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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I think billionaires are the

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real demons. 
And today, we're joined by a 

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very special guest. 
This is Zachary, also known as 

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Jelly Muppet all over the 
Internet. 

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How you doing today, Zach? 
Hey, Ryan. 

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Hey Hunter. 
How are you guys both doing? 

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Yeah, having a good, a good nice
warm evening here in the UK. 

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Stokes to have you back on. 
Welcome back, You know, good to 

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see you. 
Yeah, I gotta say, this is like 

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my 5th weekly scroll or 
something now. 

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It must be, but we've done a lot
of these talking about books. 

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Yeah, I think probably after 
Jer, who is like a regular guest

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at this point, I think you've 
probably been on the show more 

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than literally anybody else. 
Well then I'll do what I can to 

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upstage as always, like one of 
my. 

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One of my. 
Mission missions in life. 

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I also think we probably 
reviewed, yeah, I think we 

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probably reviewed more Soul 
Muppet Games than than any other

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any other publisher. 
I'm pretty positive we are. 

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Long standing soul Muppet fans. 
Yeah. 

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We did put in a lot of games. 
Well, you've put a lot of good 

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games is yeah, put a lot of good
games. 

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We don't review bad games. 
So I think that that says 

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something. 
And we were talking before 

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stream that you guys have been 
pretty busy because a lot of 

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stuff is hitting people's hands 
right now. 

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Like I said, I have Gardens of 
yen and Anesthesia Library, just

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got all my Orbital Blues 
Afterburn stuff. 

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So a lot of stuff is hitting 
hands from Soul Muppet early 

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this year. 
The main thing I'm sad about is 

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that the people who are 
listening to this is a podcast 

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rather than watching it on Live 
of us on Twitch or YouTube at 

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the moment cannot see what those
Orbital Blues books look like. 

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Specifically the VHS Adventure 
Collection box set full of 

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pamphlets, which is was. 
While it was a logistical 

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nightmare to make and find, I'm 
now very happy that it exists 

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and people will be able to run 
sad space cowboy campaigns with 

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it. 
So like, that's a big win for 

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us, but yeah. 
Extraordinarily cool. 

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I have my roommate collects like
media and he has collect VHS and

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he's like oh what's that? 
I'm like Nah, not for you 

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brother the. 
Same for you brother. 

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This does this does something 
different? 

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Yeah, yeah. 
I think, I think one of the last

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times you were on probably to 
talk about Afterburn, you were 

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talking about how hard it was to
to source the VHSS. 

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And they did. 
They came out so beautifully. 

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If you're in podcast land, 
definitely, you know, Hunter, 

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show that up one more time. 
And I'm sure at some point 

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we'll, we'll, we'll throw it up 
on screen and talk about it too.

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And it'll be on the sole Muppet 
shelf behind me. 

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But yeah, they're gorgeous. 
Yeah. 

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But on top of that, the reason 
you're here, the logo above my 

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head today, you're here to talk 
about Mad as Hell. 

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So I guess just to kick what 
what is what's, what's the 

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pitch, what is what is mad as 
hell. 

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Though Mad as Hell is some of 
its newest role-playing game, is

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a collaboration between myself 
and even Moriarty and a bunch of

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incredible artists. 
It is an anti capitalist demon 

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hunting game where basically 
capitalism creates violence 

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against marginalized people and 
the vulnerable in society and 

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that violence creates demons. 
Those demons then prey on the 

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communities and are always like 
specific and local and mirrored 

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to a harm dealt against a 
community or a group in your 

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local area, which you are a part
of or related to in some way. 

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And then that is something that 
has to be fought because it's 

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hurting people and it is a, an, 
an enemy to, to, to people to 

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the vulnerable. 
So it's a game about like sort 

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of creating, like protecting 
your communities and acting 

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inappropriate ways to sort of 
fight the effects of capitalism 

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upon marginalized people and do 
that in a way that is like 

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interesting and fantastical and 
exciting to play. 

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The games kind of split into a 
couple of steps. 

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But like, like I said earlier, 
the demons are not just like a 

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generic monster that is like 
goblin. 

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It is a demon of religious 
bigotry or a demon of property 

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gentrification, or a demon of 
food deserts or a demon of a 

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lack of insulation in homes or 
whatever. 

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Like all kinds of stuff that is,
you know, a product of 

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capitalism that then created 
some kind of horrid monster. 

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Now, you don't just fight those 
demons by punching them in the 

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face. 
You have to work out what they 

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are a demon of what violence 
they create to and how they act 

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and then relate that back to a 
way of fighting them. 

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That specifically for those 
demons I was talking about 

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earlier, the quick start, what 
is a great example? 

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It's called the pipe Leech and 
it's part of the choir of 

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leeches, which are all to do 
with the negligence of landlords

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and how those affect working 
people who are living in in 

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housing. 
So the land the the pipe bleach 

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is about lead piping. 
So the way you fight the pipe 

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bleach is by, you know, hitting 
it with pipes that are do not 

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contain leads. 
You put it through a water 

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filter, you throw tablets at it.
You sort of like have to do this

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kind of really intricate dance 
of like theory, like leftist 

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theory about like what this 
thing relates to and how we 

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would actually solve this if it 
was a real problem. 

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And then once you do that, 
you're going to go out and to 

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meet, you're going to kill the 
demon, but the demon's just 

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going to crawl back it through a
portal from hell a few days 

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later if you don't actually 
solve the problem that created 

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it. 
So at that point in kind of act 

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three of the game, once you've 
worked out what the demon is and

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how to kill it, you have to make
sure it doesn't come back by 

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implementing direct action in 
your community to create the 

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harm that prevent the harm that 
created the demon in the 1st 

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place. 
So for our pipe bleach, that's 

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going to be, you know, finding 
safe housing for all of those 

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people, fixing all the pipes 
yourselves, getting the landlord

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to do it for you by whatever 
means are necessary. 

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You know, So effectively what 
we're trying to create in the 

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game is a a safe, lightly 
fictionalized environment for 

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people to learn about what 
changes they can make in their 

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local community. 
Because obviously these demons 

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are a metaphor, right? 
And an idea, but the things that

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create the demons still happen 
in real life and they need 

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changing. 
So the idea for ours is it's 

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about showing people in this 
safe space that can be, you 

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know, at least a little bit 
habit, learning and educational,

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what tools of direct action look
like, you know, and inspire 

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people to work out what they can
actually do to improve the state

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of the world going forward. 
Yeah, that's that's incredibly 

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powerful messaging in your 
tabletop RPG. 

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Yeah. 
I mean, some of it's always made

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games about politics, right? 
But you know, best Left Buried 

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is about workers rights and 
mental health in the workplace. 

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Orbital Blues that same stuff, 
but self-employment Inevitable 

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is about the environment. 
Gangs of Titan City is about 

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crime in a difficult situation 
in a crushing urban environment.

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Painting the town red is about 
like, my personal relationship 

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with depression and substances 
and queerness, right? 

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Whereas this game removes all 
subtext entirely and just says 

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the thing it's about, you know? 
This is about fighting 

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capitalism in a way that is more
approachable to a normal person,

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a person who has be strong left 
wing feelings or, you know, 

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sympathies and knows people who 
are vulnerable and being 

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affected in these ways but feel 
powerless to help. 

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They are mad as hell. 
They don't know what to do. 

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And we want to show those people
what productive action looks 

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like through the medium of this 
game, which is also fun and is 

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also a beautiful piece of art 
and writing, because that's what

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some Muppet games are 
fundamentally. 

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So we've made a thing that is 
very obliquely about the thing 

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it is claiming to be about and 
are hoping to, you know, show 

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that to as many people as 
possible and create a positive 

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change. 
That's really cool and and by 

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left wing feelings you mean the 
ability to experience empathy 

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and recognize? 
Yeah, of. 

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Course. 
Yeah, sure. 

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Leftist, not liberal, you know, 
which is just being nice under 

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capitalism for for the liberals 
out there. 

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So I guess first and foremost 
like where obviously you said 

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that Solomapet has always been 
political and we clearly are not

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an apolitical podcast. 
We're not like like some 

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according to our comments, we're
definitely not. 

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But where? 
Where did the idea for this kind

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of like, what was impetus to 
actually make this specific 

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game? 
Like where did it come from? 

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You know, so Mad as Hell was 
something that me and Evie, who 

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like wrote the majority of the 
manuscript. 

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I'm kind of mostly involved as a
in doing production, a bit of 

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art direction alongside Evie and
kind of all the project 

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management stuff. 
But we came up with a pitch 

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together and essentially like, 
we started to understand that, 

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like, we wanted to make this 
game about how we were feeling 

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this sort of something that was 
set in a very modern place, 

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right? 
Something a place that felt 

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incredibly current because we 
were having all these feelings 

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and we weren't really sure what 
to do with them. 

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And we're both games designers. 
So when we have really strong 

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feelings, what we do is make a 
game. 

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You know, I find personally 
writing RPG is much easier than 

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writing poetry. 
Evie's a much better poet than 

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me, so they're going to easier 
time with that. 

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But honestly, there's kind of 
like the cynical part of like 

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where the product development 
came from is that I kind of 

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identified that we have a couple
of fantasy games, we have a 

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couple of sci-fi games. 
But like this and Paint the Town

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Red are both like very firmly 
set on Earth, right? 

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Paint the Town Red being more 
historical matters, hell being 

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shockingly current right. 
You are encouraged to play right

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now like or tomorrow preferably.
One of the things that became 

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very clear to us while designing
is that there's this concept 

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known as bleed in RPG playing 
and writing, which is like the 

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idea that characters sometimes 
portray the characteristics and 

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emotions of the people playing 
them and vice versa, right? 

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You know, you go through those 
things and it's generally like 

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understood by the safety 
community that like, bleed is a 

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really dangerous thing that can 
happen without. 

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You're putting a lot of your 
emotions into this character. 

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This character starts having an 
impact on you. 

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And a lot of the advice you get 
in games is about like 

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minimizing bleed in terms of 
safety, right? 

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That's what safety tools came 
after before. 

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Obviously we've got loads of 
those in the game. 

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We've worked with sensitivity 
readers because of the list of 

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stuff this game is about. 
But one of the things that Evie 

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was always pushing for during 
the game, and I sort of agreed 

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on wholeheartedly once we spoke 
about it, is that this is a game

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that's trying to maximize bleed,
right? 

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This is a game where we want you
to feel the same rage that your 

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characters do and the same sense
of power when that change can 

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actually be productively made. 
That's why, like the setting is 

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today, you are meant to play in 
the city, in the city that the 

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characters around the table live
in, or at least a shared space 

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that you understand, right? 
And you want to have people you 

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know appear in the setting, 
organizations and locations you 

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understand. 
Because like that way, The thing

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is going to feel the most, I 
think the most, the most potent 

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and act as that like 
educational, emotional space 

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that we wanted it to occupy. 
So like we very much want to 

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came up with the initial idea 
together, sort of worked on a 

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prototype, realized what we 
wanted to do. 

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I say prototype like an initial 
pitch. 

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I mean, and then Evie went away 
and wrote it and then we worked 

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on giving. 
I worked, the rest of us all 

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worked on giving feedback and 
implementation there together. 

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So it's something that kind of, 
yeah, formed out of that. 

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Want to make something about how
we were feeling about the decade

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long at this point slide into 
chaos politically that I feel 

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like the West is going under 
generally. 

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I think the West is no dramatic,
just the entire world, honestly.

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And make something about that 
because we were angry as well. 

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And that's where kind of we 
settled on the name. 

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Midway through. 
We were looking at lots of other

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00:13:54,960 --> 00:13:58,160
titles and eventually went mad 
as hell is really good. 

228
00:13:58,520 --> 00:13:59,960
Like that was something we 
wanted to do. 

229
00:13:59,960 --> 00:14:02,440
We want to fit hell in there 
because it's about demons 

230
00:14:02,680 --> 00:14:04,280
looking at different things. 
Yeah. 

231
00:14:04,480 --> 00:14:09,280
This is a game about leftist 
rage, you know, about people 

232
00:14:09,280 --> 00:14:13,160
feeling helpless in their 
situation and us giving them the

233
00:14:13,160 --> 00:14:18,600
tools hopefully to help them 
find out what they can do in 

234
00:14:18,600 --> 00:14:21,600
that situation. 
You know, one of the things that

235
00:14:21,600 --> 00:14:25,720
we made as part of the project 
is the Radicals Handbook, which 

236
00:14:25,720 --> 00:14:28,560
is alongside the free quick 
start for this game. 

237
00:14:28,560 --> 00:14:30,400
You can grab now on this 
website. 

238
00:14:30,400 --> 00:14:37,400
All of our games have free quick
Starts is like Azine that is 

239
00:14:37,400 --> 00:14:44,440
about actually, it's an in world
setting scene about like demons 

240
00:14:44,440 --> 00:14:48,840
and how they work and it's 
illustrated and commented on by 

241
00:14:48,840 --> 00:14:51,160
various sort of characters 
linked together. 

242
00:14:51,160 --> 00:14:53,680
It's got this sort of 
handwritten homemade vibe. 

243
00:14:53,680 --> 00:14:56,840
It's been illustrated by Scrap 
Princess and it's like 

244
00:14:57,160 --> 00:14:59,600
essentially as close to a 
political manifesto as we're 

245
00:14:59,600 --> 00:15:03,680
going to make, while also being 
something that is a really 

246
00:15:03,680 --> 00:15:06,600
helpful onboarding tool for your
players that like your 

247
00:15:06,600 --> 00:15:09,640
characters or you might find at 
the start of a campaign. 

248
00:15:10,080 --> 00:15:13,960
You know, it gives a load of 
advice in there. 

249
00:15:13,960 --> 00:15:17,160
So it's hopefully like a 
powerful tool for us to like 

250
00:15:17,760 --> 00:15:20,240
tell people about using this 
game. 

251
00:15:21,840 --> 00:15:24,760
Yeah, it's I mean it's 
incredible and you guys do do 

252
00:15:24,760 --> 00:15:28,120
such a good job with that kind 
of you know that that in world 

253
00:15:28,120 --> 00:15:30,120
scene is great. 
The stuff that all of the in 

254
00:15:30,120 --> 00:15:32,320
world stuff you do with with 
orbital Blues. 

255
00:15:32,320 --> 00:15:34,840
But also the quick starts too. 
I mean just starting it out 

256
00:15:34,840 --> 00:15:37,160
there, even this quick start is 
it is hyperlinked. 

257
00:15:37,600 --> 00:15:40,000
So it is really nice to see that
I'm throwing it up on the screen

258
00:15:40,000 --> 00:15:42,240
right now for those watching. 
Definitely want to go snag it 

259
00:15:42,240 --> 00:15:46,720
and go through it and layout dye
sugars. 

260
00:15:47,040 --> 00:15:51,200
If I if I pick it out correctly,
is that who's who's working on 

261
00:15:51,200 --> 00:15:53,520
this one? 
Absolutely, yeah, Yeah, we're 

262
00:15:53,520 --> 00:15:57,040
working with Dai on this one, 
returning, having done a lot of 

263
00:15:57,040 --> 00:15:59,080
work on All the Police, 
Afterburn and Inevitable. 

264
00:15:59,080 --> 00:16:04,600
I think this is DAI's strongest 
work yet for so much, but it's 

265
00:16:04,720 --> 00:16:09,280
really, really good stuff and 
I'm super happy with how it's 

266
00:16:09,280 --> 00:16:11,200
gone. 
We've worked with like an 

267
00:16:11,200 --> 00:16:14,880
incredible collection of artists
on this game. 

268
00:16:15,520 --> 00:16:17,560
I've been lucky enough to work 
with, like I mentioned Scrap 

269
00:16:17,560 --> 00:16:19,280
Princess who's done the art for 
this. 

270
00:16:19,720 --> 00:16:22,640
The cover design for the game 
has been done by a guy called 

271
00:16:22,640 --> 00:16:26,280
Alex Eckman Lorne who is a 
three-dimensional collage 

272
00:16:26,280 --> 00:16:29,840
artist. 
When I initially the me and Evie

273
00:16:29,840 --> 00:16:33,120
kind of Evie spotted him early 
on I think and we were like oh, 

274
00:16:33,120 --> 00:16:34,880
I want to work with this guy, 
there's something here. 

275
00:16:35,160 --> 00:16:39,680
And I was like, oh, we can make 
a book with holes in it. 

276
00:16:39,760 --> 00:16:43,920
So it is 3 dimensional collage 
and kind of went into this call 

277
00:16:43,920 --> 00:16:45,920
with Alex and was like, hey, we 
want to do this. 

278
00:16:45,920 --> 00:16:48,120
You've got these plans for a 
book going to get you as many 

279
00:16:48,120 --> 00:16:49,800
layers as we can. 
Would you be interested? 

280
00:16:50,480 --> 00:16:51,680
And he was like, you don't have 
to do that. 

281
00:16:51,680 --> 00:16:53,120
I'll just make you a normal book
color. 

282
00:16:53,120 --> 00:16:57,040
And I'm like, no, let me be a 
sicko, let me do this. 

283
00:16:57,160 --> 00:17:00,240
And like that's a space we're 
always trying to operate in like

284
00:17:00,240 --> 00:17:03,160
summer, but it's always trying 
to one up itself in terms of 

285
00:17:03,160 --> 00:17:05,880
physical production from the 
previous project, you know, And 

286
00:17:05,880 --> 00:17:07,520
that's our step towards it this 
time. 

287
00:17:07,520 --> 00:17:13,720
This unusual modular book that 
is also going to have different 

288
00:17:13,720 --> 00:17:19,800
dye, different dust jackets you 
can swap out on this multi hold 

289
00:17:20,200 --> 00:17:22,920
different layered book, all of 
which are going to be beautiful 

290
00:17:22,920 --> 00:17:25,800
in their own right, but kind of 
be combined together. 

291
00:17:26,000 --> 00:17:28,840
The alternate covers or the main
cover will also go on the GM 

292
00:17:28,840 --> 00:17:30,640
screen, which is also going to 
have a hole in it. 

293
00:17:30,960 --> 00:17:34,480
You know, like there's going to 
be there's going to be nonsense.

294
00:17:34,680 --> 00:17:38,040
And then our other artist for 
the interior of the book is an 

295
00:17:38,040 --> 00:17:42,080
incredible artist called Janker 
Sky from Germany has done like 

296
00:17:42,320 --> 00:17:44,320
these two incredible opposing 
styles of art. 

297
00:17:44,320 --> 00:17:46,120
The different halves of the 
book, it's hard to tell this 

298
00:17:46,120 --> 00:17:49,080
from the quick start, but we've 
kind of split the layout into 

299
00:17:49,080 --> 00:17:52,080
like the player section, which 
is where the characters exist, 

300
00:17:53,280 --> 00:17:54,880
where the players are going to 
read. 

301
00:17:54,880 --> 00:17:58,200
It's about the radicals, right? 
And it's full of these like 

302
00:17:58,640 --> 00:18:03,120
repeated friendly characters, 
these really bright colors, 

303
00:18:03,120 --> 00:18:06,040
these sharp shapes. 
It's kind of comic book esque 

304
00:18:06,040 --> 00:18:10,680
style, along with a series of 
like repeated player characters 

305
00:18:10,680 --> 00:18:13,640
who we can see throughout the 
art who are in these series of 

306
00:18:13,640 --> 00:18:16,920
connected communities in a city,
somewhere in the world. 

307
00:18:18,040 --> 00:18:20,680
And then that's contrasted with 
the second-half of the book, 

308
00:18:20,680 --> 00:18:24,080
which is like explicitly enemy 
territory. 

309
00:18:24,320 --> 00:18:30,320
This kind of clean, smooth, 
dehumanized, faceless, brutalist

310
00:18:30,600 --> 00:18:34,760
layout that is like acting in 
that space. 

311
00:18:34,760 --> 00:18:36,960
And one of the things that we're
always trying to push when we do

312
00:18:36,960 --> 00:18:42,760
on these books is that I want 
the layout to feel like the 

313
00:18:42,760 --> 00:18:45,040
genre it's trying to represent. 
You know? 

314
00:18:45,440 --> 00:18:49,360
Thus our books are objects that 
come with a sense of place. 

315
00:18:49,640 --> 00:18:53,240
Whether this is like matching 
the way that we do our 

316
00:18:53,240 --> 00:18:57,600
commissioning and layout with a 
particular style of artist and 

317
00:18:57,600 --> 00:19:01,200
the feelings we want this 
section to evoke, or a random 

318
00:19:01,200 --> 00:19:05,040
bit in the middle of the book on
a different paper stop, which is

319
00:19:05,320 --> 00:19:10,680
presented as an in world Z with 
all these sketches on it to, you

320
00:19:10,680 --> 00:19:14,400
know, how it's done for all 
Blues where like a lot of the 

321
00:19:14,400 --> 00:19:17,160
art is in world and you feel 
like you're flipping through an 

322
00:19:17,160 --> 00:19:21,000
artifact that exists with a 
sense of time and place specific

323
00:19:21,000 --> 00:19:24,840
to the genre we're aiming for. 
So like that's the sort of 

324
00:19:25,800 --> 00:19:29,960
aesthetic that we're always 
aiming to aim for, always hoping

325
00:19:29,960 --> 00:19:33,000
to aim kind of pushing always 
forwards in that direction in 

326
00:19:33,000 --> 00:19:36,480
terms of physical production and
digital design. 

327
00:19:37,880 --> 00:19:41,440
It's, it's crazy how you guys do
that successfully, like every 

328
00:19:41,440 --> 00:19:43,320
time, you know, because 
obviously, you know, again, 

329
00:19:43,320 --> 00:19:45,560
we've been talking about fans 
for a long time, but I feel like

330
00:19:45,560 --> 00:19:49,120
every project you guys put out 
is this next step in production 

331
00:19:49,120 --> 00:19:50,600
and stuff. 
When you look at the Blues and 

332
00:19:50,600 --> 00:19:53,160
when you look at Afterburn, it's
crazy what you guys did with the

333
00:19:53,160 --> 00:19:56,880
VHS and with even like the new 
editions of, of, of Orbital 

334
00:19:56,880 --> 00:19:59,680
Blues. 
But again, the, the numerous 

335
00:19:59,680 --> 00:20:03,040
dust jackets and not one, but 
like 2 cutouts in the cover of 

336
00:20:03,040 --> 00:20:05,880
the book is crazy. 
That's going to look so 

337
00:20:05,880 --> 00:20:07,600
fantastic. 
I'm really excited to see that 

338
00:20:08,000 --> 00:20:10,760
my printer. 
Hates me, I'm sure. 

339
00:20:11,600 --> 00:20:12,920
Yeah. 
She's charging me for it. 

340
00:20:13,200 --> 00:20:16,720
So, you know, if we can make it 
work, it's going to work. 

341
00:20:16,720 --> 00:20:18,520
And hopefully that's going to be
a nice, it's going to look 

342
00:20:18,520 --> 00:20:20,640
fantastic for physical 
distribution as well. 

343
00:20:20,920 --> 00:20:23,480
Yeah. 
And you know, we talked about 

344
00:20:23,480 --> 00:20:26,640
the the kind of like a little 
bit of the played loop earlier 

345
00:20:26,640 --> 00:20:29,680
in in when you were talking 
about the game where it's not 

346
00:20:29,680 --> 00:20:32,320
just about you're not just like 
going out to punch demons and 

347
00:20:32,320 --> 00:20:33,760
punch capitalism and things like
that. 

348
00:20:34,000 --> 00:20:38,280
You know, you have to identify 
the core root of a demon and not

349
00:20:38,280 --> 00:20:41,000
just defeat it with what you 
would use to defeat those 

350
00:20:41,000 --> 00:20:44,640
problems. 
But then prevent its return. 

351
00:20:45,040 --> 00:20:47,360
But there. 
But you you are at some point 

352
00:20:47,360 --> 00:20:50,600
you're going to punch a demon. 
And the the core rules of the 

353
00:20:50,600 --> 00:20:53,920
game are kind of like the soul 
Muppet system, right? 

354
00:20:53,920 --> 00:20:58,680
It's like the roll 2 dice have 
you know, you know, over 8 

355
00:20:58,680 --> 00:21:02,760
etcetera, etcetera. 
Yeah, so. 

356
00:21:03,400 --> 00:21:06,320
We put a lot of work into this. 
EV did some like really 

357
00:21:06,320 --> 00:21:09,240
intelligent design, which kind 
of sits of in the space at the 

358
00:21:09,240 --> 00:21:12,120
solemn engine, but exists in an 
entirely different place. 

359
00:21:12,880 --> 00:21:16,880
A lot of the combat in games 
like best of Buried or orbital 

360
00:21:16,880 --> 00:21:21,400
Blues or pins are red. 
It's, like, meant to be 

361
00:21:21,400 --> 00:21:23,160
incredibly zoomed out and 
cinematic. 

362
00:21:23,560 --> 00:21:28,840
Whereas, like, the power level 
in inverted commas of these 

363
00:21:28,840 --> 00:21:32,800
radicals is, like, way lower 
than a specific orbital Blues 

364
00:21:32,800 --> 00:21:35,000
character. 
You know, these aren't always 

365
00:21:35,000 --> 00:21:37,080
adventurers or people committed 
to violence. 

366
00:21:37,320 --> 00:21:41,120
They're people that, like, we 
know, right, Leftists who exist 

367
00:21:41,120 --> 00:21:45,200
in spaces, some of which will be
familiar with some of the tools 

368
00:21:45,200 --> 00:21:47,320
of doing that. 
But like, an average character 

369
00:21:47,320 --> 00:21:49,080
does not start with a gun, 
right? 

370
00:21:49,080 --> 00:21:51,080
Or a sword. 
You know, you're just a person. 

371
00:21:51,960 --> 00:21:53,880
Possible in some parts of the 
world, depending on where you 

372
00:21:53,880 --> 00:21:56,720
live. 
But like, yeah, and the 

373
00:21:56,720 --> 00:21:59,240
escalation mechanics in combat 
there become really interesting 

374
00:21:59,240 --> 00:22:01,720
because you kind of enter into 
this situation, which is just, 

375
00:22:01,720 --> 00:22:05,120
which is called violence, right?
And one of the really important 

376
00:22:05,120 --> 00:22:11,880
hallmarks of the Saw Muppet 
engine so far is that you're 

377
00:22:11,880 --> 00:22:14,800
always doing these stat checks. 
They're always like 2D6 looking 

378
00:22:14,800 --> 00:22:16,760
for an 8 or a nine with 
advantage, disadvantage, 

379
00:22:16,760 --> 00:22:18,720
depending on the game that 
you're playing, the situation 

380
00:22:18,720 --> 00:22:20,640
you're in. 
You've always got these stats 

381
00:22:20,640 --> 00:22:24,920
which are usually like related 
to your your your 

382
00:22:24,920 --> 00:22:28,160
characteristics like how 
character looks right and what 

383
00:22:28,160 --> 00:22:31,280
how they behave right. 
Stats are really different in 

384
00:22:31,280 --> 00:22:32,480
this game. 
We'll talk about stats in a 

385
00:22:32,480 --> 00:22:39,840
minute, but in this game in in 
in matters hell, you can always 

386
00:22:39,840 --> 00:22:44,840
keep re rolling dice by 
accepting more distress right So

387
00:22:44,960 --> 00:22:46,840
you can keep going. 
You can keep rolling, keep 

388
00:22:46,840 --> 00:22:51,720
pushing your luck and sometimes 
you need to because while these 

389
00:22:51,720 --> 00:22:55,680
things that you are fighting, 
they are like incredibly 

390
00:22:55,680 --> 00:22:58,320
dangerous demons. 
You know there are they are 

391
00:22:58,320 --> 00:23:02,920
monstrous creatures from another
dimension that hate you and want

392
00:23:02,920 --> 00:23:04,960
you to die, right? 
Because they are the 

393
00:23:04,960 --> 00:23:09,560
manifestation of capitalism in 
this like physical specific 

394
00:23:09,560 --> 00:23:14,760
horrid form. 
As a result as well, the 

395
00:23:14,760 --> 00:23:16,920
characters kind of have a really
different feel. 

396
00:23:16,920 --> 00:23:21,920
A lot of the progression in this
game is tied to like the 

397
00:23:21,920 --> 00:23:26,320
accumulation of the strength of 
your community over time because

398
00:23:26,320 --> 00:23:30,280
like, each character is a member
of two communities. 

399
00:23:30,280 --> 00:23:32,120
They're like a really important 
part categoration. 

400
00:23:32,120 --> 00:23:33,240
The hair characters know each 
other. 

401
00:23:33,240 --> 00:23:35,960
It's kind of the source of all 
of the need for this stuff to 

402
00:23:35,960 --> 00:23:37,680
occur. 
You're related to people who 

403
00:23:37,680 --> 00:23:40,880
care, you have empathy for 
people around you and you're 

404
00:23:40,880 --> 00:23:43,800
sort of like working with these 
communities to draw on them for 

405
00:23:43,800 --> 00:23:50,160
like resources, contacts, 
information, equipment, right? 

406
00:23:50,720 --> 00:23:55,280
And you gain that. 
And once you you draw a 

407
00:23:55,280 --> 00:23:57,720
community's cohesion to get 
these resources, which you're 

408
00:23:57,720 --> 00:24:01,120
going to need to do, that 
resource stays for the rest of 

409
00:24:01,120 --> 00:24:04,080
the campaign and like you can 
call back to it in the future. 

410
00:24:04,080 --> 00:24:07,000
You now have that resource. 
So like character progression 

411
00:24:07,000 --> 00:24:12,040
isn't based on how sad you are 
or how many mental breakdowns 

412
00:24:12,040 --> 00:24:14,720
you've had recently. 
You know, it's or how much money

413
00:24:14,720 --> 00:24:17,200
you've got. 
It's specifically tied to like 

414
00:24:17,560 --> 00:24:19,880
what you have done in your 
community and how you've been 

415
00:24:19,880 --> 00:24:21,840
able to help them and how 
they've been able to help you. 

416
00:24:22,240 --> 00:24:25,760
So it creates this like real 
meshing consistent of 

417
00:24:25,760 --> 00:24:28,720
solidarity. 
You also get these magical items

418
00:24:28,720 --> 00:24:32,680
called totems by killing demons.
Each character starts with one 

419
00:24:32,680 --> 00:24:35,360
of them. 
They're tied to a specific stat.

420
00:24:35,360 --> 00:24:36,760
We'll talk about stats in a 
minute. 

421
00:24:37,080 --> 00:24:40,400
And they sort of allow you to do
a small magical thing. 

422
00:24:41,240 --> 00:24:43,960
They're sort of imbued with the 
power of a given community 

423
00:24:43,960 --> 00:24:46,040
that's managed to defeat or kill
a demon. 

424
00:24:47,840 --> 00:24:48,400
But. 
Yeah. 

425
00:24:49,080 --> 00:24:53,680
And the stats, instead of being 
like brown wit and well and best

426
00:24:53,680 --> 00:24:56,200
left buried or savagery, allure,
duplicity. 

427
00:24:56,400 --> 00:25:00,560
What you have is this like the 
verbs by which these characters 

428
00:25:00,560 --> 00:25:04,640
interact with the communities 
around them and with capitalism.

429
00:25:04,840 --> 00:25:08,680
You start with solidarity, which
is your ability to like, talk to

430
00:25:08,680 --> 00:25:11,680
people, interact with 
communities and draw strength 

431
00:25:11,680 --> 00:25:14,560
from those around you. 
You then step to conspiracy, 

432
00:25:14,640 --> 00:25:19,760
which is seeing in secret lies, 
sneaking around, breaking lots, 

433
00:25:20,160 --> 00:25:23,000
doing all that stuff. 
And then there is militancy, 

434
00:25:23,000 --> 00:25:25,920
which is fucking throwing a 
petrol bomb at someone you know.

435
00:25:26,680 --> 00:25:30,120
And that is the the steps upon 
which these characters are 

436
00:25:30,120 --> 00:25:32,920
going. 
And like, obviously militancy in

437
00:25:32,920 --> 00:25:35,320
particular is more nuanced than 
just armed revolution. 

438
00:25:35,720 --> 00:25:39,240
But like, those are the verbs by
which we give your characters to

439
00:25:39,240 --> 00:25:41,760
interact with the world, which 
is way more interesting to me 

440
00:25:41,760 --> 00:25:45,240
than, like, strength, friendship
and sneaky, right? 

441
00:25:45,600 --> 00:25:47,720
You know, Right. 
We've specifically labeled them 

442
00:25:47,720 --> 00:25:54,160
to concepts and behaviors within
leftist movements. 

443
00:25:56,120 --> 00:25:57,320
Yeah. 
And. 

444
00:25:58,440 --> 00:26:00,360
And Coheed. 
And like the community aspect of

445
00:26:00,360 --> 00:26:03,240
it is such a obviously the core 
aspect of the game. 

446
00:26:03,240 --> 00:26:06,040
You talked about getting totems 
with community and things like 

447
00:26:06,040 --> 00:26:10,000
that, but cohesion is a really 
interesting part of the quick 

448
00:26:10,000 --> 00:26:11,440
start that I was like digging 
into. 

449
00:26:11,840 --> 00:26:15,800
So what exactly is like cohesion
with the communities and how is 

450
00:26:15,800 --> 00:26:18,280
that kind of going to affect the
the gameplay as well? 

451
00:26:19,880 --> 00:26:22,240
Yeah. 
So the cohesion is like a 

452
00:26:22,240 --> 00:26:25,240
measure of the strength of your 
community in a given situation. 

453
00:26:25,800 --> 00:26:29,080
It starts off kind of related to
the number of player characters,

454
00:26:29,080 --> 00:26:32,480
the rim of each community, each 
character kind of makes one 

455
00:26:32,480 --> 00:26:34,680
themselves. 
And then you go around the table

456
00:26:34,680 --> 00:26:36,320
and be like, oh, I want to join 
that community. 

457
00:26:36,320 --> 00:26:37,920
Oh, I want to join that 
community, I want to join that 

458
00:26:37,920 --> 00:26:40,680
community. 
So you get this like legitas of 

459
00:26:40,680 --> 00:26:42,440
explanations why all these 
characters know each other, 

460
00:26:42,440 --> 00:26:44,120
because they're always going to 
have a community shared of at 

461
00:26:44,120 --> 00:26:45,640
least one other person in the 
party. 

462
00:26:47,120 --> 00:26:50,000
You're kind of drawing on the 
cohesion of the community to 

463
00:26:51,280 --> 00:26:53,600
create and manifest these 
resources. 

464
00:26:53,600 --> 00:26:56,480
Or, you know, it might be, oh, 
I'm trying to solve this problem

465
00:26:56,480 --> 00:27:03,520
to do with science. 
Maybe this agricultural 

466
00:27:03,960 --> 00:27:09,600
allotment in town is going to 
help me solve this problem to do

467
00:27:09,600 --> 00:27:12,320
with a plant sample or something
related to a demon of a certain 

468
00:27:12,320 --> 00:27:14,880
type. 
Or you could be like, oh, this 

469
00:27:15,840 --> 00:27:19,000
hat space that one of my 
characters is a member of is 

470
00:27:19,000 --> 00:27:22,320
going to have a laser cutter and
a load of aerosol spray cameras 

471
00:27:22,320 --> 00:27:24,440
which are going to help us make 
these protest signs, right? 

472
00:27:24,440 --> 00:27:27,640
You know, and you can keep like 
drawing on communities in those 

473
00:27:27,640 --> 00:27:31,040
ways to create those resources 
and those people which then like

474
00:27:31,040 --> 00:27:33,080
stick around or something for 
the entire campaign. 

475
00:27:33,080 --> 00:27:34,960
And there are aspects you can 
always call back to. 

476
00:27:35,160 --> 00:27:37,880
You can reuse those laser 
cutters and aerosol scans at a 

477
00:27:38,200 --> 00:27:42,520
future point if you at some 
point need to make something 

478
00:27:42,520 --> 00:27:46,800
different or use those spray 
paints to make improvised, you 

479
00:27:46,800 --> 00:27:50,600
know, flame torches or whatever.
Like all kinds of stuff you can 

480
00:27:50,600 --> 00:27:52,720
use and utilize that equipment 
for. 

481
00:27:53,000 --> 00:27:59,680
But cohesion is like at risk 
from the activity of demons and 

482
00:27:59,680 --> 00:28:04,360
also people as you are playing, 
if like someone in your 

483
00:28:04,360 --> 00:28:09,080
community is killed or there is 
some sort of violence or a 

484
00:28:09,080 --> 00:28:14,120
threat made against them by 
demons or indeed like mortal 

485
00:28:14,600 --> 00:28:17,400
agents of capitalism, which do 
exist within this game very 

486
00:28:17,400 --> 00:28:20,240
explicitly. 
And then the main issue 

487
00:28:20,280 --> 00:28:25,000
obviously, and in real life, 
you're going to lose cohesion 

488
00:28:25,000 --> 00:28:26,480
there. 
You're going to gain cohesion by

489
00:28:26,480 --> 00:28:29,320
like fighting these demons, 
closing rooms in the world, 

490
00:28:29,320 --> 00:28:33,400
killing demons and like removing
some of these more complicated, 

491
00:28:34,400 --> 00:28:38,920
you know, relationships that 
these, they're like making 

492
00:28:39,560 --> 00:28:43,440
removing the glare of these 
agents of capitalism from the 

493
00:28:43,440 --> 00:28:45,840
communities that you're in. 
So you can effectively like 

494
00:28:46,240 --> 00:28:49,240
you're trying to always like 
gain cohesion over time as you 

495
00:28:49,240 --> 00:28:52,360
deal with like an increasingly 
more severe and complicated 

496
00:28:52,360 --> 00:28:54,840
selection of demons. 
Because as your characters are 

497
00:28:54,840 --> 00:28:57,840
levelling up, we've kind of got 
lots of options in the full 

498
00:28:57,840 --> 00:29:00,120
book, which you're not going to 
see in the quick start, which 

499
00:29:00,120 --> 00:29:04,400
are going to be like different 
demons working together or like 

500
00:29:04,400 --> 00:29:07,120
choirs of demons. 
I mentioned like the choir of 

501
00:29:07,120 --> 00:29:10,320
leeches earlier, which is like a
collection of landlord demons. 

502
00:29:10,320 --> 00:29:13,400
We've made suggestions of like 
some of the other leeches 

503
00:29:13,400 --> 00:29:15,720
available. 
There's Dukes, which are really 

504
00:29:15,720 --> 00:29:20,920
powerful demons, which have 
other demons pay fealty to them.

505
00:29:21,320 --> 00:29:24,920
And there's lots of sort of like
other options in there for like 

506
00:29:24,920 --> 00:29:26,640
campaign progression as you 
play. 

507
00:29:26,640 --> 00:29:29,400
That kind of can make things 
more complicated and kind of 

508
00:29:29,720 --> 00:29:32,240
create an art for a longer 
campaign in a given city. 

509
00:29:34,080 --> 00:29:37,120
This is so great. 
You really, you really grabbed 

510
00:29:37,120 --> 00:29:39,480
me and Ryan when you got to 
landlord demons. 

511
00:29:39,480 --> 00:29:43,240
I think you know it's. 
One of my favorite things about 

512
00:29:43,240 --> 00:29:47,760
this entire thing is like the 
complete and total like lack of 

513
00:29:47,760 --> 00:29:55,880
subtlety that but still has a 
like nuance and and like it. 

514
00:29:55,960 --> 00:29:58,240
It still looks good. 
It still plays well, but like 

515
00:29:58,600 --> 00:30:03,120
the the demon of like landlord 
leeches is like the least subtle

516
00:30:03,120 --> 00:30:05,640
thing possible, even though like
it's really great and fits into 

517
00:30:05,640 --> 00:30:08,680
the game because like everyone 
is going to know exactly what 

518
00:30:08,680 --> 00:30:11,000
you're talking about all the 
time as soon as you like. 

519
00:30:11,120 --> 00:30:14,280
So many of these problems are 
things that every everybody face

520
00:30:14,520 --> 00:30:16,400
on a regular basis. 
So to just be like, oh, it's 

521
00:30:16,400 --> 00:30:17,960
this thing, but it's a demon. 
People are going to be like, 

522
00:30:17,960 --> 00:30:21,280
yes, I 1000% understand exactly 
what you're talking about and 

523
00:30:21,280 --> 00:30:24,120
that's great, I think. 
One of the most interesting 

524
00:30:24,120 --> 00:30:27,920
things about talking to people 
is that like when you kind of 

525
00:30:27,920 --> 00:30:31,560
like explain what matters, how 
idea of a demon is and like how 

526
00:30:31,560 --> 00:30:34,320
it might impact and sort of the 
way the gameplay loop of the 

527
00:30:34,320 --> 00:30:36,640
work is. 
Like every single person I've 

528
00:30:36,640 --> 00:30:40,000
spoken to about this game like 
decides they are a games 

529
00:30:40,000 --> 00:30:42,440
designer and start riffing on 
different type of demons that 

530
00:30:42,440 --> 00:30:45,440
could exist, right? 
Because it's such an appropriate

531
00:30:45,440 --> 00:30:48,360
concept. 
And like these things which are 

532
00:30:48,360 --> 00:30:51,360
these violence is created by 
capitalism are literally legion.

533
00:30:52,200 --> 00:30:55,600
There is an infinite number of 
horrid things that kind of occur

534
00:30:55,600 --> 00:31:00,720
as a result of, you know, the 
violences of the state and the 

535
00:31:00,720 --> 00:31:06,800
oligarchs that exist within 
this, this current economic, 

536
00:31:07,120 --> 00:31:09,920
socio political economic system 
that we dwell in. 

537
00:31:09,960 --> 00:31:15,160
And Evie is like the mastermind 
behind a lot of this stuff. 

538
00:31:15,160 --> 00:31:19,720
I'm kind of just standing next 
to them and smiling while they 

539
00:31:19,720 --> 00:31:26,560
come up with increasingly 
interesting and maniacal ways of

540
00:31:26,560 --> 00:31:31,640
like expanding this metaphor 
we've made until what we're 

541
00:31:31,640 --> 00:31:34,320
coming out with is like a really
beautiful piece of art that is 

542
00:31:34,320 --> 00:31:37,880
also going to like hopefully 
have a meaningful social impact 

543
00:31:37,880 --> 00:31:40,040
upon spaces that we're in in the
world around us. 

544
00:31:40,480 --> 00:31:46,240
So I'm very proud and very happy
to see how that is is 

545
00:31:46,240 --> 00:31:48,720
developing. 
And, you know, I think it's one 

546
00:31:48,720 --> 00:31:52,360
of the things as a yeah, as an, 
as a, as a publisher and a 

547
00:31:52,360 --> 00:31:55,520
person who like works with lots 
of creatives, it's such a 

548
00:31:55,520 --> 00:31:59,000
pleasure to just surround myself
with all of these incredible and

549
00:31:59,000 --> 00:32:02,640
talented people and be able to 
give them just so much money, 

550
00:32:03,200 --> 00:32:05,880
you know, in exchange for like 
making this thing happen that 

551
00:32:05,880 --> 00:32:07,200
isn't going to generate 
excitement. 

552
00:32:07,200 --> 00:32:11,120
People that play the games 
because like I'm just, I'm so 

553
00:32:11,120 --> 00:32:16,480
looking forward to like when 
this game in its majesty lands 

554
00:32:16,480 --> 00:32:20,320
upon the table in its full form.
I already, I think this is like 

555
00:32:20,520 --> 00:32:23,760
probably our most played quick 
start as far as I can tell. 

556
00:32:23,760 --> 00:32:26,440
Like people seem really excited 
about it. 

557
00:32:26,440 --> 00:32:29,040
There's a couple of actual plays
going on at the moment, some of 

558
00:32:29,040 --> 00:32:31,280
which we've sponsored, but some 
of which have kind of just 

559
00:32:31,280 --> 00:32:35,400
sprung up really naturally. 
So I'm really excited to see how

560
00:32:35,400 --> 00:32:38,400
that's going to go. 
But yeah, once we start getting 

561
00:32:38,400 --> 00:32:41,720
more material into these, into 
people's hands, like, I think 

562
00:32:41,720 --> 00:32:45,760
there's some real wonder in 
this, in this game. 

563
00:32:45,760 --> 00:32:48,000
Yeah. 
I mean, like I said. 

564
00:32:48,800 --> 00:32:52,720
It's so approachable to 
everybody because like there's 

565
00:32:52,720 --> 00:32:54,560
people that are like, I don't 
really like space or I don't 

566
00:32:54,560 --> 00:32:57,000
really like dungeon crawling, 
but like everyone goes, yeah, I 

567
00:32:57,000 --> 00:32:59,520
paid too much fucking rent. 
And like there's this thing 

568
00:32:59,520 --> 00:33:02,160
that's like broken that no one's
fixing or like, you know, every 

569
00:33:02,160 --> 00:33:04,080
single person has difficulties 
that they're going to face. 

570
00:33:04,080 --> 00:33:07,760
So I think this is going to hit,
you know, there's there's nobody

571
00:33:08,200 --> 00:33:10,800
there's nobody that can read 
this book and not relate to to 

572
00:33:10,800 --> 00:33:15,280
some aspect of the the issues 
that your face on a regular 

573
00:33:15,280 --> 00:33:18,160
basis and and how they can feel 
like demons And in this game, 

574
00:33:18,160 --> 00:33:21,280
you can actually fight them just
like you should try to fight 

575
00:33:21,280 --> 00:33:24,600
them in real life. 
But you said the quick start is 

576
00:33:24,600 --> 00:33:27,040
a obviously it's a quick start. 
There's things that are missing 

577
00:33:27,040 --> 00:33:28,880
from the game. 
One question I had is the 

578
00:33:28,880 --> 00:33:31,240
characterization of the quick 
start is like you choose 

579
00:33:31,240 --> 00:33:33,440
characters from a list. 
Is that going to be the same in 

580
00:33:33,440 --> 00:33:36,960
the book or is there going to be
more of like a make your own so?

581
00:33:37,280 --> 00:33:40,360
The game contains like a full 
series of catch creation. 

582
00:33:40,920 --> 00:33:43,200
You'll be choosing stats, you'll
be making your own communities, 

583
00:33:43,200 --> 00:33:45,200
you'll be like going around. 
There's a bunch of random tables

584
00:33:45,200 --> 00:33:47,640
for those. 
One of my favorite things in the

585
00:33:47,640 --> 00:33:50,120
catch creation is this thing 
which we call the vibes table, 

586
00:33:50,120 --> 00:33:54,760
which is just like AD 100 table 
of like one line descriptions of

587
00:33:54,760 --> 00:33:59,160
weird leftists that you like 
will be on that list and you'll 

588
00:33:59,160 --> 00:34:02,440
be able to pick out people you 
know in that list as well. 

589
00:34:02,680 --> 00:34:10,239
It's been written with like sort
of real piercing interest and 

590
00:34:10,239 --> 00:34:16,239
like understanding of like the, 
you know, leftist marginalized 

591
00:34:16,239 --> 00:34:21,280
queer communities and kind of 
looking at how those people can 

592
00:34:21,280 --> 00:34:23,239
behave and kind of looking at 
that space as well. 

593
00:34:23,239 --> 00:34:25,600
But yes, there's full 
calibration in there. 

594
00:34:25,800 --> 00:34:30,360
There's a much bigger selection 
of totems as well, stuff on 

595
00:34:30,360 --> 00:34:33,040
making your own communities. 
And then the back half of the 

596
00:34:33,040 --> 00:34:38,560
book contains 12 demons and 
there's another 12 coming in the

597
00:34:38,560 --> 00:34:44,639
first the expansion scene we're 
doing that's called the Field 

598
00:34:44,639 --> 00:34:49,920
Guide to Hell on Earth. 
And that is kind of just like 

599
00:34:49,920 --> 00:34:52,280
another selection of demons from
a bunch of guest writers. 

600
00:34:52,600 --> 00:34:54,880
And we've tried to hire writers.
We can have different 

601
00:34:54,880 --> 00:34:56,679
perspectives that are going to 
try to write different types of 

602
00:34:56,679 --> 00:35:00,480
demons. 
Those have been like really 

603
00:35:00,480 --> 00:35:02,000
exciting to approve the pitches 
for. 

604
00:35:02,000 --> 00:35:04,560
I'm hoping to like be able to 
show off some of those soon as 

605
00:35:04,560 --> 00:35:06,880
we start like getting further 
into the writing phase. 

606
00:35:07,720 --> 00:35:10,120
The other thing that's in the 
book is a load of GM's advice 

607
00:35:10,120 --> 00:35:12,960
about how to run these longer 
campaigns and sort of a way of 

608
00:35:12,960 --> 00:35:15,760
expanding and networking these 
best series together to make 

609
00:35:15,880 --> 00:35:19,160
longer sessions. 
And also this thing that Evie 

610
00:35:19,160 --> 00:35:21,280
has written called the Struggle 
Framework, which we're really 

611
00:35:21,280 --> 00:35:24,920
happy with. 
Essentially, we kind of hit this

612
00:35:24,920 --> 00:35:28,240
challenge when we started 
writing adventure content for 

613
00:35:28,240 --> 00:35:33,720
this game that like, because we 
want every session to be set and

614
00:35:33,720 --> 00:35:38,200
every campaign to be set in like
the time, the city you live in 

615
00:35:38,200 --> 00:35:41,000
right now, right? 
So I'd be playing in Nottingham,

616
00:35:41,000 --> 00:35:43,800
UK, but you'd be doing it in 
whatever city it is. 

617
00:35:44,120 --> 00:35:47,120
We can't write an adventure that
fits every city in the world. 

618
00:35:47,400 --> 00:35:52,920
So what we've kind of written is
this kind of set of like 

619
00:35:52,920 --> 00:35:56,040
archetypal characters that are 
going to exist in sort of any 

620
00:35:56,040 --> 00:35:59,840
given city that you can met. 
And then like locations that you

621
00:35:59,840 --> 00:36:02,880
can mesh together with those 
characters and put them against 

622
00:36:02,880 --> 00:36:05,480
different communities. 
And then sort of walk you 

623
00:36:05,480 --> 00:36:09,840
through like different steps in 
the three act structure of a 

624
00:36:09,840 --> 00:36:12,840
traditional adventure. 
Like how that might look to help

625
00:36:12,840 --> 00:36:16,280
people weave it together. 
Essentially, like it's a toolbox

626
00:36:16,280 --> 00:36:20,600
or a framework for running 
sessions and by extension 

627
00:36:20,600 --> 00:36:24,640
campaigns with like this cast of
repeating characters and sort of

628
00:36:24,640 --> 00:36:28,200
working out that kind of got a 
list of allies and adversaries, 

629
00:36:29,080 --> 00:36:33,160
you know, mostly mortal ones 
obviously, and then looking at 

630
00:36:33,920 --> 00:36:35,920
kind of how to weave that 
campaign together. 

631
00:36:35,920 --> 00:36:41,320
So that's like a big percentage 
of the book because it's kind of

632
00:36:41,320 --> 00:36:44,200
a bit of a, that was a bit of an
unsolved challenge for us. 

633
00:36:44,200 --> 00:36:46,400
Like I think that was the one of
the most difficult parts of the 

634
00:36:46,400 --> 00:36:49,840
game's design because the bulk 
of the game and the theory came 

635
00:36:49,840 --> 00:36:52,920
together pretty quickly. 
But working out how to actually 

636
00:36:52,920 --> 00:36:55,600
write an adventure that's easy 
for someone to run, that could 

637
00:36:55,600 --> 00:36:59,080
be set in any time in any place 
with any group of people was 

638
00:36:59,080 --> 00:37:03,560
like much more challenging. 
But I feel like we've landed 

639
00:37:03,560 --> 00:37:06,520
down hopefully something that 
will be really easy for people 

640
00:37:06,520 --> 00:37:08,120
to use once the game is out and 
full. 

641
00:37:09,440 --> 00:37:12,080
Do you like the? 
Framework of that within the 

642
00:37:12,080 --> 00:37:15,720
initial quick start, yeah, do. 
You like foresee ever doing any 

643
00:37:15,720 --> 00:37:19,840
like game jams for Mad as Hell 
I. 

644
00:37:19,840 --> 00:37:23,080
Think that would be a fantastic 
opportunity to do some game jams

645
00:37:23,080 --> 00:37:27,360
like because I think adventures 
for Paint the Town Red, for 

646
00:37:27,360 --> 00:37:29,960
example, like a standard Paint 
the Town Red adventures like 

647
00:37:29,960 --> 00:37:33,040
5000 words long, which is like 
something really serious to 

648
00:37:33,040 --> 00:37:36,720
commit to and like. 
But I think that a matter's held

649
00:37:36,720 --> 00:37:40,240
even is like 500 words. 
So there will unquestionably be 

650
00:37:40,240 --> 00:37:43,440
a game jam that will be running 
for when this comes out and like

651
00:37:43,560 --> 00:37:46,200
hopefully be able to put a load 
of those creatures together. 

652
00:37:46,200 --> 00:37:48,640
I'd be really excited to do 
something like that. 

653
00:37:48,640 --> 00:37:51,000
I think this is a really game 
jammable game. 

654
00:37:51,440 --> 00:37:52,840
I very much. 
Agree, it'll be really 

655
00:37:52,840 --> 00:37:54,440
interesting local. 
Spaces. 

656
00:37:54,840 --> 00:37:56,840
Yeah, it'll be really. 
Interesting to see like as 

657
00:37:56,840 --> 00:37:59,640
people make their own kind of 
take on these adventures, like 

658
00:38:00,280 --> 00:38:03,800
kind of like locally to where 
they are, what the issues are 

659
00:38:03,800 --> 00:38:05,960
that they see and that they 
choose to tackle. 

660
00:38:06,120 --> 00:38:08,520
And I'd be really interested to 
see with other, because I live 

661
00:38:08,520 --> 00:38:11,200
in a city in Oregon that just 
cut a bunch of funding to a 

662
00:38:11,200 --> 00:38:15,680
bunch of social programs. 
And so I immediately already 

663
00:38:15,680 --> 00:38:19,160
know what maybe the first two or
three adventures I would run 

664
00:38:19,160 --> 00:38:20,840
would be. 
But I'd be really interested to 

665
00:38:20,840 --> 00:38:23,320
see what somebody on the other 
side of the world who's also 

666
00:38:23,320 --> 00:38:26,120
dealing with the downfall of 
capitalism sees. 

667
00:38:26,120 --> 00:38:28,200
Is there like initial jumping 
off point? 

668
00:38:29,400 --> 00:38:34,000
One of the play tests that we 
ran was kind of bore a bunch of 

669
00:38:34,000 --> 00:38:36,080
the Soul Muppet staff, so I'd 
already read all the demons. 

670
00:38:36,080 --> 00:38:39,560
So Evie came up with a new demon
based on something that was in 

671
00:38:39,560 --> 00:38:43,960
the news recently in Nottingham,
where there was this proposed 

672
00:38:43,960 --> 00:38:46,920
plan that the council in the 
city we were living in were 

673
00:38:46,920 --> 00:38:50,280
going to do. 
Where when it was night time, 

674
00:38:50,280 --> 00:38:54,400
they were going to try to save 
money by only lighting areas 

675
00:38:54,400 --> 00:38:58,200
that were critical paths and 
making sure that all of these 

676
00:38:58,200 --> 00:39:00,480
side streets that didn't need to
be lighter because they did the 

677
00:39:00,480 --> 00:39:02,800
data and no one was walking on 
them apparently. 

678
00:39:03,320 --> 00:39:05,040
And obviously like, how could 
that? 

679
00:39:05,360 --> 00:39:08,040
What type of areas do you think 
they'd pick for when they 

680
00:39:08,040 --> 00:39:10,960
decided which lights they were 
going to turn off healthy ones? 

681
00:39:12,040 --> 00:39:15,040
What exactly you know it's going
to be there. 

682
00:39:15,040 --> 00:39:20,640
So and that then created a demon
that was like about a demon of 

683
00:39:23,440 --> 00:39:26,440
it's kind of like this long 
limits spider thing that was 

684
00:39:26,440 --> 00:39:29,720
like stealing and blinding 
people that existed in the dark.

685
00:39:30,040 --> 00:39:35,080
And it was sort of a tall 
lamppost wrapping predatory kind

686
00:39:35,080 --> 00:39:39,560
of drop spider kind of thing. 
And like that was related to 

687
00:39:39,560 --> 00:39:42,360
like something very real and 
meaningful, which happened in a 

688
00:39:42,360 --> 00:39:44,520
local community that Evie was 
involved in. 

689
00:39:44,520 --> 00:39:48,280
And thankfully people got 
together and said, no, you can't

690
00:39:48,280 --> 00:39:49,760
do that. 
That's insane. 

691
00:39:50,080 --> 00:39:54,600
And managed to lobby the council
not to turn the lights off. 

692
00:39:54,600 --> 00:39:59,080
So managed to get that sorted. 
But that led to like, a really 

693
00:39:59,080 --> 00:40:01,200
interesting impact of like, oh, 
yeah, this is something that 

694
00:40:01,200 --> 00:40:03,280
happened in real life, is going 
to keep happening. 

695
00:40:03,280 --> 00:40:06,480
Because, you know, even though 
there wasn't a demon that would 

696
00:40:06,480 --> 00:40:09,440
eat people, it makes people 
scared to go outside their homes

697
00:40:09,440 --> 00:40:11,440
at night. 
It creates risks of slipping in 

698
00:40:11,440 --> 00:40:14,920
the ice in the winter. 
You know, there's lots of like, 

699
00:40:15,920 --> 00:40:18,280
correlating issues. 
And that turns into a demon. 

700
00:40:20,040 --> 00:40:22,880
Again, the the approachability 
of this is insane. 

701
00:40:22,880 --> 00:40:26,560
Like every, everyone in the 
world has problems and, and 

702
00:40:26,560 --> 00:40:31,040
being able to make those demons 
and figuring out how to fight 

703
00:40:31,040 --> 00:40:36,560
them and as you said, like as a 
community, how to keep them away

704
00:40:36,560 --> 00:40:39,680
is, is incredible. 
And, and I, everyone in the 

705
00:40:39,680 --> 00:40:42,240
chat, everyone, all of us here, 
like as soon as you started 

706
00:40:42,240 --> 00:40:44,320
saying stuff, I give up like 10 
things in my town where I'm 

707
00:40:44,320 --> 00:40:46,200
like, that's exactly the first 
one that I'd fucking run. 

708
00:40:46,200 --> 00:40:49,360
So like, it's really great to 
hear that you put in a framework

709
00:40:49,360 --> 00:40:52,560
to make it a lot easier for 
people to, to make the things 

710
00:40:52,560 --> 00:40:54,640
that they want to make that 
affect them the way that it 

711
00:40:54,640 --> 00:40:56,200
affects them. 
Because as you said, like the 

712
00:40:56,200 --> 00:40:58,520
issues that I'm dealing with in 
my town are going to be 

713
00:40:58,520 --> 00:41:00,520
completely different than ours, 
which is completely different 

714
00:41:00,520 --> 00:41:01,640
than what you guys are doing 
over the UK. 

715
00:41:01,640 --> 00:41:04,280
So it's, it's, it's really 
incredible to make that such a, 

716
00:41:05,520 --> 00:41:09,600
a core aspect of it is the, the 
approachability for anyone 

717
00:41:09,600 --> 00:41:12,880
across the world. 
So one of the things we've done 

718
00:41:12,880 --> 00:41:15,280
there as well to kind of help 
out, it's that obviously the 

719
00:41:15,280 --> 00:41:17,440
book has advice for making 
demons in it. 

720
00:41:17,440 --> 00:41:22,280
But we're working now with 
Elliott Davis on a stretch goal 

721
00:41:22,480 --> 00:41:26,440
for the game, which is this 
thing called Biscard, which is 

722
00:41:26,480 --> 00:41:33,400
very explicitly a like a solo 
game, which is what like point 

723
00:41:33,400 --> 00:41:35,720
is. 
But when we make solo games at 

724
00:41:35,720 --> 00:41:38,400
Soul Market, I always try to 
make sure that like this isn't 

725
00:41:38,400 --> 00:41:40,920
just a solo game you're going to
play if you can't get a group 

726
00:41:40,920 --> 00:41:43,680
together right or you fancy 
playing a solo games. 

727
00:41:43,840 --> 00:41:47,960
It also has like trap elements 
that we can build into it. 

728
00:41:47,960 --> 00:41:50,040
So it's useful as part of the 
larger campaign. 

729
00:41:51,760 --> 00:41:55,600
For example, the paper town read
solo game morning. 

730
00:41:55,600 --> 00:41:58,480
After that, we're hoping to 
release in the next week or two.

731
00:41:59,800 --> 00:42:04,600
Is is like about building a city
and kind of like helping you do 

732
00:42:04,600 --> 00:42:06,880
that with all of these like 
prompts and card drawing and 

733
00:42:06,880 --> 00:42:11,080
building those things together. 
Whereas what we're doing for the

734
00:42:11,080 --> 00:42:16,080
start is that specifically it's 
about helping people make more 

735
00:42:16,080 --> 00:42:18,720
demons. 
So what will hopefully happen as

736
00:42:18,720 --> 00:42:21,600
a part of that game jam is we 
won't just be like, I'll make a 

737
00:42:21,600 --> 00:42:24,280
demon writer here. 
It's going to come with like 

738
00:42:24,560 --> 00:42:27,440
maybe even like a solo game 
playthrough that you do 

739
00:42:27,440 --> 00:42:29,560
beforehand, which is going to 
help inform your writing. 

740
00:42:29,800 --> 00:42:32,560
And that's going to be based on 
like, look at the news and see 

741
00:42:32,560 --> 00:42:33,840
what's happening in your local 
area. 

742
00:42:33,840 --> 00:42:36,440
What are people angry about? 
You know, that's like a very 

743
00:42:36,440 --> 00:42:41,480
easy first step of that, you 
know so you're always wanting to

744
00:42:41,480 --> 00:42:46,320
like push that approachability. 
Obviously, as with all things 

745
00:42:46,320 --> 00:42:48,480
salt Muppet makes this is going 
to be held under the same 

746
00:42:48,480 --> 00:42:53,600
license. 
So you are free to make demons 

747
00:42:54,080 --> 00:42:57,000
of your own and post them on 
each to IO and charge money for 

748
00:42:57,000 --> 00:43:01,840
them if you want. 
Because I want always other 

749
00:43:01,840 --> 00:43:06,440
people to be able to contribute 
to an overall artistic community

750
00:43:06,720 --> 00:43:09,720
and there to be more material 
than I have the time or energy 

751
00:43:09,720 --> 00:43:13,560
to write or Evie does as well 
and kind of to supplement and 

752
00:43:13,560 --> 00:43:15,440
foster that kind of third party 
space. 

753
00:43:15,440 --> 00:43:18,160
Yeah, there'll be a game jam. 
It will be about demons in the 

754
00:43:18,160 --> 00:43:20,240
local space. 
So who knows what it'll be 

755
00:43:20,240 --> 00:43:23,680
about, but we'll be, we'll be 
supporting this game for as long

756
00:43:23,680 --> 00:43:25,840
as we can in as many weird ways 
as we know how to. 

757
00:43:26,760 --> 00:43:28,800
It's crazy. 
That the company that is putting

758
00:43:28,800 --> 00:43:32,040
a game out about like building 
community to fight demons also 

759
00:43:32,040 --> 00:43:35,040
wants like build a community 
within like the the artistic 

760
00:43:35,040 --> 00:43:37,080
space of the game. 
So no, that's crazy. 

761
00:43:37,440 --> 00:43:39,200
Absolutely so. 
The. 

762
00:43:39,200 --> 00:43:44,320
Kickstarter, what people can 
actually get for when they go 

763
00:43:44,320 --> 00:43:48,000
back this project because you 
guys still, I mean, it just kind

764
00:43:48,000 --> 00:43:50,320
of recently dropped. 
There's still 17 days to go on 

765
00:43:50,320 --> 00:43:52,080
this, so there's plenty of time 
for people to go grab it. 

766
00:43:52,400 --> 00:43:56,480
But what can people grab when 
when they go back this project? 

767
00:43:57,800 --> 00:44:01,200
So the core pledge that we're 
pushing people towards is like 

768
00:44:01,280 --> 00:44:03,640
the core book with the dust 
jacket. 

769
00:44:04,080 --> 00:44:07,120
It's got everything in it. 
You're going to need to play PDF

770
00:44:07,120 --> 00:44:10,000
and physicals available. 
There's also a couple of add on 

771
00:44:10,000 --> 00:44:12,080
bits we have because we've hit 
the stretch goal. 

772
00:44:12,360 --> 00:44:20,520
Everyone who bats or at all will
receive APDF of the solar game 

773
00:44:20,520 --> 00:44:23,440
repaint. 
And then there is also going to 

774
00:44:23,440 --> 00:44:26,120
be a physical add on for that. 
There is AGM screen which is 

775
00:44:26,120 --> 00:44:28,320
going to be able to be adaptable
with the various covers. 

776
00:44:28,320 --> 00:44:32,560
It's going to have a slot where 
the mouth of the base comes over

777
00:44:32,560 --> 00:44:33,640
it. 
That's probably quite badly 

778
00:44:33,640 --> 00:44:36,400
worded. 
We've got this thing called the 

779
00:44:36,400 --> 00:44:40,120
Field Guide to Hell on Earth, 
which is a selection of 12 more 

780
00:44:40,120 --> 00:44:41,920
demons. 
Well that you can use to double 

781
00:44:41,920 --> 00:44:43,080
the amount of demons in the call
book. 

782
00:44:43,800 --> 00:44:50,200
And we've also prepared, if 
people are interested, A this 

783
00:44:50,200 --> 00:44:52,560
which is the Zine edition of the
Radicals Handbook. 

784
00:44:52,800 --> 00:44:55,360
So you can hand it to your 
players right now. 

785
00:44:55,360 --> 00:44:58,560
This is going to be presented 
inside the Matters Hell core 

786
00:44:58,560 --> 00:45:02,080
rulebook as like a dividing 
section on a different paper 

787
00:45:02,080 --> 00:45:07,120
stock. 
So where that's just something 

788
00:45:07,120 --> 00:45:09,720
the printer said they can do. 
And you know who's going to stop

789
00:45:09,720 --> 00:45:11,840
being God? 
You know, she wouldn't bet. 

790
00:45:12,680 --> 00:45:16,080
So we're going to have a weird 
book in the middle of our book. 

791
00:45:16,080 --> 00:45:19,120
But if you want a second book, 
we can make that happen as well.

792
00:45:20,560 --> 00:45:22,600
And there's more stretch calls 
coming. 

793
00:45:22,600 --> 00:45:24,080
We're hoping to do some more 
demons. 

794
00:45:24,080 --> 00:45:26,760
There's a couple of patches you 
can get as well, in case you 

795
00:45:26,760 --> 00:45:28,800
have a battle jacket that needs 
to say Mad as Hell on it. 

796
00:45:30,200 --> 00:45:32,680
And there's all kinds of future 
shenanigans as well. 

797
00:45:32,680 --> 00:45:34,760
We're always working on more 
stuff here. 

798
00:45:34,760 --> 00:45:37,360
As someone HQ. 
By that I mean my house that. 

799
00:45:39,840 --> 00:45:43,480
Was going to be my next question
is there's obviously a lot going

800
00:45:43,480 --> 00:45:46,600
on right now with this project, 
including all of the extras that

801
00:45:46,600 --> 00:45:49,040
you just said. 
Is there already an eye on like 

802
00:45:49,080 --> 00:45:51,080
what's going to come next with 
Madison? 

803
00:45:51,080 --> 00:45:52,920
Because I know you said you 
wanted to support this game for 

804
00:45:52,920 --> 00:45:55,800
a long time. 
Is there a plan for like an 

805
00:45:55,800 --> 00:45:57,600
official release sometime in the
future? 

806
00:45:57,600 --> 00:45:59,640
I know you always got a million 
ideas cooking. 

807
00:46:01,880 --> 00:46:05,160
Well, obviously all this stuff 
will come out in physical at 

808
00:46:05,160 --> 00:46:06,920
some point, hopefully before the
end of the year. 

809
00:46:06,920 --> 00:46:10,120
But like, I think it's much too 
early to be considering like 

810
00:46:10,600 --> 00:46:13,120
what the awkward Blues afterburn
of this game looks like. 

811
00:46:13,240 --> 00:46:15,040
You know, we still won't even 
finish the first ground funding 

812
00:46:15,040 --> 00:46:17,400
project yet. 
And I think like often with this

813
00:46:17,400 --> 00:46:19,440
stuff, I let my own ambitions 
get away with me. 

814
00:46:19,880 --> 00:46:22,560
But that'll be out hopefully at 
some point towards the end of 

815
00:46:22,560 --> 00:46:23,800
the year. 
The PDF is going to be ready 

816
00:46:23,800 --> 00:46:25,080
soon. 
You know, we're hope. 

817
00:46:25,200 --> 00:46:27,600
I'm hopefully looking out before
the end of the summer and we 

818
00:46:27,600 --> 00:46:29,920
send it off to print and 
hopefully get some books to back

819
00:46:29,920 --> 00:46:32,400
us as soon as we can. 
But like, that's the priority 

820
00:46:32,400 --> 00:46:35,440
right now, like finishing off 
this wane of stuff, working out 

821
00:46:35,440 --> 00:46:38,520
what we can do in a way that it 
doesn't massively negatively 

822
00:46:38,520 --> 00:46:41,680
affect all of the timelines 
you've already set up, and then 

823
00:46:41,680 --> 00:46:45,680
move on to the next thing and 
the next steps. 

824
00:46:45,680 --> 00:46:49,160
Because obviously we've got 
books, we've got a crowdfunding 

825
00:46:49,160 --> 00:46:51,000
project every six months until I
drop dead. 

826
00:46:51,440 --> 00:46:53,600
You know, we're a new, not 
necessarily covering project, an

827
00:46:53,600 --> 00:46:56,080
exciting new product release 
every six months until I drop 

828
00:46:56,080 --> 00:46:58,000
dead. 
So yeah, there you go. 

829
00:46:59,000 --> 00:47:04,400
So. 
This we're going to get paint 

830
00:47:04,400 --> 00:47:06,320
the red soon. 
Paint the town red soon. 

831
00:47:06,320 --> 00:47:07,280
We're going to get this, you 
said. 

832
00:47:07,280 --> 00:47:09,160
Hopefully physically by the end 
of the year because. 

833
00:47:10,080 --> 00:47:11,440
You could by the end of the year
is a hope. 

834
00:47:11,440 --> 00:47:13,280
Yeah, that's. 
That's great. 

835
00:47:13,280 --> 00:47:16,680
I will be very happy to get a 
book with like this many holes 

836
00:47:16,680 --> 00:47:20,560
in it by the end of the year, 
which would be fantastic. 

837
00:47:21,680 --> 00:47:24,920
And I know that if you go to the
Kickstarter page, obviously 

838
00:47:24,920 --> 00:47:26,800
you're here on the weekly score 
right now, but there's a lot of 

839
00:47:26,800 --> 00:47:29,920
other stuff going on My first 
dungeon who are incredible. 

840
00:47:29,920 --> 00:47:32,200
I know you've chatted with a 
bunch of them, the One Shot 

841
00:47:32,200 --> 00:47:36,120
podcast, like there are a lot of
things going on outside of just 

842
00:47:36,120 --> 00:47:38,680
our conversation with Zach for 
people to check out. 

843
00:47:38,680 --> 00:47:41,400
So if you want more information,
most going on to see people 

844
00:47:41,400 --> 00:47:43,120
actually playing the game, make 
sure you go to the Kickstarter 

845
00:47:43,120 --> 00:47:45,560
page and check out the links to 
all of those at the bottom. 

846
00:47:46,120 --> 00:47:48,600
So you can see the game actually
being played and and have, you 

847
00:47:48,600 --> 00:47:50,840
know, hear different 
conversations about about this 

848
00:47:50,840 --> 00:47:54,720
game, which is going to be up 
there as like one of my favorite

849
00:47:55,240 --> 00:47:58,120
projects in the works right now 
from Soma, But which is saying a

850
00:47:58,120 --> 00:48:00,560
lot because you know my edge 
Lord ass loves best left buried.

851
00:48:01,160 --> 00:48:04,560
But this one seems incredible. 
So really excited to see what's 

852
00:48:04,560 --> 00:48:09,000
going on with that. 
So this is mad as hell again, 17

853
00:48:09,000 --> 00:48:10,640
days left to go back. 
You should definitely go snag 

854
00:48:10,640 --> 00:48:11,720
that. 
All the links will be exactly 

855
00:48:11,720 --> 00:48:13,720
what you think all the links are
going to be for all of that. 

856
00:48:14,480 --> 00:48:17,320
But Zach, is there anything else
you want to say right here at 

857
00:48:17,320 --> 00:48:20,360
the end about Madisel or to 
encourage people to go snag it 

858
00:48:20,360 --> 00:48:22,800
I. 
Think we've hit all the big 

859
00:48:22,800 --> 00:48:24,720
notes? 
Help us make some kick ass off 

860
00:48:24,720 --> 00:48:27,560
about how much we hate 
capitalism and sorry for 

861
00:48:27,560 --> 00:48:29,840
charging money for it. 
I guess we live in a society. 

862
00:48:30,120 --> 00:48:32,040
I want to make sure all the 
artists get paid. 

863
00:48:33,040 --> 00:48:35,640
Here's a free version of the 
Radicals Handbook and of the 

864
00:48:35,640 --> 00:48:37,400
Quick Start that you can grab 
right now. 

865
00:48:37,720 --> 00:48:39,960
They will do you for more than a
couple sessions at play. 

866
00:48:39,960 --> 00:48:41,320
Should be able to have a lot of 
fun with that. 

867
00:48:41,600 --> 00:48:44,360
And if making demons is as easy 
as it sounds like from this 

868
00:48:44,360 --> 00:48:46,760
conversation we've had, you 
might be able to spread it out 

869
00:48:46,760 --> 00:48:49,280
for even longer than we've given
you credit for and say, yeah, 

870
00:48:50,320 --> 00:48:53,560
absolutely. 
Zach, always a pleasure. 

871
00:48:54,080 --> 00:48:56,640
Please come on for every six 
months, every time you guys put 

872
00:48:56,640 --> 00:48:59,280
out a project, we'd love to have
you back on and and talk to you 

873
00:48:59,280 --> 00:49:01,240
some more. 
But this has been great. 

874
00:49:01,240 --> 00:49:02,600
And again, super excited for 
this project. 

875
00:49:02,600 --> 00:49:06,400
It sounds incredible. 
We'll be back in September, 

876
00:49:06,400 --> 00:49:08,760
October, hopefully. 
I've got, I've got Dark Souls 

877
00:49:08,760 --> 00:49:11,040
cooking. 
It's called Spiral. 

878
00:49:12,120 --> 00:49:14,400
My birthday's in. 
October, so we'll just call it a

879
00:49:14,400 --> 00:49:16,080
birthday present for me. 
There you go. 

880
00:49:17,200 --> 00:49:19,520
Perfect, perfect. 
Seriously, thank you so much for

881
00:49:19,520 --> 00:49:21,040
coming on. 
It's always, it's always a 

882
00:49:21,040 --> 00:49:22,280
pleasure. 
So I really appreciate it and 

883
00:49:22,280 --> 00:49:24,080
thank you everyone that was here
in chatting for one. 

884
00:49:24,080 --> 00:49:25,880
Discussing. 
Yeah, absolutely. 

885
00:49:27,320 --> 00:49:29,640
And we will see. 
All of you later, bye.

