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Hello and welcome to the Weekly 
Scroll podcast. 

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My name is Ryan and. 
I'm Conan the Barbarian. 

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And today we are going to be 
going over advanced dungeon 

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goons from. 
I actually can pull up, yeah. 

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So I get the the Adventure Pack.
Oh, you mean like this? 

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This right here. 
You're such a fucking nerd that 

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you have the one unopened 1 so 
you can keep the unopened. 

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We have we're we're going over 
Advanced Dungeon Goons from 

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jacob.fleming@gelatinouscubism.com.
If we would have remembered, we 

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would have done this last week 
and just bumped Bermhack by 

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week. 
Because exactly. 

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Advanced Dungeon Goons was just 
running a a Kickstarter during 

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Zing Quest called Castle. 
I think it's Elkinstone I think 

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is what it Elkinstone is what it
was called which reminded us how

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awesome this game is and how 
much we love it. 

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But it just finished the 
campaign this morning. 

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I got the e-mail this morning 
early that did the whole like 

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you have reached your funding 
goal blah blah blah blah. 

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So I don't know if there will be
pre-orders for it, but I highly 

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advise you to go check it out 
and go to gelatinouscubism.com. 

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I think you can get these. 
The Advanced Dungeon Goon 

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booklets, we'll go over more of 
this in just a second, are also 

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available Exalted Funerals. 
We'll talk about that too. 

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But Advanced Dungeon Goons 
Second Edition is a game from 

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Jacob Fleming. 
It is the second edition of 

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Dungeon Goons, which is a tunnel
goon tech originally written by 

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Nate Trim. 
One of my favorite games. 

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One of the best games in my 
opinion in all of DTRPGS, dude. 

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Honestly, if if if you're 
starting to make games for all 

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those out there that are 
thinking about doing games, just

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do a tunnel goon tech to start 
honestly then you'll understand.

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Tonal Goons is is is one of my 
favorite games and one of the 

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games early in TRP GS that made 
me like break me out of some of 

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the D&D brainness of Five East 
where I was seeking something 

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different and and I went oh wait
wait a minute 2D6 and then just 

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the differences the this is this
is crazy Tonal goons and maze 

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rats. 
Two of the early ones that 

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really made me want to play the 
rules like games. 

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So yeah, so that's that's what 
we're doing today, Advanced on 

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the goose. 
So for those in podcast land, go

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look at it. 
But for those watching, as we 

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said, it's a little booklet. 
I believe it's basically a six 

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but landscape, right? 
Oh yeah, I think you're right. 

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Yeah, yeah. 
So it's basically a six, but 

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landscape. 
It doesn't have page numbers, 

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but the PDF is 24 pages, so 
that's my assumption is it's 

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roughly around there. 
If you get the entire Adventure 

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Pack that we were just talking 
about, it comes in a it's like 

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the plastic with the cardboard 
holder. 

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With the hangers, you know. 
Like, like a hanger. 

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Yeah, you get. 
Next to the like you're going to

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go to check out and you see some
toys hanging up and you're like,

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hey mom, can I get this little 
action figure in this like 

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plastic thing? 
It's one of those. 

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So dope. 
And if you get the whole pack it

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comes with in that pack. 
It comes with the adventure. 

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It comes with four character 
sheets. 

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It comes with a Rizzo printed 
adventure, little hex crawl and 

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dungeon adventure called the 
Shrine of the Scorpion Lords. 

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Beautiful. 
I love the Rizzo printing on 

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this. 
The orange on the yellow this is

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like. 
I love the fold out like full 

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page like map of the tomb on 
this Yeah it's a this whole pack

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is very cool. 
Well, it's really cool because 

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it's the same size as the book, 
and if you just so it and it's 

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folded into force, this one 
sheet folded into force, if you 

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just open it once like you're 
opening the book, you get the 

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hex crawl. 
And then if you open up to the 

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inside of that, the dungeon 
takes up the entire 1/2 the 

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page. 
So it's really cool that you can

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do the hex crawl and then get 
into the dungeon without seeing 

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it beforehand. 
So that's cool. 

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And the last thing it comes with
is 2D6. 

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So basically you get everything 
you could possibly need to play 

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this game except for maybe like 
a pencil to fill out your 

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character sheet just to run in 
this and on. 

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I believe this entire set on 
Exalted is still is only like 12

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bucks. 
Yeah, it's 12 bucks. 

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Yeah, I'm like, oh. 
That's such a good deal. 

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Yeah, I want to. 
I want to buy like five of 

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these. 
And just any time someone's 

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like, oh, you play tabletop 
games or I meet someone like at 

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work or something, that's kind 
of into it, I'm just going to be

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like here, here you go, bud. 
And you know, just get them on 

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the right track, but that that's
that's what it looks like. 

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I highly, highly, highly 
recommend going for 12 bucks You

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can't get because there's also 
an adventure on the back of the 

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book, so you get 2 adventures. 
Yeah, there's. 

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It was like Geiger's. 
Gorgeous stuff. 

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Like that? 
Whatever. 

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I don't know. 
I also say like. 

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We're both wrong. 
Gate as as we go through this, 

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like this is a great like 
lightweight old school hack. 

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And you know what you could take
if you have any adventure on 

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yourself. 
Just because like the Tunnel 

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Grooms Goons framework is so 
lightweight on like how you pick

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difficulty. 
You could take any adventure 

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that you already own and you 
could just be like we're going 

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to run Advanced Dungeon Goods. 
This and mean you could make up 

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a lot of difficulties on the 
fly. 

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Like you know how hard a thing 
is, you know? 

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Yeah, it's super. 
It's super. 

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You know, what I'm actually 
going to do is this is going to 

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be a really quick episode. 
We always say that, and then 

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it's two hours long. 
It's going to be a hard one, 

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yeah. 
One thing I wanna do, we're 

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gonna look at tunnel goons real 
quick cuz it's literally like 2 

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pages long. 
And then we're gonna start and 

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then we're gonna start cruising.
We're gonna start cruising this.

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So let's let's go ahead and do 
that. 

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Let me bring up, let me bring up
tunnel goons and and let's get 

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cracking. 
So this is not the game we're 

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going over. 
This is the game it's based on. 

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This is tunnel goons from Nate 
Dream, just so you know the 

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differences early on for this. 
So in this, we're not going to 

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go over the mechanics here 
because we'll just tell which 

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ones are pulled over in the next
one. 

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But basically it goes over 
action roles, difficulty scores,

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actions, inventory death, 
advancement, healing your 

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abilities, the character 
creation, and then in this one 

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you roll D sixes to determine 
like your background stuff. 

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That also gives you your force, 
your first inventory slot, your 

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first piece of equipment. 
But it gives you a childhood of 

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profession and what you did 
during the war, which is just 

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one of the coolest pieces of 
like built in like. 

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Just implied lore. 
Implied lore ever. 

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Yeah, it's great. 
And that's the entire game. 

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That is all of Tunnel Goons and 
it's a genius. 

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It's one of the most genius 
fucking games ever in period. 

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And honestly, it takes up to two
square pages. 

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It's amazing. 
That's it. 

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And what Advanced Dungeon Goons 
does, we'll click over to that, 

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is it makes Tunnel Goons into 
what amounts to a Dungeon 

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delver. 
So. 

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In the great way. 
Yeah, if you just read the back 

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of Advanced Dungeon Goons, it 
says Advanced Dungeon Goons is a

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rules light classic fantasy 
tabletop adventure game for two 

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or more players based on ton of 
Goons from Nate Trim. 

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So it takes that core of ton of 
Goons and makes it a dungeon 

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Dover, which is cool. 
So let's get into it. 

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First off, Jacob Fleming is a 
fantastic artist and all the art

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throughout is theirs. 
Yeah, I I dude. 

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And one thing consistently 
through all of the art that I 

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love and I love that like comic 
book pencil esque shading on 

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everything and like it gives it 
so much character all the way 

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through. 
But this first piece with the 

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giant spider and like the 
barbarian and the the fighter 

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and the mage or whatever, really
a great piece. 

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You know, very old school 
dungeon crawler. 

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Well, Jacob Fleming does comics 
and stuff too. 

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I actually got one from. 
I think it's Peregrine Coast 

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with a guy that's remarkably 
similar to this little Dwarf 

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guy. 
I think it's called Slayer. 

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The comic is. 
Oh, I think I've seen that. 

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Yeah, it's dope. 
So I I got that. 

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I should have grabbed it and 
shown it on screen, but but 

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again the the book is landscape 
a six. 

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So it's a small little landscape
book and stuff in your pocket 

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and right off the bat we get to 
the next page. 

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And I also love this like 
reddish like color scheme to the

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entire thing. 
Yeah, the the the very limited 

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color palette. 
It's really just that like 

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orange, red, black and white. 
And it is. 

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It works incredibly well, yeah. 
Well, and also when you get the 

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PDF of this, like when you get 
the digital versions of this, 

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you get this version that's 
colored, you get a black and 

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white print friendly version 
which is great and you get the 

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character sheet printing. 
So honestly 24 pages you could 

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easily take this to like a 
printer somewhere and print this

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out and hand it around the 
table. 

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Easy, but this is it shows a a a
girl walking into a portal. 

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On this it's just playing the 
game. 

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I also like the like digital 
text font, like the pixel font 

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that it uses. 
It's like a it's like a one bit 

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pixel font or whatever. 
It's really cool. 

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So right off the bat, we're 
getting into basically, roughly 

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wordish for word, like tunnel 
goons to start the game. 

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So again, game structure, action
role, dangerous action, save 

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role, all that stuff. 
Only some slight differences and

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stuff like that throughout. 
So yeah, game. 

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One of the differences they add 
here is for in In the 

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difficulties they add very hard 
but. 

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They also have very easy too. 
Oh. 

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There is also very easy. 
Yeah, there are a lot more 

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modifiers as we go through this 
for like actions and such. 

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Oh yeah, the difficulty score 
lines and tunnel goons, which 

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I've clicked back to on the 
screen is just we'll we'll get 

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to that in a second. 
So pressing his game structure, 

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it basically says there's 
referees and there's players. 

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You know what the fuck that 
means? 

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Action role. 
This is one of my favorite 

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mechanics in all of games. 
Like period. 

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Like anyway, when an action 
success is uncertain, a player 

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rules 36 and adds points from 
the relevant class and a point 

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from any item that are relevant 
to the action. 

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If the total is equal or greater
than the difficulty score DS, 

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which is what is going to be 
used throughout the game, it is 

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successful. 
Difficulty scores are rated as 

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follows. 
Very Easy is a six. 

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Easy is an 8, moderates of 10, 
Hard as a 12, Very Hard as 14, 

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and Tonal goons. 
They just have Easy, Moderate 

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and Hard 8:10 and 12:00. 
I don't mind that There's the 

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very Easy and Very hard, but 
whatever. 

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Yeah. 
I mean, I personally don't think

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that you need the very easy, but
the very hard I think. 

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I think for this one does make 
more sense. 

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Because you have more modifiers 
to get that. 

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Yeah, you have like their 
weapons count for a little more,

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especially like big weapons. 
And also like, there's more of 

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like a breadth of like what if 
you fight a lich? 

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You know, a lich is very hard. 
And that could happen because 

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this is a weird dungeon crawler,
like classic fantasy. 

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Yeah, completely agree. 
They probably just for it was 

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probably just for the sake of 
some symmetry. 

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If you're going to add like a 
very hard, must put a very easy 

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so it doesn't bother me, that's 
fine. 

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Yeah, I do also like that. 
Like the background in all of 

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this isn't black, even the 
cover, even though it kind of 

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looks black, it's not black. 
It's like an off black with like

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maybe like the smidgiest bit of 
like brown in it. 

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And I just think it's a it makes
a very and even the white is 

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like a slightly off white, so 
it's not stark on your eyes, you

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know? 
Does that make sense? 

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Like it doesn't. 
Burn into your. 

225
00:12:33,560 --> 00:12:34,960
Redness. 
Yeah. 

226
00:12:35,320 --> 00:12:37,880
I don't think it's white, white.
I think it's like just like a a 

227
00:12:38,040 --> 00:12:42,200
a shade off of just a flat 
white, you know, somewhere 

228
00:12:42,240 --> 00:12:42,840
around there. 
Yeah. 

229
00:12:44,080 --> 00:12:46,200
So then if you have game 
structure action, where you got 

230
00:12:46,200 --> 00:12:49,320
dangerous actions, if an action 
has a risk of physical danger, 

231
00:12:49,520 --> 00:12:51,600
the difference between the role 
and difficulty scored is the 

232
00:12:51,600 --> 00:12:54,360
damage you take. 
So basically the action role, 

233
00:12:54,560 --> 00:12:57,160
how how you really do. 
And then there's a save role, 

234
00:12:57,520 --> 00:13:01,000
which is the exact same thing. 
But basically, the difference 

235
00:13:01,000 --> 00:13:04,760
between an action role and a 
save role is an action is 

236
00:13:04,760 --> 00:13:08,040
something you're choosing to do,
and a save role is when 

237
00:13:08,040 --> 00:13:09,960
something's happening to you 
that you're trying to avoid, 

238
00:13:10,480 --> 00:13:11,360
right? 
That's really the only 

239
00:13:11,360 --> 00:13:12,640
difference. 
Otherwise, the mechanics are the

240
00:13:12,640 --> 00:13:16,280
same, You're resisting something
and then adding the appropriate 

241
00:13:16,280 --> 00:13:19,720
stat or whatever. 
So basically the the core 

242
00:13:19,720 --> 00:13:23,920
mechanic, the core resolution 
mechanic of the game is 2D6 for 

243
00:13:24,320 --> 00:13:28,480
a difficulty score, and if you 
you succeed, if you get on or 

244
00:13:28,480 --> 00:13:36,520
above and you fail, if you get 
less than right and the damage 

245
00:13:36,520 --> 00:13:39,640
you take or do is the difference
between the two. 

246
00:13:40,080 --> 00:13:43,320
I don't know if there's an 
example of play in this one, but

247
00:13:43,320 --> 00:13:46,280
in Tonagoonzar is. 
So the example would be like say

248
00:13:46,280 --> 00:13:50,080
you roll 2D6 against the 
difficulty of eight, you roll at

249
00:13:50,080 --> 00:13:54,720
10, that means you do 2 damage. 
Easy peasy. 

250
00:13:56,320 --> 00:14:01,080
There's also, we'll we'll get to
it in a little bit, character 

251
00:14:01,080 --> 00:14:03,200
creation. 
So there's five steps to 

252
00:14:03,200 --> 00:14:07,800
character creation. 
You get one is just your health 

253
00:14:07,800 --> 00:14:11,600
points. 
It's 10 plus Brute 2. 

254
00:14:11,600 --> 00:14:13,120
You start with an inventory of 
eight. 

255
00:14:13,440 --> 00:14:20,560
So in Tunnel Goons, I think it's
just, I think your health is 

256
00:14:20,560 --> 00:14:23,680
just a flat 10 to start, right. 
Yeah. 

257
00:14:23,920 --> 00:14:28,320
Health is 10, inventory is 8, 
and in Dungeon Goons health is 

258
00:14:28,320 --> 00:14:33,080
10 plus Brute which is your your
physical stat inventory is 8 and

259
00:14:33,080 --> 00:14:35,960
then you get 2 points to 
distribute between 3:00. 

260
00:14:35,960 --> 00:14:38,440
They call them classes. 
It's interesting in tonogoons 

261
00:14:39,040 --> 00:14:43,000
that they make them classes 
instead of like attributes. 

262
00:14:43,480 --> 00:14:45,840
Yeah. 
It's I think it's just a word 

263
00:14:45,840 --> 00:14:47,160
choice, but it kind of is the 
same thing. 

264
00:14:47,760 --> 00:14:50,600
It is the same thing, but it's 
also interesting because brute 

265
00:14:50,600 --> 00:14:54,480
and sage definitely sound like 
classes to me, but Dexterity 

266
00:14:54,880 --> 00:14:56,760
does not sound like a class to 
me. 

267
00:14:57,920 --> 00:15:01,880
I mean to further expound upon 
that if you put two points into 

268
00:15:01,880 --> 00:15:05,080
Sage, you can't actually take 
the class conver, which we'll 

269
00:15:05,080 --> 00:15:07,840
get to in a second, but. 
Yeah, I. 

270
00:15:07,840 --> 00:15:10,000
Don't just the main thing is I'm
saying this, but I don't dislike

271
00:15:10,000 --> 00:15:10,560
this. 
I do. 

272
00:15:10,560 --> 00:15:13,120
I I like this fine. 
I wish it was something else 

273
00:15:13,120 --> 00:15:15,920
other than in than Dexterity, 
but I do like this so. 

274
00:15:17,240 --> 00:15:20,800
Yeah, but I mean, even in 
telecoms, it's brute skulker and

275
00:15:20,960 --> 00:15:26,000
erudite, which UN erudite could 
be that, but you could also be 

276
00:15:26,000 --> 00:15:28,240
erudite. 
So it's like, but I completely 

277
00:15:28,280 --> 00:15:30,040
agree. 
I mean I wouldn't have minded 

278
00:15:30,440 --> 00:15:35,360
getting away from that class 
idea and just making it 

279
00:15:35,360 --> 00:15:39,640
attributes and having it be just
like you know strength decks and

280
00:15:39,640 --> 00:15:42,080
and wisdom or whatever. 
Giving it a little bit more of 

281
00:15:42,080 --> 00:15:44,920
like a dungeon feel. 
And especially because like you 

282
00:15:44,920 --> 00:15:48,960
said you can be a conjurer, you 
know, yeah, it would be cool 

283
00:15:48,960 --> 00:15:52,840
because you could also do a hack
for for a fighter class and a 

284
00:15:52,840 --> 00:15:55,160
decks class too. 
If you start with two of one or 

285
00:15:55,160 --> 00:15:56,960
the other, you could get a 
little bonus whatever, but 

286
00:15:57,560 --> 00:15:59,880
whatever. 
So those are the three. 

287
00:15:59,880 --> 00:16:02,640
You get to distribute 2 points 
between brute, which is your 

288
00:16:02,640 --> 00:16:05,520
fighting, feeds of strength and 
hardiness, Dexterity, which is 

289
00:16:05,520 --> 00:16:07,760
sneaking, gaming and balancing, 
and sage, which is studying, 

290
00:16:07,760 --> 00:16:10,760
perception, speaking, and 
potentially magic. 

291
00:16:11,560 --> 00:16:13,200
That's number three. 
Number four is just name your 

292
00:16:13,200 --> 00:16:16,600
character and #5 is purchase 
starting equipment. 

293
00:16:17,040 --> 00:16:20,560
So you get start with two 
rations, a cloak of your color 

294
00:16:20,560 --> 00:16:23,320
of choice, which is from tunnel 
goons, another bit of. 

295
00:16:23,360 --> 00:16:25,480
Like, it's a great part of 
Tunnel Goons. 

296
00:16:25,480 --> 00:16:27,920
I don't know why, but like, I 
always enjoy that part. 

297
00:16:28,200 --> 00:16:30,360
And when we've played Tunnel 
Goons with my table, they've 

298
00:16:30,360 --> 00:16:32,800
been like, yeah, my, my cloak's 
purple for this Carrie. 

299
00:16:32,800 --> 00:16:36,480
I'm like, yeah, go off, dude. 
Yeah, it's such a an again, 

300
00:16:36,480 --> 00:16:40,720
another really fantastic piece 
of like built in lore that's not

301
00:16:40,720 --> 00:16:42,760
explained. 
But it's so everyone I know. 

302
00:16:42,760 --> 00:16:44,400
It's just like that's like the 
cutest fucking part. 

303
00:16:44,400 --> 00:16:47,400
Like it's like, no, but I wanted
the red cloak and it's like, 

304
00:16:47,400 --> 00:16:49,000
yeah, OK, your little guy's got 
red cloak. 

305
00:16:49,000 --> 00:16:52,720
That's fine, but you start with 
two rations, A cloak, and then 

306
00:16:52,720 --> 00:16:54,800
you get 2 D 6 * 10 silver 
pieces. 

307
00:16:54,800 --> 00:16:56,360
Why don't you roll me two D 6 * 
10? 

308
00:16:56,720 --> 00:16:59,360
Yeah, dude, you know what? 
I'm actually gonna roll the 

309
00:16:59,480 --> 00:17:00,640
green tunnel goons. 
Yeah. 

310
00:17:01,400 --> 00:17:03,040
Roll the dice. 
Yeah. 

311
00:17:04,079 --> 00:17:08,880
I got 6 total, so I got 60. 
I got 5, so I got 50. 

312
00:17:09,560 --> 00:17:12,920
OK, so it says there's an 
asterisk that says Dungeon Noons

313
00:17:12,920 --> 00:17:14,599
is a silver standard. 
And that's it. 

314
00:17:14,599 --> 00:17:16,760
There's no other coin. 
Fuck it, it's just silver. 

315
00:17:16,839 --> 00:17:17,680
Great. 
Love it. 

316
00:17:17,800 --> 00:17:19,359
Give me a. 
Silver standard, all about that.

317
00:17:19,359 --> 00:17:22,839
Thanks for not making me have to
count like OK, so I have 100 

318
00:17:22,839 --> 00:17:25,599
copper, so that's one silver 
whatever. 

319
00:17:28,359 --> 00:17:32,720
So there is an equipment list 
which anyone that listened to 

320
00:17:32,720 --> 00:17:35,240
the show knows how I feel about 
that I this is the part that 

321
00:17:35,240 --> 00:17:38,800
like is fine, but I think could 
be changed. 

322
00:17:38,840 --> 00:17:41,720
I would change, but we'll go 
over it real quick. 

323
00:17:41,720 --> 00:17:48,040
So you have weapons, great 
weapons and armor, heavy armor, 

324
00:17:48,040 --> 00:17:50,600
shield to start. 
As far as let's just say that 

325
00:17:50,600 --> 00:17:53,760
like your your fighter, your 
fighting gear shit, right? 

326
00:17:54,160 --> 00:17:57,080
So weapons cost 20 silver and 
that's all your basic shit. 

327
00:17:57,680 --> 00:17:59,800
Swords, hammers, bows, axis 
Spears, that's it. 

328
00:18:00,200 --> 00:18:03,160
Then you get great weapons which
are 40 silver. 

329
00:18:03,400 --> 00:18:05,360
They're all your two handed 
weapons. 

330
00:18:07,080 --> 00:18:14,720
They add +3 to blute roll to 
brute rolls, but only plus one 

331
00:18:15,000 --> 00:18:18,880
on defend rolls. 
And they count as 2 inventory 

332
00:18:18,880 --> 00:18:20,600
slots, so don't forget you only 
start with eight. 

333
00:18:21,760 --> 00:18:25,520
Armor is 20 silver. 
It adds one to defense rolls, 

334
00:18:25,760 --> 00:18:28,400
but also subtracts one from dex 
rolls, which I love. 

335
00:18:29,960 --> 00:18:33,600
Heavy armor. 40 silver. 
It's two and two two for defend 

336
00:18:33,600 --> 00:18:35,200
rolls, but subtracts 2 from 
Dexterity. 

337
00:18:35,440 --> 00:18:43,400
Again, love that a shield is 10 
silver held in your offhand and 

338
00:18:43,400 --> 00:18:49,160
then you have adventuring gear 
which is 2 silver each which is 

339
00:18:49,160 --> 00:18:51,880
like basic shit ropes, chalk, 
parchment, shit like that. 

340
00:18:52,160 --> 00:18:56,880
You have tools which are 5 
silver each, Crowbars, traps, 

341
00:18:56,880 --> 00:18:59,560
lock picks, grappling hooks, 
things like that. 

342
00:19:00,280 --> 00:19:03,880
You have a cult items which are 
10 silver each, which is like 

343
00:19:04,240 --> 00:19:08,040
vials of holy water, ritual 
ingredients, things like that. 

344
00:19:08,440 --> 00:19:12,920
And then you have horses which 
it lists mule and then riding 

345
00:19:12,920 --> 00:19:21,240
horse. 30 and 100 silver carts 
are 30 silver and they have an 

346
00:19:21,240 --> 00:19:23,760
inventory of 10. 
So if you actually can get a 

347
00:19:23,760 --> 00:19:25,760
cart you increase your inventory
for everyone. 

348
00:19:26,240 --> 00:19:27,960
There's water, transportation, 
boats and shit. 

349
00:19:27,960 --> 00:19:34,080
I don't give a shit about that. 
So you start with in Tunnel 

350
00:19:34,080 --> 00:19:36,080
Goons. 
You roll for your background 

351
00:19:36,080 --> 00:19:37,600
stuff that gives you starting 
items. 

352
00:19:37,960 --> 00:19:41,440
In this game, it's kind of like 
in more of a dungeon game. 

353
00:19:41,720 --> 00:19:43,200
Yeah, it's silver bias. 
I do. 

354
00:19:43,440 --> 00:19:46,640
I like that actually. 
I love like having be like, OK, 

355
00:19:46,640 --> 00:19:49,440
like what's the build for this 
character going to be. 

356
00:19:51,200 --> 00:19:53,840
I would probably make some quick
builds though, just for a game 

357
00:19:53,840 --> 00:19:55,240
where your characters are going 
to die. 

358
00:19:55,400 --> 00:19:59,320
Like have some. 
Like if you have 20 silver, 

359
00:19:59,320 --> 00:20:01,560
here's a this pack or A50 
silver. 

360
00:20:01,960 --> 00:20:03,360
Just because it speeds things 
up. 

361
00:20:04,080 --> 00:20:08,960
Yeah, I mean, yeah, I I don't 
mind this because I I do think 

362
00:20:08,960 --> 00:20:12,640
it's kind of interesting that 
adventuring gear and tools are 

363
00:20:12,640 --> 00:20:15,280
different. 
Cost is what's on that mug. 

364
00:20:16,680 --> 00:20:18,840
Oh, don't worry about it. 
It's not my mug. 

365
00:20:19,600 --> 00:20:22,240
What is it though? 
It's a Harry Potter mug. 

366
00:20:22,680 --> 00:20:23,880
Oh yeah, fuck that. 
Never mind. 

367
00:20:24,600 --> 00:20:25,880
It's not mine. 
Don't, don't. 

368
00:20:25,880 --> 00:20:27,840
Don't judge me. 
For a second I saw someone. 

369
00:20:27,840 --> 00:20:29,400
I thought it was a blasphemous 
bug, and I was like, you're 

370
00:20:29,400 --> 00:20:30,600
gonna send me that mug, you 
motherfucker. 

371
00:20:30,600 --> 00:20:32,840
But Nope. 
Yeah, no, fuck that turf cunt. 

372
00:20:34,160 --> 00:20:38,080
So I know, I do think it's 
interesting that the adventure 

373
00:20:38,080 --> 00:20:41,360
and gear and the tools have 
different costs, and it's not 

374
00:20:41,360 --> 00:20:43,960
like crazy different, but it's 
enough to make you know that the

375
00:20:43,960 --> 00:20:47,520
tools are like more helpful 
grappling hooks and shit like 

376
00:20:47,520 --> 00:20:48,960
that. 
So I I do think it's 

377
00:20:48,960 --> 00:20:50,840
interesting. 
I do think what you said is it 

378
00:20:50,840 --> 00:20:54,800
would be an interesting thing to
do though, honestly is I would 

379
00:20:54,800 --> 00:21:01,320
just roll up like what? 
What's the minimum that you can 

380
00:21:01,320 --> 00:21:02,640
get? 
Like 20 silver? 

381
00:21:03,760 --> 00:21:08,040
Yeah, I would just build 
A20A30A40A50, a 60, you know, a 

382
00:21:08,040 --> 00:21:10,520
7080, whatever. 
And then just so someone dies, 

383
00:21:10,520 --> 00:21:13,240
just be like, yeah, just take 
the roll your dice and just take

384
00:21:13,240 --> 00:21:14,680
the 30 or take the 40 or 
whatever. 

385
00:21:14,680 --> 00:21:17,120
You know, like don't pick and 
choose that bullshit. 

386
00:21:17,360 --> 00:21:21,280
Yeah, it is amazing how many of 
my like growing game design 

387
00:21:21,280 --> 00:21:23,440
ideas are just me stealing stuff
from Luke Gearing so. 

388
00:21:27,480 --> 00:21:31,000
Inventory, your score is, is 
what you can carry. 

389
00:21:31,520 --> 00:21:34,640
Basically you can carry as much 
as you want, but this is how 

390
00:21:34,640 --> 00:21:40,120
much you can carry comfortably. 
So every item you have over 8, 

391
00:21:40,240 --> 00:21:45,400
or if you're you know inventory 
ever advances, reduces your 

392
00:21:45,400 --> 00:21:48,560
brute or dexterity roll by one 
for every item. 

393
00:21:48,560 --> 00:21:52,520
So if your inventory is 8 and 
you're carrying ten, every brute

394
00:21:52,520 --> 00:21:55,360
and dex roll you roll has a -, 2
to it every time. 

395
00:21:56,240 --> 00:22:00,200
So that's it. 
And then the magic page. 

396
00:22:00,680 --> 00:22:06,480
Love this art? 
Yeah, old man wizard with flame 

397
00:22:06,480 --> 00:22:08,920
is good. 
So magic. 

398
00:22:09,560 --> 00:22:10,760
Let's talk about magic. 
That's right. 

399
00:22:10,920 --> 00:22:12,520
Hunter is going to talk about 
the magic part. 

400
00:22:12,520 --> 00:22:15,520
Y'all ever, y'all, ever watch an
episode of this show where I 

401
00:22:15,520 --> 00:22:17,480
talk about the magic? 
This is one of those. 

402
00:22:19,600 --> 00:22:22,720
So the conjurer. 
So this is like, this is the 

403
00:22:22,720 --> 00:22:27,080
interesting thing, right? 
If you invest two points in this

404
00:22:27,080 --> 00:22:30,880
age, you can be a conjurer. 
A conjurer wields magic and 

405
00:22:30,880 --> 00:22:34,200
bends it to their will. 
Basically, you pick what type of

406
00:22:34,200 --> 00:22:36,760
magic you do, like a realm, like
a focus of magic. 

407
00:22:36,760 --> 00:22:40,840
And then the examples they give 
are fire, cold nature, 

408
00:22:40,840 --> 00:22:43,040
necromancy, divine illusion, 
whatever. 

409
00:22:43,120 --> 00:22:46,880
Pick a thing, you're that type 
of wizard, and whenever a player

410
00:22:46,880 --> 00:22:49,200
character uses magic, they 
describe what effect their 

411
00:22:49,200 --> 00:22:52,160
spells will have, and then the 
referee will then determine two 

412
00:22:52,160 --> 00:22:55,320
things. 
The first one, does this spell 

413
00:22:55,320 --> 00:22:58,440
require a role? 
It's probably yes, right? 

414
00:23:00,000 --> 00:23:02,200
Otherwise the spell effect 
happens as the player describes.

415
00:23:02,200 --> 00:23:05,680
So I I would say like for like 
innocuous little like hedge 

416
00:23:05,680 --> 00:23:08,440
magic shit like just to drive a.
Fire. 

417
00:23:08,480 --> 00:23:09,480
Yeah. 
Turn on a torch. 

418
00:23:10,000 --> 00:23:11,960
To be like a. 
To be a wizard, yeah. 

419
00:23:11,960 --> 00:23:13,560
Cost nothing. 
You're just doing the little 

420
00:23:13,560 --> 00:23:16,400
things right. 
And I am personally, when you're

421
00:23:16,400 --> 00:23:18,800
playing a magic caster, find 
those things deeply meaningful 

422
00:23:18,800 --> 00:23:21,200
because it makes you actually 
feel like you're magical because

423
00:23:21,200 --> 00:23:23,480
you you are. 
And then the second thing that 

424
00:23:23,480 --> 00:23:26,400
you pick is what is the spells 
DS. 

425
00:23:26,680 --> 00:23:31,520
And so you, the you and the 
referee can can figure out what 

426
00:23:31,520 --> 00:23:35,040
is a fair difficulty or if it's 
appropriate, you can roll over 

427
00:23:35,040 --> 00:23:37,440
the difficulty of an enemy that 
you're fighting. 

428
00:23:37,680 --> 00:23:41,600
Kind of whatever makes sense 
within that context. 

429
00:23:42,240 --> 00:23:44,960
The referee can use the targets 
DSS basis. 

430
00:23:44,960 --> 00:23:48,560
Yeah, like I just said, if it 
makes sense to do so, if the 

431
00:23:48,560 --> 00:23:52,560
situation dictates, the referee 
may increase this longer range 

432
00:23:52,680 --> 00:23:55,560
trying to change reality, if 
you're doing something big to 

433
00:23:55,560 --> 00:23:58,840
the enemy, etcetera. 
And then the player uses their 

434
00:23:58,840 --> 00:24:03,040
Sage class to test for the 
casting of the spell, which 

435
00:24:03,040 --> 00:24:07,240
seems evident. 
But yeah, it is written. 

436
00:24:07,720 --> 00:24:11,560
Yeah, I I I like this. 
I think this is an 

437
00:24:11,560 --> 00:24:15,320
extraordinarily clean matching 
system that fits so well within 

438
00:24:15,320 --> 00:24:17,560
the context of like the DS and 
things like that. 

439
00:24:17,800 --> 00:24:22,400
But it's still like free form 
enough that I would really enjoy

440
00:24:22,400 --> 00:24:25,400
it, you know? 
Yeah, I very much agree like 

441
00:24:25,400 --> 00:24:28,880
this is AI mean I always am 
looking for that open-ended take

442
00:24:28,880 --> 00:24:31,680
on magic. 
That's just like yeah, you guys 

443
00:24:31,680 --> 00:24:33,360
talk out what you think the 
difficulty is. 

444
00:24:33,360 --> 00:24:36,680
I'm like oh perfect, great. 
I want to do this and I do like 

445
00:24:36,680 --> 00:24:40,080
that it has you layout around 
because like having played to 

446
00:24:40,080 --> 00:24:43,840
open-ended Magic games with 
people, if you don't have them 

447
00:24:43,840 --> 00:24:46,400
claim what kind of magic they 
do, they have a really hard time

448
00:24:46,400 --> 00:24:50,480
conceptualizing it so. 
Yeah well and I also just like 

449
00:24:50,560 --> 00:24:56,520
the having the spell DS really 
like the I mean we'll we'll get 

450
00:24:56,520 --> 00:24:59,080
some monsters and bad guys but 
every everything you're really 

451
00:24:59,080 --> 00:25:02,760
hitting has ADS. 
So like, yeah, it makes it so 

452
00:25:02,760 --> 00:25:06,360
clean and easy that that that it
does it that way. 

453
00:25:09,520 --> 00:25:12,680
Agreed Additional rules for 
using magic. 

454
00:25:12,880 --> 00:25:16,000
Player can sacrifice 1 HP for a 
+ 2 bonus to their die. 

455
00:25:16,640 --> 00:25:19,800
HP loss this way can only be 
healed through resting. 

456
00:25:20,160 --> 00:25:22,000
I'm snow drinking your magic 
potion afterwards. 

457
00:25:22,000 --> 00:25:23,640
Yeah absolutely. 
If you're burning through your 

458
00:25:23,640 --> 00:25:26,480
health for this, you can't just 
like cheese it and drink a 

459
00:25:26,480 --> 00:25:28,880
potion right afterwards like you
got you got to go to bed son. 

460
00:25:31,480 --> 00:25:35,880
Next, a very dedicated conjurer 
can spend a week or can spend 

461
00:25:35,880 --> 00:25:40,440
sorry weeks prior to adventuring
to create a focus or tow them. 

462
00:25:40,560 --> 00:25:43,520
Pretty much this focus for them 
is just a plus one that you can 

463
00:25:43,520 --> 00:25:47,120
use when casting spells. 
I do like that it says weeks. 

464
00:25:47,360 --> 00:25:50,760
Like just imagine you're like 
you're you're like weird 

465
00:25:50,760 --> 00:25:54,720
sorceress person in their lab or
tower, like cooking up for like 

466
00:25:54,720 --> 00:25:58,160
2 weeks before an adventure. 
You know, bending reality around

467
00:25:58,160 --> 00:26:04,000
a single object as a focus moved
on a conjurer can only cast a 

468
00:26:04,000 --> 00:26:08,000
number of spells equal to 1 plus
their level per day. 

469
00:26:08,640 --> 00:26:11,160
This number is replenished after
a night's rest. 

470
00:26:12,880 --> 00:26:17,920
Spells can be cast as or can be 
cast as rituals and do not count

471
00:26:18,240 --> 00:26:20,320
towards that limited number of 
spells per day. 

472
00:26:20,960 --> 00:26:25,000
A spell casts A ritual takes 
about an hour of uninterrupted 

473
00:26:25,000 --> 00:26:30,120
time to prepare. 
I do like rituals so that's 

474
00:26:30,120 --> 00:26:32,320
cool. 
And I think with like the very 

475
00:26:32,320 --> 00:26:35,360
open-ended magic in the system 
it's like oh cool. 

476
00:26:35,360 --> 00:26:39,040
There is like that gives you a 
lot of room for like making up 

477
00:26:39,040 --> 00:26:44,000
rituals on the fly, magic items 
and potions. 

478
00:26:45,000 --> 00:26:47,960
Magic can take many strange and 
terrible forms. 

479
00:26:48,240 --> 00:26:50,120
Often great power will come at a
cost. 

480
00:26:50,120 --> 00:26:54,080
Here are a few examples what may
be found or acquired through 

481
00:26:54,080 --> 00:26:56,320
illicit means. 
Magic artifacts founded during 

482
00:26:56,320 --> 00:27:01,520
play are described either in the
adventures themselves or by the 

483
00:27:01,520 --> 00:27:04,440
referee, and it has a list of 
magic items. 

484
00:27:04,440 --> 00:27:06,800
You have a healing potion, very 
standard. 

485
00:27:06,840 --> 00:27:12,680
It heals you Quicksilver, which 
I love, an illegal and noxious 

486
00:27:12,680 --> 00:27:14,840
serum which is popular among 
conjurors. 

487
00:27:14,840 --> 00:27:18,120
Once imbibes the potion restores
some of the magical potential. 

488
00:27:18,600 --> 00:27:21,840
May cast an additional spell 
within one hour of drinking. 

489
00:27:21,840 --> 00:27:24,880
The side effects of the serum 
causing imbiber body chills and 

490
00:27:24,880 --> 00:27:30,040
fatigue save rules for the next 
12 turns or so are at -1. 

491
00:27:31,720 --> 00:27:33,880
Any of the items really pop out 
at you, Ryan? 

492
00:27:35,760 --> 00:27:38,640
I mean, they're all cool. 
Like magic blades, magic blade 

493
00:27:38,640 --> 00:27:41,640
to magic blade, you know, It's 
whatever the smoldering eye of 

494
00:27:41,640 --> 00:27:47,480
canis is. 
Cool legendary circlet worn A 

495
00:27:47,480 --> 00:27:51,280
conjurer casting fire elemental 
spells of destruction will cause

496
00:27:51,280 --> 00:27:54,040
plus two additional damage. 
The thing I like about that is 

497
00:27:54,040 --> 00:27:58,200
like it's so easy to just be 
like just call it something 

498
00:27:58,200 --> 00:27:59,720
else. 
If you have a sage that picked 

499
00:27:59,960 --> 00:28:03,320
ice just called it like the 
freezing eye of canis and you 

500
00:28:03,320 --> 00:28:05,640
can just give them that too, 
Like it's so the system is so 

501
00:28:05,640 --> 00:28:07,760
clean that it's so easy to re 
sketch it. 

502
00:28:07,920 --> 00:28:13,680
Very lightweight. 
Yeah, and then next we have 

503
00:28:13,680 --> 00:28:15,720
fights. 
Again, fucking love this page. 

504
00:28:15,720 --> 00:28:22,000
Jacob Fleming's art is 
fantastic, but specifically 

505
00:28:22,000 --> 00:28:26,160
going into fights. 
So this this game does do some 

506
00:28:26,160 --> 00:28:28,080
interesting different stuff with
combat obviously. 

507
00:28:28,080 --> 00:28:31,640
Like it takes tonal goons which 
is only like 2 pages and turns 

508
00:28:31,640 --> 00:28:34,520
it into 20 plus pages, which is 
still very small. 

509
00:28:34,520 --> 00:28:38,240
Game 20 like 8-6 pages is very 
small but there are some core 

510
00:28:38,240 --> 00:28:42,720
changes here which make combat 
more combatty which I both 

511
00:28:44,360 --> 00:28:46,760
enjoy. 
But also one of the things I 

512
00:28:46,760 --> 00:28:48,440
like about Sony goons is the 
simplicity. 

513
00:28:49,960 --> 00:28:53,480
So anyway, so first is 
attacking. 

514
00:28:53,480 --> 00:28:57,560
So when a character attacks they
will an action role and then you

515
00:28:57,560 --> 00:29:02,120
add your class modifier and 
relevant equipment worn or 

516
00:29:02,120 --> 00:29:05,720
wielded right? 
So during an attack section both

517
00:29:05,720 --> 00:29:08,840
combatants are engaged and stand
to in the clash. 

518
00:29:09,120 --> 00:29:13,040
Thus when counting item bonuses 
more than just the weapon which 

519
00:29:13,040 --> 00:29:16,080
the character is swinging can be
included. 

520
00:29:16,320 --> 00:29:19,920
So let's just go through the 
example then we'll talk about 

521
00:29:19,920 --> 00:29:21,200
it. 
So it says as an action a player

522
00:29:21,200 --> 00:29:25,040
character fights an enemy with 
ADS of 10 the player rules 2D6 

523
00:29:25,160 --> 00:29:30,200
and adds 2 from their brute, one
from their sword and one from 

524
00:29:30,200 --> 00:29:36,480
their shield. 
Right, because you are. 

525
00:29:42,480 --> 00:29:45,560
This is a part of the the thing 
that you know we'll we'll I'll 

526
00:29:45,560 --> 00:29:48,160
discuss in a little bit. 
So you add your sword and your 

527
00:29:48,160 --> 00:29:49,400
shield. 
So your total is 12. 

528
00:29:49,880 --> 00:29:51,800
The difference between 12 and 10
is 2. 

529
00:29:51,800 --> 00:29:53,360
So the creature takes two 
damage. 

530
00:29:53,720 --> 00:29:58,160
A non player character's DS is 
also their health points, so the

531
00:29:58,200 --> 00:30:02,120
enemy's difficulty score is 8. 
If the role was 8, then the 

532
00:30:02,120 --> 00:30:04,200
player character would have lost
two health. 

533
00:30:04,520 --> 00:30:07,160
It's the exact same example they
use in Tunnel Goons. 

534
00:30:07,160 --> 00:30:11,400
Basically you're fighting like a
a mantis, like a like a like a 

535
00:30:11,400 --> 00:30:14,680
robo mantis. 
Well yeah, a robo mantis. 

536
00:30:14,960 --> 00:30:18,400
But basically this is what the 
thing that for those that are 

537
00:30:18,400 --> 00:30:21,200
listening like why is 2D6 and 
then the difference, the damage 

538
00:30:21,200 --> 00:30:23,880
so cool because it's not just 
that, right? 

539
00:30:23,880 --> 00:30:27,720
This is the beauty and 
simplicity of Tunnel Goons, 

540
00:30:28,040 --> 00:30:31,160
which obviously again, Dungeon 
Goons is a hack of. 

541
00:30:31,760 --> 00:30:36,640
If you are fighting a creature 
whose difficulty score is 10, 

542
00:30:37,000 --> 00:30:40,920
their health points are also 10,
right? 

543
00:30:41,080 --> 00:30:46,320
And if you roll and get a 12, 
that creature takes two points 

544
00:30:46,320 --> 00:30:50,760
of damage, which reduces their 
health to 8, Which, don't 

545
00:30:50,760 --> 00:30:54,640
forget, your difficulty score 
and your health are tied, which 

546
00:30:54,640 --> 00:30:58,240
means the next time you attack 
that creature, the DS isn't 10 

547
00:30:58,240 --> 00:31:03,960
anymore, it's 8, right? 
If you were to then roll A10, 

548
00:31:04,480 --> 00:31:06,200
that's two more points of 
damage. 

549
00:31:06,200 --> 00:31:08,600
The creature's health and 
difficulty score would not be 

550
00:31:08,600 --> 00:31:11,920
six. 
One of the best things about 

551
00:31:11,920 --> 00:31:16,880
this system is that combat is 
going to be very fast because 

552
00:31:16,880 --> 00:31:23,160
you're not just chipping away at
something like some bullet 

553
00:31:23,160 --> 00:31:26,880
sponge whose AC always stays the
same. 

554
00:31:27,560 --> 00:31:31,560
The more you hit something, the 
easier it is to hit that thing. 

555
00:31:31,920 --> 00:31:34,080
It's like this feedback loop, 
right? 

556
00:31:34,560 --> 00:31:39,720
So the combat will go quick, and
once something starts getting 

557
00:31:39,720 --> 00:31:43,720
hit, it's going to come easier 
and easier to hit it, right. 

558
00:31:44,160 --> 00:31:48,360
And one of the things that says 
an attacking is so, So that's 

559
00:31:48,360 --> 00:31:50,440
that's the beauty of the system.
That's the beauty and 

560
00:31:50,440 --> 00:31:56,880
cleanliness of the system. 
The thing with attacking is that

561
00:31:58,080 --> 00:32:04,640
when you attack, either you or 
the bad guy could give or 

562
00:32:04,640 --> 00:32:08,240
receive damage every time, 
right? 

563
00:32:08,520 --> 00:32:14,560
So if you attack something with 
ADS of 10 and you roll A12, it 

564
00:32:14,560 --> 00:32:17,080
takes two damage. 
But if you attack something with

565
00:32:17,080 --> 00:32:22,480
ADS of 10 and roll an 8, you 
take two damage. 

566
00:32:22,480 --> 00:32:25,000
So every time you attack 
something, there's a risk that 

567
00:32:25,000 --> 00:32:28,040
you could take damage instead. 
I really love that. 

568
00:32:28,040 --> 00:32:30,800
It's really interesting. 
It's it's it's perfect. 

569
00:32:30,800 --> 00:32:33,280
I love it so much. 
So then there's initiative in 

570
00:32:33,280 --> 00:32:35,880
this game, which is interesting 
though, and we'll get into why 

571
00:32:35,880 --> 00:32:38,840
that's interesting in a second. 
So when combat breaks out, you 

572
00:32:38,840 --> 00:32:40,200
determine who gets to roll 
first. 

573
00:32:40,520 --> 00:32:44,720
Players act first in three and 
six, so three and six, X and six

574
00:32:44,720 --> 00:32:47,840
whatever, and six. 
That's a very old school BX 

575
00:32:47,840 --> 00:32:54,400
term. 
So that just means that like 

576
00:32:55,080 --> 00:32:56,840
three out of six times, they'll 
go first. 

577
00:32:56,920 --> 00:33:01,720
It's like saying if you roll 
123, you go first, if you roll 

578
00:33:01,720 --> 00:33:05,200
456, they go first. 
That's it, Surprise. 

579
00:33:05,600 --> 00:33:08,080
It's just you can get a 
surprise. 

580
00:33:09,040 --> 00:33:11,720
If you do, you get a free action
of a round. 

581
00:33:11,720 --> 00:33:14,920
So actions made during the 
surprise run have an additional 

582
00:33:14,920 --> 00:33:18,320
bonus of plus one attacking an 
enemy from behind as surprise, 

583
00:33:18,320 --> 00:33:22,560
even Aaron combat. 
So surprise is surprise, you get

584
00:33:22,560 --> 00:33:27,960
advantage. 
The difference though where a 

585
00:33:27,960 --> 00:33:29,800
lot of the differences come in 
is first of all there's no 

586
00:33:29,800 --> 00:33:34,080
addition, initiative or surprise
really listed in tonal goons, 

587
00:33:34,360 --> 00:33:35,680
right? 
It's just the attack. 

588
00:33:36,040 --> 00:33:38,600
But the next thing is the 
interesting thing, the 

589
00:33:38,600 --> 00:33:43,880
defending. 
There is no defense role in in 

590
00:33:43,880 --> 00:33:47,160
tunnel goons. 
So I'll go through it and then 

591
00:33:47,400 --> 00:33:49,880
Hunter and I will discuss our 
thoughts on it. 

592
00:33:49,880 --> 00:33:53,160
So basically, when an NPC or 
monster attacks, the players can

593
00:33:53,160 --> 00:33:55,600
make a defense roll. 
It's the exact same thing as an 

594
00:33:55,600 --> 00:33:58,080
attack roll, right? 
The only difference is the NPC 

595
00:33:58,080 --> 00:33:59,960
or monster is initiating the tag
action. 

596
00:34:00,280 --> 00:34:02,560
The player character is still 
rolling the dice, you roll with 

597
00:34:02,560 --> 00:34:05,960
brute if it's close, decks if 
it's near or far, and add your 

598
00:34:05,960 --> 00:34:10,639
elephant bonus behind cover but 
still within sight adds a bonus 

599
00:34:10,639 --> 00:34:13,159
of two to your defense and 
characters. 

600
00:34:13,159 --> 00:34:15,639
NPC is completely obscured by 
cover, cannot be hit with an 

601
00:34:15,639 --> 00:34:18,840
attack. 
So the difference is really in 

602
00:34:18,840 --> 00:34:25,520
tunnel goons the it's all 
basically player determining 

603
00:34:25,520 --> 00:34:27,600
right? 
Like yeah, if you hit a bad, if 

604
00:34:27,600 --> 00:34:31,960
you choose to hit a bad guy, 
like that's the like a bad guy 

605
00:34:31,960 --> 00:34:33,800
is not going to like get a 
chance to hit you. 

606
00:34:33,800 --> 00:34:36,400
Bad guys don't really get turns 
and tongue goons as much as I've

607
00:34:36,400 --> 00:34:39,080
read it right. 
Like you just get to you when 

608
00:34:39,080 --> 00:34:43,000
you're fighting the bad guy you 
you make an attack and it's both

609
00:34:43,000 --> 00:34:45,080
things acting right. 
Am I wrong? 

610
00:34:45,600 --> 00:34:49,080
Am I right? 
I am trying to think, so I've 

611
00:34:49,080 --> 00:34:53,320
run, what is it? 
The Moldy Unicorn and then the 

612
00:34:53,600 --> 00:34:59,920
like Snail Dungeon and Tung 
Lagoons. 

613
00:34:59,920 --> 00:35:03,760
I'm trying to think how we did 
combat, because I don't think I 

614
00:35:03,760 --> 00:35:05,720
thought about it. 
I thought, I thought it was very

615
00:35:05,720 --> 00:35:12,480
effortless, but I think we did 
like you were dueling 

616
00:35:12,480 --> 00:35:16,440
essentially, right? 
And so if you swung under the 

617
00:35:16,440 --> 00:35:19,640
difficulty score, that's how 
much damage you took. 

618
00:35:20,320 --> 00:35:22,400
You swung over it. 
That's how much damage they 

619
00:35:22,400 --> 00:35:23,840
took. 
Maybe that's not how we did it. 

620
00:35:23,920 --> 00:35:25,880
Actually, no. 
That is, that's how it is. 

621
00:35:26,560 --> 00:35:30,680
So basically in tunnel goons, 
all attacks are initiated by the

622
00:35:30,680 --> 00:35:31,680
player, right? 
Right. 

623
00:35:31,800 --> 00:35:35,400
The difference is they brought 
in some BX action into this game

624
00:35:35,720 --> 00:35:38,960
where you actually roll 
initiative and both sides get a 

625
00:35:38,960 --> 00:35:42,640
turn, which is kind of leans a 
little bit more. 

626
00:35:42,640 --> 00:35:44,920
It's like the Derf style because
Derf does the same way where 

627
00:35:44,920 --> 00:35:49,800
like whenever you attack either 
side could take damage, but you 

628
00:35:49,800 --> 00:35:52,160
still get player turns and enemy
turns. 

629
00:35:52,520 --> 00:35:57,120
So it's really interesting to do
it that way. 

630
00:35:57,120 --> 00:35:59,240
I think it's it really lends 
itself, I guess a little bit 

631
00:35:59,240 --> 00:36:01,040
more to the Dunder crawl aspect,
'cause you might be like 

632
00:36:02,080 --> 00:36:04,760
fighting more people or 
something like tonal goods to me

633
00:36:04,760 --> 00:36:07,880
is like it's a little bit 
simpler, not in a bad way, like 

634
00:36:07,880 --> 00:36:09,000
a clean way. 
You know? 

635
00:36:09,000 --> 00:36:11,080
I don't think you're gonna be 
finding like a horde of zombies 

636
00:36:11,080 --> 00:36:12,520
necessarily. 
That's just not the way the game

637
00:36:12,520 --> 00:36:14,480
is written for. 
But for this you might things 

638
00:36:14,480 --> 00:36:16,400
like that. 
So it's interesting that they 

639
00:36:16,400 --> 00:36:21,520
took that, they added this 
element into it where it's not 

640
00:36:21,520 --> 00:36:26,080
just the player roles but like 
the attack and defense will 

641
00:36:26,080 --> 00:36:30,640
happen on both, but you can have
monster initiated roles which is

642
00:36:30,640 --> 00:36:32,880
interesting. 
I mean this is way more, I mean 

643
00:36:32,880 --> 00:36:35,880
like you said, like this is more
of a combat game. 

644
00:36:35,880 --> 00:36:37,800
The Talo Goons is an adventure 
game. 

645
00:36:37,960 --> 00:36:42,480
Like you can have combat, but it
is really like, I mean if you 

646
00:36:42,480 --> 00:36:45,000
were going to play Adventure 
Time as an RPGI mean that's why 

647
00:36:45,120 --> 00:36:48,760
I would use tunnel goons. 
Yeah, The thing is, man, if they

648
00:36:48,760 --> 00:36:50,720
would have only just done tunnel
goons for the adventure. 

649
00:36:50,960 --> 00:36:53,120
Did you hear that? 
They have like a whole system 

650
00:36:53,120 --> 00:36:54,640
built for the Adventure Time 
RPG? 

651
00:36:54,680 --> 00:36:57,720
Yeah, the toss was super cool. 
They tossed it for 5E, Yeah. 

652
00:36:58,320 --> 00:36:59,960
I did hear that. 
Fuck off. 

653
00:37:00,320 --> 00:37:02,400
Fuck off. 
Piece of shit I did. 

654
00:37:02,760 --> 00:37:04,320
I absolutely heard that. 
And I had the same. 

655
00:37:04,320 --> 00:37:07,480
I was like, why I I My 
interesting was it was a more 

656
00:37:07,480 --> 00:37:10,680
narrative focused system. 
It was like a yes and system. 

657
00:37:11,000 --> 00:37:15,080
Yeah, like, why would you? 
A narrative adventure like it 

658
00:37:15,320 --> 00:37:17,840
is. 
Interesting, because Adventure 

659
00:37:17,840 --> 00:37:21,040
Time is not really like they're 
they do kind of fight sometimes,

660
00:37:21,040 --> 00:37:24,360
but it's not like crunchy 
combat, you know? 

661
00:37:24,360 --> 00:37:25,640
No, it's not at all. 
I mean, so. 

662
00:37:25,640 --> 00:37:28,440
Anyway, so. 
Sorry, sorry for the tangent 

663
00:37:28,440 --> 00:37:31,480
y'all. 
No, sorry, I mean sorry for our 

664
00:37:31,480 --> 00:37:37,320
our podcast, you just been 
called Tangent, but I don't even

665
00:37:37,320 --> 00:37:39,280
know where we were. 
But basically that that's the 

666
00:37:39,280 --> 00:37:42,720
big difference here in combat is
that it's not just player 

667
00:37:42,760 --> 00:37:47,280
initiated roles, it is both 
player and monster initiated 

668
00:37:47,280 --> 00:37:50,040
roles. 
There's also engaged, which 

669
00:37:50,040 --> 00:37:52,840
basically just means that when 
you're attacking or defending, 

670
00:37:52,840 --> 00:37:55,640
you're engaged and you can't do 
anything else like you are. 

671
00:37:55,920 --> 00:37:58,680
You are in combat with that 
thing and that's all you can do.

672
00:37:59,000 --> 00:38:02,240
You and it takes a dexterity 
role to disengage. 

673
00:38:03,040 --> 00:38:06,200
That's all that is. 
You can subdue, which just means

674
00:38:06,400 --> 00:38:11,720
you can attempt it says this is 
interesting, Player characters 

675
00:38:11,720 --> 00:38:14,600
can attempt to subdue. 
This is achieved the same as an 

676
00:38:14,600 --> 00:38:16,200
attack. 
However, weapons are not 

677
00:38:16,200 --> 00:38:18,080
considered when counting item 
points to the action roll. 

678
00:38:18,080 --> 00:38:22,640
So basically if you want to 
choose to subdue an enemy and 

679
00:38:22,640 --> 00:38:27,040
not kill them, you have to not 
add your point for your weapons 

680
00:38:27,320 --> 00:38:29,720
on your attack roll, which I 
think is great. 

681
00:38:29,720 --> 00:38:31,560
I think it's a great little 
clean mechanic. 

682
00:38:33,480 --> 00:38:36,680
Ranged attacks. 
How well all of these added 

683
00:38:36,680 --> 00:38:40,240
mechanics slide onto like they 
fit very well. 

684
00:38:40,240 --> 00:38:43,880
This feels like a natural 
extension of the tunnel goon's 

685
00:38:43,880 --> 00:38:48,240
idea. 
Yeah, I would definitely say 

686
00:38:48,240 --> 00:38:54,120
that that they did a really good
job of keeping the like kind of 

687
00:38:54,120 --> 00:39:01,040
like it's the the rules feel 
consistent, as if if Nate had 

688
00:39:01,040 --> 00:39:03,080
decided to add a little bit 
more, it feels like this is the 

689
00:39:03,080 --> 00:39:05,480
kind of thing that that would 
have been added on. 

690
00:39:05,480 --> 00:39:07,640
There's nothing that goes. 
Actually, this one feels a 

691
00:39:07,640 --> 00:39:09,360
little bit more complicated than
all the rest of it. 

692
00:39:09,360 --> 00:39:13,960
It's all, it's all really clean.
Yeah, ranged attacks firing a 

693
00:39:13,960 --> 00:39:19,120
bow is the same, it's just that 
you use dexterity for it. 

694
00:39:19,760 --> 00:39:22,760
And if the action is below the 
enemy's DS, the attacker doesn't

695
00:39:22,760 --> 00:39:25,360
lose HP, instead the arrow or 
bolt fails. 

696
00:39:25,440 --> 00:39:29,000
So basically doing ranged 
attacks. 

697
00:39:29,000 --> 00:39:30,680
If you miss, you don't take 
damage, obviously because 

698
00:39:30,680 --> 00:39:32,440
there's nothing to hit you like.
That's it. 

699
00:39:32,440 --> 00:39:35,200
Then you use decks. 
Dodging is a reaction of being 

700
00:39:35,200 --> 00:39:37,080
attacked. 
A defender can choose to dodge 

701
00:39:37,080 --> 00:39:40,800
by subtracting 2 from the 
attacker's role. 

702
00:39:41,400 --> 00:39:43,640
Doing so, the defender 
sacrifices their action for the 

703
00:39:43,640 --> 00:39:46,360
round and the attacker doesn't 
lose an HP for a failed attack. 

704
00:39:46,360 --> 00:39:53,000
So basically you can just 
subtract 2 from the enemy, but 

705
00:39:53,000 --> 00:39:56,120
you're not like that's your 
that's your action for the 

706
00:39:56,120 --> 00:39:57,960
round. 
Like you've chosen to not take 

707
00:39:57,960 --> 00:40:00,760
an action that round if you want
to dodge, which is great if 

708
00:40:00,760 --> 00:40:03,320
you're low on health. 
Multiple enemies. 

709
00:40:03,320 --> 00:40:06,520
When the players fighting 
multiple enemies, subtract 1 for

710
00:40:06,520 --> 00:40:10,000
each additional one. 
So if you're 1V2 ING all of your

711
00:40:10,000 --> 00:40:11,360
roles have a -, 1. 
That's it. 

712
00:40:12,000 --> 00:40:13,400
Death. 
When you hits here, you die. 

713
00:40:13,440 --> 00:40:14,640
That's it. 
There's no death saves, there's 

714
00:40:14,640 --> 00:40:17,440
no nothing. 
You're just dead healing. 

715
00:40:17,840 --> 00:40:20,360
Players regain lost health 
points by spending the night 

716
00:40:20,360 --> 00:40:23,920
resting in a secure location. 
Half the amount of lost HP is 

717
00:40:23,920 --> 00:40:26,560
restored if the night spent is 
interrupted or not. 

718
00:40:26,560 --> 00:40:29,960
Restful health points can also 
be restored through magic. 

719
00:40:30,240 --> 00:40:33,360
That's it. 
Next we get two monsters and 

720
00:40:33,360 --> 00:40:35,400
NPCS. 
Nice Lich. 

721
00:40:36,960 --> 00:40:40,960
Yeah, very dusty looking Lich. 
You. 

722
00:40:42,000 --> 00:40:46,240
Know it's a dusty boy. 
Yeah, so there are wandering 

723
00:40:46,240 --> 00:40:49,600
monster rules because this is 
that's this is that type of 

724
00:40:49,600 --> 00:40:51,800
game. 
I do love Mia wandering monster.

725
00:40:51,800 --> 00:40:54,440
It is a one in six chance of an 
encounter. 

726
00:40:55,360 --> 00:40:58,400
But there is NPC What's up you? 
Skipped a page. 

727
00:40:59,680 --> 00:41:02,400
I skipped a page. 
Oh, I did skip a page. 

728
00:41:02,400 --> 00:41:06,040
Wow. 
Yeah, and monster DS. 

729
00:41:06,760 --> 00:41:11,640
So monsters and or NPCS have a 
difficulty score, which 

730
00:41:11,640 --> 00:41:13,520
represents their health and 
their ability to fight. 

731
00:41:13,600 --> 00:41:16,760
Very much the standard Tamagund 
rule. 

732
00:41:17,760 --> 00:41:21,080
As monsters take damage, their 
AP goes down and thus reducing 

733
00:41:21,080 --> 00:41:24,680
the difficulty score. 
Which is one of my favorite 

734
00:41:24,680 --> 00:41:28,040
things about combat in this is 
that it feels like as you beat 

735
00:41:28,040 --> 00:41:33,720
up something it gets beat up. 
It's worse at like attacking and

736
00:41:33,720 --> 00:41:35,600
like, yeah, it's like you're 
fucking bleeding on the ground 

737
00:41:35,600 --> 00:41:37,520
bro. 
Of course you can't attack as 

738
00:41:37,520 --> 00:41:41,640
well. 
It makes combat feel quick first

739
00:41:41,640 --> 00:41:44,240
of all, and that like a natural 
progression. 

740
00:41:46,480 --> 00:41:49,920
The monsters DS is also used 
when making any required save 

741
00:41:49,920 --> 00:41:51,120
roles. 
Makes sense. 

742
00:41:51,120 --> 00:41:53,840
There's a monster stat block 
example here we have the Undead 

743
00:41:53,840 --> 00:41:56,200
Lord which has a star next to 
it, which we'll read about here 

744
00:41:56,200 --> 00:41:59,920
in a second. 
It has ADS of 12, morale of 10, 

745
00:42:01,280 --> 00:42:06,240
and it's special. 
It's magic immune to non magical

746
00:42:06,240 --> 00:42:10,440
attacks, so this is a boss 
monster stat. 

747
00:42:10,600 --> 00:42:16,000
So for boss monsters they when 
particularly nasty folk is 

748
00:42:16,000 --> 00:42:19,840
encountered, the difficult score
of the NPC does not decrease 

749
00:42:19,840 --> 00:42:22,880
with damage taken. 
The boss monster may be marked 

750
00:42:22,880 --> 00:42:27,200
with a star by their name to 
differentiate them from regular 

751
00:42:27,200 --> 00:42:29,480
monsters. 
I love Boss. 

752
00:42:29,480 --> 00:42:32,360
I think that's such a good, 
clean thing. 

753
00:42:32,360 --> 00:42:36,200
It's just like if they're a 
boss, you do have to kind of 

754
00:42:36,280 --> 00:42:42,120
bullet sponge them a little bit.
Yeah, but it makes sense. 

755
00:42:42,120 --> 00:42:46,760
Like it it feels like such a 
clean way to differentiate them 

756
00:42:46,960 --> 00:42:49,240
and also increase difficulty, 
much like the rest of the 

757
00:42:49,240 --> 00:42:51,560
system. 
Like it just feels like you're 

758
00:42:51,560 --> 00:42:54,480
just like, Oh my God, like it's 
so, it's so simple but so good, 

759
00:42:54,480 --> 00:42:57,000
you know? 
Yeah, it did. 

760
00:42:59,040 --> 00:43:02,200
It's interesting and I've been 
going through some tunnel goon 

761
00:43:02,200 --> 00:43:05,640
hacks recently, but like, 
keeping it simple is like very 

762
00:43:05,640 --> 00:43:07,520
much the goal of hacking tunnel 
goons. 

763
00:43:07,520 --> 00:43:09,480
Like that is the strength of it 
is the simplicity. 

764
00:43:09,800 --> 00:43:12,920
And it's funny how much depth, 
and I've already said this 

765
00:43:12,920 --> 00:43:15,720
episode, but I'll say it again, 
is added on to this game through

766
00:43:15,720 --> 00:43:16,720
added rules. 
But how? 

767
00:43:16,720 --> 00:43:19,440
It never really leaves the realm
of being simple. 

768
00:43:19,600 --> 00:43:23,680
You know, special abilities. 
Yeah, some monsters have a 

769
00:43:23,680 --> 00:43:26,280
special ability which will be 
detailed in their stat block. 

770
00:43:26,520 --> 00:43:30,600
Boss monsters will always have 
or will always feature a special

771
00:43:30,600 --> 00:43:32,320
ability. 
It's an it's a boss. 

772
00:43:32,320 --> 00:43:34,240
It should have a special. 
All your boss should have 

773
00:43:34,240 --> 00:43:36,320
specials in almost every system 
you play. 

774
00:43:37,560 --> 00:43:40,000
Yeah, moving on. 
Hey buddy, are you a boss? 

775
00:43:40,440 --> 00:43:44,680
Cause you're special. 
Thanks, Special Ed. 

776
00:43:48,360 --> 00:43:49,840
Wandering monsters? 
Yes. 

777
00:43:49,840 --> 00:43:51,720
Like I said before, I skip that 
page. 

778
00:43:51,920 --> 00:43:54,720
This is the type of game where 
you would hex crawl or you would

779
00:43:54,720 --> 00:43:56,840
crawl through rooms. 
So there is a wandering monster.

780
00:43:56,840 --> 00:43:59,440
Chance is a one in six like the 
classic. 

781
00:44:00,160 --> 00:44:03,000
I bump it up in my games to 2:00
and 6:00 because fuck my 

782
00:44:03,000 --> 00:44:06,280
players. 
Yeah, NPC reaction rules. 

783
00:44:06,280 --> 00:44:09,800
There are reaction rules. 
It's good fucking game ever, 

784
00:44:09,960 --> 00:44:11,680
yeah. 
Yeah, and they're good. 

785
00:44:11,680 --> 00:44:13,960
And sometimes I use them, and 
also sometimes I don't. 

786
00:44:15,000 --> 00:44:17,400
But they are there if you need 
them and you want to introduce 

787
00:44:17,400 --> 00:44:20,920
some chaos to monster or NPC 
reactions. 

788
00:44:21,640 --> 00:44:24,720
And then morale monsters have a 
morale score between 2:00 and 

789
00:44:24,720 --> 00:44:28,200
12:00. 
Higher morale scores indicate 

790
00:44:28,280 --> 00:44:31,800
more fearless monsters. 
Unintelligent dead monsters such

791
00:44:31,800 --> 00:44:35,480
as skeletons also have morale. 
The referee rolls 2D6 and 

792
00:44:35,480 --> 00:44:37,360
compares the results to the 
monsters morale score. 

793
00:44:37,680 --> 00:44:41,200
If the result is higher than the
morale the monster will 

794
00:44:41,200 --> 00:44:45,880
surrender or attempt to flee. 
So yeah, as their morale goes 

795
00:44:45,880 --> 00:44:47,520
down it's easy to roll over 
them. 

796
00:44:47,600 --> 00:44:51,600
I I I would set parameters for 
this like I mean just at my own 

797
00:44:51,600 --> 00:44:52,600
table. 
I don't think it needs in this 

798
00:44:52,600 --> 00:44:57,640
game but like yeah 50% health or
fighting force at 25% health or 

799
00:44:57,640 --> 00:44:59,840
fighting force like that's when 
they roll morale. 

800
00:45:00,280 --> 00:45:02,440
But yeah easy simple morale 
role. 

801
00:45:02,560 --> 00:45:04,680
You know what let. 
Me tangent real quick on another

802
00:45:04,680 --> 00:45:07,160
reason why it's. 
A new It's a new name of our 

803
00:45:07,160 --> 00:45:09,920
podcast, Now it's Tangent. 
Why 5 E kind of sucks. 

804
00:45:09,920 --> 00:45:14,480
It's because let me let me 
randomly hit a like 5 tangents 

805
00:45:14,480 --> 00:45:19,280
here when I was running my D&D 
group that had like 300 plus 

806
00:45:19,280 --> 00:45:22,320
members. 
When I we wouldn't just let 

807
00:45:22,320 --> 00:45:25,640
anyone GM. 
I would want people to like have

808
00:45:25,640 --> 00:45:28,560
there be experience GMs in the 
group and if you were a new GM 

809
00:45:28,560 --> 00:45:31,640
that I never GM before to like 
sit down and I even like wrote 

810
00:45:31,640 --> 00:45:33,320
up a thing. 
I like teaching new GMs how to 

811
00:45:33,320 --> 00:45:36,440
GM and it was really just like 
the Super basics, right, Like of

812
00:45:36,440 --> 00:45:39,360
just like helping them prep 
easier and things like that. 

813
00:45:39,640 --> 00:45:42,000
One of the things I wanted 
everybody to do before they 

814
00:45:42,000 --> 00:45:44,640
would be able to join this 
Chronicle class and run games 

815
00:45:44,640 --> 00:45:47,680
for people is to read the 
Players Handbook cover to cover 

816
00:45:47,680 --> 00:45:51,760
and read the DMG cover to cover.
That knocked out like 90% of 

817
00:45:51,760 --> 00:45:54,040
people that wanted to GM because
they wouldn't just sit down and 

818
00:45:54,040 --> 00:45:56,080
read it and I never understand 
why. 

819
00:45:56,080 --> 00:46:01,720
But the DMG has a bunch of quote
UN quote optional rules in it 

820
00:46:02,440 --> 00:46:06,520
that fix a lot of what's wrong 
with 5E that would get rid of 

821
00:46:06,520 --> 00:46:09,680
like 1/4 of the home brew on DMS
Guild of People. 

822
00:46:09,680 --> 00:46:13,120
Just read the fucking DMS Guild 
or read the DMS guide. 

823
00:46:13,520 --> 00:46:16,120
One of the things in there is 
like morale, and so many people 

824
00:46:16,320 --> 00:46:19,120
have this like whole thing on 
like, why do monsters always 

825
00:46:19,120 --> 00:46:20,560
fight to the death? 
They don't. 

826
00:46:20,560 --> 00:46:21,960
You just don't use the morale 
rule. 

827
00:46:22,600 --> 00:46:25,720
Yeah, they don't. 
I mean, I'm gonna be honest, 

828
00:46:25,720 --> 00:46:29,720
I've run a lot of 5E and I've 
not read the DMG page cover the 

829
00:46:29,720 --> 00:46:33,760
cover, but IA 100% have been 
like, yeah, they're a bunch of 

830
00:46:33,760 --> 00:46:35,600
like, guards. 
They're regular people when you 

831
00:46:35,600 --> 00:46:38,920
kill all of them except two. 
Yeah, those two guys don't want 

832
00:46:38,920 --> 00:46:43,120
to fight anymore, you know? 
Which also gave my murder hobos 

833
00:46:43,120 --> 00:46:46,320
a really interesting scenario in
which, like, OK, are we normal 

834
00:46:46,320 --> 00:46:49,240
people that let this person run 
away, or are we psychopaths that

835
00:46:49,240 --> 00:46:52,600
are going to just kill this guy 
who's crying about his daughter?

836
00:46:53,040 --> 00:46:54,880
And you know what? 
They were psychopaths a lot. 

837
00:46:55,480 --> 00:46:57,560
Yeah, yeah. 
And we yeah. 

838
00:46:57,560 --> 00:46:58,800
Morale's good. 
Use it. 

839
00:46:59,080 --> 00:47:00,400
That's it. 
Yeah, it is. 

840
00:47:00,400 --> 00:47:04,720
And I think this, like, once 
again, this stays with that 2D6 

841
00:47:05,880 --> 00:47:08,600
roll and that's what you roll. 
You're rolling over, right? 

842
00:47:09,320 --> 00:47:12,560
Well, this game is basically 
like a super simplified version 

843
00:47:12,560 --> 00:47:17,640
of BX with tunnel goons like. 
With tunnel goons like. 

844
00:47:17,640 --> 00:47:20,960
That's what this is. 
I'm into it. 

845
00:47:21,560 --> 00:47:22,880
Yeah, I like it. 
I like it a lot. 

846
00:47:27,000 --> 00:47:30,920
Awesome example, monsters. 
Great, Sorry I've zoned out 

847
00:47:30,920 --> 00:47:34,520
there. 
Huge spider, which we saw in the

848
00:47:34,760 --> 00:47:36,680
cover photo. 
We love Huge spider. 

849
00:47:37,480 --> 00:47:39,000
They were special. 
They're poisonous. 

850
00:47:39,920 --> 00:47:42,640
Which the, you know, when they 
attack you save versus brute. 

851
00:47:43,440 --> 00:47:44,920
Good stuff, you know? 
Yeah. 

852
00:47:48,880 --> 00:47:50,720
Sure, I'll tell. 
You adventuring, I end up who's 

853
00:47:50,720 --> 00:47:52,520
doing, I end up who's doing it, 
so yeah. 

854
00:47:52,960 --> 00:47:54,520
Well, a little bit. 
A little bit about. 

855
00:47:54,520 --> 00:47:55,920
This is just super easy stuff at
the end. 

856
00:47:55,920 --> 00:47:57,400
This is just, it's called 
adventuring. 

857
00:47:57,400 --> 00:48:00,000
It's just like wrapping up all 
of the extra, like, all of it. 

858
00:48:00,000 --> 00:48:03,000
If you're gonna add in all of 
the things they've already add 

859
00:48:03,000 --> 00:48:04,720
in, you're going to add in all 
this shit too, right? 

860
00:48:04,720 --> 00:48:08,480
So actually turns basically just
says you got rounds and turns 

861
00:48:08,640 --> 00:48:11,680
and you can extrapolate that 
into hours and days and blah 

862
00:48:11,680 --> 00:48:14,120
blah blah blah blah X and six 
we've already talked about. 

863
00:48:14,120 --> 00:48:16,160
It's just the chance and six of 
a thing happening. 

864
00:48:16,480 --> 00:48:20,400
Movement and distance you got 
close, near, far, and distant, 

865
00:48:20,720 --> 00:48:23,640
and there's squares with it if 
you want to use squares and 

866
00:48:23,640 --> 00:48:26,240
that's it. 
On their turn, players can move 

867
00:48:26,240 --> 00:48:29,840
somewhere nearby as part of an 
action, performing that action 

868
00:48:29,840 --> 00:48:32,280
at any stage of the move. 
They may skip their action to 

869
00:48:32,280 --> 00:48:36,480
move somewhere far instead. 
I do think I like so movement 

870
00:48:36,480 --> 00:48:38,160
and distance is an interesting 
thing here. 

871
00:48:38,440 --> 00:48:43,240
I think this isn't a bad spot to
put that movement turn, but I it

872
00:48:43,240 --> 00:48:46,240
might have been better in fights
to let people know how far they 

873
00:48:46,240 --> 00:48:48,480
can move. 
I agree it's not. 

874
00:48:48,480 --> 00:48:49,880
It's awful. 
Yeah, I'm. 

875
00:48:50,480 --> 00:48:53,520
Not angry that it's here. 
It's movement in the movement 

876
00:48:53,520 --> 00:48:56,000
section and the whole thing is 
only 24 pages but it's it's 

877
00:48:56,000 --> 00:48:59,080
fine. 
Overland distance. 

878
00:48:59,080 --> 00:49:01,680
It talks about near and far 
overland stuff talks about 

879
00:49:01,680 --> 00:49:04,000
getting lost the chances and 
getting lost and stuff like 

880
00:49:04,000 --> 00:49:07,600
that. 
There's a wilderness weather 

881
00:49:07,600 --> 00:49:09,320
table which I really which I 
dig. 

882
00:49:09,320 --> 00:49:12,000
It's it's only three things. 
It's mild weather, storm in the 

883
00:49:12,000 --> 00:49:14,640
horizon or sudden storm. 
I I'm I'm totally fine with 

884
00:49:14,640 --> 00:49:18,400
that. 
I really like that storm effects

885
00:49:19,000 --> 00:49:22,320
are listed here. 
Advancement and XP are listed 

886
00:49:22,320 --> 00:49:26,360
here which is interesting. 
So in tunnel goons you advance 

887
00:49:27,640 --> 00:49:31,240
level up every two game 
sessions, each level raise a 

888
00:49:31,240 --> 00:49:34,400
class score by one and raise 
either health or inventory by 

889
00:49:34,400 --> 00:49:37,840
one. 
The difference here with this is

890
00:49:37,840 --> 00:49:41,840
that you get XP at the end of an
objective and overcoming 

891
00:49:41,840 --> 00:49:43,040
challenges at the end of a 
session. 

892
00:49:43,040 --> 00:49:45,640
So objectives are the quest or 
missions of players set out to 

893
00:49:45,640 --> 00:49:47,760
complete and over the one or two
points. 

894
00:49:47,760 --> 00:49:50,760
So basically this is saying like
you set an objective at the 

895
00:49:50,760 --> 00:49:53,440
beginning, it could be beat this
dungeon bloss, whatever. 

896
00:49:53,680 --> 00:49:57,200
You assign one or two points to 
that, that your XP challenges 

897
00:49:57,200 --> 00:49:59,160
can vary from one to three 
points. 

898
00:50:00,080 --> 00:50:02,760
Hard is 1, very hard is 2, 
nearly fatal is 3. 

899
00:50:02,760 --> 00:50:09,720
So a lot of times you're going 
to get one, one or two, and once

900
00:50:09,720 --> 00:50:14,440
you have accumulated ten of 
those points you can level up. 

901
00:50:14,600 --> 00:50:18,760
The interesting thing about that
is you could have like a a 

902
00:50:18,760 --> 00:50:25,240
somewhat, not not necessarily 
Wes Marches style, but if you 

903
00:50:25,240 --> 00:50:28,440
have players that like Miss 
Deception or two, they could be 

904
00:50:28,440 --> 00:50:31,040
one or two points behind, which 
I don't mind in this system. 

905
00:50:31,040 --> 00:50:34,040
It's not like you'd be that far 
off, but basically every 10 

906
00:50:34,040 --> 00:50:38,800
points you can do what Ton of 
Goons does, which is raise one 

907
00:50:38,800 --> 00:50:40,720
score by one and either raise 
your health or inventory score 

908
00:50:40,720 --> 00:50:43,280
by 1. 
So it's definitely a slower 

909
00:50:43,280 --> 00:50:46,080
advancement, but I think that 
makes sense in the context of 

910
00:50:46,080 --> 00:50:49,320
this game. 
And then there's an adventure in

911
00:50:49,320 --> 00:50:53,160
the back, and that's it. 
And it comes with adventure in a

912
00:50:53,160 --> 00:50:55,640
pack as well. 
I mean, so I look too. 

913
00:50:56,720 --> 00:51:00,440
Yeah, so again, I didn't 
download it, but the other 

914
00:51:00,440 --> 00:51:04,760
adventure you'd get is called 
Shrine of the Scorpion Lords and

915
00:51:04,760 --> 00:51:06,760
it's got this cool, like 
warrior. 

916
00:51:07,520 --> 00:51:11,120
It's it's like a Centaur, but if
the bottom half was a scorpion. 

917
00:51:11,200 --> 00:51:14,280
So it's terrifying. 
Yeah, it's actually actually 

918
00:51:14,280 --> 00:51:16,160
terrifying. 
Centares are a little off 

919
00:51:16,160 --> 00:51:18,120
putting too, by the way. 
We all act like it's so normal 

920
00:51:18,120 --> 00:51:19,200
because we're used to the 
imagery. 

921
00:51:19,200 --> 00:51:23,640
But, like, if you really met a 
Centaur in person, yeah, you 

922
00:51:23,640 --> 00:51:27,600
would be uncomfortable, yeah. 
I saw this one video once like 

923
00:51:27,600 --> 00:51:29,480
someone asked like how do 
Centares run? 

924
00:51:29,680 --> 00:51:31,640
Do they do this with their arms 
or what? 

925
00:51:31,680 --> 00:51:35,200
You know what I mean. 
And there was this random black 

926
00:51:35,200 --> 00:51:37,360
and white video. 
Maybe it's from like an old 

927
00:51:37,360 --> 00:51:41,120
movie or something, but it 
showed a Centaur running, and 

928
00:51:41,120 --> 00:51:44,200
the Centaur just had its arms 
like straight down inside still.

929
00:51:44,440 --> 00:51:47,400
And the upper part was kind of 
like lean back and it was doing 

930
00:51:47,400 --> 00:51:50,840
almost like fucking Kubrick eyes
and just like with the horse 

931
00:51:50,840 --> 00:51:53,880
running, it was terrifying. 
Honestly, I'm like if I saw that

932
00:51:53,880 --> 00:51:56,160
coming at me. 
If I was a Centauri and I was 

933
00:51:56,160 --> 00:51:57,640
really, I'd do the Naruto arms, 
you know? 

934
00:51:57,640 --> 00:52:02,000
But. 
That's the thing. 

935
00:52:02,000 --> 00:52:04,040
It's like your bottom half is 
running, so your top half could 

936
00:52:04,040 --> 00:52:06,000
be doing like all sorts of shit,
you know what I mean? 

937
00:52:06,000 --> 00:52:07,160
Just. 
Pointing. 

938
00:52:07,160 --> 00:52:08,840
Waving. 
Flailing. 

939
00:52:08,840 --> 00:52:11,400
Yeah. 
But like, you can lean forward 

940
00:52:11,400 --> 00:52:13,880
into like a Super Bowl. 
This is the kind of hard hitting

941
00:52:13,880 --> 00:52:16,080
discussions you'll get on the 
weekly scroll. 

942
00:52:16,440 --> 00:52:19,040
Yeah, I mean, that's. 
The thing is, you're either 

943
00:52:19,040 --> 00:52:21,680
upright, you're doing the 
Superman or doing the Naruto. 

944
00:52:21,680 --> 00:52:23,320
I really don't think there's 
other options. 

945
00:52:23,800 --> 00:52:26,760
Just like this. 
Yeah, but like, leaning forward.

946
00:52:26,760 --> 00:52:28,840
Crossed arms, yeah. 
And then, But then you could do 

947
00:52:28,840 --> 00:52:30,640
two hands up when you want to go
faster. 

948
00:52:31,480 --> 00:52:33,000
Really. 
I would feel like I would want 

949
00:52:33,000 --> 00:52:35,840
to like do like a swimming 
thing, you know, like anyway, 

950
00:52:35,920 --> 00:52:37,640
so. 
For like one second I was going 

951
00:52:37,640 --> 00:52:39,440
to be like, how did we get here?
And then I realized it's because

952
00:52:39,440 --> 00:52:42,560
of the Scorpion Centaur Guy on 
the cover of the tomb of the OR 

953
00:52:42,560 --> 00:52:45,480
Shrine of the Scorpion Lord. 
Yeah, I really want to run that.

954
00:52:45,480 --> 00:52:47,280
Adventure. 
I tried to do a pick up game 

955
00:52:47,280 --> 00:52:50,480
last week actually and I just 
text people who are around. 

956
00:52:50,480 --> 00:52:53,120
I was like hey you guys wanna 
play a game like in like 2 

957
00:52:53,120 --> 00:52:54,640
hours? 
Nope. 

958
00:52:54,800 --> 00:52:57,520
No one's as cool as I am, so. 
No one's cool. 

959
00:52:57,520 --> 00:52:59,400
And my girlfriend was down. 
I'm like thank you. 

960
00:53:01,000 --> 00:53:06,880
Yeah, well there you go. 
Review scores, advanced dungeon 

961
00:53:06,880 --> 00:53:10,640
goons. 
So obviously it's a scene, it's 

962
00:53:10,640 --> 00:53:13,840
pretty small, so, so let's just 
hop straight into this one. 

963
00:53:14,520 --> 00:53:19,200
So for those that that that 
don't know, this is 3 instead of

964
00:53:19,200 --> 00:53:20,560
five visuals, rule set and 
vibes. 

965
00:53:20,600 --> 00:53:23,960
Visuals are all the visuals 
that's layout and art and 

966
00:53:23,960 --> 00:53:24,960
everything all combined into 
one. 

967
00:53:24,960 --> 00:53:30,120
Rule set is a rule set. 
Vibes are it's it's it's how 

968
00:53:30,120 --> 00:53:33,200
much we want to play the game 
once we close it. 

969
00:53:33,200 --> 00:53:35,880
And a lot of things can lower 
the vibes, like bad visuals can 

970
00:53:35,880 --> 00:53:37,960
lower the vibes. 
Tweaks in the rural set can 

971
00:53:37,960 --> 00:53:40,520
lower the vibes. 
Or maybe we just don't like it 

972
00:53:40,520 --> 00:53:42,240
very much, but it's a very 
abstract score. 

973
00:53:42,240 --> 00:53:44,040
So visually, what are your 
thoughts on this? 

974
00:53:44,600 --> 00:53:47,840
I think visually this is a great
little Zine. 

975
00:53:47,840 --> 00:53:51,480
Like I I mean the art obviously 
we talked about the art, the 

976
00:53:51,480 --> 00:53:54,120
headers that that weird one, 
like really cool. 

977
00:53:54,120 --> 00:53:58,560
Like yeah, single pixel font. 
I mean it's also incredibly 

978
00:53:58,560 --> 00:54:00,360
readable as you go through it as
well. 

979
00:54:00,800 --> 00:54:03,560
The font choices were great. 
The color choices are great. 

980
00:54:03,560 --> 00:54:05,920
The it's mostly too calm all the
way through. 

981
00:54:05,920 --> 00:54:07,520
I think it is just too calm all 
the way through. 

982
00:54:08,360 --> 00:54:11,640
But for this works great. 
It feels very reminiscent of 

983
00:54:11,640 --> 00:54:15,360
like a like a modern retro clone
kind of thing. 

984
00:54:16,480 --> 00:54:18,000
Yeah. 
I think visually this is like 

985
00:54:18,320 --> 00:54:21,120
very good, yeah. 
What are you thinking? 

986
00:54:21,600 --> 00:54:27,720
Yeah, for a for a little 
landscape, a 624 page little 

987
00:54:27,720 --> 00:54:29,040
thing. 
I mean, that's the thing. 

988
00:54:29,040 --> 00:54:31,760
It's like you could throw this 
in your pocket, roll up to the 

989
00:54:31,760 --> 00:54:34,400
homies house and be playing 
dungeon games with this thing. 

990
00:54:34,760 --> 00:54:37,080
But there's. 
A lot of art in it too, 

991
00:54:37,120 --> 00:54:38,840
actually. 
Like, even just like the spot 

992
00:54:38,840 --> 00:54:40,640
art and like page in their 
stuff. 

993
00:54:40,640 --> 00:54:43,960
Like for how small it is. 
Like, there's actually like a 

994
00:54:43,960 --> 00:54:46,960
good amount in here too. 
Yeah, yeah, I mean there really 

995
00:54:46,960 --> 00:54:50,920
is, you know, I, I, I love the 
full page chapter beginnings. 

996
00:54:51,320 --> 00:54:55,920
They're gorgeous. 
But yeah, I mean they they 

997
00:54:55,920 --> 00:54:58,160
really do a good job of like 
never really, even in such a 

998
00:54:58,160 --> 00:55:01,920
small book, never leaving any 
part with that. 

999
00:55:01,920 --> 00:55:04,160
Like you know, they got trees 
and stuff. 

1000
00:55:04,160 --> 00:55:08,160
They never really leave any part
where the pages never feel. 

1001
00:55:08,440 --> 00:55:11,480
I mean, even the advancement XP 
he had this girl that's got like

1002
00:55:11,480 --> 00:55:12,840
her arms, that kind of filling 
the whole page. 

1003
00:55:12,840 --> 00:55:15,680
So they never really leave any 
part of it. 

1004
00:55:15,680 --> 00:55:20,000
It never feels crowded, but it 
also never feels empty, like 

1005
00:55:20,000 --> 00:55:20,960
it's cozy. 
Always. 

1006
00:55:22,280 --> 00:55:23,600
Yeah, I think it's a great 
balance. 

1007
00:55:23,600 --> 00:55:26,920
I mean, I I again and Jake 
Fleming's artist is fucking 

1008
00:55:26,920 --> 00:55:28,920
fantastic. 
I think it fits so well for this

1009
00:55:28,920 --> 00:55:30,760
too. 
I don't. 

1010
00:55:30,760 --> 00:55:32,800
I'm probably at like a solid 8 
on this Easy. 

1011
00:55:33,040 --> 00:55:35,800
I am too. 
I also am just realizing this as

1012
00:55:35,800 --> 00:55:37,440
we're kind of like talking about
going through it. 

1013
00:55:37,680 --> 00:55:40,720
The pages are all white with 
black text and some orange text,

1014
00:55:40,720 --> 00:55:43,080
right? 
But the original playing the 

1015
00:55:43,080 --> 00:55:47,840
game game structure page, which 
is the like foundational rules 

1016
00:55:47,840 --> 00:55:50,520
for the game is a black page. 
Like it's like a stand alone 

1017
00:55:50,520 --> 00:55:52,600
page and that's all. 
Like that page I think is 

1018
00:55:52,600 --> 00:55:56,800
completely tunnel goons, but. 
Just there. 

1019
00:55:57,480 --> 00:56:00,600
Interesting visual choice that 
like if you open up and you look

1020
00:56:00,600 --> 00:56:04,440
at the the most eye-catching 
page which is just all black, 

1021
00:56:04,600 --> 00:56:06,880
you can immediately understand 
the foundation for how 

1022
00:56:06,880 --> 00:56:10,040
everything in the game works. 
So very cool design. 

1023
00:56:10,200 --> 00:56:12,520
Choice, yeah. 
And I mean and it's really 

1024
00:56:12,520 --> 00:56:14,520
consistent with the colors 
obviously all the way through 

1025
00:56:14,520 --> 00:56:15,480
too like. 
Absolutely. 

1026
00:56:16,120 --> 00:56:19,440
The the black is the same black,
the orangey red is the same 

1027
00:56:19,440 --> 00:56:21,640
orangey red. 
It really is like only three, 

1028
00:56:21,840 --> 00:56:26,040
maybe four colors because. 
Of the numbers, though, you 

1029
00:56:26,040 --> 00:56:29,360
know, like, yeah. 
That's that that did bug me a 

1030
00:56:29,360 --> 00:56:32,920
little bit throughout is like 
it's an interesting pages, yeah.

1031
00:56:33,160 --> 00:56:36,200
There's not, it's. 
It's 22 because the PDF counts 

1032
00:56:36,200 --> 00:56:38,600
the front and back cover as a. 
Page Yeah, yeah. 

1033
00:56:39,080 --> 00:56:42,040
Yeah, but I mean even with 22 
pages, I wouldn't mind knowing 

1034
00:56:42,040 --> 00:56:44,480
which page is 13 or which page 
is 18. 

1035
00:56:44,480 --> 00:56:45,880
You know I. 
Wouldn't hate it. 

1036
00:56:46,600 --> 00:56:47,480
I would. 
I would enjoy it. 

1037
00:56:47,480 --> 00:56:50,280
I I would prefer if this had 
that, but it doesn't bother me 

1038
00:56:50,280 --> 00:56:52,080
enough that I would even reduce 
a point for it. 

1039
00:56:52,200 --> 00:56:54,360
I mean, it's such a small scene 
I. 

1040
00:56:54,400 --> 00:56:57,040
Agree, it's just it's more just 
an interesting choice. 

1041
00:56:57,040 --> 00:56:58,720
So. 
Yeah, yeah, yeah, yeah. 

1042
00:56:58,760 --> 00:56:59,880
There's also no table of 
contents. 

1043
00:56:59,880 --> 00:57:02,680
But again, on AZ in the small 
like it's not, it would be, it 

1044
00:57:02,680 --> 00:57:05,280
would be such a waste of a page 
rule set. 

1045
00:57:05,720 --> 00:57:07,680
Obviously. 
You know, at its core, it's one 

1046
00:57:07,680 --> 00:57:08,760
of our favorite games of all 
time. 

1047
00:57:10,080 --> 00:57:15,760
Oh yeah, this is a great this is
a great example of how to 

1048
00:57:15,760 --> 00:57:20,120
successfully hack a system. 
You're like the principles of 

1049
00:57:20,120 --> 00:57:22,240
the original system are 
absolutely still here is 

1050
00:57:22,240 --> 00:57:24,880
lightweight. 
It follows that 2D6 over 

1051
00:57:24,880 --> 00:57:27,720
difficulty score, that 
difficulty score being health or

1052
00:57:27,720 --> 00:57:29,280
like a resource in and of 
itself. 

1053
00:57:30,320 --> 00:57:33,320
And it just adds the stuff that 
you would need to make this like

1054
00:57:33,320 --> 00:57:42,520
a successful BX dungeon crawler,
like Retro Clone and and I think

1055
00:57:42,520 --> 00:57:44,000
works really well. 
I love the magic. 

1056
00:57:44,040 --> 00:57:46,520
I think the magic is great. 
I think there's like the 

1057
00:57:46,520 --> 00:57:49,320
original like magic hack for 
this is really just like spells 

1058
00:57:49,320 --> 00:57:53,440
that have ADS, but like a free 
form open, pick your realm and 

1059
00:57:53,440 --> 00:57:56,040
then you guys negotiate what you
think the difficulty is, if 

1060
00:57:56,040 --> 00:58:02,120
there even is one. 
Yeah, yeah, I hate this game. 

1061
00:58:02,120 --> 00:58:03,560
I obviously hate the fuck out of
this. 

1062
00:58:03,560 --> 00:58:08,080
So. 
Obviously that's terrible Real 

1063
00:58:08,080 --> 00:58:10,120
though. 
Like, so it is a hack, which, I 

1064
00:58:10,160 --> 00:58:16,320
mean, you know, it's fine, but 
like you said, it does it so 

1065
00:58:16,320 --> 00:58:21,440
well at at yes, it successfully 
hacks one of the best, you know,

1066
00:58:21,440 --> 00:58:25,080
rules like games out there. 
And it's such a good hack too, 

1067
00:58:25,080 --> 00:58:28,760
because I'll tell you right now,
if I was ever going to run any 

1068
00:58:28,760 --> 00:58:32,320
BX anything, I would just run it
in Dungeon Dunes. 

1069
00:58:32,880 --> 00:58:35,480
I'm sitting here thinking like 
there I have a bunch of old 

1070
00:58:35,480 --> 00:58:38,480
school essentials adventures on 
my bookshelf that I really want 

1071
00:58:38,480 --> 00:58:43,200
to run, but I don't really want 
to run OSC for all of it at 

1072
00:58:43,200 --> 00:58:44,640
least. 
And I'm like, Oh yeah, I could 

1073
00:58:44,640 --> 00:58:47,480
just take this. 
Like, you just look at the 

1074
00:58:47,480 --> 00:58:50,200
monster addicted, how hard you 
think it is. 

1075
00:58:50,200 --> 00:58:54,120
I mean, it's easy, Moderate hard
or very hard, right? 

1076
00:58:54,480 --> 00:58:56,720
And that's it. 
Yeah, you could just. 

1077
00:58:56,920 --> 00:59:01,000
It wouldn't be too hard to to to
come up with a good math for HD 

1078
00:59:01,000 --> 00:59:04,000
to DS, you know what I mean? 
Like it would it would be 

1079
00:59:04,000 --> 00:59:05,880
pretty, it'd be pretty 
straightforward I think so. 

1080
00:59:05,880 --> 00:59:08,120
So what are your thoughts on the
real side? 

1081
00:59:08,720 --> 00:59:14,880
Oh, pretty high, pretty pretty 
pretty easily an 8. 

1082
00:59:14,960 --> 00:59:17,280
And I could. 
I could probably do a nine. 

1083
00:59:22,470 --> 00:59:26,110
Yeah, I mean, here's here's my 
only, here's my only thing that 

1084
00:59:26,110 --> 00:59:28,230
would make me think 8 instead of
nine. 

1085
00:59:28,790 --> 00:59:35,680
OK, is that while they did 
successfully hack this in both 

1086
00:59:35,680 --> 00:59:42,640
of our opinions, it really is 
just tonal goons and and BX 

1087
00:59:42,640 --> 00:59:44,760
together, right? 
There's nothing that's really 

1088
00:59:46,520 --> 00:59:48,720
innovative I guess is how I 
would say. 

1089
00:59:48,720 --> 00:59:53,320
Like, there's nothing in here 
where, like, they do everything 

1090
00:59:53,320 --> 00:59:57,400
well by making everything like 
the simplest, cleanest, like 

1091
00:59:57,400 --> 01:00:00,320
version of it. 
But there's nothing there's 

1092
01:00:00,440 --> 01:00:03,360
like, like we just said, you 
could play OSC with this right 

1093
01:00:03,360 --> 01:00:05,000
now. 
So it's not, Yeah. 

1094
01:00:05,080 --> 01:00:07,720
You really could. 
I think that's the only thing is

1095
01:00:07,720 --> 01:00:11,160
that there's nothing in here 
new, It's just super well 

1096
01:00:11,160 --> 01:00:14,880
adapted old stuff, you know? 
And I think that's the thing 

1097
01:00:14,880 --> 01:00:17,120
that puts me in my head towards 
like an 8. 

1098
01:00:17,720 --> 01:00:21,440
I'm fine being 8 with this. 
I would argue that I think that 

1099
01:00:21,440 --> 01:00:26,280
the ability to play any of the 
50 fucking dungeon games I have 

1100
01:00:26,280 --> 01:00:30,360
behind me with this almost 
immediately is a strength. 

1101
01:00:32,400 --> 01:00:33,720
You know what? 
But you want me? 

1102
01:00:33,720 --> 01:00:36,120
Let's go 9. 
There we go. 

1103
01:00:38,040 --> 01:00:38,520
Vibes. 
Listen. 

1104
01:00:38,560 --> 01:00:40,400
It's not that I listen. 
Just if you're out there 

1105
01:00:40,400 --> 01:00:42,080
listening, you're like, I love 
running OSC. 

1106
01:00:42,080 --> 01:00:44,880
It's not that I don't want to 
run OSCI don't always want to 

1107
01:00:44,880 --> 01:00:46,200
run OSC though, you know, there 
you. 

1108
01:00:46,200 --> 01:00:47,320
Go. 
There you go. 

1109
01:00:47,760 --> 01:00:50,440
Like, sometimes it would be 
nice, yeah, to just do, like, 

1110
01:00:50,440 --> 01:00:53,000
you know, Halls of Blood King or
whatever without having to, 

1111
01:00:53,040 --> 01:00:56,840
like, do the entire fucking 
thing. 

1112
01:00:56,960 --> 01:01:01,840
You know, vibes. 
Oh, I think this is strong 

1113
01:01:01,840 --> 01:01:05,480
vibes. 
I think for me, I think vibes 

1114
01:01:05,480 --> 01:01:10,800
for this is probably about 7-7 
or eight like, and I think this 

1115
01:01:10,800 --> 01:01:12,840
is, it's funny, 'cause I think I
just said this was a strength 

1116
01:01:12,840 --> 01:01:14,760
and now I'm going to say for the
vibe, I think it's a weakness. 

1117
01:01:14,760 --> 01:01:17,480
It's like, you're right, it 
doesn't really like have 

1118
01:01:17,480 --> 01:01:20,280
anything where it's like, oh, 
this is super specific to 

1119
01:01:20,680 --> 01:01:24,160
advanced dungeon goons. 
Like I want to play this. 

1120
01:01:24,400 --> 01:01:26,680
I think I I actually probably 
had an 8 because I really do 

1121
01:01:26,680 --> 01:01:28,640
want to play this and I do like 
this is the way the lightweight 

1122
01:01:28,640 --> 01:01:31,960
hack a bunch of games that I 
already like that are maybe more

1123
01:01:31,960 --> 01:01:36,360
rules heavy. 
But once again, yeah, like you 

1124
01:01:36,360 --> 01:01:39,840
said, there's nothing that it 
does that is very individual to 

1125
01:01:39,840 --> 01:01:42,640
it. 
Yeah, I think. 

1126
01:01:42,680 --> 01:01:46,240
I think I'm about an 8 on this 
too, which is a really fucking 

1127
01:01:46,240 --> 01:01:49,320
high 898. 
Is is crazy out of this, but but

1128
01:01:49,320 --> 01:01:51,440
exactly what you just said like 
I do. 

1129
01:01:54,800 --> 01:01:58,680
How do I say I love this game. 
But one thing we've said a bunch

1130
01:01:58,680 --> 01:02:01,600
and and I think really sums it 
up is that like, I don't 

1131
01:02:01,600 --> 01:02:08,800
necessarily, I I do wanna play 
this, but like like you said, 

1132
01:02:08,800 --> 01:02:11,840
there's nothing that makes me 
go, Oh my God, this is so cool, 

1133
01:02:11,840 --> 01:02:15,880
I'm gonna play it so bad. 
My general thought on it more is

1134
01:02:15,880 --> 01:02:20,480
it's so well done and if I ever 
need a dungeon system, this is 

1135
01:02:20,480 --> 01:02:21,880
the one I will use. 
Absolutely. 

1136
01:02:22,160 --> 01:02:26,120
It doesn't necessarily make me 
go, I want to use this right now

1137
01:02:26,120 --> 01:02:28,200
for whatever. 
I don't care, you know. 

1138
01:02:28,560 --> 01:02:31,360
But if someone rolls up to me 
with like fucking B2 or 

1139
01:02:31,360 --> 01:02:33,440
something, like I'll just be 
like let's do it and Dungeon 

1140
01:02:33,440 --> 01:02:36,560
Goods, you know, So that I think
that's what it is, is I really, 

1141
01:02:36,560 --> 01:02:42,800
I enjoy it mechanically. 
But there it doesn't have that, 

1142
01:02:42,880 --> 01:02:45,960
that little something that makes
me go fuck, dude, if I had three

1143
01:02:45,960 --> 01:02:48,040
people in two hours, I would do 
it right now, you know? 

1144
01:02:49,320 --> 01:02:53,240
Yeah, absolutely so. 
But again, fantastic game. 

1145
01:02:53,320 --> 01:02:55,440
I love it. 
It's one of my favorite tunnel 

1146
01:02:55,440 --> 01:02:58,200
goon tags. 
It is. 

1147
01:02:59,760 --> 01:03:05,040
It is the dungeon game that I 
would choose to play and I think

1148
01:03:05,040 --> 01:03:11,080
it does everything that you need
from from anything. 

1149
01:03:11,080 --> 01:03:14,400
And I also think that this would
be a a fantastic. 

1150
01:03:16,080 --> 01:03:19,760
I would put this in my top like 
3 or 4. 

1151
01:03:20,280 --> 01:03:23,920
Play this instead of 5E, please.
Games you know like. 

1152
01:03:24,080 --> 01:03:27,240
Yeah, totally. 
Or as an introduction to 

1153
01:03:27,840 --> 01:03:31,320
tabletop gaming at all. 
Like I said, like this and Mouse

1154
01:03:31,320 --> 01:03:35,600
Rider would, and maybe like one 
other would be. 

1155
01:03:36,360 --> 01:03:37,880
Oh, you've never played a 
tabletop game? 

1156
01:03:38,280 --> 01:03:41,720
Let's run this and you'll you'll
understand the rest of the games

1157
01:03:41,720 --> 01:03:44,200
out there. 
So it's fantastic. 

1158
01:03:44,720 --> 01:03:48,640
If you get a chance to back 
Council Elkinstone, well, the 

1159
01:03:48,640 --> 01:03:50,920
campaign's over. 
If pre-order is open, we'll let 

1160
01:03:50,920 --> 01:03:53,720
you know in the future. 
I don't know if late pledges are

1161
01:03:53,720 --> 01:03:55,760
going to be a thing, definitely 
go check that out. 

1162
01:03:55,920 --> 01:04:00,960
You can find all of the links 
below, but Jacob Fleming is at 

1163
01:04:00,960 --> 01:04:04,680
gelatinouscubism.com. 
They run gelatinous Cubism 

1164
01:04:04,680 --> 01:04:07,120
Press. 
Go support them. 

1165
01:04:07,200 --> 01:04:09,360
Everything the. 
Blog is great too, yeah. 

1166
01:04:09,640 --> 01:04:13,680
The blog's great, the comics are
great, the games are great. 

1167
01:04:13,960 --> 01:04:16,680
Check it out again. 
You can buy the whole like 

1168
01:04:16,680 --> 01:04:19,520
hanger pack of this for like 12 
bucks at Exalted Funeral. 

1169
01:04:20,320 --> 01:04:23,640
I highly recommend you go grab 
it again. 

1170
01:04:23,640 --> 01:04:27,080
The fact that you can get a 
great game, two adventures, and 

1171
01:04:27,080 --> 01:04:29,640
a set of dice for 12 bucks is 
insane. 

1172
01:04:30,280 --> 01:04:32,320
If we were doing this as like a 
price thing, that would have to 

1173
01:04:32,320 --> 01:04:34,880
be damn near like a nine or 10. 
Yeah, that'd be pretty high. 

1174
01:04:35,640 --> 01:04:39,080
All right, that's it. 
Zinquest, thank God, is in the 

1175
01:04:39,080 --> 01:04:41,040
past. 
There's a couple campaigns that 

1176
01:04:41,040 --> 01:04:44,040
are still cruising into March, 
but we're not talking about them

1177
01:04:44,040 --> 01:04:46,800
anymore because it broke my 
brain. 

1178
01:04:47,120 --> 01:04:49,240
So Zinquest has done successful.
Good job. 

1179
01:04:49,640 --> 01:04:51,480
We did that. 
Great job, Ryan. 

1180
01:04:51,480 --> 01:04:53,280
It was all you. 
You know we did. 

1181
01:04:53,320 --> 01:04:59,920
I I put a thing up on on the old
twatters about what we did in 

1182
01:04:59,920 --> 01:05:02,080
the month. 
I think it was like 7 actual 

1183
01:05:02,080 --> 01:05:09,040
plays, what like 12 or 13 
interviews and spotlight like 24

1184
01:05:09,040 --> 01:05:12,760
different games and I think that
that feels good, that feels 

1185
01:05:12,760 --> 01:05:15,520
good. 
I think we did OK We we did lull

1186
01:05:15,520 --> 01:05:16,840
a little bit in week three. 
I don't. 

1187
01:05:16,840 --> 01:05:18,280
I think we skipped episodes 
entirely. 

1188
01:05:18,280 --> 01:05:20,720
But you know. 
Oh, we both got sick. 

1189
01:05:21,280 --> 01:05:22,560
That's what it was. 
That's what it was. 

1190
01:05:22,560 --> 01:05:24,320
Yeah, we both got, we both got 
sick. 

1191
01:05:24,320 --> 01:05:26,560
The busiest month we have the 
year for the show. 

1192
01:05:26,880 --> 01:05:34,280
You know even in though you know
there's a lot of a lot of I'm 

1193
01:05:34,280 --> 01:05:38,680
gonna just let that one go. 
So that's it. 

1194
01:05:38,720 --> 01:05:41,360
I don't know what we're doing 
next week we'll talk about it. 

1195
01:05:41,800 --> 01:05:44,840
I I do think that we're thinking
about for those that are the the

1196
01:05:44,840 --> 01:05:46,800
long time listeners. 
I think we're talk talking about

1197
01:05:46,800 --> 01:05:56,760
doing some like like themed 
months almost like we we we've 

1198
01:05:56,760 --> 01:05:59,840
tossed around the idea of maybe 
bringing maybe doing like a 

1199
01:05:59,840 --> 01:06:05,440
month where we do for games by 
creators that are artists as 

1200
01:06:05,440 --> 01:06:10,160
well as designers. 
We've talked about doing some 

1201
01:06:10,560 --> 01:06:14,560
some other interesting things so
you might see that in the future

1202
01:06:14,840 --> 01:06:17,640
And for those listening to that 
actually give a shit about our 

1203
01:06:17,640 --> 01:06:20,560
actual plays. 
Josh Domansky will be coming 

1204
01:06:20,560 --> 01:06:21,640
back sooner than later on the 
show. 

1205
01:06:21,640 --> 01:06:25,880
We're going to restart side 
quests and that for those that 

1206
01:06:25,880 --> 01:06:29,880
listen to are there are episodes
where we do an actual play of a 

1207
01:06:29,880 --> 01:06:33,360
game we've reviewed, with an 
emphasis on teaching the game? 

1208
01:06:33,680 --> 01:06:37,520
So that way you can listen to 
the review and the AP get a good

1209
01:06:37,520 --> 01:06:39,760
sense of how the game is and how
the game runs. 

1210
01:06:39,920 --> 01:06:42,480
So we'll be starting those up 
again either at the end of this 

1211
01:06:42,480 --> 01:06:43,520
month or the beginning of this 
month. 

1212
01:06:44,640 --> 01:06:47,640
Other than that, don't expect a 
ton of interviews for a while. 

1213
01:06:47,960 --> 01:06:51,440
Don't expect to stand actual 
plays for a while except for 

1214
01:06:51,440 --> 01:06:54,040
next week. 
We're going to be running with 

1215
01:06:55,400 --> 01:07:00,480
with Kristen Sorrell with me 
casual on Tuesday, but we're 

1216
01:07:00,480 --> 01:07:03,280
really gonna be taking a a back 
seat and just focusing on our 

1217
01:07:03,280 --> 01:07:06,480
reviews for a while and just 
getting refocused. 

1218
01:07:06,480 --> 01:07:10,400
So that our episode for today. 
Hunter, you're wonderful. 

1219
01:07:10,400 --> 01:07:11,680
Good. 
Answer to you. 

1220
01:07:12,760 --> 01:07:15,480
Damn, we we almost hit like the 
hour mark on this one. 

1221
01:07:15,480 --> 01:07:16,720
Just crazy. 
Wow. 

1222
01:07:17,960 --> 01:07:19,320
Yeah, we'll see. 
We'll see what happens when I 

1223
01:07:19,320 --> 01:07:20,320
edit on the end. 
In the beginning. 

1224
01:07:20,600 --> 01:07:24,200
So you'll find our links, Link 
tree slash weekly scroll. 

1225
01:07:24,440 --> 01:07:26,040
Have a good day, we will see you
all later. 

1226
01:07:26,040 --> 01:07:27,040
Bye. 
Bye.

