Hello and welcome to the Weekly Scroll podcast.
My name is Ryan and. I'm Conan the Barbarian.
And today we are going to be going over advanced dungeon
goons from. I actually can pull up, yeah.
So I get the the Adventure Pack. Oh, you mean like this?
This right here. You're such a fucking nerd that
you have the one unopened 1 so you can keep the unopened.
We have we're we're going over Advanced Dungeon Goons from
jacob.fleming@gelatinouscubism.com. If we would have remembered, we
would have done this last week and just bumped Bermhack by
week. Because exactly.
Advanced Dungeon Goons was just running a a Kickstarter during
Zing Quest called Castle. I think it's Elkinstone I think
is what it Elkinstone is what it was called which reminded us how
awesome this game is and how much we love it.
But it just finished the campaign this morning.
I got the e-mail this morning early that did the whole like
you have reached your funding goal blah blah blah blah.
So I don't know if there will be pre-orders for it, but I highly
advise you to go check it out and go to gelatinouscubism.com.
I think you can get these. The Advanced Dungeon Goon
booklets, we'll go over more of this in just a second, are also
available Exalted Funerals. We'll talk about that too.
But Advanced Dungeon Goons Second Edition is a game from
Jacob Fleming. It is the second edition of
Dungeon Goons, which is a tunnel goon tech originally written by
Nate Trim. One of my favorite games.
One of the best games in my opinion in all of DTRPGS, dude.
Honestly, if if if you're starting to make games for all
those out there that are thinking about doing games, just
do a tunnel goon tech to start honestly then you'll understand.
Tonal Goons is is is one of my favorite games and one of the
games early in TRP GS that made me like break me out of some of
the D&D brainness of Five East where I was seeking something
different and and I went oh wait wait a minute 2D6 and then just
the differences the this is this is crazy Tonal goons and maze
rats. Two of the early ones that
really made me want to play the rules like games.
So yeah, so that's that's what we're doing today, Advanced on
the goose. So for those in podcast land, go
look at it. But for those watching, as we
said, it's a little booklet. I believe it's basically a six
but landscape, right? Oh yeah, I think you're right.
Yeah, yeah. So it's basically a six, but
landscape. It doesn't have page numbers,
but the PDF is 24 pages, so that's my assumption is it's
roughly around there. If you get the entire Adventure
Pack that we were just talking about, it comes in a it's like
the plastic with the cardboard holder.
With the hangers, you know. Like, like a hanger.
Yeah, you get. Next to the like you're going to
go to check out and you see some toys hanging up and you're like,
hey mom, can I get this little action figure in this like
plastic thing? It's one of those.
So dope. And if you get the whole pack it
comes with in that pack. It comes with the adventure.
It comes with four character sheets.
It comes with a Rizzo printed adventure, little hex crawl and
dungeon adventure called the Shrine of the Scorpion Lords.
Beautiful. I love the Rizzo printing on
this. The orange on the yellow this is
like. I love the fold out like full
page like map of the tomb on this Yeah it's a this whole pack
is very cool. Well, it's really cool because
it's the same size as the book, and if you just so it and it's
folded into force, this one sheet folded into force, if you
just open it once like you're opening the book, you get the
hex crawl. And then if you open up to the
inside of that, the dungeon takes up the entire 1/2 the
page. So it's really cool that you can
do the hex crawl and then get into the dungeon without seeing
it beforehand. So that's cool.
And the last thing it comes with is 2D6.
So basically you get everything you could possibly need to play
this game except for maybe like a pencil to fill out your
character sheet just to run in this and on.
I believe this entire set on Exalted is still is only like 12
bucks. Yeah, it's 12 bucks.
Yeah, I'm like, oh. That's such a good deal.
Yeah, I want to. I want to buy like five of
these. And just any time someone's
like, oh, you play tabletop games or I meet someone like at
work or something, that's kind of into it, I'm just going to be
like here, here you go, bud. And you know, just get them on
the right track, but that that's that's what it looks like.
I highly, highly, highly recommend going for 12 bucks You
can't get because there's also an adventure on the back of the
book, so you get 2 adventures. Yeah, there's.
It was like Geiger's. Gorgeous stuff.
Like that? Whatever.
I don't know. I also say like.
We're both wrong. Gate as as we go through this,
like this is a great like lightweight old school hack.
And you know what you could take if you have any adventure on
yourself. Just because like the Tunnel
Grooms Goons framework is so lightweight on like how you pick
difficulty. You could take any adventure
that you already own and you could just be like we're going
to run Advanced Dungeon Goods. This and mean you could make up
a lot of difficulties on the fly.
Like you know how hard a thing is, you know?
Yeah, it's super. It's super.
You know, what I'm actually going to do is this is going to
be a really quick episode. We always say that, and then
it's two hours long. It's going to be a hard one,
yeah. One thing I wanna do, we're
gonna look at tunnel goons real quick cuz it's literally like 2
pages long. And then we're gonna start and
then we're gonna start cruising. We're gonna start cruising this.
So let's let's go ahead and do that.
Let me bring up, let me bring up tunnel goons and and let's get
cracking. So this is not the game we're
going over. This is the game it's based on.
This is tunnel goons from Nate Dream, just so you know the
differences early on for this. So in this, we're not going to
go over the mechanics here because we'll just tell which
ones are pulled over in the next one.
But basically it goes over action roles, difficulty scores,
actions, inventory death, advancement, healing your
abilities, the character creation, and then in this one
you roll D sixes to determine like your background stuff.
That also gives you your force, your first inventory slot, your
first piece of equipment. But it gives you a childhood of
profession and what you did during the war, which is just
one of the coolest pieces of like built in like.
Just implied lore. Implied lore ever.
Yeah, it's great. And that's the entire game.
That is all of Tunnel Goons and it's a genius.
It's one of the most genius fucking games ever in period.
And honestly, it takes up to two square pages.
It's amazing. That's it.
And what Advanced Dungeon Goons does, we'll click over to that,
is it makes Tunnel Goons into what amounts to a Dungeon
delver. So.
In the great way. Yeah, if you just read the back
of Advanced Dungeon Goons, it says Advanced Dungeon Goons is a
rules light classic fantasy tabletop adventure game for two
or more players based on ton of Goons from Nate Trim.
So it takes that core of ton of Goons and makes it a dungeon
Dover, which is cool. So let's get into it.
First off, Jacob Fleming is a fantastic artist and all the art
throughout is theirs. Yeah, I I dude.
And one thing consistently through all of the art that I
love and I love that like comic book pencil esque shading on
everything and like it gives it so much character all the way
through. But this first piece with the
giant spider and like the barbarian and the the fighter
and the mage or whatever, really a great piece.
You know, very old school dungeon crawler.
Well, Jacob Fleming does comics and stuff too.
I actually got one from. I think it's Peregrine Coast
with a guy that's remarkably similar to this little Dwarf
guy. I think it's called Slayer.
The comic is. Oh, I think I've seen that.
Yeah, it's dope. So I I got that.
I should have grabbed it and shown it on screen, but but
again the the book is landscape a six.
So it's a small little landscape book and stuff in your pocket
and right off the bat we get to the next page.
And I also love this like reddish like color scheme to the
entire thing. Yeah, the the the very limited
color palette. It's really just that like
orange, red, black and white. And it is.
It works incredibly well, yeah. Well, and also when you get the
PDF of this, like when you get the digital versions of this,
you get this version that's colored, you get a black and
white print friendly version which is great and you get the
character sheet printing. So honestly 24 pages you could
easily take this to like a printer somewhere and print this
out and hand it around the table.
Easy, but this is it shows a a a girl walking into a portal.
On this it's just playing the game.
I also like the like digital text font, like the pixel font
that it uses. It's like a it's like a one bit
pixel font or whatever. It's really cool.
So right off the bat, we're getting into basically, roughly
wordish for word, like tunnel goons to start the game.
So again, game structure, action role, dangerous action, save
role, all that stuff. Only some slight differences and
stuff like that throughout. So yeah, game.
One of the differences they add here is for in In the
difficulties they add very hard but.
They also have very easy too. Oh.
There is also very easy. Yeah, there are a lot more
modifiers as we go through this for like actions and such.
Oh yeah, the difficulty score lines and tunnel goons, which
I've clicked back to on the screen is just we'll we'll get
to that in a second. So pressing his game structure,
it basically says there's referees and there's players.
You know what the fuck that means?
Action role. This is one of my favorite
mechanics in all of games. Like period.
Like anyway, when an action success is uncertain, a player
rules 36 and adds points from the relevant class and a point
from any item that are relevant to the action.
If the total is equal or greater than the difficulty score DS,
which is what is going to be used throughout the game, it is
successful. Difficulty scores are rated as
follows. Very Easy is a six.
Easy is an 8, moderates of 10, Hard as a 12, Very Hard as 14,
and Tonal goons. They just have Easy, Moderate
and Hard 8:10 and 12:00. I don't mind that There's the
very Easy and Very hard, but whatever.
Yeah. I mean, I personally don't think
that you need the very easy, but the very hard I think.
I think for this one does make more sense.
Because you have more modifiers to get that.
Yeah, you have like their weapons count for a little more,
especially like big weapons. And also like, there's more of
like a breadth of like what if you fight a lich?
You know, a lich is very hard. And that could happen because
this is a weird dungeon crawler, like classic fantasy.
Yeah, completely agree. They probably just for it was
probably just for the sake of some symmetry.
If you're going to add like a very hard, must put a very easy
so it doesn't bother me, that's fine.
Yeah, I do also like that. Like the background in all of
this isn't black, even the cover, even though it kind of
looks black, it's not black. It's like an off black with like
maybe like the smidgiest bit of like brown in it.
And I just think it's a it makes a very and even the white is
like a slightly off white, so it's not stark on your eyes, you
know? Does that make sense?
Like it doesn't. Burn into your.
Redness. Yeah.
I don't think it's white, white. I think it's like just like a a
a shade off of just a flat white, you know, somewhere
around there. Yeah.
So then if you have game structure action, where you got
dangerous actions, if an action has a risk of physical danger,
the difference between the role and difficulty scored is the
damage you take. So basically the action role,
how how you really do. And then there's a save role,
which is the exact same thing. But basically, the difference
between an action role and a save role is an action is
something you're choosing to do, and a save role is when
something's happening to you that you're trying to avoid,
right? That's really the only
difference. Otherwise, the mechanics are the
same, You're resisting something and then adding the appropriate
stat or whatever. So basically the the core
mechanic, the core resolution mechanic of the game is 2D6 for
a difficulty score, and if you you succeed, if you get on or
above and you fail, if you get less than right and the damage
you take or do is the difference between the two.
I don't know if there's an example of play in this one, but
in Tonagoonzar is. So the example would be like say
you roll 2D6 against the difficulty of eight, you roll at
10, that means you do 2 damage. Easy peasy.
There's also, we'll we'll get to it in a little bit, character
creation. So there's five steps to
character creation. You get one is just your health
points. It's 10 plus Brute 2.
You start with an inventory of eight.
So in Tunnel Goons, I think it's just, I think your health is
just a flat 10 to start, right. Yeah.
Health is 10, inventory is 8, and in Dungeon Goons health is
10 plus Brute which is your your physical stat inventory is 8 and
then you get 2 points to distribute between 3:00.
They call them classes. It's interesting in tonogoons
that they make them classes instead of like attributes.
Yeah. It's I think it's just a word
choice, but it kind of is the same thing.
It is the same thing, but it's also interesting because brute
and sage definitely sound like classes to me, but Dexterity
does not sound like a class to me.
I mean to further expound upon that if you put two points into
Sage, you can't actually take the class conver, which we'll
get to in a second, but. Yeah, I.
Don't just the main thing is I'm saying this, but I don't dislike
this. I do.
I I like this fine. I wish it was something else
other than in than Dexterity, but I do like this so.
Yeah, but I mean, even in telecoms, it's brute skulker and
erudite, which UN erudite could be that, but you could also be
erudite. So it's like, but I completely
agree. I mean I wouldn't have minded
getting away from that class idea and just making it
attributes and having it be just like you know strength decks and
and wisdom or whatever. Giving it a little bit more of
like a dungeon feel. And especially because like you
said you can be a conjurer, you know, yeah, it would be cool
because you could also do a hack for for a fighter class and a
decks class too. If you start with two of one or
the other, you could get a little bonus whatever, but
whatever. So those are the three.
You get to distribute 2 points between brute, which is your
fighting, feeds of strength and hardiness, Dexterity, which is
sneaking, gaming and balancing, and sage, which is studying,
perception, speaking, and potentially magic.
That's number three. Number four is just name your
character and #5 is purchase starting equipment.
So you get start with two rations, a cloak of your color
of choice, which is from tunnel goons, another bit of.
Like, it's a great part of Tunnel Goons.
I don't know why, but like, I always enjoy that part.
And when we've played Tunnel Goons with my table, they've
been like, yeah, my, my cloak's purple for this Carrie.
I'm like, yeah, go off, dude. Yeah, it's such a an again,
another really fantastic piece of like built in lore that's not
explained. But it's so everyone I know.
It's just like that's like the cutest fucking part.
Like it's like, no, but I wanted the red cloak and it's like,
yeah, OK, your little guy's got red cloak.
That's fine, but you start with two rations, A cloak, and then
you get 2 D 6 * 10 silver pieces.
Why don't you roll me two D 6 * 10?
Yeah, dude, you know what? I'm actually gonna roll the
green tunnel goons. Yeah.
Roll the dice. Yeah.
I got 6 total, so I got 60. I got 5, so I got 50.
OK, so it says there's an asterisk that says Dungeon Noons
is a silver standard. And that's it.
There's no other coin. Fuck it, it's just silver.
Great. Love it.
Give me a. Silver standard, all about that.
Thanks for not making me have to count like OK, so I have 100
copper, so that's one silver whatever.
So there is an equipment list which anyone that listened to
the show knows how I feel about that I this is the part that
like is fine, but I think could be changed.
I would change, but we'll go over it real quick.
So you have weapons, great weapons and armor, heavy armor,
shield to start. As far as let's just say that
like your your fighter, your fighting gear shit, right?
So weapons cost 20 silver and that's all your basic shit.
Swords, hammers, bows, axis Spears, that's it.
Then you get great weapons which are 40 silver.
They're all your two handed weapons.
They add +3 to blute roll to brute rolls, but only plus one
on defend rolls. And they count as 2 inventory
slots, so don't forget you only start with eight.
Armor is 20 silver. It adds one to defense rolls,
but also subtracts one from dex rolls, which I love.
Heavy armor. 40 silver. It's two and two two for defend
rolls, but subtracts 2 from Dexterity.
Again, love that a shield is 10 silver held in your offhand and
then you have adventuring gear which is 2 silver each which is
like basic shit ropes, chalk, parchment, shit like that.
You have tools which are 5 silver each, Crowbars, traps,
lock picks, grappling hooks, things like that.
You have a cult items which are 10 silver each, which is like
vials of holy water, ritual ingredients, things like that.
And then you have horses which it lists mule and then riding
horse. 30 and 100 silver carts are 30 silver and they have an
inventory of 10. So if you actually can get a
cart you increase your inventory for everyone.
There's water, transportation, boats and shit.
I don't give a shit about that. So you start with in Tunnel
Goons. You roll for your background
stuff that gives you starting items.
In this game, it's kind of like in more of a dungeon game.
Yeah, it's silver bias. I do.
I like that actually. I love like having be like, OK,
like what's the build for this character going to be.
I would probably make some quick builds though, just for a game
where your characters are going to die.
Like have some. Like if you have 20 silver,
here's a this pack or A50 silver.
Just because it speeds things up.
Yeah, I mean, yeah, I I don't mind this because I I do think
it's kind of interesting that adventuring gear and tools are
different. Cost is what's on that mug.
Oh, don't worry about it. It's not my mug.
What is it though? It's a Harry Potter mug.
Oh yeah, fuck that. Never mind.
It's not mine. Don't, don't.
Don't judge me. For a second I saw someone.
I thought it was a blasphemous bug, and I was like, you're
gonna send me that mug, you motherfucker.
But Nope. Yeah, no, fuck that turf cunt.
So I know, I do think it's interesting that the adventure
and gear and the tools have different costs, and it's not
like crazy different, but it's enough to make you know that the
tools are like more helpful grappling hooks and shit like
that. So I I do think it's
interesting. I do think what you said is it
would be an interesting thing to do though, honestly is I would
just roll up like what? What's the minimum that you can
get? Like 20 silver?
Yeah, I would just build A20A30A40A50, a 60, you know, a
7080, whatever. And then just so someone dies,
just be like, yeah, just take the roll your dice and just take
the 30 or take the 40 or whatever.
You know, like don't pick and choose that bullshit.
Yeah, it is amazing how many of my like growing game design
ideas are just me stealing stuff from Luke Gearing so.
Inventory, your score is, is what you can carry.
Basically you can carry as much as you want, but this is how
much you can carry comfortably. So every item you have over 8,
or if you're you know inventory ever advances, reduces your
brute or dexterity roll by one for every item.
So if your inventory is 8 and you're carrying ten, every brute
and dex roll you roll has a -, 2 to it every time.
So that's it. And then the magic page.
Love this art? Yeah, old man wizard with flame
is good. So magic.
Let's talk about magic. That's right.
Hunter is going to talk about the magic part.
Y'all ever, y'all, ever watch an episode of this show where I
talk about the magic? This is one of those.
So the conjurer. So this is like, this is the
interesting thing, right? If you invest two points in this
age, you can be a conjurer. A conjurer wields magic and
bends it to their will. Basically, you pick what type of
magic you do, like a realm, like a focus of magic.
And then the examples they give are fire, cold nature,
necromancy, divine illusion, whatever.
Pick a thing, you're that type of wizard, and whenever a player
character uses magic, they describe what effect their
spells will have, and then the referee will then determine two
things. The first one, does this spell
require a role? It's probably yes, right?
Otherwise the spell effect happens as the player describes.
So I I would say like for like innocuous little like hedge
magic shit like just to drive a. Fire.
Yeah. Turn on a torch.
To be like a. To be a wizard, yeah.
Cost nothing. You're just doing the little
things right. And I am personally, when you're
playing a magic caster, find those things deeply meaningful
because it makes you actually feel like you're magical because
you you are. And then the second thing that
you pick is what is the spells DS.
And so you, the you and the referee can can figure out what
is a fair difficulty or if it's appropriate, you can roll over
the difficulty of an enemy that you're fighting.
Kind of whatever makes sense within that context.
The referee can use the targets DSS basis.
Yeah, like I just said, if it makes sense to do so, if the
situation dictates, the referee may increase this longer range
trying to change reality, if you're doing something big to
the enemy, etcetera. And then the player uses their
Sage class to test for the casting of the spell, which
seems evident. But yeah, it is written.
Yeah, I I I like this. I think this is an
extraordinarily clean matching system that fits so well within
the context of like the DS and things like that.
But it's still like free form enough that I would really enjoy
it, you know? Yeah, I very much agree like
this is AI mean I always am looking for that open-ended take
on magic. That's just like yeah, you guys
talk out what you think the difficulty is.
I'm like oh perfect, great. I want to do this and I do like
that it has you layout around because like having played to
open-ended Magic games with people, if you don't have them
claim what kind of magic they do, they have a really hard time
conceptualizing it so. Yeah well and I also just like
the having the spell DS really like the I mean we'll we'll get
some monsters and bad guys but every everything you're really
hitting has ADS. So like, yeah, it makes it so
clean and easy that that that it does it that way.
Agreed Additional rules for using magic.
Player can sacrifice 1 HP for a + 2 bonus to their die.
HP loss this way can only be healed through resting.
I'm snow drinking your magic potion afterwards.
Yeah absolutely. If you're burning through your
health for this, you can't just like cheese it and drink a
potion right afterwards like you got you got to go to bed son.
Next, a very dedicated conjurer can spend a week or can spend
sorry weeks prior to adventuring to create a focus or tow them.
Pretty much this focus for them is just a plus one that you can
use when casting spells. I do like that it says weeks.
Like just imagine you're like you're you're like weird
sorceress person in their lab or tower, like cooking up for like
2 weeks before an adventure. You know, bending reality around
a single object as a focus moved on a conjurer can only cast a
number of spells equal to 1 plus their level per day.
This number is replenished after a night's rest.
Spells can be cast as or can be cast as rituals and do not count
towards that limited number of spells per day.
A spell casts A ritual takes about an hour of uninterrupted
time to prepare. I do like rituals so that's
cool. And I think with like the very
open-ended magic in the system it's like oh cool.
There is like that gives you a lot of room for like making up
rituals on the fly, magic items and potions.
Magic can take many strange and terrible forms.
Often great power will come at a cost.
Here are a few examples what may be found or acquired through
illicit means. Magic artifacts founded during
play are described either in the adventures themselves or by the
referee, and it has a list of magic items.
You have a healing potion, very standard.
It heals you Quicksilver, which I love, an illegal and noxious
serum which is popular among conjurors.
Once imbibes the potion restores some of the magical potential.
May cast an additional spell within one hour of drinking.
The side effects of the serum causing imbiber body chills and
fatigue save rules for the next 12 turns or so are at -1.
Any of the items really pop out at you, Ryan?
I mean, they're all cool. Like magic blades, magic blade
to magic blade, you know, It's whatever the smoldering eye of
canis is. Cool legendary circlet worn A
conjurer casting fire elemental spells of destruction will cause
plus two additional damage. The thing I like about that is
like it's so easy to just be like just call it something
else. If you have a sage that picked
ice just called it like the freezing eye of canis and you
can just give them that too, Like it's so the system is so
clean that it's so easy to re sketch it.
Very lightweight. Yeah, and then next we have
fights. Again, fucking love this page.
Jacob Fleming's art is fantastic, but specifically
going into fights. So this this game does do some
interesting different stuff with combat obviously.
Like it takes tonal goons which is only like 2 pages and turns
it into 20 plus pages, which is still very small.
Game 20 like 8-6 pages is very small but there are some core
changes here which make combat more combatty which I both
enjoy. But also one of the things I
like about Sony goons is the simplicity.
So anyway, so first is attacking.
So when a character attacks they will an action role and then you
add your class modifier and relevant equipment worn or
wielded right? So during an attack section both
combatants are engaged and stand to in the clash.
Thus when counting item bonuses more than just the weapon which
the character is swinging can be included.
So let's just go through the example then we'll talk about
it. So it says as an action a player
character fights an enemy with ADS of 10 the player rules 2D6
and adds 2 from their brute, one from their sword and one from
their shield. Right, because you are.
This is a part of the the thing that you know we'll we'll I'll
discuss in a little bit. So you add your sword and your
shield. So your total is 12.
The difference between 12 and 10 is 2.
So the creature takes two damage.
A non player character's DS is also their health points, so the
enemy's difficulty score is 8. If the role was 8, then the
player character would have lost two health.
It's the exact same example they use in Tunnel Goons.
Basically you're fighting like a a mantis, like a like a like a
robo mantis. Well yeah, a robo mantis.
But basically this is what the thing that for those that are
listening like why is 2D6 and then the difference, the damage
so cool because it's not just that, right?
This is the beauty and simplicity of Tunnel Goons,
which obviously again, Dungeon Goons is a hack of.
If you are fighting a creature whose difficulty score is 10,
their health points are also 10, right?
And if you roll and get a 12, that creature takes two points
of damage, which reduces their health to 8, Which, don't
forget, your difficulty score and your health are tied, which
means the next time you attack that creature, the DS isn't 10
anymore, it's 8, right? If you were to then roll A10,
that's two more points of damage.
The creature's health and difficulty score would not be
six. One of the best things about
this system is that combat is going to be very fast because
you're not just chipping away at something like some bullet
sponge whose AC always stays the same.
The more you hit something, the easier it is to hit that thing.
It's like this feedback loop, right?
So the combat will go quick, and once something starts getting
hit, it's going to come easier and easier to hit it, right.
And one of the things that says an attacking is so, So that's
that's the beauty of the system. That's the beauty and
cleanliness of the system. The thing with attacking is that
when you attack, either you or the bad guy could give or
receive damage every time, right?
So if you attack something with ADS of 10 and you roll A12, it
takes two damage. But if you attack something with
ADS of 10 and roll an 8, you take two damage.
So every time you attack something, there's a risk that
you could take damage instead. I really love that.
It's really interesting. It's it's it's perfect.
I love it so much. So then there's initiative in
this game, which is interesting though, and we'll get into why
that's interesting in a second. So when combat breaks out, you
determine who gets to roll first.
Players act first in three and six, so three and six, X and six
whatever, and six. That's a very old school BX
term. So that just means that like
three out of six times, they'll go first.
It's like saying if you roll 123, you go first, if you roll
456, they go first. That's it, Surprise.
It's just you can get a surprise.
If you do, you get a free action of a round.
So actions made during the surprise run have an additional
bonus of plus one attacking an enemy from behind as surprise,
even Aaron combat. So surprise is surprise, you get
advantage. The difference though where a
lot of the differences come in is first of all there's no
addition, initiative or surprise really listed in tonal goons,
right? It's just the attack.
But the next thing is the interesting thing, the
defending. There is no defense role in in
tunnel goons. So I'll go through it and then
Hunter and I will discuss our thoughts on it.
So basically, when an NPC or monster attacks, the players can
make a defense roll. It's the exact same thing as an
attack roll, right? The only difference is the NPC
or monster is initiating the tag action.
The player character is still rolling the dice, you roll with
brute if it's close, decks if it's near or far, and add your
elephant bonus behind cover but still within sight adds a bonus
of two to your defense and characters.
NPC is completely obscured by cover, cannot be hit with an
attack. So the difference is really in
tunnel goons the it's all basically player determining
right? Like yeah, if you hit a bad, if
you choose to hit a bad guy, like that's the like a bad guy
is not going to like get a chance to hit you.
Bad guys don't really get turns and tongue goons as much as I've
read it right. Like you just get to you when
you're fighting the bad guy you you make an attack and it's both
things acting right. Am I wrong?
Am I right? I am trying to think, so I've
run, what is it? The Moldy Unicorn and then the
like Snail Dungeon and Tung Lagoons.
I'm trying to think how we did combat, because I don't think I
thought about it. I thought, I thought it was very
effortless, but I think we did like you were dueling
essentially, right? And so if you swung under the
difficulty score, that's how much damage you took.
You swung over it. That's how much damage they
took. Maybe that's not how we did it.
Actually, no. That is, that's how it is.
So basically in tunnel goons, all attacks are initiated by the
player, right? Right.
The difference is they brought in some BX action into this game
where you actually roll initiative and both sides get a
turn, which is kind of leans a little bit more.
It's like the Derf style because Derf does the same way where
like whenever you attack either side could take damage, but you
still get player turns and enemy turns.
So it's really interesting to do it that way.
I think it's it really lends itself, I guess a little bit
more to the Dunder crawl aspect, 'cause you might be like
fighting more people or something like tonal goods to me
is like it's a little bit simpler, not in a bad way, like
a clean way. You know?
I don't think you're gonna be finding like a horde of zombies
necessarily. That's just not the way the game
is written for. But for this you might things
like that. So it's interesting that they
took that, they added this element into it where it's not
just the player roles but like the attack and defense will
happen on both, but you can have monster initiated roles which is
interesting. I mean this is way more, I mean
like you said, like this is more of a combat game.
The Talo Goons is an adventure game.
Like you can have combat, but it is really like, I mean if you
were going to play Adventure Time as an RPGI mean that's why
I would use tunnel goons. Yeah, The thing is, man, if they
would have only just done tunnel goons for the adventure.
Did you hear that? They have like a whole system
built for the Adventure Time RPG?
Yeah, the toss was super cool. They tossed it for 5E, Yeah.
I did hear that. Fuck off.
Piece of shit I did.
I absolutely heard that. And I had the same.
I was like, why I I My interesting was it was a more
narrative focused system. It was like a yes and system.
Yeah, like, why would you? A narrative adventure like it
is. Interesting, because Adventure
Time is not really like they're they do kind of fight sometimes,
but it's not like crunchy combat, you know?
No, it's not at all. I mean, so.
Anyway, so. Sorry, sorry for the tangent
y'all. No, sorry, I mean sorry for our
our podcast, you just been called Tangent, but I don't even
know where we were. But basically that that's the
big difference here in combat is that it's not just player
initiated roles, it is both player and monster initiated
roles. There's also engaged, which
basically just means that when you're attacking or defending,
you're engaged and you can't do anything else like you are.
You are in combat with that thing and that's all you can do.
You and it takes a dexterity role to disengage.
That's all that is. You can subdue, which just means
you can attempt it says this is interesting, Player characters
can attempt to subdue. This is achieved the same as an
attack. However, weapons are not
considered when counting item points to the action roll.
So basically if you want to choose to subdue an enemy and
not kill them, you have to not add your point for your weapons
on your attack roll, which I think is great.
I think it's a great little clean mechanic.
Ranged attacks. How well all of these added
mechanics slide onto like they fit very well.
This feels like a natural extension of the tunnel goon's
idea. Yeah, I would definitely say
that that they did a really good job of keeping the like kind of
like it's the the rules feel consistent, as if if Nate had
decided to add a little bit more, it feels like this is the
kind of thing that that would have been added on.
There's nothing that goes. Actually, this one feels a
little bit more complicated than all the rest of it.
It's all, it's all really clean. Yeah, ranged attacks firing a
bow is the same, it's just that you use dexterity for it.
And if the action is below the enemy's DS, the attacker doesn't
lose HP, instead the arrow or bolt fails.
So basically doing ranged attacks.
If you miss, you don't take damage, obviously because
there's nothing to hit you like. That's it.
Then you use decks. Dodging is a reaction of being
attacked. A defender can choose to dodge
by subtracting 2 from the attacker's role.
Doing so, the defender sacrifices their action for the
round and the attacker doesn't lose an HP for a failed attack.
So basically you can just subtract 2 from the enemy, but
you're not like that's your that's your action for the
round. Like you've chosen to not take
an action that round if you want to dodge, which is great if
you're low on health. Multiple enemies.
When the players fighting multiple enemies, subtract 1 for
each additional one. So if you're 1V2 ING all of your
roles have a -, 1. That's it.
Death. When you hits here, you die.
That's it. There's no death saves, there's
no nothing. You're just dead healing.
Players regain lost health points by spending the night
resting in a secure location. Half the amount of lost HP is
restored if the night spent is interrupted or not.
Restful health points can also be restored through magic.
That's it. Next we get two monsters and
NPCS. Nice Lich.
Yeah, very dusty looking Lich. You.
Know it's a dusty boy. Yeah, so there are wandering
monster rules because this is that's this is that type of
game. I do love Mia wandering monster.
It is a one in six chance of an encounter.
But there is NPC What's up you? Skipped a page.
I skipped a page. Oh, I did skip a page.
Wow. Yeah, and monster DS.
So monsters and or NPCS have a difficulty score, which
represents their health and their ability to fight.
Very much the standard Tamagund rule.
As monsters take damage, their AP goes down and thus reducing
the difficulty score. Which is one of my favorite
things about combat in this is that it feels like as you beat
up something it gets beat up. It's worse at like attacking and
like, yeah, it's like you're fucking bleeding on the ground
bro. Of course you can't attack as
well. It makes combat feel quick first
of all, and that like a natural progression.
The monsters DS is also used when making any required save
roles. Makes sense.
There's a monster stat block example here we have the Undead
Lord which has a star next to it, which we'll read about here
in a second. It has ADS of 12, morale of 10,
and it's special. It's magic immune to non magical
attacks, so this is a boss monster stat.
So for boss monsters they when particularly nasty folk is
encountered, the difficult score of the NPC does not decrease
with damage taken. The boss monster may be marked
with a star by their name to differentiate them from regular
monsters. I love Boss.
I think that's such a good, clean thing.
It's just like if they're a boss, you do have to kind of
bullet sponge them a little bit. Yeah, but it makes sense.
Like it it feels like such a clean way to differentiate them
and also increase difficulty, much like the rest of the
system. Like it just feels like you're
just like, Oh my God, like it's so, it's so simple but so good,
you know? Yeah, it did.
It's interesting and I've been going through some tunnel goon
hacks recently, but like, keeping it simple is like very
much the goal of hacking tunnel goons.
Like that is the strength of it is the simplicity.
And it's funny how much depth, and I've already said this
episode, but I'll say it again, is added on to this game through
added rules. But how?
It never really leaves the realm of being simple.
You know, special abilities. Yeah, some monsters have a
special ability which will be detailed in their stat block.
Boss monsters will always have or will always feature a special
ability. It's an it's a boss.
It should have a special. All your boss should have
specials in almost every system you play.
Yeah, moving on. Hey buddy, are you a boss?
Cause you're special. Thanks, Special Ed.
Wandering monsters? Yes.
Like I said before, I skip that page.
This is the type of game where you would hex crawl or you would
crawl through rooms. So there is a wandering monster.
Chance is a one in six like the classic.
I bump it up in my games to 2:00 and 6:00 because fuck my
players. Yeah, NPC reaction rules.
There are reaction rules. It's good fucking game ever,
yeah. Yeah, and they're good.
And sometimes I use them, and also sometimes I don't.
But they are there if you need them and you want to introduce
some chaos to monster or NPC reactions.
And then morale monsters have a morale score between 2:00 and
12:00. Higher morale scores indicate
more fearless monsters. Unintelligent dead monsters such
as skeletons also have morale. The referee rolls 2D6 and
compares the results to the monsters morale score.
If the result is higher than the morale the monster will
surrender or attempt to flee. So yeah, as their morale goes
down it's easy to roll over them.
I I I would set parameters for this like I mean just at my own
table. I don't think it needs in this
game but like yeah 50% health or fighting force at 25% health or
fighting force like that's when they roll morale.
But yeah easy simple morale role.
You know what let. Me tangent real quick on another
reason why it's. A new It's a new name of our
podcast, Now it's Tangent. Why 5 E kind of sucks.
It's because let me let me randomly hit a like 5 tangents
here when I was running my D&D group that had like 300 plus
members. When I we wouldn't just let
anyone GM. I would want people to like have
there be experience GMs in the group and if you were a new GM
that I never GM before to like sit down and I even like wrote
up a thing. I like teaching new GMs how to
GM and it was really just like the Super basics, right, Like of
just like helping them prep easier and things like that.
One of the things I wanted everybody to do before they
would be able to join this Chronicle class and run games
for people is to read the Players Handbook cover to cover
and read the DMG cover to cover. That knocked out like 90% of
people that wanted to GM because they wouldn't just sit down and
read it and I never understand why.
But the DMG has a bunch of quote UN quote optional rules in it
that fix a lot of what's wrong with 5E that would get rid of
like 1/4 of the home brew on DMS Guild of People.
Just read the fucking DMS Guild or read the DMS guide.
One of the things in there is like morale, and so many people
have this like whole thing on like, why do monsters always
fight to the death? They don't.
You just don't use the morale rule.
Yeah, they don't. I mean, I'm gonna be honest,
I've run a lot of 5E and I've not read the DMG page cover the
cover, but IA 100% have been like, yeah, they're a bunch of
like, guards. They're regular people when you
kill all of them except two. Yeah, those two guys don't want
to fight anymore, you know? Which also gave my murder hobos
a really interesting scenario in which, like, OK, are we normal
people that let this person run away, or are we psychopaths that
are going to just kill this guy who's crying about his daughter?
And you know what? They were psychopaths a lot.
Yeah, yeah. And we yeah.
Morale's good. Use it.
That's it. Yeah, it is.
And I think this, like, once again, this stays with that 2D6
roll and that's what you roll. You're rolling over, right?
Well, this game is basically like a super simplified version
of BX with tunnel goons like. With tunnel goons like.
That's what this is. I'm into it.
Yeah, I like it. I like it a lot.
Awesome example, monsters. Great, Sorry I've zoned out
there. Huge spider, which we saw in the
cover photo. We love Huge spider.
They were special. They're poisonous.
Which the, you know, when they attack you save versus brute.
Good stuff, you know? Yeah.
Sure, I'll tell. You adventuring, I end up who's
doing, I end up who's doing it, so yeah.
Well, a little bit. A little bit about.
This is just super easy stuff at the end.
This is just, it's called adventuring.
It's just like wrapping up all of the extra, like, all of it.
If you're gonna add in all of the things they've already add
in, you're going to add in all this shit too, right?
So actually turns basically just says you got rounds and turns
and you can extrapolate that into hours and days and blah
blah blah blah blah X and six we've already talked about.
It's just the chance and six of a thing happening.
Movement and distance you got close, near, far, and distant,
and there's squares with it if you want to use squares and
that's it. On their turn, players can move
somewhere nearby as part of an action, performing that action
at any stage of the move. They may skip their action to
move somewhere far instead. I do think I like so movement
and distance is an interesting thing here.
I think this isn't a bad spot to put that movement turn, but I it
might have been better in fights to let people know how far they
can move. I agree it's not.
It's awful. Yeah, I'm.
Not angry that it's here. It's movement in the movement
section and the whole thing is only 24 pages but it's it's
fine. Overland distance.
It talks about near and far overland stuff talks about
getting lost the chances and getting lost and stuff like
that. There's a wilderness weather
table which I really which I dig.
It's it's only three things. It's mild weather, storm in the
horizon or sudden storm. I I'm I'm totally fine with
that. I really like that storm effects
are listed here. Advancement and XP are listed
here which is interesting. So in tunnel goons you advance
level up every two game sessions, each level raise a
class score by one and raise either health or inventory by
one. The difference here with this is
that you get XP at the end of an objective and overcoming
challenges at the end of a session.
So objectives are the quest or missions of players set out to
complete and over the one or two points.
So basically this is saying like you set an objective at the
beginning, it could be beat this dungeon bloss, whatever.
You assign one or two points to that, that your XP challenges
can vary from one to three points.
Hard is 1, very hard is 2, nearly fatal is 3.
So a lot of times you're going to get one, one or two, and once
you have accumulated ten of those points you can level up.
The interesting thing about that is you could have like a a
somewhat, not not necessarily Wes Marches style, but if you
have players that like Miss Deception or two, they could be
one or two points behind, which I don't mind in this system.
It's not like you'd be that far off, but basically every 10
points you can do what Ton of Goons does, which is raise one
score by one and either raise your health or inventory score
by 1. So it's definitely a slower
advancement, but I think that makes sense in the context of
this game. And then there's an adventure in
the back, and that's it. And it comes with adventure in a
pack as well. I mean, so I look too.
Yeah, so again, I didn't download it, but the other
adventure you'd get is called Shrine of the Scorpion Lords and
it's got this cool, like warrior.
It's it's like a Centaur, but if the bottom half was a scorpion.
So it's terrifying. Yeah, it's actually actually
terrifying. Centares are a little off
putting too, by the way. We all act like it's so normal
because we're used to the imagery.
But, like, if you really met a Centaur in person, yeah, you
would be uncomfortable, yeah. I saw this one video once like
someone asked like how do Centares run?
Do they do this with their arms or what?
You know what I mean. And there was this random black
and white video. Maybe it's from like an old
movie or something, but it showed a Centaur running, and
the Centaur just had its arms like straight down inside still.
And the upper part was kind of like lean back and it was doing
almost like fucking Kubrick eyes and just like with the horse
running, it was terrifying. Honestly, I'm like if I saw that
coming at me. If I was a Centauri and I was
really, I'd do the Naruto arms, you know?
But. That's the thing.
It's like your bottom half is running, so your top half could
be doing like all sorts of shit, you know what I mean?
Just. Pointing.
Waving. Flailing.
Yeah. But like, you can lean forward
into like a Super Bowl. This is the kind of hard hitting
discussions you'll get on the weekly scroll.
Yeah, I mean, that's. The thing is, you're either
upright, you're doing the Superman or doing the Naruto.
I really don't think there's other options.
Just like this. Yeah, but like, leaning forward.
Crossed arms, yeah. And then, But then you could do
two hands up when you want to go faster.
Really. I would feel like I would want
to like do like a swimming thing, you know, like anyway,
so. For like one second I was going
to be like, how did we get here? And then I realized it's because
of the Scorpion Centaur Guy on the cover of the tomb of the OR
Shrine of the Scorpion Lord. Yeah, I really want to run that.
Adventure. I tried to do a pick up game
last week actually and I just text people who are around.
I was like hey you guys wanna play a game like in like 2
hours? Nope.
No one's as cool as I am, so. No one's cool.
And my girlfriend was down. I'm like thank you.
Yeah, well there you go. Review scores, advanced dungeon
goons. So obviously it's a scene, it's
pretty small, so, so let's just hop straight into this one.
So for those that that that don't know, this is 3 instead of
five visuals, rule set and vibes.
Visuals are all the visuals that's layout and art and
everything all combined into one.
Rule set is a rule set. Vibes are it's it's it's how
much we want to play the game once we close it.
And a lot of things can lower the vibes, like bad visuals can
lower the vibes. Tweaks in the rural set can
lower the vibes. Or maybe we just don't like it
very much, but it's a very abstract score.
So visually, what are your thoughts on this?
I think visually this is a great little Zine.
Like I I mean the art obviously we talked about the art, the
headers that that weird one, like really cool.
Like yeah, single pixel font. I mean it's also incredibly
readable as you go through it as well.
The font choices were great. The color choices are great.
The it's mostly too calm all the way through.
I think it is just too calm all the way through.
But for this works great. It feels very reminiscent of
like a like a modern retro clone kind of thing.
Yeah. I think visually this is like
very good, yeah. What are you thinking?
Yeah, for a for a little landscape, a 624 page little
thing. I mean, that's the thing.
It's like you could throw this in your pocket, roll up to the
homies house and be playing dungeon games with this thing.
But there's. A lot of art in it too,
actually. Like, even just like the spot
art and like page in their stuff.
Like for how small it is. Like, there's actually like a
good amount in here too. Yeah, yeah, I mean there really
is, you know, I, I, I love the full page chapter beginnings.
They're gorgeous. But yeah, I mean they they
really do a good job of like never really, even in such a
small book, never leaving any part with that.
Like you know, they got trees and stuff.
They never really leave any part where the pages never feel.
I mean, even the advancement XP he had this girl that's got like
her arms, that kind of filling the whole page.
So they never really leave any part of it.
It never feels crowded, but it also never feels empty, like
it's cozy. Always.
Yeah, I think it's a great balance.
I mean, I I again and Jake Fleming's artist is fucking
fantastic. I think it fits so well for this
too. I don't.
I'm probably at like a solid 8 on this Easy.
I am too. I also am just realizing this as
we're kind of like talking about going through it.
The pages are all white with black text and some orange text,
right? But the original playing the
game game structure page, which is the like foundational rules
for the game is a black page. Like it's like a stand alone
page and that's all. Like that page I think is
completely tunnel goons, but. Just there.
Interesting visual choice that like if you open up and you look
at the the most eye-catching page which is just all black,
you can immediately understand the foundation for how
everything in the game works. So very cool design.
Choice, yeah. And I mean and it's really
consistent with the colors obviously all the way through
too like. Absolutely.
The the black is the same black, the orangey red is the same
orangey red. It really is like only three,
maybe four colors because. Of the numbers, though, you
know, like, yeah. That's that that did bug me a
little bit throughout is like it's an interesting pages, yeah.
There's not, it's. It's 22 because the PDF counts
the front and back cover as a. Page Yeah, yeah.
Yeah, but I mean even with 22 pages, I wouldn't mind knowing
which page is 13 or which page is 18.
You know I. Wouldn't hate it.
I would. I would enjoy it.
I I would prefer if this had that, but it doesn't bother me
enough that I would even reduce a point for it.
I mean, it's such a small scene I.
Agree, it's just it's more just an interesting choice.
So. Yeah, yeah, yeah, yeah.
There's also no table of contents.
But again, on AZ in the small like it's not, it would be, it
would be such a waste of a page rule set.
Obviously. You know, at its core, it's one
of our favorite games of all time.
Oh yeah, this is a great this is a great example of how to
successfully hack a system. You're like the principles of
the original system are absolutely still here is
lightweight. It follows that 2D6 over
difficulty score, that difficulty score being health or
like a resource in and of itself.
And it just adds the stuff that you would need to make this like
a successful BX dungeon crawler, like Retro Clone and and I think
works really well. I love the magic.
I think the magic is great. I think there's like the
original like magic hack for this is really just like spells
that have ADS, but like a free form open, pick your realm and
then you guys negotiate what you think the difficulty is, if
there even is one. Yeah, yeah, I hate this game.
I obviously hate the fuck out of this.
So. Obviously that's terrible Real
though. Like, so it is a hack, which, I
mean, you know, it's fine, but like you said, it does it so
well at at yes, it successfully hacks one of the best, you know,
rules like games out there. And it's such a good hack too,
because I'll tell you right now, if I was ever going to run any
BX anything, I would just run it in Dungeon Dunes.
I'm sitting here thinking like there I have a bunch of old
school essentials adventures on my bookshelf that I really want
to run, but I don't really want to run OSC for all of it at
least. And I'm like, Oh yeah, I could
just take this. Like, you just look at the
monster addicted, how hard you think it is.
I mean, it's easy, Moderate hard or very hard, right?
And that's it. Yeah, you could just.
It wouldn't be too hard to to to come up with a good math for HD
to DS, you know what I mean? Like it would it would be
pretty, it'd be pretty straightforward I think so.
So what are your thoughts on the real side?
Oh, pretty high, pretty pretty pretty easily an 8.
And I could. I could probably do a nine.
Yeah, I mean, here's here's my only, here's my only thing that
would make me think 8 instead of nine.
OK, is that while they did successfully hack this in both
of our opinions, it really is just tonal goons and and BX
together, right? There's nothing that's really
innovative I guess is how I would say.
Like, there's nothing in here where, like, they do everything
well by making everything like the simplest, cleanest, like
version of it. But there's nothing there's
like, like we just said, you could play OSC with this right
now. So it's not, Yeah.
You really could. I think that's the only thing is
that there's nothing in here new, It's just super well
adapted old stuff, you know? And I think that's the thing
that puts me in my head towards like an 8.
I'm fine being 8 with this. I would argue that I think that
the ability to play any of the 50 fucking dungeon games I have
behind me with this almost immediately is a strength.
You know what? But you want me?
Let's go 9. There we go.
Vibes. Listen.
It's not that I listen. Just if you're out there
listening, you're like, I love running OSC.
It's not that I don't want to run OSCI don't always want to
run OSC though, you know, there you.
Go. There you go.
Like, sometimes it would be nice, yeah, to just do, like,
you know, Halls of Blood King or whatever without having to,
like, do the entire fucking thing.
You know, vibes. Oh, I think this is strong
vibes. I think for me, I think vibes
for this is probably about 7-7 or eight like, and I think this
is, it's funny, 'cause I think I just said this was a strength
and now I'm going to say for the vibe, I think it's a weakness.
It's like, you're right, it doesn't really like have
anything where it's like, oh, this is super specific to
advanced dungeon goons. Like I want to play this.
I think I I actually probably had an 8 because I really do
want to play this and I do like this is the way the lightweight
hack a bunch of games that I already like that are maybe more
rules heavy. But once again, yeah, like you
said, there's nothing that it does that is very individual to
it. Yeah, I think.
I think I'm about an 8 on this too, which is a really fucking
high 898. Is is crazy out of this, but but
exactly what you just said like I do.
How do I say I love this game. But one thing we've said a bunch
and and I think really sums it up is that like, I don't
necessarily, I I do wanna play this, but like like you said,
there's nothing that makes me go, Oh my God, this is so cool,
I'm gonna play it so bad. My general thought on it more is
it's so well done and if I ever need a dungeon system, this is
the one I will use. Absolutely.
It doesn't necessarily make me go, I want to use this right now
for whatever. I don't care, you know.
But if someone rolls up to me with like fucking B2 or
something, like I'll just be like let's do it and Dungeon
Goods, you know, So that I think that's what it is, is I really,
I enjoy it mechanically. But there it doesn't have that,
that little something that makes me go fuck, dude, if I had three
people in two hours, I would do it right now, you know?
Yeah, absolutely so. But again, fantastic game.
I love it. It's one of my favorite tunnel
goon tags. It is.
It is the dungeon game that I would choose to play and I think
it does everything that you need from from anything.
And I also think that this would be a a fantastic.
I would put this in my top like 3 or 4.
Play this instead of 5E, please. Games you know like.
Yeah, totally. Or as an introduction to
tabletop gaming at all. Like I said, like this and Mouse
Rider would, and maybe like one other would be.
Oh, you've never played a tabletop game?
Let's run this and you'll you'll understand the rest of the games
out there. So it's fantastic.
If you get a chance to back Council Elkinstone, well, the
campaign's over. If pre-order is open, we'll let
you know in the future. I don't know if late pledges are
going to be a thing, definitely go check that out.
You can find all of the links below, but Jacob Fleming is at
gelatinouscubism.com. They run gelatinous Cubism
Press. Go support them.
Everything the. Blog is great too, yeah.
The blog's great, the comics are great, the games are great.
Check it out again. You can buy the whole like
hanger pack of this for like 12 bucks at Exalted Funeral.
I highly recommend you go grab it again.
The fact that you can get a great game, two adventures, and
a set of dice for 12 bucks is insane.
If we were doing this as like a price thing, that would have to
be damn near like a nine or 10. Yeah, that'd be pretty high.
All right, that's it. Zinquest, thank God, is in the
past. There's a couple campaigns that
are still cruising into March, but we're not talking about them
anymore because it broke my brain.
So Zinquest has done successful. Good job.
We did that. Great job, Ryan.
It was all you. You know we did.
I I put a thing up on on the old twatters about what we did in
the month. I think it was like 7 actual
plays, what like 12 or 13 interviews and spotlight like 24
different games and I think that that feels good, that feels
good. I think we did OK We we did lull
a little bit in week three. I don't.
I think we skipped episodes entirely.
But you know. Oh, we both got sick.
That's what it was. That's what it was.
Yeah, we both got, we both got sick.
The busiest month we have the year for the show.
You know even in though you know there's a lot of a lot of I'm
gonna just let that one go. So that's it.
I don't know what we're doing next week we'll talk about it.
I I do think that we're thinking about for those that are the the
long time listeners. I think we're talk talking about
doing some like like themed months almost like we we we've
tossed around the idea of maybe bringing maybe doing like a
month where we do for games by creators that are artists as
well as designers. We've talked about doing some
some other interesting things so you might see that in the future
And for those listening to that actually give a shit about our
actual plays. Josh Domansky will be coming
back sooner than later on the show.
We're going to restart side quests and that for those that
listen to are there are episodes where we do an actual play of a
game we've reviewed, with an emphasis on teaching the game?
So that way you can listen to the review and the AP get a good
sense of how the game is and how the game runs.
So we'll be starting those up again either at the end of this
month or the beginning of this month.
Other than that, don't expect a ton of interviews for a while.
Don't expect to stand actual plays for a while except for
next week. We're going to be running with
with Kristen Sorrell with me casual on Tuesday, but we're
really gonna be taking a a back seat and just focusing on our
reviews for a while and just getting refocused.
So that our episode for today. Hunter, you're wonderful.
Good. Answer to you.
Damn, we we almost hit like the hour mark on this one.
Just crazy. Wow.
Yeah, we'll see. We'll see what happens when I
edit on the end. In the beginning.
So you'll find our links, Link tree slash weekly scroll.
Have a good day, we will see you all later.
Bye. Bye.