beforehand. 

1968
02:08:18,300 --> 02:08:19,600
What you want it to do. 
Do. 

1969
02:08:20,200 --> 02:08:24,400
But then you roll to D6 and it 
either does that or I assume it 

1970
02:08:24,400 --> 02:08:27,500
does the opposite one so I could
either try to harm someone in an

1971
02:08:27,500 --> 02:08:30,200
appealing them or try to heal 
myself in an apartment myself or

1972
02:08:30,208 --> 02:08:33,500
an ally and that was really 
clever and I felt like it fit 

1973
02:08:33,500 --> 02:08:37,400
perfect into the the vibe of the
system and then I think everyone

1974
02:08:37,400 --> 02:08:41,500
got like 11 bit of healing and 
like a random item and like a 

1975
02:08:41,500 --> 02:08:43,800
weapon or something like that. 
So definitely. 

1976
02:08:44,700 --> 02:08:47,900
Yeah, I took the thing that I 
again that bored at work one 

1977
02:08:47,900 --> 02:08:51,200
day, kind of threw together Made
it your own and did a really 

1978
02:08:51,200 --> 02:08:53,500
really good job with not only 
the system but you know 

1979
02:08:53,500 --> 02:08:55,000
everything else associated with 
it. 

1980
02:08:56,200 --> 02:08:58,800
Yeah. 
So is that a did you do you feel

1981
02:08:58,800 --> 02:09:01,600
like it's a system that you 
could run another game and like 

1982
02:09:01,600 --> 02:09:04,600
it's what you would do again or 
would you want to do something 

1983
02:09:04,600 --> 02:09:05,100
else? 
Yeah. 

1984
02:09:05,900 --> 02:09:11,400
Yeah it was really easy to run. 
I had to do a little bit of 

1985
02:09:11,400 --> 02:09:18,500
balancing with the monsters, but
yeah, it was easy and I think 

1986
02:09:18,500 --> 02:09:20,100
everybody had a good time. 
Time. 

1987
02:09:22,000 --> 02:09:25,700
Yeah, definitely run it again. 
I don't think I'd ever do DND. 

1988
02:09:26,200 --> 02:09:30,400
I like Dan did I like playing 
D&D but it's just like too much 

1989
02:09:31,300 --> 02:09:35,300
on my mind to hold so it's 
definitely not rules light. 

1990
02:09:35,300 --> 02:09:38,500
And by any stretch, its kind of 
rules medium. 

1991
02:09:40,100 --> 02:09:43,500
But has since just, they keep 
adding more and more rules to it

1992
02:09:43,500 --> 02:09:47,000
with a Tasha's and all the other
stuff and like, the step blocks 

1993
02:09:47,000 --> 02:09:49,300
and everything. 
It's definitely a lot. 

1994
02:09:49,700 --> 02:09:53,800
It's not easy to just pick up 
and start going and I know a lot

1995
02:09:53,800 --> 02:10:02,200
of DM's will. 
It's hard to DM 5 e, really? 

1996
02:10:02,200 --> 02:10:04,000
Really well. 
It's one of those things where 

1997
02:10:04,000 --> 02:10:05,300
you can do it, you can do it. 
Alright. 

1998
02:10:05,300 --> 02:10:08,300
And you can make it your own but
I think the system in general 

1999
02:10:08,300 --> 02:10:11,200
without move, going to another 
hate session on d and e and w. 

2000
02:10:11,200 --> 02:10:19,200
See it's not super beginner 
friendly to run the game and the

2001
02:10:19,400 --> 02:10:22,500
Way that they cope with that is 
by basically saying like here's 

2002
02:10:22,500 --> 02:10:24,800
all the rules but do whatever 
you want and it doesn't 

2003
02:10:24,800 --> 02:10:26,500
necessarily make it an easy 
system. 

2004
02:10:26,500 --> 02:10:29,300
For some people like some people
want the rules to make sense and

2005
02:10:29,300 --> 02:10:31,600
to be able to move forward with 
that. 

2006
02:10:32,000 --> 02:10:34,400
And not just say sure, I'll make
it up because some people 

2007
02:10:34,400 --> 02:10:36,800
especially as a newer GM, it's 
hard to make it up. 

2008
02:10:36,800 --> 02:10:38,900
If you don't have the experience
behind it, you know you have to 

2009
02:10:38,900 --> 02:10:41,200
know all the rules on when on, 
you know how to bend them and 

2010
02:10:41,200 --> 02:10:43,300
how to break them. 
And if you don't it's difficult 

2011
02:10:43,300 --> 02:10:46,200
but knowing you know, at this 
point three books like this 

2012
02:10:46,200 --> 02:10:49,000
thick is a lot. 
So it makes a lot of sense to 

2013
02:10:49,000 --> 02:10:50,500
move in. 
Something that's more especially

2014
02:10:50,500 --> 02:10:52,100
for one shots to have something 
that's a little bit. 

2015
02:10:52,100 --> 02:10:55,200
Yeah, a little bit more simple 
and things and the cheese 

2016
02:10:55,200 --> 02:10:57,500
Adventure itself. 
The maps are also gorgeous. 

2017
02:10:57,500 --> 02:10:58,800
What did you use to make the 
maps? 

2018
02:10:59,300 --> 02:11:07,300
Thanks, I use dungeon scroll. 
It's like a free online app and 

2019
02:11:07,300 --> 02:11:11,300
you can just download the map 
and plop it into. 

2020
02:11:12,800 --> 02:11:17,100
I assume boundary and Rule 20 I 
use roll20. 

2021
02:11:21,400 --> 02:11:23,900
Just drop the link in chat is 
just under scroll.com and what's

2022
02:11:23,900 --> 02:11:27,200
cool about that is you can 
there's a lot of different 

2023
02:11:27,200 --> 02:11:30,400
presets and things for it. 
I've never done a map as 

2024
02:11:30,400 --> 02:11:33,700
in-depth as one that you did 
because a lot of the the base 

2025
02:11:33,700 --> 02:11:37,400
map is just that kind of like 
Dyson logos old school D&D Style

2026
02:11:37,400 --> 02:11:40,700
just like white 10 foot squares 
with a little bit of like 

2027
02:11:40,700 --> 02:11:47,700
shaving on the outsides but you 
did a like a like a color like 

2028
02:11:47,700 --> 02:11:50,300
rooms look like rooms. 
Did you or you adding additional

2029
02:11:50,300 --> 02:11:52,900
assets where all those assets 
part of dungeon, scroll? 

2030
02:11:54,500 --> 02:11:56,800
Those assets were part of 
dungeon scroll. 

2031
02:11:57,900 --> 02:12:01,400
Supposedly, you can make your 
own and upload them. 

2032
02:12:01,400 --> 02:12:04,000
I didn't have much luck with 
that and I was running out of 

2033
02:12:04,000 --> 02:12:06,800
time, so I just use the existing
ones. 

2034
02:12:07,700 --> 02:12:09,300
Yeah. 
They have like a layer system 

2035
02:12:09,300 --> 02:12:13,200
where you make the like bounding
boxes of the room stuff and then

2036
02:12:13,800 --> 02:12:20,300
you can add an art layer, which 
you choose from whatever assets 

2037
02:12:20,300 --> 02:12:22,400
they have available. 
And you can just like, layer 

2038
02:12:22,400 --> 02:12:24,800
them on top of each other, or 
Alarm. 

2039
02:12:24,800 --> 02:12:29,000
And that's how I came up with 
like the floor textures and 

2040
02:12:29,100 --> 02:12:30,900
bookshelves and things like 
that. 

2041
02:12:31,000 --> 02:12:34,300
Good like there was a small book
shelf and I stretched it to make

2042
02:12:34,300 --> 02:12:38,400
it a really long book shelf that
like went along the edges of a 

2043
02:12:38,400 --> 02:12:43,500
corridor, things like that. 
Yeah, it's pretty cool free 

2044
02:12:43,500 --> 02:12:48,900
program. 
It took a little effort but it 

2045
02:12:48,900 --> 02:12:52,200
was pretty cool map, I think for
do it. 

2046
02:12:52,200 --> 02:12:53,300
Look great. 
It looks fantastic. 

2047
02:12:53,300 --> 02:12:55,700
I mean, it's definitely all the 
things that we needed to be able

2048
02:12:55,700 --> 02:12:58,200
to immerse into the into the 
system and into the game. 

2049
02:12:58,800 --> 02:13:02,000
I know I also have dungeon draft
which is like a similar thing 

2050
02:13:02,000 --> 02:13:05,700
that's got a lot more tools but 
realistically like it looked 

2051
02:13:05,700 --> 02:13:06,900
like it was made in Dungeon 
giraffe. 

2052
02:13:06,900 --> 02:13:09,100
Like I wouldn't have thought it 
was like a free map that you 

2053
02:13:09,100 --> 02:13:12,500
just put together. 
So for those of you Don't want 

2054
02:13:12,500 --> 02:13:14,400
to spend money for something 
like, Dungeon Drop dungeon. 

2055
02:13:14,400 --> 02:13:16,000
Scroll is a great resource to 
use. 

2056
02:13:16,000 --> 02:13:18,100
And clearly, if you, if you 
watch the adventure, you can see

2057
02:13:18,100 --> 02:13:22,400
how Wild on the maps were, and 
how about the monsters in the 

2058
02:13:22,400 --> 02:13:25,400
adventure before we get to, 
like, the adventure itself and 

2059
02:13:25,400 --> 02:13:27,700
the Twist and everything, which 
was wonderful. 

2060
02:13:28,400 --> 02:13:30,300
I know, we had talked a little 
bit when I was bored. 

2061
02:13:30,300 --> 02:13:32,200
I was talking at work about, 
like, coming up at some of the 

2062
02:13:32,200 --> 02:13:34,600
names, but you had some really 
great monsters you created. 

2063
02:13:34,600 --> 02:13:37,800
So what were those? 
Yeah. 

2064
02:13:37,800 --> 02:13:40,200
So what we first started talking
about monsters, I think we came 

2065
02:13:40,200 --> 02:13:41,600
up with like a bunch of 
monsters. 

2066
02:13:41,700 --> 02:13:45,100
Esther names, and they were all 
really fun. 

2067
02:13:46,100 --> 02:13:54,700
But with the narrative story, I 
eventually cut it down to four 

2068
02:13:54,700 --> 02:13:57,900
monsters. 
I think, one for each character.

2069
02:14:01,000 --> 02:14:07,000
And so I picked my four favorite
monster names which was the 

2070
02:14:07,000 --> 02:14:11,600
Camembert, the limb burglar. 
The dipping gorgonzola. 

2071
02:14:11,800 --> 02:14:15,700
And the cheese was and that's 
like an order of how they meet 

2072
02:14:15,700 --> 02:14:19,800
them. 
And so I kind of based on the 

2073
02:14:19,800 --> 02:14:22,400
names like Camembert like what 
am I going to do here? 

2074
02:14:22,400 --> 02:14:29,700
I had to kind of add elements to
the game to make it fit the 

2075
02:14:29,700 --> 02:14:34,000
monster names a little and in a 
way like so there's a Taxidermy 

2076
02:14:34,000 --> 02:14:40,400
bear in the corner that kind of 
you see the Taxidermy bear and 

2077
02:14:40,400 --> 02:14:43,600
then the Camembert comes out. 
From behind the Taxidermy bear 

2078
02:14:43,600 --> 02:14:46,500
and it ended up being like 
Bruno's, dad. 

2079
02:14:46,600 --> 02:14:50,200
And he was like, this hulking 
figure that when he was coded 

2080
02:14:50,200 --> 02:14:53,000
and cheese, kind of like looked 
bearish. 

2081
02:14:54,000 --> 02:14:57,500
And then like the limb burglar 
was stilton's, brother. 

2082
02:14:57,600 --> 02:15:00,400
And Stilton. 
This like always up to no good. 

2083
02:15:00,400 --> 02:15:07,300
And his brother was trying to 
break into the facility to steal

2084
02:15:07,300 --> 02:15:13,700
the recipe and sell it. 
So he was burgling, And then 

2085
02:15:13,700 --> 02:15:16,900
Demi Gorgonzola was Van Tina's 
mom. 

2086
02:15:18,100 --> 02:15:22,000
And the Cheez Whiz was Romano's 
grandfather but they didn't know

2087
02:15:22,000 --> 02:15:25,400
this when they were playing. 
So at least three of the 

2088
02:15:25,400 --> 02:15:31,200
characters killed, their own 
family member, is that how it 

2089
02:15:31,200 --> 02:15:35,700
worked? 
No not intentionally, but it did

2090
02:15:35,700 --> 02:15:38,200
end up that way. 
Bruno's killed the Camembert. 

2091
02:15:38,300 --> 02:15:41,100
Did the final blow on the 
Camembert, still into the final 

2092
02:15:41,100 --> 02:15:44,600
route, blow on the limb burglar.
And then you did the final blow 

2093
02:15:44,600 --> 02:15:47,700
on the Cheez Whiz, unfortunately
Fanta. 

2094
02:15:47,900 --> 02:15:50,000
No is like really struggling to 
get a hidden. 

2095
02:15:50,000 --> 02:15:56,800
So she did not do the final blow
on her own mom, the demigod 

2096
02:15:56,800 --> 02:16:00,800
organs all up, but yeah, it was 
funny how that just ended up 

2097
02:16:00,800 --> 02:16:03,800
happening. 
Yeah, and it was a great twist. 

2098
02:16:03,800 --> 02:16:09,300
I think we all kind of assumed 
in the final room that, since it

2099
02:16:09,300 --> 02:16:12,000
was kind of his den in his 
office at the Cheez Whiz was 

2100
02:16:12,000 --> 02:16:14,400
Romano's grandfather. 
I think I picked that up pretty 

2101
02:16:14,400 --> 02:16:16,700
quickly, and I think I said 
something and everyone was like,

2102
02:16:16,700 --> 02:16:20,200
yeah, we kind of assume this. 
This, but I don't think anyone 

2103
02:16:20,200 --> 02:16:24,500
really caught on that. 
There were three other people. 

2104
02:16:24,500 --> 02:16:28,300
There were three other family 
members, missing and that we're 

2105
02:16:28,300 --> 02:16:31,400
like, oh shit, it wasn't just, 
we didn't just kill my grandpa. 

2106
02:16:31,400 --> 02:16:37,400
We all killed all of our family 
members, but all of those family

2107
02:16:37,400 --> 02:16:42,900
members had in some way, shape, 
or form, kind of upset the like,

2108
02:16:42,900 --> 02:16:45,100
the cheese demon. 
Yeah. 

2109
02:16:45,100 --> 02:16:47,700
That had like taken over. 
Yeah. 

2110
02:16:47,799 --> 02:16:50,100
The cheese demon so I guess I'll
get it. 

2111
02:16:50,200 --> 02:16:53,799
The story, The Weird store I 
came up with the cheese demon 

2112
02:16:53,799 --> 02:16:59,400
lives like this, this I don't 
know, you never see the cheese 

2113
02:16:59,400 --> 02:17:02,299
demon but you hear the cheese 
demon and it's like comes from 

2114
02:17:02,299 --> 02:17:08,000
deep within this curdles. 
Berg Mountain that surrounds the

2115
02:17:08,100 --> 02:17:14,500
the city of Saint curdles Berg 
or the town and it brings 

2116
02:17:14,500 --> 02:17:18,700
prosperity to the town. 
It's kind of like As long as you

2117
02:17:18,700 --> 02:17:24,799
appease this Chiefs demon, the 
people, the the cheese factory 

2118
02:17:25,100 --> 02:17:32,000
are where they then this town as
prosperous and really wealthy. 

2119
02:17:32,000 --> 02:17:36,299
And like, I don't know, like 
think I Switzerland is Rich 

2120
02:17:36,299 --> 02:17:39,500
right. 
I think a rich Swiss Village 

2121
02:17:40,600 --> 02:17:44,700
that just has a lot of Acclaim 
and a lot of money based on 

2122
02:17:47,100 --> 02:17:53,299
Their cheese making prowess, and
unfortunately at some point 

2123
02:17:53,299 --> 02:17:57,200
during like the yearly ritual, 
all of the family members that 

2124
02:17:57,200 --> 02:17:59,100
worked. 
So each of their family members 

2125
02:17:59,100 --> 02:18:04,100
worked at this cheese factory 
Romano's, grandfather owned it, 

2126
02:18:04,200 --> 02:18:09,000
and they all proved themselves. 
Unworthy with something that 

2127
02:18:09,000 --> 02:18:16,299
they were doing be an affair or 
stealing or becoming too. 

2128
02:18:16,400 --> 02:18:23,600
Obsessed with power, and they 
all did not appease the cheese 

2129
02:18:23,600 --> 02:18:27,799
statement. 
And so, the cheese demon took 

2130
02:18:27,799 --> 02:18:33,200
over their bodies. 
With this like moldy cheese and 

2131
02:18:33,200 --> 02:18:38,900
kind of like started to Decay 
the building and creep into the 

2132
02:18:39,200 --> 02:18:41,299
village. 
You could see like an earring 

2133
02:18:41,299 --> 02:18:44,500
missed and it smelled really 
bad. 

2134
02:18:44,500 --> 02:18:48,299
And when His characters went to 
go check it out. 

2135
02:18:48,299 --> 02:18:52,900
That's what they found. 
But yeah, they didn't know the 

2136
02:18:52,900 --> 02:18:57,900
monsters or their family until 
they killed them and solved like

2137
02:18:57,900 --> 02:19:00,900
finished the cheese whiz at the 
end and then walked through the 

2138
02:19:00,900 --> 02:19:04,400
building and saw that their 
family members were dead on the 

2139
02:19:04,400 --> 02:19:06,400
ground, where they killed the 
monsters. 

2140
02:19:06,700 --> 02:19:08,900
That was the big twist. 
Yeah. 

2141
02:19:08,900 --> 02:19:10,500
It was a guy, like I said, it 
was a great twist. 

2142
02:19:10,500 --> 02:19:15,100
I did, I called Hermanos 
grandfather did not expect to 

2143
02:19:15,100 --> 02:19:17,299
walk back through and see all 
the dead bodies of the rest of 

2144
02:19:17,299 --> 02:19:20,900
the family members. 
So yeah, I tried to see it a 

2145
02:19:20,900 --> 02:19:24,400
little bit. 
You'd find Clues like that. 

2146
02:19:24,400 --> 02:19:28,900
This person worked in this room 
while you guys were like, 

2147
02:19:29,500 --> 02:19:34,700
fighting, or after you fought, 
ya know, you did and looking 

2148
02:19:34,700 --> 02:19:36,200
back on it, we're just like, oh 
shit. 

2149
02:19:36,200 --> 02:19:39,200
Yeah, we totally should have 
picked that up, but didn't 

2150
02:19:39,200 --> 02:19:42,000
because I know in the room of 
dimming Gorgonzola, I think it 

2151
02:19:42,000 --> 02:19:46,400
was fun Tina's mom's like lab 
coat or something like thrown 

2152
02:19:46,400 --> 02:19:48,600
over one of the chairs. 
And I think it all just kind of 

2153
02:19:48,600 --> 02:19:53,800
assumed that the like, They were
all like captured somewhere and 

2154
02:19:53,800 --> 02:19:57,600
when we got to the Cheez Whiz, 
they would be like revealed or 

2155
02:19:57,600 --> 02:20:00,200
to the final boss and then, 
yeah, they just wasn't, we 

2156
02:20:00,200 --> 02:20:03,700
murdered them? 
I would be too too. 

2157
02:20:03,700 --> 02:20:05,200
Nice. 
Yeah. 

2158
02:20:05,200 --> 02:20:06,900
Right. 
And then but then at the end of 

2159
02:20:06,900 --> 02:20:10,300
the adventure as well. 
I know that you will we had to 

2160
02:20:10,300 --> 02:20:14,800
either allow the town to fall 
into ruin more. 

2161
02:20:15,000 --> 02:20:18,300
We all had to make a pact with 
the cheese demon to like stay 

2162
02:20:18,300 --> 02:20:23,400
worthy of Of his powers and 
maintain Prosperity within the 

2163
02:20:23,400 --> 02:20:24,900
town. 
Yeah. 

2164
02:20:25,000 --> 02:20:30,300
And take over the liquor cottage
cheese which was the are the 

2165
02:20:30,900 --> 02:20:35,900
factory and that's always had to
do at the end which just allows 

2166
02:20:36,500 --> 02:20:40,800
for another adventure to happen.
Built almost did not. 

2167
02:20:40,800 --> 02:20:43,700
He was around. 
Yes, I come not from here. 

2168
02:20:44,100 --> 02:20:46,200
Yeah. 
But he eventually he was just 

2169
02:20:46,200 --> 02:20:49,100
like a sure I mean, I think the 
day we're all going to get rich 

2170
02:20:49,100 --> 02:20:52,900
doing this. 
If we appeal The demon and I get

2171
02:20:52,900 --> 02:20:55,900
a dope as the occultist. 
Another, a lot of really, a 

2172
02:20:55,900 --> 02:20:59,700
culty weird stuff down in my 
grandpa's like, man cave. 

2173
02:20:59,800 --> 02:21:01,100
So I was like fuck. 
Yeah. 

2174
02:21:01,100 --> 02:21:04,800
And even we were, when we were 
like, we all knew it was the 

2175
02:21:04,800 --> 02:21:07,700
grandfather and then I think it 
all points Tilton was even like 

2176
02:21:07,700 --> 02:21:11,300
so we going to murder and I was 
like, boom like funderbolt. 

2177
02:21:11,300 --> 02:21:13,500
Yep. 
Fuck this guy, we're out. 

2178
02:21:13,600 --> 02:21:17,200
Yeah, yeah, I get all this stuff
I'm in. 

2179
02:21:18,300 --> 02:21:22,400
Yeah we I remember we took like 
Gabby, and somebody was like, so

2180
02:21:22,400 --> 02:21:29,000
you're cool after completely. 
Destroying your grandfather, my 

2181
02:21:29,000 --> 02:21:30,500
God. 
Yeah, let's do this. 

2182
02:21:30,600 --> 02:21:33,200
I'm sure he'll. 
Yeah, you know, Aleister 

2183
02:21:33,200 --> 02:21:34,700
Crowley. 
Like, let's just, it's all a 

2184
02:21:34,700 --> 02:21:36,400
cult, you know, life is like I 
do. 

2185
02:21:36,400 --> 02:21:40,600
What? 
Thou will ya you know, fuck 

2186
02:21:40,600 --> 02:21:45,100
around and find out I guess 
Grandpa and the cheese. 

2187
02:21:45,100 --> 02:21:49,200
Damon was not was not down, I 
definitely. 

2188
02:21:49,600 --> 02:21:52,200
As that character would have 
been way more into appeasing a 

2189
02:21:52,200 --> 02:21:55,700
cheese demon than dealing with 
my cheese whiz grandfather. 

2190
02:21:55,800 --> 02:21:58,500
So, yep, not just gotta sleep, 
man cave and like cottage 

2191
02:21:58,500 --> 02:22:00,900
cheese. 
Yeah. 

2192
02:22:01,200 --> 02:22:03,200
What what are the odds of you 
running? 

2193
02:22:03,200 --> 02:22:10,900
Another cheese Adventure? 
I mean, as far as they're pretty

2194
02:22:11,300 --> 02:22:12,600
sure earned. 
Yeah. 

2195
02:22:12,700 --> 02:22:14,500
Yes. 
As far as the group's concerned,

2196
02:22:14,500 --> 02:22:17,000
I think everybody's we have a 
plan for everyone to kind of run

2197
02:22:17,000 --> 02:22:20,500
a game and then just kind of 
cycle through that again. 

2198
02:22:20,500 --> 02:22:21,800
So obviously, I run games 
already. 

2199
02:22:21,800 --> 02:22:25,400
I'm a DM. 
Jason does as well, and he was 

2200
02:22:25,400 --> 02:22:29,400
running a Campaign life happens.
But we do have a one shot lined 

2201
02:22:29,400 --> 02:22:33,500
up with him planning to run that
you've run one. 

2202
02:22:33,500 --> 02:22:35,700
Matt has one in the works, and 
we're going to start a community

2203
02:22:35,700 --> 02:22:38,600
challenge soon for Eric to run 
one and then that will have been

2204
02:22:38,600 --> 02:22:40,400
everybody. 
And we'll have to start back at 

2205
02:22:40,400 --> 02:22:47,900
the top so maybe sometime, you 
know, like middle like early to 

2206
02:22:47,900 --> 02:22:51,700
Middle next year, you know? 
Maybe we'll see cheese too. 

2207
02:22:54,500 --> 02:22:58,100
Yeah, yeah. 
Yeah, we might see the fondue, 

2208
02:22:58,500 --> 02:23:01,500
she is a so many people come up 
with like super clever name. 

2209
02:23:01,500 --> 02:23:08,100
So I feel like I have to know. 
I you have 22, I won't miss you 

2210
02:23:08,100 --> 02:23:13,500
this time but if you will I 
listen I can't make you do 

2211
02:23:13,500 --> 02:23:14,800
anything that you don't want to 
do. 

2212
02:23:15,700 --> 02:23:17,300
Did you did you have fun doing 
it? 

2213
02:23:17,300 --> 02:23:18,700
Are you glad that you ran 
cheese? 

2214
02:23:19,400 --> 02:23:22,800
Yeah, it was really fun. 
I was just super stressed out 

2215
02:23:22,800 --> 02:23:26,300
for a long time but I'm glad I 
did it. 

2216
02:23:26,300 --> 02:23:29,700
And now I have a lot of things 
made like it wouldn't change the

2217
02:23:29,700 --> 02:23:33,100
character sheet so it be a lot 
less work. 

2218
02:23:33,100 --> 02:23:36,300
But for a one shot I did put 
like so much work into 

2219
02:23:36,300 --> 02:23:42,100
especially like I didn't come up
with the rule set but Else was 

2220
02:23:42,100 --> 02:23:46,200
hand done. 
So that was, that was a lot. 

2221
02:23:46,300 --> 02:23:51,800
So, yeah, I should probably use 
everything that I made again at 

2222
02:23:51,800 --> 02:23:55,700
some point. 
Yeah, well, again, you as we 

2223
02:23:55,700 --> 02:23:58,200
talked about earlier the 
production value of everything 

2224
02:23:58,200 --> 02:24:01,800
was absolutely insane. 
So if we could get like a 

2225
02:24:01,800 --> 02:24:05,700
cheese, a once-a-year cheese or 
every six months she's 

2226
02:24:05,700 --> 02:24:09,200
Adventure. 
Hey, before we start our weekly 

2227
02:24:09,200 --> 02:24:13,800
cheese campaign, I think we have
we have a lot of stuff to do. 

2228
02:24:13,800 --> 02:24:16,000
I think everyone that played it,
like absolutely loved it. 

2229
02:24:16,000 --> 02:24:17,900
I think everyone that watched it
was super obsessed with it. 

2230
02:24:18,000 --> 02:24:19,400
We have some awesome cheese 
merch. 

2231
02:24:19,400 --> 02:24:21,700
You still need to get me that 
color corrected cheese. 

2232
02:24:21,800 --> 02:24:24,300
Oh yeah. 
I know, but it all on a baseball

2233
02:24:24,300 --> 02:24:26,400
tee but I'll drop our merch 
league in there. 

2234
02:24:26,400 --> 02:24:29,500
If anyone wants the cheese 
stuff, I really want to get a 

2235
02:24:29,500 --> 02:24:35,000
nice, a nice cheese shirt, but 
yeah, it was it was so much fun 

2236
02:24:35,000 --> 02:24:36,400
and like I said, I think 
everyone that watched it was 

2237
02:24:36,400 --> 02:24:39,000
just like, holy shit. 
This is so weird and awesome. 

2238
02:24:41,200 --> 02:24:43,400
At all. 
Yeah I wanted to be weird and 

2239
02:24:43,400 --> 02:24:46,500
awesome. 
Yeah so maybe potentially going 

2240
02:24:46,500 --> 02:24:51,600
forward will package that up and
and allow you know people to 

2241
02:24:52,000 --> 02:24:53,700
snag that. 
So you can run cheese for 

2242
02:24:53,700 --> 02:24:55,500
yourself. 
It's definitely worth it, 

2243
02:24:55,500 --> 02:24:59,800
definitely fun. 
But as far as, as far as GM 

2244
02:24:59,800 --> 02:25:02,400
aiming a game and everything 
that came with it, I know that 

2245
02:25:02,400 --> 02:25:07,100
you took again an added crazy 
level of stress for the amount 

2246
02:25:07,100 --> 02:25:09,100
of stuff that you did, all the 
social media posts, all the 

2247
02:25:09,100 --> 02:25:11,000
videos, like the layout, 
everything like that. 

2248
02:25:11,100 --> 02:25:14,300
At but just like writing the 
adventure, making them apps 

2249
02:25:14,300 --> 02:25:16,400
running the game, kind of like 
the standards of GM stuff. 

2250
02:25:16,400 --> 02:25:18,100
How how did you feel about all 
of that? 

2251
02:25:18,100 --> 02:25:22,100
Going from being a player who 
has mostly run? 

2252
02:25:22,100 --> 02:25:24,700
I think you've played 5e more 
than pretty much anything. 

2253
02:25:24,700 --> 02:25:27,600
I know we did a lot of casket 
lands and stuff like that but as

2254
02:25:27,600 --> 02:25:32,200
far as as playing 5e versus Jia 
Ming Your Own Adventure, how did

2255
02:25:32,200 --> 02:25:39,200
you feel about all of that? 
I mean, it gave me a kind of a 

2256
02:25:39,200 --> 02:25:43,900
new respect for what you guys 
have to juggle all the time. 

2257
02:25:46,000 --> 02:25:53,400
I like I knew it wasn't easy but
Yeah, it's definitely. 

2258
02:25:53,400 --> 02:25:56,700
It's definitely a lot harder 
than just like sitting and 

2259
02:25:56,700 --> 02:25:59,900
playing your part when your name
is called. 

2260
02:26:00,800 --> 02:26:05,100
But Yeah. 
I mean, it helps that you had 

2261
02:26:05,100 --> 02:26:09,300
made the, the ruleset and that 
Jason pretty much like stream 

2262
02:26:09,300 --> 02:26:13,900
that you run, he ran the stream 
while I ran the game, which was 

2263
02:26:13,900 --> 02:26:20,000
really helpful, but there's 
still so much to keep in line. 

2264
02:26:20,008 --> 02:26:24,000
Like, I kept messing up and not 
like having the music for each 

2265
02:26:24,000 --> 02:26:27,100
room play. 
Because I like hand-picked music

2266
02:26:27,100 --> 02:26:32,400
for each room and not just like 
each room, but like the room and

2267
02:26:32,400 --> 02:26:36,400
then if there Fight in that room
and there would be a battle 

2268
02:26:36,400 --> 02:26:40,600
music for that room. 
And I kept like, just fumbling 

2269
02:26:40,600 --> 02:26:45,700
that and not showing like images
of the rooms because there's 

2270
02:26:45,700 --> 02:26:50,100
just so much to keep in line, 
but I think I would do better 

2271
02:26:50,100 --> 02:26:52,700
next time now that I've done it 
once. 

2272
02:26:52,700 --> 02:26:59,300
Like, I learned some things but 
yeah, it was, it was fun. 

2273
02:26:59,900 --> 02:27:03,500
I think once I got into it once,
like the initial nerve, Herbs. 

2274
02:27:05,000 --> 02:27:08,400
Faded away it was, it was a good
time. 

2275
02:27:10,900 --> 02:27:13,600
You know, especially if you use 
roll20 in the future, that's one

2276
02:27:13,600 --> 02:27:18,900
thing that as a GM, especially 
early on, I've talked to a lot 

2277
02:27:18,900 --> 02:27:21,000
of people, especially when we 
used to do some like GM, like 

2278
02:27:21,000 --> 02:27:24,500
intro stuff is just like how to 
balance a lot of it. 

2279
02:27:24,800 --> 02:27:27,200
And a lot of it is it's kind of 
what we try to do with you is 

2280
02:27:27,200 --> 02:27:30,200
just take some of it off your 
shoulders. 

2281
02:27:30,300 --> 02:27:34,100
So like Jason running the stream
because I mean and Jason runs 

2282
02:27:34,100 --> 02:27:36,400
the stream for me on dark 
kingdoms on Wednesdays. 

2283
02:27:36,800 --> 02:27:40,200
I know Andy was running his own 
on Mondays, doing the stream and

2284
02:27:40,200 --> 02:27:42,100
the game is Like that. 
And it's just too much. 

2285
02:27:42,100 --> 02:27:44,400
It's a whole lot. 
And I can't, I can't, you know, 

2286
02:27:44,400 --> 02:27:47,400
I won't be able to thank Jason 
enough for for running it every 

2287
02:27:47,400 --> 02:27:50,000
week setting up the zoom every 
week, you know, doing the 

2288
02:27:50,000 --> 02:27:52,500
Transitions and all of it. 
It's just so incredibly helpful 

2289
02:27:52,500 --> 02:27:57,200
because streaming games is a lot
different than running games in 

2290
02:27:57,200 --> 02:28:01,300
person some parts better 
sometimes worse. 

2291
02:28:02,300 --> 02:28:05,500
But having to run the stream is 
just a stress. 

2292
02:28:05,500 --> 02:28:09,100
I think above and beyond Jia 
Ming which is a pain in the ass.

2293
02:28:09,100 --> 02:28:10,500
So that's really, really helpful
that he does. 

2294
02:28:10,700 --> 02:28:15,400
Is that I know the way that I 
kind of control a lot of things 

2295
02:28:15,400 --> 02:28:17,100
eventually. 
I'll show you guys a map of the 

2296
02:28:17,100 --> 02:28:21,500
way that I do preps for my 
stuff, but the GM layer, if you 

2297
02:28:21,500 --> 02:28:23,800
actually look at it, it's just 
like pure text for me. 

2298
02:28:24,100 --> 02:28:28,200
Like it's giant letters, it's 
like Turtle music, and like, 

2299
02:28:28,200 --> 02:28:32,200
don't forget this, and like, the
images are like already on the 

2300
02:28:32,200 --> 02:28:35,100
screen, just waiting to be 
brought to the new layer. 

2301
02:28:35,100 --> 02:28:36,400
So that's what I found really 
helpful. 

2302
02:28:36,400 --> 02:28:38,400
So if that's something that you 
could do struggled with with the

2303
02:28:38,400 --> 02:28:40,500
music, you could literally right
in the middle of the room. 

2304
02:28:40,700 --> 02:28:43,200
Turn on music track and right 
next to the monster. 

2305
02:28:43,200 --> 02:28:46,600
You can be like, turn on values.
I can every room with like, 

2306
02:28:46,600 --> 02:28:50,300
yeah, it's going to places and 
it really helps because I won't,

2307
02:28:50,300 --> 02:28:53,900
I don't, I won't remember. 
My memory is, is going like 

2308
02:28:53,900 --> 02:28:55,700
crazy. 
So I have to like, write 

2309
02:28:55,700 --> 02:28:57,600
actually on the layer, you know 
what? 

2310
02:28:57,608 --> 02:29:00,100
My lover self and preps and 
stuff like that. 

2311
02:29:00,900 --> 02:29:02,400
Yeah, I don't even know. 
You could do that. 

2312
02:29:02,400 --> 02:29:05,700
Like, I learned how to use 
roll20, like, two days before 

2313
02:29:05,700 --> 02:29:07,800
the games, especially this 
message. 

2314
02:29:07,800 --> 02:29:08,800
Me. 
I said that I would help with 

2315
02:29:08,800 --> 02:29:13,100
anything and Jason. 
Well, I Andre but I meant yeah 

2316
02:29:13,100 --> 02:29:16,200
well he's used roll20 before. 
So he kind of showed me like the

2317
02:29:16,200 --> 02:29:19,100
basics and I kind of just 
figured out what I needed to 

2318
02:29:19,100 --> 02:29:21,800
figure out. 
I think sit for a monster Doug 

2319
02:29:21,800 --> 02:29:23,900
and I did not make monster 
tokens. 

2320
02:29:24,000 --> 02:29:25,400
I threw one of those in there 
for you. 

2321
02:29:25,400 --> 02:29:28,000
Yeah. 
Ryan made a monster token like 

2322
02:29:28,000 --> 02:29:32,000
mid game and and discarded it to
me. 

2323
02:29:32,100 --> 02:29:36,800
So I was able to use that. 
But yeah, I missed a few things 

2324
02:29:36,800 --> 02:29:40,100
but and I did not pay attention 
to the chat at all. 

2325
02:29:40,100 --> 02:29:45,200
I feel really Bad because yeah, 
I'll all the supporters out 

2326
02:29:45,200 --> 02:29:50,400
there are really, really Goin 
ham in the chat. 

2327
02:29:50,500 --> 02:29:53,300
So I re-watched it and just 
looked at the job because it was

2328
02:29:53,300 --> 02:29:58,000
pretty funny. 
But yeah, I, so that's something

2329
02:29:58,000 --> 02:30:03,900
I would like to next time. 
Try to do better as pay closer, 

2330
02:30:03,900 --> 02:30:07,000
attention to the shop. 
Yeah, you know, I mean and 

2331
02:30:07,000 --> 02:30:11,700
that's In the list of important 
things, especially when you're 

2332
02:30:11,700 --> 02:30:14,500
running games and your early 
games, I think the twitch chat 

2333
02:30:14,500 --> 02:30:16,600
is one of the less important 
things, especially, considering 

2334
02:30:16,600 --> 02:30:18,300
of other players. 
I can do that because I know 

2335
02:30:18,300 --> 02:30:22,900
when I'm Deann, you're pretty 
active in the chat when we're 

2336
02:30:22,900 --> 02:30:25,400
going to games and things. 
So that's, that's one of those 

2337
02:30:25,400 --> 02:30:27,600
things is, always rolling for 
dumb shit. 

2338
02:30:28,200 --> 02:30:30,400
There you go. 
Well, as do I, especially in my 

2339
02:30:30,400 --> 02:30:36,500
report, but, you know, that's, 
we love chat and we love having 

2340
02:30:36,500 --> 02:30:39,100
chat here, but it's not like you
would have chat in the Game 

2341
02:30:39,200 --> 02:30:40,800
running it at your table. 
That's another one of those 

2342
02:30:40,800 --> 02:30:42,700
things that streaming games is a
little bit different. 

2343
02:30:42,700 --> 02:30:46,700
Is its chat but it's just 
practice, we'll just have to 

2344
02:30:46,700 --> 02:30:48,600
have you run a bunch of games 
and eventually you'll have it 

2345
02:30:48,600 --> 02:30:50,100
all. 
You'll have it all set up and 

2346
02:30:50,100 --> 02:30:53,300
ready to go. 
Yes, see what he's done during 

2347
02:30:53,500 --> 02:30:55,700
this. 
He's gone from like, so I'm not 

2348
02:30:55,700 --> 02:30:58,100
gonna force you to play one 
game, but maybe you could play 

2349
02:30:58,200 --> 02:31:02,800
again and then it soon became 
like a monthly game and a weekly

2350
02:31:02,800 --> 02:31:03,600
game. 
You're going to play it. 

2351
02:31:03,600 --> 02:31:05,300
You're going to be dming a bunch
of games. 

2352
02:31:05,300 --> 02:31:08,600
This is this is how Ryan works. 
This is how we like pressure. 

2353
02:31:08,800 --> 02:31:13,900
As you into things. 
So you can you can choose what 

2354
02:31:13,900 --> 02:31:15,300
you want to do, whatever you 
want to do. 

2355
02:31:15,300 --> 02:31:18,900
Ya say that the illusion of 
Freedom losing Freedom. 

2356
02:31:19,000 --> 02:31:21,300
Listen, this is just being a DM.
You know what I mean? 

2357
02:31:21,300 --> 02:31:25,500
Like, this is just making the 
players think that they choose 

2358
02:31:25,500 --> 02:31:29,200
where they're making choices. 
Yeah, it's the loser on a 

2359
02:31:29,200 --> 02:31:31,400
railroad track. 
Yeah, there you go. 

2360
02:31:31,500 --> 02:31:32,700
No, no. 
I don't think. 

2361
02:31:32,700 --> 02:31:39,600
I know I know but but it's also 
fun just as You know, someone 

2362
02:31:39,600 --> 02:31:43,900
who's DMG you a lot to actually 
see you DM as well, because a 

2363
02:31:43,900 --> 02:31:46,700
number of your character is a 
little bit more reserved when 

2364
02:31:46,700 --> 02:31:50,200
you play. 
So, what was really cool as a to

2365
02:31:50,200 --> 02:31:55,900
watch, U GM is to have to be 
super invested in active the 

2366
02:31:55,900 --> 02:31:58,300
entire time, which is like a 
thing. 

2367
02:31:58,300 --> 02:32:01,800
And how do you, how do you feel 
like about that? 

2368
02:32:01,800 --> 02:32:04,200
Just in general, like your play 
Style versus your DM style and 

2369
02:32:04,200 --> 02:32:06,500
like the differences in and I 
don't know, I think you touched 

2370
02:32:06,500 --> 02:32:12,400
on a little bit but Absolutely 
more passive as a player, I 

2371
02:32:12,400 --> 02:32:18,200
think, probably partly. 
Because a lot of people that we 

2372
02:32:18,200 --> 02:32:22,800
play with personalities are just
like, they're more charismatic 

2373
02:32:22,800 --> 02:32:26,000
than me. 
Like I'm much more of like a, an

2374
02:32:26,000 --> 02:32:33,600
introvert and so I tend to play 
introverts because I'm not good 

2375
02:32:33,600 --> 02:32:34,500
at all. 
Sighing. 

2376
02:32:35,200 --> 02:32:41,800
Now I'm okay at it, but Yeah, I 
just I end up being quiet but 

2377
02:32:41,800 --> 02:32:47,600
when when I'm dming, I have to 
not be quiet, like, I have to 

2378
02:32:47,600 --> 02:32:53,400
run the game. 
And so I think my personality 

2379
02:32:53,400 --> 02:32:57,800
came out a little bit more 
because I was forced to talk. 

2380
02:32:59,800 --> 02:33:05,200
But yeah, having never DM, like,
I've watched critical role. 

2381
02:33:05,200 --> 02:33:10,200
Watching you watch Jason and 
want to Other people, DM, and 

2382
02:33:10,200 --> 02:33:15,700
played in games. 
And I think during all of that, 

2383
02:33:15,700 --> 02:33:21,500
I've just kind of been passively
collecting styles of dming and 

2384
02:33:21,500 --> 02:33:27,900
things that DM's do and that all
kind of just came out. 

2385
02:33:27,900 --> 02:33:31,500
Once we got into the game, I 
don't know if I have a style, 

2386
02:33:31,500 --> 02:33:36,800
maybe somebody could break that 
down, but I tried to be tried to

2387
02:33:36,800 --> 02:33:44,100
go around like the Of people not
neglect anyone I tried to. 

2388
02:33:47,000 --> 02:33:50,700
Give you guys freedom to do 
things, even if I like hadn't 

2389
02:33:50,700 --> 02:33:53,800
necessarily prepared for it, 
like, at one point, I think Eric

2390
02:33:53,800 --> 02:33:58,400
wanted to pick a lock and I 
definitely did not want him to 

2391
02:33:58,400 --> 02:34:03,700
have that tour, but I still let 
him try to pick the lock and he 

2392
02:34:03,700 --> 02:34:05,100
failed miserably. 
Luckily. 

2393
02:34:05,100 --> 02:34:08,600
Because then I would have had to
like, think on my feet. 

2394
02:34:08,600 --> 02:34:15,700
But yeah, I just tried to, like,
collect little things are think 

2395
02:34:15,700 --> 02:34:21,400
of things that I That I've 
thought about while playing 

2396
02:34:21,400 --> 02:34:26,700
games and like what I like in a 
DM GM and what I don't like as 

2397
02:34:26,700 --> 02:34:32,700
much and just try to use all 
that information for my personal

2398
02:34:32,700 --> 02:34:38,500
style. and again, you did a 
great job like I would not have 

2399
02:34:39,500 --> 02:34:41,200
I would not have thought that 
that's the first game that you 

2400
02:34:41,200 --> 02:34:44,900
ever jammed. 
Thank you did a really good job 

2401
02:34:44,900 --> 02:34:49,400
and I know this system the 
system is can be simple and 

2402
02:34:49,400 --> 02:34:52,700
complicated like powered by the 
Apocalypse in general because 

2403
02:34:52,800 --> 02:34:55,200
the rolling is pretty 
straightforward and it but it 

2404
02:34:55,200 --> 02:34:58,300
also having the players have 
that much freedom to do whatever

2405
02:34:58,300 --> 02:35:02,800
they want really puts an impetus
on the GM to make stuff up. 

2406
02:35:02,800 --> 02:35:06,500
So when those mixed successes, I
think are one of the harder 

2407
02:35:06,500 --> 02:35:08,100
things to do in part about the 
apocalypse. 

2408
02:35:08,100 --> 02:35:10,700
It's like, how can I have them? 
And also immediately come up 

2409
02:35:10,700 --> 02:35:15,500
with a consequence and I think 
you did a really good job with 

2410
02:35:15,700 --> 02:35:17,900
with that and the system in 
general just that powered by the

2411
02:35:17,900 --> 02:35:20,100
apocalypse to D6, mix success 
system. 

2412
02:35:21,700 --> 02:35:25,000
It's like I said I would not 
have you know other than the 

2413
02:35:25,000 --> 02:35:27,800
fact that I've known you for 
like three years would not have 

2414
02:35:27,800 --> 02:35:29,000
guessed that. 
That was the first time he'd 

2415
02:35:29,000 --> 02:35:30,900
ever run a game. 
I think you did a really, really

2416
02:35:30,900 --> 02:35:33,300
good job with the Improv and and
keeping everything going. 

2417
02:35:33,300 --> 02:35:35,200
And like you said, like making 
sure that the spotlight was 

2418
02:35:35,200 --> 02:35:37,900
spread across people and 
everything like that. 

2419
02:35:38,000 --> 02:35:41,800
And I think the way that you The
adventure was was just really 

2420
02:35:41,800 --> 02:35:43,900
well done. 
There was a really well-written 

2421
02:35:43,900 --> 02:35:47,300
one shot as far as like an arc 
to the story. 

2422
02:35:47,300 --> 02:35:49,800
A Twist at the end, everything 
felt like it had a purpose, 

2423
02:35:49,800 --> 02:35:52,200
nothing felt Superfluous, or 
anything like that. 

2424
02:35:53,000 --> 02:35:54,900
And it definitely had like a 
nice line through the whole 

2425
02:35:54,900 --> 02:35:57,500
thing. 
So from writing venture to 

2426
02:35:57,500 --> 02:36:00,000
running the adventure, I think, 
I don't mean it was like, oh my 

2427
02:36:00,000 --> 02:36:02,000
gosh, we were surprised, we 
thought Jess would suck, but I 

2428
02:36:02,008 --> 02:36:05,500
think a lot of people were just 
like, like she just didn't like 

2429
02:36:06,000 --> 02:36:08,200
like just run the adventures 
like she did a really, really 

2430
02:36:08,200 --> 02:36:11,900
good job running the And I think
a lot of people were like, that 

2431
02:36:11,900 --> 02:36:14,500
was the kind of mindset across. 
Everyone was just like, wow, 

2432
02:36:14,500 --> 02:36:18,000
like we have to do this again 
next month. 

2433
02:36:18,000 --> 02:36:19,800
And next week, I was just like a
little. 

2434
02:36:20,000 --> 02:36:24,200
Yeah, it's that little nudge. 
But yeah. 

2435
02:36:24,300 --> 02:36:27,100
You think that, um, do you think
that G? 

2436
02:36:27,100 --> 02:36:29,800
I mean, do you think that if you
were to GM or and stuff like 

2437
02:36:29,800 --> 02:36:30,800
that? 
Do you think that would affect 

2438
02:36:30,800 --> 02:36:32,500
your play style when you're just
playing? 

2439
02:36:32,800 --> 02:36:35,400
Or do you think that it would 
just be like, two different kind

2440
02:36:35,400 --> 02:36:38,900
of personalities? 
Because I know I have a 

2441
02:36:38,908 --> 02:36:39,900
struggle. 
Maybe. 

2442
02:36:39,900 --> 02:36:43,600
Yes. 
I have a struggle with backseat 

2443
02:36:43,600 --> 02:36:48,000
dming or taking taking lead to 
often. 

2444
02:36:49,900 --> 02:36:52,800
So, like I've created characters
in the past, like when I run 5e 

2445
02:36:52,800 --> 02:36:56,200
games, have this character named
charity, and I specifically made

2446
02:36:56,200 --> 02:37:00,000
her as like a shy quiet 
character who really only like 

2447
02:37:00,000 --> 02:37:03,100
acts and talks when she's 
addressed. 

2448
02:37:03,100 --> 02:37:07,200
So that I'm not just constantly 
bogarting like everything. 

2449
02:37:07,400 --> 02:37:09,600
Pushing the action of doing 
things that actually make a 

2450
02:37:09,600 --> 02:37:14,700
character like that to not do 
that, or like just as a DM, 

2451
02:37:14,700 --> 02:37:16,800
who's run a lot of Adventures 
and seeing a lot of Adventures 

2452
02:37:16,800 --> 02:37:20,300
can kind of see things coming. 
But don't always want to be the 

2453
02:37:20,308 --> 02:37:22,100
one that's like, aha, I see 
this. 

2454
02:37:22,100 --> 02:37:26,900
Like so yeah. 
Do you think that dming would 

2455
02:37:27,700 --> 02:37:29,000
would change your play style at 
all? 

2456
02:37:30,600 --> 02:37:36,800
Um, yeah. 
I mean, possibly, yeah, it's 

2457
02:37:36,800 --> 02:37:39,300
hard to know because I've been 
blamed Ariana for so long. 

2458
02:37:39,300 --> 02:37:42,900
And that's like the one 
character that I am consistently

2459
02:37:42,900 --> 02:37:53,100
playing and, and probably, in 
too much of a, like, a pattern 

2460
02:37:53,100 --> 02:37:58,300
with her to break at this point.
Even if I was dming a lot to, 

2461
02:37:58,300 --> 02:38:03,500
like, change her personality, I 
feel go get into just like this 

2462
02:38:03,500 --> 02:38:07,800
is how I played Ariana when I 
play her so maybe if we played a

2463
02:38:07,800 --> 02:38:12,300
different game, maybe it would 
influence me to kind of like 

2464
02:38:12,300 --> 02:38:18,500
break out of my comfort zone a 
little bit more just because I I

2465
02:38:18,500 --> 02:38:23,100
don't know getting used to 
talking in front of like a not 

2466
02:38:23,100 --> 02:38:26,700
just like us but in front of a 
chat like that's a that's a 

2467
02:38:26,700 --> 02:38:30,700
different thing to. 
So yeah. 

2468
02:38:30,700 --> 02:38:35,500
Maybe getting used to that more 
would help me be more more of a 

2469
02:38:35,500 --> 02:38:40,800
vocal character. 
So there's a big difference from

2470
02:38:40,800 --> 02:38:44,500
one, probably not with Darion. 
Do you think there was a did big

2471
02:38:44,500 --> 02:38:46,300
difference? 
When we went from like the home 

2472
02:38:46,300 --> 02:38:49,200
games like in, Apartment to 
streaming online. 

2473
02:38:49,200 --> 02:38:51,700
Did you feel like a difference? 
The fact that there's people 

2474
02:38:51,700 --> 02:38:57,800
watching in, there's a chat and 
everything. yeah, I think well, 

2475
02:38:58,500 --> 02:39:01,500
I mean it's pretty much the same
Essence, like we're the same 

2476
02:39:01,500 --> 02:39:10,500
people, more Goofy and stupid, a
lot of stuff, but yeah, it 

2477
02:39:10,500 --> 02:39:15,400
definitely took like a second to
get used to in the beginning and

2478
02:39:15,400 --> 02:39:20,400
then, you know, just knowing 
that people are watching that's 

2479
02:39:20,400 --> 02:39:28,900
like another element of kind of 
like Not stress, but kind of, I 

2480
02:39:28,900 --> 02:39:31,700
don't know. 
There's like a slight like, live

2481
02:39:31,700 --> 02:39:34,900
television Vibe. 
Even though, like, it's not, we 

2482
02:39:34,900 --> 02:39:38,200
don't have like a million people
watching. 

2483
02:39:38,200 --> 02:39:41,600
It's like it's a much bigger 
room now. 

2484
02:39:42,600 --> 02:39:46,300
And so, Yeah, you are a little 
bit more. 

2485
02:39:46,300 --> 02:39:49,200
We're like what you're saying? 
I guess then like if you're just

2486
02:39:49,200 --> 02:39:50,700
hanging out in a room full of 
people. 

2487
02:39:51,800 --> 02:39:54,200
Yeah yeah. 
I mean I definitely felt that 

2488
02:39:54,200 --> 02:39:56,400
when we first started jamming I 
have that kind of what you 

2489
02:39:56,400 --> 02:40:01,400
talked about excuse me when you 
first like getting past those 

2490
02:40:01,400 --> 02:40:04,100
nerves initially I think the 
first bunch of sessions, I kind 

2491
02:40:04,100 --> 02:40:06,400
of had that like, all right, 
give me a second. 

2492
02:40:06,400 --> 02:40:09,600
Let me let me, you know, where 
there's people Beyond those that

2493
02:40:09,600 --> 02:40:12,000
are watching this stuff. 
Now they can critique my 

2494
02:40:12,000 --> 02:40:13,800
performance. 
Yeah. 

2495
02:40:13,800 --> 02:40:18,200
But You know, and I think 
everyone every GM is always 

2496
02:40:18,200 --> 02:40:23,400
going to feel like like it, 
maybe maybe, maybe, maybe not. 

2497
02:40:23,400 --> 02:40:26,100
Um, but I've known on the bloody
the talked about, like, you 

2498
02:40:26,100 --> 02:40:31,400
always remember the mistakes you
made in the game versus like the

2499
02:40:31,400 --> 02:40:33,900
things I went? 
Well, you know, I think early on

2500
02:40:33,900 --> 02:40:37,300
especially gyming I have that a 
lot more now it's just like, I 

2501
02:40:37,308 --> 02:40:39,700
think I'm a pretty good GM and I
have fun doing what I'm doing. 

2502
02:40:39,700 --> 02:40:43,700
So it doesn't bother me as much 
but if I miss something big at 

2503
02:40:43,700 --> 02:40:48,600
bothers me, like, Fi I remember 
there's a part A while back with

2504
02:40:48,600 --> 02:40:53,000
beetham, where he got in a 
battle with one of his with one 

2505
02:40:53,000 --> 02:40:56,300
of his when he when he when they
had their child and he had to 

2506
02:40:56,300 --> 02:40:58,600
disappear and I have that guy 
attack and kidnap him. 

2507
02:41:00,000 --> 02:41:03,200
There was this whole thing where
he got this scroll and he cast 

2508
02:41:03,200 --> 02:41:05,300
his girl but this girl 
disappeared, it actually cursed 

2509
02:41:05,300 --> 02:41:07,600
him and feel like half the 
battle versus the guy. 

2510
02:41:07,600 --> 02:41:10,300
I totally forgot to have the 
curse effect in effect and I was

2511
02:41:10,300 --> 02:41:12,600
like God damn it. 
You know that really bugged me 

2512
02:41:13,200 --> 02:41:15,700
so you definitely remember the 
Takes. 

2513
02:41:15,700 --> 02:41:21,000
But it goes away. 
But yeah, I think that's just 

2514
02:41:21,000 --> 02:41:23,100
part of the Jia Ming and 
everything like that. 

2515
02:41:24,400 --> 02:41:26,800
Yeah. 
And as far as playing, you know,

2516
02:41:26,800 --> 02:41:30,400
I know that we've done dark 
kingdoms for over two years now.

2517
02:41:30,500 --> 02:41:33,000
I think that beginning of 
September was two years of 

2518
02:41:33,000 --> 02:41:38,300
running that game and we've run 
some other games as as a player 

2519
02:41:38,300 --> 02:41:40,700
not as a DM, now I know you 
played Ariana. 

2520
02:41:40,700 --> 02:41:43,200
No. 
We just talked about her over 

2521
02:41:43,200 --> 02:41:46,100
the course of Well, I guess you 
weren't there in the very 

2522
02:41:46,100 --> 02:41:49,600
beginning, I think you came on, 
I don't even remember when you 

2523
02:41:49,600 --> 02:41:52,600
came on what section you came in
because I know this may be may, 

2524
02:41:52,600 --> 02:41:54,100
I think maybe you've been in 
for, about a year and a half. 

2525
02:41:54,100 --> 02:41:57,400
Now, in this, how do you feel 
about like Diana and the 

2526
02:41:57,400 --> 02:41:59,400
campaign? 
Like, you're not, not like the 

2527
02:41:59,400 --> 02:42:01,700
dark kingdoms has Sarah, like, 
your character growth and things

2528
02:42:01,700 --> 02:42:03,200
like that. 
Do you feel like as a player, 

2529
02:42:03,700 --> 02:42:07,400
that that's something that you 
like are looking for or striving

2530
02:42:07,400 --> 02:42:10,100
for, or do you feel like more 
reactive at the world? 

2531
02:42:10,300 --> 02:42:14,200
I know you have a an arc going 
right now and that has to do 

2532
02:42:14,200 --> 02:42:17,200
with Your family history in this
book, that was stolen and 

2533
02:42:17,200 --> 02:42:20,500
everything like that, and I 
think yeah recently, you kind of

2534
02:42:20,500 --> 02:42:24,500
got a little bit of a little bit
of a clue toward some of that, 

2535
02:42:24,800 --> 02:42:26,800
but how do you feel about your 
character, your character 

2536
02:42:26,800 --> 02:42:29,800
growth? 
And, and as opposed to doing 

2537
02:42:29,800 --> 02:42:32,800
like a One-Shot having this like
long campaign art, we've had to 

2538
02:42:32,808 --> 02:42:37,200
be this character for close to 
probably what 45, 50 sessions, 

2539
02:42:37,800 --> 02:42:43,400
hmm. 
Yeah, I mean I like the 

2540
02:42:43,400 --> 02:42:45,900
opportunity to have some 
character growth. 

2541
02:42:45,900 --> 02:42:49,500
I don't know how much she's 
grown, that's kind of my own 

2542
02:42:49,500 --> 02:43:00,800
fault, but I have enjoyed the 
This Arc that you made where her

2543
02:43:00,800 --> 02:43:06,700
book is gone stolen, and that 
kind of has intensified her 

2544
02:43:06,700 --> 02:43:14,300
relationship with Brian, bribry,
her blood familiar, because her 

2545
02:43:14,300 --> 02:43:17,100
two most important things were 
Brian and this book and then 

2546
02:43:17,100 --> 02:43:21,600
this book got stolen and so she 
is kind of focused more on 

2547
02:43:21,600 --> 02:43:26,600
protecting Brian and making this
relationship with him. 

2548
02:43:26,700 --> 02:43:30,400
Him and maybe nobody else. 
Like, realizes that that's like,

2549
02:43:30,400 --> 02:43:33,100
what's happening. 
But that was kind of my thought,

2550
02:43:33,100 --> 02:43:38,600
process behind it, is that she's
become more dependent on Brian 

2551
02:43:38,600 --> 02:43:43,500
as being this like, emotional 
support blood Elemental because 

2552
02:43:43,600 --> 02:43:49,500
this book that she cares so much
about is gone and then there was

2553
02:43:49,500 --> 02:43:52,500
that whole like Master Visions 
thing where she had to choose 

2554
02:43:53,100 --> 02:43:55,800
between Brian and the book and 
that was like really hard for 

2555
02:43:55,800 --> 02:43:59,700
her. 
But she did what she did and she

2556
02:43:59,700 --> 02:44:05,600
feels a little guilty about it. 
But now that she's she's on the 

2557
02:44:05,600 --> 02:44:11,900
trail kind of of where to 
finding her book like she has 

2558
02:44:11,900 --> 02:44:14,700
she's been given a tip as to 
where it is and that's pretty 

2559
02:44:14,700 --> 02:44:19,300
close. 
She's kind of itchin to go, 

2560
02:44:19,400 --> 02:44:24,800
maybe find it but she might be 
outmatched by who has it. 

2561
02:44:24,800 --> 02:44:31,000
And so I don't know. 
It's yeah, that's been fun and 

2562
02:44:31,000 --> 02:44:32,900
I'm excited to see where that 
goes. 

2563
02:44:34,800 --> 02:44:42,900
And I know you you have this 
kind of like I mean, you cannot 

2564
02:44:42,900 --> 02:44:46,500
have control over what happens 
to Bryant sometimes and I'm 

2565
02:44:46,500 --> 02:44:50,800
really scared of that. 
I don't, I've gotten attached to

2566
02:44:50,800 --> 02:44:56,400
Brian and I don't want him to 
die and neither, does Ariana. 

2567
02:44:57,000 --> 02:44:59,400
And these deities, almost died, 
a few times. 

2568
02:44:59,600 --> 02:45:02,400
A couple of times, you were 
really close last session, 

2569
02:45:03,400 --> 02:45:08,500
probably closer than you think. 
To to him just accidentally 

2570
02:45:08,500 --> 02:45:16,000
dying and I don't I would be 
interesting to see how Dariana 

2571
02:45:16,000 --> 02:45:17,600
reacts to that. 
I know you talked about the 

2572
02:45:17,608 --> 02:45:19,100
master of Visions thing, a 
little bit. 

2573
02:45:19,400 --> 02:45:24,500
There was a part where all the 
characters and spoiler alerts 

2574
02:45:24,500 --> 02:45:27,100
for anyone in the campaign that 
hasn't heard this turn it off 

2575
02:45:27,100 --> 02:45:28,600
for a second. 
There was a part where you had 

2576
02:45:28,600 --> 02:45:30,400
to go find this master of 
visions and he was going to 

2577
02:45:30,400 --> 02:45:35,500
guide you towards the peace. 
Is needed for this ritual. 

2578
02:45:35,500 --> 02:45:37,400
You guys are trying to stop and 
you eventually find out that 

2579
02:45:37,400 --> 02:45:39,000
it's Arts to cab. 
Cause that's who you're looking 

2580
02:45:39,000 --> 02:45:41,100
for, but everyone has these 
visions. 

2581
02:45:41,100 --> 02:45:46,300
And in those Visions, it was 
kind of a, I really enjoyed that

2582
02:45:46,300 --> 02:45:48,000
actually. 
I think the master Visions 

2583
02:45:48,000 --> 02:45:51,100
session was our very first 
session on stream. 

2584
02:45:51,500 --> 02:45:54,800
It was like episode 31 or 
episode 1 on the stream was when

2585
02:45:54,800 --> 02:45:59,300
you guys have these visions and 
in your vision, you found the 

2586
02:45:59,300 --> 02:46:04,100
person who stole your book and 
the person said I can give you 

2587
02:46:04,100 --> 02:46:05,000
the book. 
Back. 

2588
02:46:05,300 --> 02:46:09,200
But you have to choose and I 
think she said here is basically

2589
02:46:09,200 --> 02:46:12,500
this powder which is very 
similar to the powder that you 

2590
02:46:12,500 --> 02:46:19,600
used on your sister to kill her.
When you hemolyzed part of a 

2591
02:46:19,600 --> 02:46:23,500
blood ritual and it was 
basically, I'll give you the 

2592
02:46:23,500 --> 02:46:28,000
book but you need to pour this 
on Brian and Killam and at the 

2593
02:46:28,000 --> 02:46:30,400
end of each of those Visions, it
was kind of like a little mini 

2594
02:46:31,100 --> 02:46:33,700
skill challenge, you had to 
succeed at something. 

2595
02:46:34,500 --> 02:46:38,000
And Brian was actually like 
backing away from you all scared

2596
02:46:38,000 --> 02:46:41,100
of you and you had to Succeed In
Like A persuasion role to have 

2597
02:46:41,100 --> 02:46:42,400
them. 
Like come back to you so you 

2598
02:46:42,400 --> 02:46:44,300
could kill that. 
Yeah. 

2599
02:46:44,400 --> 02:46:48,900
And you chose at that time to 
kill Brian so you could get your

2600
02:46:48,900 --> 02:46:54,300
book back and that was, you 
know, 30 sessions ago, 30 plus 

2601
02:46:54,300 --> 02:46:55,500
session to go. 
At this point, we're talking 

2602
02:46:55,500 --> 02:46:57,500
more than a year, we're talking 
a year on stream. 

2603
02:46:57,500 --> 02:47:01,100
We've had a year now, a year 
later and everything that you've

2604
02:47:01,100 --> 02:47:04,300
gone through with Brian since 
then and the support that he is 

2605
02:47:04,300 --> 02:47:06,800
too. 
Now, if you had to make that 

2606
02:47:06,800 --> 02:47:09,300
choice again, what what would 
you do? 

2607
02:47:09,300 --> 02:47:15,800
Would you You know, and I 
different prior to that little 

2608
02:47:15,800 --> 02:47:18,300
tip you just got like if I asked
you the same question like two 

2609
02:47:18,300 --> 02:47:21,700
weeks ago and your book was just
gone with no real knowledge of 

2610
02:47:21,700 --> 02:47:25,000
where it was versus now. 
Where maybe it's in your grasp? 

2611
02:47:25,400 --> 02:47:28,300
Do you think regardless you 
would be going for the book? 

2612
02:47:30,900 --> 02:47:34,200
That's so hard because yeah, she
got that. 

2613
02:47:34,200 --> 02:47:39,200
Got this tip about the book and 
so she's kind of like her. 

2614
02:47:39,900 --> 02:47:42,500
It's like in the back of Vermont
on the back of our minds like 

2615
02:47:42,500 --> 02:47:44,900
more in the Forefront. 
Now it's kind of just like 

2616
02:47:45,900 --> 02:47:48,800
always there kind of an 
obsession of hers. 

2617
02:47:48,800 --> 02:47:52,200
Like maybe we should we should 
probably go try to get my book 

2618
02:47:52,400 --> 02:47:56,100
but if she had to choose between
the book and Brian at this 

2619
02:47:56,100 --> 02:48:01,100
point, I'd be really tough just 
because of He's been the support

2620
02:48:01,100 --> 02:48:04,800
system for her during this whole
time that she has had the book. 

2621
02:48:04,800 --> 02:48:11,500
So, I mean, she definitely tried
to get away with both but yeah, 

2622
02:48:11,500 --> 02:48:14,300
I don't know if it came down to 
like a choice. 

2623
02:48:14,300 --> 02:48:15,900
I'd probably just have to make 
the choice. 

2624
02:48:15,900 --> 02:48:17,700
It's like in that moment. 
I don't know. 

2625
02:48:18,100 --> 02:48:22,100
I don't know what I do. 
You are, you really need to do 

2626
02:48:22,100 --> 02:48:25,300
is try to find like a, like a 
some type of new spell that you 

2627
02:48:25,300 --> 02:48:28,600
can cast where you can cast like
copy and languages or something 

2628
02:48:28,600 --> 02:48:30,600
and actually be able to talk to 
Brian more because I think the 

2629
02:48:30,600 --> 02:48:32,700
older one of the party that can 
actually talk to Brian. 

2630
02:48:32,700 --> 02:48:36,300
I think is beat him. 
I think either speaks primordial

2631
02:48:36,300 --> 02:48:38,900
or as a spell that allows them 
to but I know you've got to talk

2632
02:48:38,900 --> 02:48:41,100
to him and he's pretty much just
like love you. 

2633
02:48:41,100 --> 02:48:42,600
Mom. 
I like blood. 

2634
02:48:43,700 --> 02:48:48,900
That's about the extent of his. 
He is really you know, like not 

2635
02:48:48,900 --> 02:48:53,200
the most intelligent of Support 
being so you could have but but 

2636
02:48:53,200 --> 02:48:56,400
he's up there. 
Yeah, it's kind of like, you 

2637
02:48:56,400 --> 02:49:04,100
know, a dog or a cat. 
Still support but not you can't 

2638
02:49:04,100 --> 02:49:10,000
have like a good conversation, 
you just murder for you and 

2639
02:49:10,300 --> 02:49:14,100
dispose of bodies and yeah, like
a good daughter really needs. 

2640
02:49:14,100 --> 02:49:22,100
Yeah, exactly. 
So yeah, so that's a please 

2641
02:49:22,100 --> 02:49:29,000
don't kill G. 
Listen I I'll say I will unless 

2642
02:49:29,400 --> 02:49:33,400
the story beat Would be really 
great. 

2643
02:49:34,300 --> 02:49:44,700
I will not intentionally kill 
Brian but if Brian happens to to

2644
02:49:44,700 --> 02:49:50,000
roll the wrong direction and run
into a pond of water, you know, 

2645
02:49:50,000 --> 02:49:53,700
he's only got so many chances 
before fate decides, you know, 

2646
02:49:54,300 --> 02:49:55,700
that would just be a really 
shitty way to go. 

2647
02:49:55,700 --> 02:49:58,300
If it was just like, he 
accidentally know, it's been ran

2648
02:49:58,300 --> 02:50:00,600
into water. 
I would definitely make sure 

2649
02:50:00,600 --> 02:50:02,800
it's much more emotionally. 
Hold on that. 

2650
02:50:02,900 --> 02:50:07,000
Okay, so I have made, I have 
made people cry on stream from 

2651
02:50:07,000 --> 02:50:10,000
losing their loved ones and 
stuff and I guess that's nice. 

2652
02:50:10,000 --> 02:50:13,200
That's now that's, that's a hi. 
I'm chasing at this point you 

2653
02:50:13,200 --> 02:50:14,900
can see I get now. 
You know what I mean? 

2654
02:50:15,000 --> 02:50:19,000
I'm Ray. 
Um, so and for those listening, 

2655
02:50:19,200 --> 02:50:21,300
we're talking about the dark 
kingdoms campaign that we run on

2656
02:50:21,300 --> 02:50:23,700
Wednesdays. 
It isn't evil campaign set in 

2657
02:50:23,700 --> 02:50:25,300
Cobol presses midgard world 
that. 

2658
02:50:25,300 --> 02:50:28,200
We've now been running for over 
two years and on stream for 

2659
02:50:28,200 --> 02:50:30,400
about a year. 
Now we've actually run more 

2660
02:50:30,400 --> 02:50:31,600
sessions on stream than 
Australia. 

2661
02:50:31,800 --> 02:50:33,600
Mmmmm. 
But that's we're talking about 

2662
02:50:33,600 --> 02:50:35,700
and Jesse's dog on a blood, 
right? 

2663
02:50:35,700 --> 02:50:40,000
An elf marks are fate sorceress,
as I said before, she's really 

2664
02:50:40,000 --> 02:50:42,700
love with blood. 
This big fan likes playing in 

2665
02:50:42,700 --> 02:50:45,500
it. 
It's kind of a thing. 

2666
02:50:46,200 --> 02:50:54,600
So so yeah, so um, so tune in, 
you know, as we start the cheese

2667
02:50:54,600 --> 02:50:56,200
campaign will get up and 
running. 

2668
02:50:56,700 --> 02:50:59,100
Yeah, yeah. 
Start the weekly Monday cheese 

2669
02:50:59,100 --> 02:51:01,300
game? 
No buts. 

2670
02:51:01,700 --> 02:51:05,000
Honesty and all honesty. 
I think it would be great to see

2671
02:51:05,000 --> 02:51:09,400
another one at no pressure. 
When we decide to. 

2672
02:51:09,400 --> 02:51:11,600
You know, if you're down for 
that, we can do another 

2673
02:51:11,600 --> 02:51:13,900
Community challenge. 
Give you plenty of time to prep 

2674
02:51:13,900 --> 02:51:16,100
for it, you know. 
Looking you know next year, 

2675
02:51:16,108 --> 02:51:20,300
sometime if you do want to do 
like fondue or like whatever you

2676
02:51:20,300 --> 02:51:23,400
want to have for a second, I 
think part of it, like you said,

2677
02:51:23,400 --> 02:51:28,600
you've put so much work into the
all of the lead up all the 

2678
02:51:28,600 --> 02:51:30,000
videos, the layout, everything 
like that. 

2679
02:51:30,008 --> 02:51:32,800
It would be a shame not to be 
able to To see that again and 

2680
02:51:32,800 --> 02:51:34,500
use that again. 
And I think the story was left 

2681
02:51:34,500 --> 02:51:40,600
open enough to really be able. 
Would you would you I know this 

2682
02:51:40,600 --> 02:51:43,100
is really far out if you decide 
to run another one, would you 

2683
02:51:43,100 --> 02:51:45,700
want to run like same character?
Same extension of the story? 

2684
02:51:45,700 --> 02:51:49,800
Or did you run another adventure
in like the cheese universe? 

2685
02:51:52,000 --> 02:52:00,800
That's really tough for for the 
amount of work. 

2686
02:52:00,900 --> 02:52:05,100
I I feel like I'd rather just 
from the same character so I 

2687
02:52:05,100 --> 02:52:08,700
don't have to make new character
sheets, but I don't know, we'll 

2688
02:52:08,700 --> 02:52:10,800
see. 
Like, I guess once I start 

2689
02:52:10,900 --> 02:52:19,300
thinking about, if it would end 
up being a better story to 

2690
02:52:19,500 --> 02:52:23,300
continue where you guys left off
or a better story to do 

2691
02:52:23,300 --> 02:52:27,400
something completely different 
because currently this is like 

2692
02:52:27,400 --> 02:52:31,600
my first album and it was a hit 
and I put like my whole life. 

2693
02:52:31,700 --> 02:52:36,200
And to it and then like, I'm 
gonna start my second album and 

2694
02:52:36,200 --> 02:52:39,000
have like nothing nothing left 
to put into. 

2695
02:52:39,000 --> 02:52:42,100
It's going to fail miserably and
that's how I'm looking at it. 

2696
02:52:43,200 --> 02:52:47,100
Slow, you're gonna. 
Yeah. 

2697
02:52:47,200 --> 02:52:49,700
So I don't know, we'll see 
whatever. 

2698
02:52:49,700 --> 02:52:51,400
I feel like makes a better 
story. 

2699
02:52:51,400 --> 02:52:55,000
I guess I definitely can't 
imagine that again. 

2700
02:52:55,000 --> 02:52:57,600
I was in a nice. 
I don't even know how to say 

2701
02:52:57,600 --> 02:52:58,500
this. 
Is that sound about? 

2702
02:52:58,500 --> 02:53:01,400
I was I knew you were going to 
do a really good job. 

2703
02:53:01,800 --> 02:53:04,500
Shocked. 
I was shocked. 

2704
02:53:04,500 --> 02:53:06,400
No, but for real though I knew 
you were gonna do a really good 

2705
02:53:06,400 --> 02:53:09,300
job and as I said, the 
production values are great, but

2706
02:53:09,300 --> 02:53:12,600
it's like you yeah well 
especially when she started 

2707
02:53:12,600 --> 02:53:14,400
sending all the videos and stuff
like that, I'm like there's no 

2708
02:53:14,400 --> 02:53:16,800
way that this is going to make 
all this look gorgeous and it's 

2709
02:53:16,800 --> 02:53:20,400
just kind of suck. 
Well, definitely exceeded 

2710
02:53:20,400 --> 02:53:22,200
exceeded, my expectations. 
I got knew you were going to do 

2711
02:53:22,200 --> 02:53:24,100
a good job, but I think you did 
a fantastic job. 

2712
02:53:24,100 --> 02:53:26,600
Again, the story was really 
well, written. 

2713
02:53:26,600 --> 02:53:31,000
The maps are gorgeous, like the 
I know you said you forgot some 

2714
02:53:31,000 --> 02:53:32,500
things and stuff. 
Running through the adventure, 

2715
02:53:32,500 --> 02:53:35,800
but most of them were not really
noticeable at all as far as like

2716
02:53:35,800 --> 02:53:38,900
from a player perspective. 
So, just from from writing, the 

2717
02:53:38,900 --> 02:53:42,600
venture to have Adventure looked
to, to actually running the 

2718
02:53:42,600 --> 02:53:45,000
adventure itself. 
I just think you did a really, 

2719
02:53:45,000 --> 02:53:48,000
really good job. 
The adventure itself was like, 

2720
02:53:48,000 --> 02:53:49,900
that might be my favorite part 
of all of this just so well 

2721
02:53:49,900 --> 02:53:51,400
written. 
And that twist at the end was so

2722
02:53:51,400 --> 02:53:54,800
like, oh shit. 
And to have like, an, oh shit. 

2723
02:53:54,800 --> 02:53:57,000
Moment in campaign is something 
that like six with you. 

2724
02:53:57,000 --> 02:53:59,000
I think those are the moments 
because, like, we've been 

2725
02:53:59,000 --> 02:54:02,000
running dark kingdoms for 42 
years and there's like, Three or

2726
02:54:02,000 --> 02:54:04,300
four moments. 
There's a there's like three 

2727
02:54:04,300 --> 02:54:06,100
quarters of it that I've 
probably forgotten and have to 

2728
02:54:06,108 --> 02:54:08,000
be reminded of it and then 
there's three or four moments 

2729
02:54:08,000 --> 02:54:09,800
where you go. 
Oh shit, that was so cool. 

2730
02:54:10,100 --> 02:54:13,400
And I think in yours getting 
that oh shit moment in like the 

2731
02:54:13,400 --> 02:54:16,600
first game that you ran was 
just, let's just really cool and

2732
02:54:16,600 --> 02:54:19,800
it was cool to see someone who's
watched you as a player for, you

2733
02:54:19,800 --> 02:54:23,400
know, two to three years and 
then having again, kind of 

2734
02:54:23,400 --> 02:54:26,400
making you run an adventure and 
then you just crushing. 

2735
02:54:26,400 --> 02:54:28,300
It was, it was, it was fun. 
It was really cool. 

2736
02:54:28,300 --> 02:54:29,300
You did a really, really good 
job. 

2737
02:54:29,300 --> 02:54:33,900
So thank you. 
Yeah, it was fun to make the 

2738
02:54:33,900 --> 02:54:38,300
stressful fun. 
Again, you took a lot of that 

2739
02:54:38,300 --> 02:54:40,800
stress, with, with the 
production stuff, you have the 

2740
02:54:40,800 --> 02:54:43,200
skills to do it and did really 
well with the production value. 

2741
02:54:43,200 --> 02:54:46,900
So again, if no one, if you have
not watched it, check out our 

2742
02:54:46,900 --> 02:54:49,900
YouTube. 
Check out our Instagram. 

2743
02:54:50,300 --> 02:54:53,100
Look at our website on YouTube 
is youtube.com slash the 

2744
02:54:53,100 --> 02:54:54,600
adventure. 
Archive our website is the 

2745
02:54:54,600 --> 02:54:58,200
adventure archive dotnet, you 
can look at all of the 

2746
02:54:59,100 --> 02:55:03,400
breakdowns or or summaries for a
lot of Adventures that we run. 

2747
02:55:03,600 --> 02:55:07,400
You can link to our YouTube from
therefore The the cheese video 

2748
02:55:07,600 --> 02:55:10,200
you can check out our merch 
store which you can find through

2749
02:55:10,200 --> 02:55:14,900
our twitch Channel and we are 
twitch.tv, slash the adventure 

2750
02:55:14,900 --> 02:55:16,700
archiver. 
Pretty much Adventure across the

2751
02:55:16,700 --> 02:55:23,200
board, but we do have a link 
tree doing a tree. 

2752
02:55:23,700 --> 02:55:25,000
I know we do. 
I don't remember what it is. 

2753
02:55:25,000 --> 02:55:29,800
I think it's just link, tree 
link TR Dottie / the adventure 

2754
02:55:29,800 --> 02:55:33,100
archive, so check out, there it 
is. 

2755
02:55:33,200 --> 02:55:35,200
Um, so check out all of those 
things. 

2756
02:55:36,100 --> 02:55:39,100
And definitely check out cheese 
as we've just been talking 

2757
02:55:39,100 --> 02:55:39,800
about. 
It was a wonderful. 

2758
02:55:39,800 --> 02:55:42,000
Great adventure is very 
interesting. 

2759
02:55:42,000 --> 02:55:49,300
It's very right. 
Yeah, ha ha ha and definitely 

2760
02:55:49,300 --> 02:55:51,100
watch that. 
It's a really great time. 

2761
02:55:51,100 --> 02:55:54,000
You'll have a lot of fun with it
and we only ran it for it. 

2762
02:55:54,000 --> 02:55:56,000
I think it's only like three 
hours, three and a half hours so

2763
02:55:56,000 --> 02:55:57,600
it's definitely fits in the one 
shot. 

2764
02:55:57,900 --> 02:56:00,500
Yeah. 
Yeah I definitely I tried to 

2765
02:56:00,500 --> 02:56:04,300
keep it within that time period 
as best as I could. 

2766
02:56:06,200 --> 02:56:07,800
And that's another thing that's 
really hard about one shots, 

2767
02:56:07,800 --> 02:56:09,800
especially not running one 
before, not knowing the system 

2768
02:56:09,800 --> 02:56:15,100
not knowing anything, you know, 
knowing or being able to cut it 

2769
02:56:15,100 --> 02:56:16,400
at that, like three and a half 
hour mark. 

2770
02:56:16,400 --> 02:56:19,600
I think we usually stop at 10:00
10:00 to 10:30 and you stopped 

2771
02:56:19,600 --> 02:56:23,100
right at 10:30, so, just again 
all around great job. 

2772
02:56:23,900 --> 02:56:28,700
Um, so yeah. 
So that is, this is just the the

2773
02:56:28,700 --> 02:56:31,900
cheese Meister. 
Cheese mistress herself, our 

2774
02:56:31,900 --> 02:56:37,100
blood sorceress everything, you 
can find her On Wednesdays on 

2775
02:56:37,100 --> 02:56:41,000
our dark kingdoms campaign as 
the blood sorceress Thursdays. 

2776
02:56:41,600 --> 02:56:44,200
When most of our Thursday games,
I think you're pretty much going

2777
02:56:44,200 --> 02:56:48,700
to be a a regular figure in our 
Thursday night games. 

2778
02:56:48,700 --> 02:56:53,000
Whoever's running them on, we do
run, just tabletop role-playing 

2779
02:56:53,000 --> 02:56:54,900
Thursday's. 
Basically, our Thursday night 

2780
02:56:54,900 --> 02:56:59,300
games are our L, R9 D & D, 
adventures and Jess is pretty 

2781
02:56:59,300 --> 02:57:01,500
much a staple on those. 
You can see your Wednesdays and 

2782
02:57:01,500 --> 02:57:03,500
Thursdays every week here on the
adventure archive. 

2783
02:57:04,400 --> 02:57:06,400
And maybe At some point in the 
future. 

2784
02:57:06,400 --> 02:57:10,300
If we do get a cheese part 2, we
can bring just on once again to 

2785
02:57:10,300 --> 02:57:13,600
the weekly scroll. 
And we can talk about the first 

2786
02:57:13,600 --> 02:57:15,900
Adventure versus the second 
Venture and see how that goes. 

2787
02:57:15,900 --> 02:57:20,700
But they are horribly The Second
Adventure bombs. 

2788
02:57:20,900 --> 02:57:22,900
That's what we'll talk about 
again. 

2789
02:57:22,900 --> 02:57:25,200
Well, as well as you did on the 
first, I can't imagine the 

2790
02:57:25,208 --> 02:57:29,100
second not being great. 
So, thank you so much for being 

2791
02:57:29,100 --> 02:57:30,100
here. 
I really appreciate it. 

2792
02:57:30,100 --> 02:57:32,400
I appreciate you getting on 
early on a Saturday. 

2793
02:57:33,100 --> 02:57:37,800
That was a lot of fun. 
So so yeah, that was fun. 

2794
02:57:37,800 --> 02:57:43,100
Talking. 
Thanks for having me and for 

2795
02:57:43,100 --> 02:57:45,900
everyone out the podcast, check 
out our Twitter and YouTube as 

2796
02:57:45,900 --> 02:57:47,700
well. 
So we will talk to you later. 

2797
02:57:47,900 --> 02:57:50,100
Bye everybody. 
I

