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Hello and welcome to the Weekly 
Scroll podcast. 

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My Name Is Ryan. 
And I'm a giant cicada with the 

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face of an old man. 
And I'm what? 

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And today obviously we are 
talking about cloud. 

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Empress, what has been on the 
show before. 

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It's great to have you back. 
Thank you so much. 

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Great to be back, Yeah. 
Yeah. 

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So Cloud Empress, it's in 
people's hands now. 

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How does that feel? 
It's it's really exciting. 

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I didn't fully realize how much 
stuff was going to be packed 

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together. 
Obviously I made mock ups and I 

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committed to doing certain 
things, but I I hand assembled 

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most of the games or all of 
them. 

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So putting them together and 
kind of making this little 

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bundle it it it felt really 
exciting and and just to see it 

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all sort of spread out on the 
table and in people's social 

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media posts and all that kind of
stuff is has been really 

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exciting and gratifying and just
kind of a dream to come true, 

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yeah. 
Yeah, the project turned out. 

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I mean, really incredibly 
impressive. 

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I mean, it's like, it is like a 
really good amount. 

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Like I'm still pulling stuff of 
stuff and it looks beautiful. 

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I mean it. 
It really is very beautiful. 

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Thank you. 
Yeah. 

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The original sort of concepts 
for the first Kickstarter, as I 

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was envisioning it, was really 
trying to outdo myself on the 

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first campaign at least. 
And really it's hard to say that

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you have an expansive world 
without having an expansive 

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product, at least at 1st. 
And so this was sort of it. 

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I felt like I had to go big with
the first Kickstarter campaign 

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in the first set of materials 
because I wanted to evoke a 

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larger setting, not just sort of
a set of locations, but but an 

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entire world in a single 
crowdfunding campaign, which 

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which certainly was a challenge.
But I think the multiple 

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materials and the hex crawl and 
and just sort of the allusions 

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to other larger world elements I
think made me at least feel 

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successful in that regard. 
Yeah, I I I think absolutely. 

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It was done fantastically and 
we, you know, we kind of just 

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jumped in here. 
For those listening who might 

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not know, would you mind telling
us what Cloud Empress is? 

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Sure. 
So Cloud Empress is a ecological

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science fantasy RPG setting for 
Mothership 1 E the science 

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fiction horror RPG. 
And it's heavily inspired by 

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some of the the key touch points
and genre touch points are 

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Nausicaa in the Valley of the 
Wind by Hayao Miyazaki, Full 

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Metal Alchemist, and Dune. 
So those are sort of the three 

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largest influences, although 
there's quite a few others in 

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there as well. 
But those are sort of the touch 

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points in some of the genre 
tropes I tried to pull on to 

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ground players in in some kind 
of reality that they would 

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understand. 
So it's it's far, far, far from 

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in the future of our, you know, 
our society or even maybe where 

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mothership is at. 
But it also carries these sort 

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of ecological overtones and and 
really ideally like a 

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thoughtfulness around the 
ecosystems at play in this in 

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this space. 
And really trying to ground the 

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players in a world that doesn't 
necessarily really care about 

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them. 
And they're sort of sort of 

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surviving and adventuring and 
moving through a world that has 

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its own rules that aren't 
necessarily governed by, I guess

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I should say they're governed by
giant magical cicadas. 

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So that's the other sort of big 
draw where Gnostica has the sort

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of giant ohm and Dune has the 
sand worms I tried to draw on 

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some of my Midwestern heritage 
and and the 17 years cicadas 

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that we experience and and 
different cicadas, broods. 

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And so these are some giant 
cicadas with these sort of 

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unnerving stone human faces on 
their Chitan armor, which are 

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kind of a mystery in the 
setting. 

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And also a little creepy, yeah? 
Just a little bit. 

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Just a little bit, yeah. 
And then kind of speaking about 

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the bundle, because I forgot 
already, we're doing a giveaway 

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tonight. 
So what was kind enough to send 

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us an entire extra deluxe bundle
edition and that includes all 

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the bits and pieces which we 
would talk about this a little 

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bit more on stream. 
But like the the elevation of 

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like the whole set with like the
art cards, the bingo card, the 

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the player handouts to kind of 
do the GM screen and even this 

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like the thank you card is just 
such a nice touch. 

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That was wonderful. 
But we'll be giving away one of 

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these entire things to somebody 
in chat. 

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So let me actually turn that on.
Good luck. 

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Yeah, Good luck, Ozo. 
There you go. 

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And all you have to do is hit 
exclamation point cloud to be 

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interred if you're a sub. 
I fixed it this time so you'll 

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actually get two or you should, 
I hope entries and then we'll 

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draw it at the end. 
I was going to say continental 

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United States only but we'll see
about the cost of shipping, but 

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we'll kind of take it from 
there. 

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So feel free to hit exclamation 
point cloud and then we'll we'll

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keep going here. 
So I think we talked about this 

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before and stream like for this 
episode to really kind of like 

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do like a how the sausage is 
made episode as far as like you 

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know Cloud Empress when it 
started to hear. 

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So I guess my first question is,
well, I guess this is like the 

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fifth one by now. 
When when did you actually start

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working on Cloud Empress? 
It was like a setting as as a 

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world that you want to do 
separate. 

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Because I know you've put out 
mothership like other mothership

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stuff. 
But when did you say, all right,

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I want to make my own thing and 
then start going from there. 

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The original gestation of Cloud 
Empress started right around 

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midpoint of my last crowdfunding
campaign, Hot Stuff on Shore 

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Leave, which is a shore leave 
module that's meant to be played

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by players sort of away from 
their group. 

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In in a mothership campaign 
where you sort of explore hot 

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stuff and hookups on this 
polluted island that has these 

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beautiful sunsets that are all 
from the the hot sauce burning 

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people's eyes and the and the 
the sky. 

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But the concept came from this 
idea of making a World War 2 

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inspired mothership setting. 
I think for me, World War 2 

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weaponry is fairly culturally 
evocative, but I think it also 

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engages in this area of play 
that I think is particularly 

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interesting where you can 
express the brutality of war and

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of gun violence, but it's not. 
There's still some gamification 

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that can happen and and some 
actual play that can happen. 

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Whereas I I think for me 
personally modern weaponry is is

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just so powerful and horrible 
that it it and I know you all 

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have strong opinions on guns in 
in role-playing games right. 

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But at least in in what kind of 
play experiences they make. 

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But I mean drone bombing is, you
know, there's just not a lot of,

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you know, and I'm not saying gun
violence is fun by any means and

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and a lot of cloud Empress sort 
of directly engages with the 

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topic. 
But there's still some space for

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play, I think around ranged 
weaponry that that I wanted to 

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explore. 
And also I was listening to the 

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Revolutions podcast on the 
Russian Russian Revolution and 

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all sorts of stuff so that 
there's some sort of like 

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Russian Revolution overtones and
stuff like that. 

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So the original title that that 
sort of got me excited was 

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Mother Loaf. 
It was the sort of idea about 

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like bread and mothership and 
trying to bring it into a World 

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War 2 technology, 1940s, 
nineteen 50s technology setting 

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and sort of started to explore 
that idea. 

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What wasn't entirely sure if it 
was going to be a historical 

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setting or just one planet that 
had sort of maybe become a 

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backwater or sort of trapped. 
You know people trapped in this 

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sort of setting started to 
explore that. 

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But one of the things that I'm 
really keen on, I I think about 

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the games I design on and the 
the books that I make really 

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from a an artistic standpoint 
but also from a product design 

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standpoint. 
And so assessing what the visual

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impact of a book is going to be 
is very important to me. 

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One of the the big things that I
try to do with with the books I 

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make I try to go for a unique. 
I think that's one of the things

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that I most love about 
Mothership as a setting. 

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It's it's a really unique 
looking book. 

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It it's sort of and I think you 
all have talked about sort of 

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shed some of the Polish that 
other RPGs might have for for 

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uniqueness. 
And I think it really creates 

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something that's really exciting
to me. 

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Whereas some of the loose oil 
painting kind of concept art 

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look that you see in a lot of 
role-playing games. 

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I mean certainly can be done 
really well but it's hard to 

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distinguish one book from 
another at a certain point. 

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So you I can say this piece is 
amazing. 

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It looks great but I'm not 
really sure what book it's from 

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and so that's one of the the 
strong components of the designs

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I work on. 
I I try to have every single 

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piece of art one. 
Be immediately identifiable as 

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the setting and two really try 
to encapsulate most of the 

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settings complexities and 
dynamics in it. 

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So one of the things with the 
art pieces, usually there's some

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sort of ecological component as 
well as some fantasy element as 

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well as some technology in 
there. 

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So just the sort of combination 
of different things to really 

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sell hey this is every you know 
every piece of art and the art 

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direction really pointing to 
this larger world. 

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So founded art team in Catapulka
who Peabida and Guerin are the 

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two artists and and started 
working with them and helping 

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develop this visual language. 
And so we took it more in a a 

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fantasy direction and a farther 
future direction. 

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More of the science fiction 
element along the way, which 

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turned out to be a blessing in 
disguise. 

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Tuesday Night Games made a role 
that you can't have mother in 

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your title for a third party 
supplement for a number of 

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reasons. 
A lot of people were starting to

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do it and I wasn't there were 
two or three already sort of 

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proposed and so I had to switch 
the name which I thought was 

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horrible because I'd already 
gotten like 302 hundred 

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followers and and people were 
liking my stuff already and but 

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ended up being really good and 
and I did some audience 

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engagement around some different
name titles and and settled on 

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Cloud Empress and that actually 
was cloud the character is is 

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both on the cover but then ended
up becoming a major figure in 

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both the the setting and as well
as the setting book and so that 

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was something that really 
evolved out of the title itself 

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which I was really happy about 
and and so that was all in June 

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2022 maybe May 2022 somewhere 
around there and then started 

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gearing up for a January 
crowdfunding campaign. 

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Yeah, I mean, and the campaign 
did OK, what it it it almost hit

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a. 100. $1000 You know it was 
like 98 K So how, how both like 

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exciting and daunting was it to 
have like 2000 plus backers on 

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your first Kickstarter? 
It it was mostly just exciting 

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one of the things another I I I 
have some project management 

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experience in my my work life 
and with crowdfunding campaigns.

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As as people will tell you 
you're managing risk all over 

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the place and that the two ways 
that you can do that are 1 front

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loading risk. 
So putting a lot of your own 

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resources into a campaign and 
completing a lot of the game 

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ahead of time. 
So the the obvious risk then is 

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that if it's the campaign's not 
successful, you won't make that 

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money back or you might not have
a successful project or you can 

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put the risk on the tail end 
where you have a great idea and 

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maybe a limited amount of art 
assets, limited amount of game 

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design. 
So you haven't put a lot of 

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investment on the the front end.
And then you're sort of taking 

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that risk on the project 
management back end where you're

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sort of putting the game 
together and those kinds of 

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things. 
So I tried to do a lot of work 

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on the front end with the 
graphic design, with the art, 

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with those kinds of things ahead
of time. 

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So there was a lot of my 
previous campaign, hot stuff on 

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Charlie, if it did maybe $1500, 
something like that. 

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So it was. 
I learned a lot from that 

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campaign around fulfillment, 
around pricing, around building 

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a package that I think would 
excite people and really thought

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about cloud emphasis as a much 
different type of campaign. 

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But a lot of the fundamentals 
stayed the same. 

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So it was really surprising. 
It felt very validating because 

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I was, I sold a bass guitar that
was sort of I was selling stuff 

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to pay for art. 
Those kinds of things. 

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Didn't mortgage the house or 
anything like that. 

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That's not my style. 
I didn't take out a bunch of 

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credit card debt. 
I, you know, you hear sometimes 

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you hear creators do that and 
that just seems like a horrible 

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idea to me. 
Sometimes it works out for 

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folks. 
I mean, I don't need people are 

228
00:14:13,160 --> 00:14:15,080
probably looking at me for a 
life lesson around this stuff, 

229
00:14:15,440 --> 00:14:18,160
but I did what was within reason
within my budget. 

230
00:14:18,680 --> 00:14:23,200
But I did stretch things a bit 
with this idea of benchmarking. 

231
00:14:23,640 --> 00:14:26,600
We did a lot of benchmarking 
around comparable campaigns and 

232
00:14:26,600 --> 00:14:29,480
and within the mothership 
ecosystem. 

233
00:14:30,480 --> 00:14:33,080
So I thought it would be much 
more successful than my previous

234
00:14:33,080 --> 00:14:36,360
campaign, but no idea it was 
going to be so successful. 

235
00:14:36,640 --> 00:14:39,400
And then there were certain 
things as you mentioned that the

236
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daunting aspect was early around
fulfillment. 

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The quotes that I gave were 
around me fulfilling everything.

238
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So that was that was the horror 
of the campaign for a long time 

239
00:14:52,080 --> 00:14:56,520
was just how many books are 
showing up at my house and how 

240
00:14:56,520 --> 00:14:58,880
the heck am I? 
Am I going to get them all in 

241
00:14:58,880 --> 00:15:00,800
the house and not like will they
fit? 

242
00:15:02,400 --> 00:15:06,520
Can I get them downstairs? 
Can I get them out of the house?

243
00:15:07,720 --> 00:15:12,760
And the other thing too is so we
had about 1800 backers that did 

244
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physical pledges, but that's 
eight books and a number of 

245
00:15:17,880 --> 00:15:21,280
postcards. 
So you know, multiply that and 

246
00:15:21,280 --> 00:15:24,440
then I tried to do I think 30 to
40% extra. 

247
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So that's sort of the the size. 
So it ended up being I think 

248
00:15:28,520 --> 00:15:32,600
like 8 or 9 pallets and I hired 
some movers to help me move them

249
00:15:32,600 --> 00:15:37,080
down and and got them all out 
some kind of grueling physical 

250
00:15:37,080 --> 00:15:39,560
labor on my end. 
But that was the the big scare 

251
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for me was how do I do this the 
fulfillment side of things and 

252
00:15:44,880 --> 00:15:51,240
also I I didn't want to the the 
project was not priced at having

253
00:15:51,240 --> 00:15:53,120
a fulfillment company do a lot 
of the fulfillment. 

254
00:15:53,120 --> 00:15:56,280
And so that was something I 
didn't want to change up because

255
00:15:56,280 --> 00:16:00,360
I thought there would be some 
disappointment and and I don't 

256
00:16:00,360 --> 00:16:02,160
know, I don't know if I I don't 
know how backers would have 

257
00:16:02,360 --> 00:16:05,320
would have if I doubled the the 
shipping fees. 

258
00:16:05,480 --> 00:16:08,480
I ended up having to increase 
them based on the the quantity 

259
00:16:08,480 --> 00:16:12,280
and volume and things like that 
and also just the size of the 

260
00:16:12,280 --> 00:16:14,400
product increase through 
development quite a bit the 

261
00:16:14,400 --> 00:16:17,760
weight and all those things. 
But I didn't want to drastically

262
00:16:17,760 --> 00:16:19,960
change sort of shipping 
estimates as much as possible. 

263
00:16:19,960 --> 00:16:22,640
And so I I was sort of committed
to doing it myself which ended 

264
00:16:22,640 --> 00:16:25,000
up working out. 
I think I'm not something I plan

265
00:16:25,000 --> 00:16:31,280
on doing again. 
Yeah, you know, I I didn't feel 

266
00:16:31,280 --> 00:16:33,480
like I waited forever for this. 
Like when? 

267
00:16:33,480 --> 00:16:36,160
When? 
When did the campaign actually 

268
00:16:36,160 --> 00:16:40,200
finish? 
So the campaign finished 

269
00:16:40,200 --> 00:16:43,360
February 7th, maybe something 
like that. 

270
00:16:43,880 --> 00:16:48,320
The there's sort of an 
optimistic fulfillment date out 

271
00:16:48,320 --> 00:16:50,640
there. 
The the more realistic or 

272
00:16:50,640 --> 00:16:54,680
conservative one was October and
so most backers received their 

273
00:16:54,680 --> 00:16:56,920
pledges in November. 
We have a couple, I think maybe 

274
00:16:56,920 --> 00:16:59,400
50 to 60 Canadian backers. 
They're still getting them out 

275
00:16:59,400 --> 00:17:01,480
too, just with some delays and 
holiday shipping. 

276
00:17:01,480 --> 00:17:05,040
That was one of the big things I
wanted to do was ideally avoid 

277
00:17:05,040 --> 00:17:08,240
some of the surcharges and and 
just chaos of of holiday 

278
00:17:08,240 --> 00:17:09,880
shipping. 
We didn't totally do that. 

279
00:17:09,880 --> 00:17:15,119
But yeah, so it ended up being, 
I don't know, February to 

280
00:17:15,119 --> 00:17:18,960
October for most folks, early 
November for most folks, which I

281
00:17:18,960 --> 00:17:22,240
was, I was pretty happy with. 
Yeah, realistically for a 

282
00:17:22,240 --> 00:17:24,960
Kickstarter that's a pretty 
quick, solid turn around. 

283
00:17:24,960 --> 00:17:27,319
So especially if you're hand 
packaging everything that's 

284
00:17:27,319 --> 00:17:32,520
that's I I'm, I can't believe 
that actually is just how long 

285
00:17:32,520 --> 00:17:35,360
it took and that you hand sent 
out like 1800 packages that's 

286
00:17:35,360 --> 00:17:38,640
crazy. 
Yeah, yeah, I I, I think one of,

287
00:17:39,880 --> 00:17:41,360
you know, I think a lot about 
both. 

288
00:17:42,520 --> 00:17:46,040
I have to wear a lot of hats 
being sort of single creator 

289
00:17:46,040 --> 00:17:51,320
publisher and one of the things 
they think about with my 

290
00:17:51,320 --> 00:17:55,440
publishing hat is is what kind 
of experience do folks get in in

291
00:17:55,440 --> 00:17:58,960
the crowdfunding campaign. 
And so that's been something I 

292
00:17:58,960 --> 00:18:04,160
don't know if I'm I'm I hope 
folks have as as pleasant an 

293
00:18:04,160 --> 00:18:07,240
experience in the crowdfunding 
campaign as they do with the 

294
00:18:07,240 --> 00:18:09,760
product after. 
I mean ideally the product's a 

295
00:18:09,760 --> 00:18:13,560
little better than you know just
shopping hopefully you get some 

296
00:18:13,560 --> 00:18:17,520
fulfillment out of it beyond. 
But I I've certainly backed a 

297
00:18:17,520 --> 00:18:22,800
number of crowdfunding campaigns
and and it's turns really dark 

298
00:18:22,800 --> 00:18:26,880
and really stressful and and 
feels like people are lying to 

299
00:18:26,880 --> 00:18:29,560
you and it just it creates this 
really toxic relationship 

300
00:18:29,560 --> 00:18:32,920
sometimes it feels like it and 
and there's a lot to be said 

301
00:18:32,920 --> 00:18:36,000
about the crowdfunding dynamics 
and all those sorts of things 

302
00:18:36,000 --> 00:18:39,400
and and the systems at play and 
why those those dynamics happen.

303
00:18:39,720 --> 00:18:44,760
But it can really diminish I 
think my engagement with a piece

304
00:18:44,760 --> 00:18:47,440
of media or a game I get or 
something like that if I've had 

305
00:18:47,560 --> 00:18:49,760
sort of a negative perception of
the creator through the the 

306
00:18:49,760 --> 00:18:51,600
crowdfunding campaign. 
And so that's something I'm 

307
00:18:51,600 --> 00:18:56,120
really big on is that customer 
service experience and try to be

308
00:18:56,120 --> 00:18:59,560
really honest and keep my word 
around things but also be really

309
00:18:59,560 --> 00:19:02,240
realistic and and use sort of 
that project management lens 

310
00:19:02,240 --> 00:19:06,160
around getting out ahead of 
risks and and really helping 

311
00:19:06,160 --> 00:19:08,960
folks see the decisions I'm 
making, why those decisions are 

312
00:19:08,960 --> 00:19:12,360
coming and and ultimately 
letting people off the boat 

313
00:19:12,360 --> 00:19:14,480
with. 
You know, we really haven't had 

314
00:19:14,480 --> 00:19:16,720
a lot of people ask for refunds 
or drop, but that's always an 

315
00:19:16,720 --> 00:19:19,640
option too, if, if, if the 
changes don't sort of align with

316
00:19:19,640 --> 00:19:21,840
someone's vision for the product
that we're making. 

317
00:19:24,280 --> 00:19:28,800
That's a very very like 
collected holistic like a view 

318
00:19:28,800 --> 00:19:32,880
on this whole process that's so 
like incredibly well-rounded. 

319
00:19:32,880 --> 00:19:36,960
And like it's interesting to 
hear career talk about like Oh 

320
00:19:36,960 --> 00:19:40,480
yeah the the experience is like 
backing this and how they feel 

321
00:19:40,480 --> 00:19:46,760
about the project past just 
getting the thing like I really 

322
00:19:46,840 --> 00:19:50,360
I I I think very highly of you 
for that because I've had a lot 

323
00:19:50,360 --> 00:19:51,760
of native. 
I think Ball had negative 

324
00:19:51,760 --> 00:19:54,360
experiences with Kickstarter. 
Or we're just like, oh man, I 

325
00:19:54,360 --> 00:19:58,840
feel different about this after 
having to deal with the person 

326
00:19:58,840 --> 00:20:02,080
creating this, yeah. 
And one of my one of my largest 

327
00:20:02,080 --> 00:20:07,240
concerns right now we're seeing 
this proliferation of multiple 

328
00:20:07,240 --> 00:20:15,240
crowdfunding platforms and 
Kickstarter right now is is I 

329
00:20:15,240 --> 00:20:17,760
think still raising the sort of 
largest amount of revenue, 

330
00:20:17,760 --> 00:20:22,520
especially for smaller projects.
But I'm interested to see how 

331
00:20:22,520 --> 00:20:26,360
those negative experiences 
coalesce around the the brand of

332
00:20:26,360 --> 00:20:28,560
Kickstarter. 
I'm starting to see more and 

333
00:20:28,560 --> 00:20:30,840
more people say I don't back 
Kickstarters anymore. 

334
00:20:31,800 --> 00:20:34,280
So does that mean crowdfunding? 
Does that mean other platforms? 

335
00:20:34,280 --> 00:20:39,280
I I'm just really not sure. 
I well I seem to see like folks 

336
00:20:39,280 --> 00:20:43,560
make exceptions even when they 
say that around track record and

337
00:20:43,560 --> 00:20:47,400
trust and and what they see in a
campaign and what they can maybe

338
00:20:47,400 --> 00:20:51,200
touch and feel and and identify 
ahead of the campaign to to make

339
00:20:51,200 --> 00:20:53,440
sure something's not like 
vaporware or something's not you

340
00:20:53,440 --> 00:20:57,320
know totally unfinished. 
But it's it's things change so 

341
00:20:57,320 --> 00:20:58,600
quickly. 
I mean I would have never 

342
00:20:58,600 --> 00:21:00,360
thought we don't need to go into
it. 

343
00:21:00,360 --> 00:21:03,080
But I spent so much time 
building this Twitter brand and 

344
00:21:03,080 --> 00:21:06,080
I was all so excited and I got 
like 1000 Twitter followers out 

345
00:21:06,120 --> 00:21:11,040
of out of like you know I went 
from zero to 1000 in like 6 to 8

346
00:21:11,040 --> 00:21:13,120
months because the amount of 
effort and time I had put into 

347
00:21:13,120 --> 00:21:17,040
it and that just sort of all 
it's totally evaporated for a 

348
00:21:17,040 --> 00:21:19,320
number of reasons. 
And so you just really can't 

349
00:21:19,320 --> 00:21:22,320
predict these things. 
But I, I try to keep my eye on 

350
00:21:22,320 --> 00:21:25,280
trends and and really think 
about again that human 

351
00:21:25,280 --> 00:21:32,680
experience folks have because 
one of the things I've watched 

352
00:21:32,680 --> 00:21:35,320
some videos on and I I I'm kind 
of into marketing weirdly. 

353
00:21:36,800 --> 00:21:40,800
But one of the things I I've 
heard folks talk about is, is if

354
00:21:40,800 --> 00:21:43,880
you're an artist, you're an 
artist but you're also a 

355
00:21:43,880 --> 00:21:50,440
salesperson in, in our digital 
environment, we do a lot of 

356
00:21:50,440 --> 00:21:52,520
sales, right. 
So how do we create a sales 

357
00:21:52,520 --> 00:21:56,320
experience that doesn't feel, 
doesn't leave the bad taste in 

358
00:21:56,320 --> 00:21:59,680
your mouth throughout the entire
process And and how do I create 

359
00:21:59,680 --> 00:22:01,880
a sales like sales funnel, 
right? 

360
00:22:01,880 --> 00:22:06,280
How do I get people who just 
hear the name Cloud Empress into

361
00:22:06,280 --> 00:22:08,840
a place where they can make a 
determination whether it's a 

362
00:22:08,840 --> 00:22:11,520
game they think they'll enjoy, 
whether that's playing it or 

363
00:22:11,520 --> 00:22:15,400
reading it. 
So that's just a lot of what I 

364
00:22:15,400 --> 00:22:18,480
think about it and not doing 
that out of a way of of like 

365
00:22:19,760 --> 00:22:22,440
helping people make an informed 
decision is is what I really try

366
00:22:22,440 --> 00:22:26,440
to do. 
And a lot of that too is is like

367
00:22:26,440 --> 00:22:30,320
the rule books free that I I 
plan on keeping that free for 

368
00:22:30,320 --> 00:22:32,880
for a long long time just to 
help people. 

369
00:22:32,880 --> 00:22:37,480
Like you can look at what you're
going to get you know and really

370
00:22:38,920 --> 00:22:41,200
sort of see what the game's 
about before you have to make a 

371
00:22:41,200 --> 00:22:44,360
financial decision. 
Because I know there's a lot of 

372
00:22:44,360 --> 00:22:45,960
games competing for people's 
interests. 

373
00:22:45,960 --> 00:22:49,800
And also I mean money's tight 
and and games bring a lot of joy

374
00:22:49,800 --> 00:22:53,320
to people's lives and and we we 
have to make sort of finite 

375
00:22:53,320 --> 00:22:54,760
decisions about what we 
purchase. 

376
00:22:56,440 --> 00:22:58,120
I will say one last thing 
though. 

377
00:22:58,360 --> 00:23:03,600
I am a little, I don't know, 
maybe I do get a little worried 

378
00:23:03,600 --> 00:23:07,960
about this idea though of of 
like being a consumer as our 

379
00:23:07,960 --> 00:23:12,680
primary mode of engaging with 
art and and particularly around 

380
00:23:12,680 --> 00:23:16,000
reviewers that sort of speak as 
consumer advocates. 

381
00:23:16,000 --> 00:23:20,520
I find that very very unnerving 
at times and I really think 

382
00:23:20,520 --> 00:23:23,000
about a lot of the work I do 
from like an art first 

383
00:23:23,000 --> 00:23:27,200
standpoint and and using the 
commercial vehicles of our 

384
00:23:27,200 --> 00:23:29,960
economy to sort of get art to 
people that that are interested 

385
00:23:29,960 --> 00:23:32,800
in it who whose lives might be 
impacted or changed by it. 

386
00:23:33,280 --> 00:23:36,600
So I I do try to be careful 
about this this like consumer 

387
00:23:36,600 --> 00:23:41,640
first idea more like a people 
first I don't know kind of thing

388
00:23:41,800 --> 00:23:47,000
but the whole the word consumer 
has a lot of connotations along 

389
00:23:47,000 --> 00:23:49,240
with like content and content 
creator and all these other 

390
00:23:49,240 --> 00:23:52,000
things so. 
Yeah, that's a lot, I mean. 

391
00:23:52,520 --> 00:23:54,640
Some of the stuff I think. 
About it, if you really think 

392
00:23:54,640 --> 00:23:57,520
about it, it's a slippery slope 
to cloud Empress from here. 

393
00:23:57,520 --> 00:24:00,000
You know what I mean? 
This is where it starts. 

394
00:24:00,480 --> 00:24:04,160
But you know a lot of what you 
said to not dig too deep into 

395
00:24:04,160 --> 00:24:09,160
into some things, but regardless
of like the, not regardless of 

396
00:24:09,160 --> 00:24:12,160
as part of like the consumer 
experience because like we are, 

397
00:24:12,320 --> 00:24:14,800
I mean I consume things. 
It's the thing that happens. 

398
00:24:14,800 --> 00:24:17,720
But I will say that like I 
especially with as far as 

399
00:24:17,720 --> 00:24:20,560
crowdfunding and stuff goes to 
me, what I've always found the 

400
00:24:20,560 --> 00:24:23,880
most important and what I really
appreciate about the way that 

401
00:24:23,880 --> 00:24:27,880
you've handed yourself through 
this entire process is just, I 

402
00:24:28,520 --> 00:24:32,120
don't even want to say like 
personable, like you've been 

403
00:24:32,120 --> 00:24:35,600
very upfront from the beginning.
You laid out the expectations 

404
00:24:35,600 --> 00:24:37,800
from the beginning. 
As we said that you, you turned 

405
00:24:37,800 --> 00:24:41,120
a project around that's this 
beautiful in what would you say 

406
00:24:41,120 --> 00:24:44,400
like 8-9 months and there's 
still, I think, what are there 

407
00:24:44,400 --> 00:24:47,760
like 23 updates on the 
Kickstarter in that period of 

408
00:24:47,760 --> 00:24:49,840
time? 
That to me is what I find most 

409
00:24:49,840 --> 00:24:53,360
important is I will wait and I 
have, there's still projects I'm

410
00:24:53,360 --> 00:24:56,960
waiting four years on that I'm 
not mad about because I've been 

411
00:24:56,960 --> 00:24:58,360
updated through the entire 
process. 

412
00:24:58,360 --> 00:25:01,480
There's an explanation a little 
bit of like the sausage is made 

413
00:25:01,480 --> 00:25:03,360
kind of thing. 
And one thing that I really 

414
00:25:03,360 --> 00:25:06,600
appreciate about how it seems 
the way that you like, project 

415
00:25:06,600 --> 00:25:09,520
manage this entire thing is, is 
it about what you talked about 

416
00:25:09,520 --> 00:25:14,400
Like you want people to enjoy 
the game, enjoy the experience, 

417
00:25:14,400 --> 00:25:16,280
the book is free. 
Like there's all these little 

418
00:25:16,280 --> 00:25:18,960
things all the way through where
it's like very clearly not 

419
00:25:18,960 --> 00:25:22,600
necessarily like for the 
consumer as in I paid money for 

420
00:25:22,600 --> 00:25:23,280
this. 
So I want it. 

421
00:25:23,280 --> 00:25:26,040
But for the person that wants to
appreciate the art that you made

422
00:25:26,040 --> 00:25:28,440
with this and and the thing 
that's actually produced in 

423
00:25:28,440 --> 00:25:33,800
their hands, that mean a lot and
that there's a lot of ways where

424
00:25:34,400 --> 00:25:37,120
little things can Ding a thing. 
You know what I mean? 

425
00:25:37,120 --> 00:25:38,840
Like one thing here, one thing 
here and then at the end you 

426
00:25:38,840 --> 00:25:41,160
might have a bad experience. 
And for me, as far as cloud 

427
00:25:41,160 --> 00:25:43,560
business concerned, like, I felt
like I had the opposite 

428
00:25:43,560 --> 00:25:46,200
experience with that where like 
every time I got an update or 

429
00:25:46,200 --> 00:25:48,800
like when I was talking to you 
know, I talked to Christian a 

430
00:25:48,800 --> 00:25:50,880
lot. 
They've been on the show the 

431
00:25:50,880 --> 00:25:53,160
first time I heard that like the
book is just going to be free 

432
00:25:53,160 --> 00:25:54,200
for a long time. 
Things like that. 

433
00:25:54,200 --> 00:25:57,280
I'm just like every time I heard
about Cloud Empress, it was 

434
00:25:57,280 --> 00:26:00,280
always a positive experience. 
And I don't really think like at

435
00:26:00,280 --> 00:26:02,880
any point was I like, yeah, but 
they could have done that 

436
00:26:02,880 --> 00:26:06,200
differently like and that's what
I think it's really fantastic. 

437
00:26:06,440 --> 00:26:09,200
Yeah. 
Well, I mean, even the other No.

438
00:26:09,200 --> 00:26:12,480
Go for it. 
Well, the the other thing that 

439
00:26:12,480 --> 00:26:14,600
comes to mind and I appreciate 
you saying all that because 

440
00:26:14,600 --> 00:26:16,960
those are all kind of micro 
decisions I've been trying to 

441
00:26:16,960 --> 00:26:19,560
make. 
There's more and more research 

442
00:26:19,560 --> 00:26:21,800
about trust, which I think is 
interesting. 

443
00:26:24,040 --> 00:26:29,640
The research I've seen around 
trust breaks down into 

444
00:26:30,120 --> 00:26:36,560
competence and integrity, or 
competence and values and what 

445
00:26:36,560 --> 00:26:38,760
they what. 
The stuff I've read about it 

446
00:26:38,760 --> 00:26:45,520
from researchers is that trust 
can be rebuilt, but there 

447
00:26:45,720 --> 00:26:48,840
there's also It's really 
difficult to regain trust. 

448
00:26:48,840 --> 00:26:52,200
When you feel like someone's 
integrity is compromised or 

449
00:26:52,200 --> 00:26:54,880
their values are compromised or 
are strongly different than your

450
00:26:54,880 --> 00:27:01,400
own, people can show that they 
have competence by doing better,

451
00:27:01,520 --> 00:27:05,760
by by fixing things. 
But I think a lot of the time 

452
00:27:05,760 --> 00:27:11,840
where there's that breakdown is 
when someone is dishonest and 

453
00:27:11,840 --> 00:27:16,280
there's a lot of pressure. 
I feel when I'm writing these 

454
00:27:16,280 --> 00:27:19,280
updates to paint a good picture.
I want people to think that 

455
00:27:19,600 --> 00:27:21,960
things are going well. 
And I I also think there's a 

456
00:27:21,960 --> 00:27:26,920
turning point. 
I don't know if this is the all 

457
00:27:26,920 --> 00:27:29,280
the the conversation you all 
intended to have, but I think 

458
00:27:29,280 --> 00:27:31,720
there's this sort of like 
winners, losers, mentality that 

459
00:27:31,720 --> 00:27:34,520
we have. 
I don't know if that's societal.

460
00:27:34,520 --> 00:27:37,920
I don't know if it's some kind 
of like I I get really cautious 

461
00:27:37,920 --> 00:27:43,120
about anything being biological.
But a lot of what crowdfunding 

462
00:27:43,120 --> 00:27:45,720
is about is this idea of like 
this is a winner. 

463
00:27:46,480 --> 00:27:48,480
You're participating as a 
winner. 

464
00:27:49,320 --> 00:27:53,480
And then a lot of that comes 
down to what the first day looks

465
00:27:53,480 --> 00:27:56,880
like, the momentum of the 
campaign over time. 

466
00:27:57,240 --> 00:28:00,800
But a crowd can really turn on a
campaign and it becomes this 

467
00:28:00,880 --> 00:28:05,080
this like really negative 
cathartic thing where people 

468
00:28:05,080 --> 00:28:09,520
just and it's it's a guilty 
pleasure sometimes for me to 

469
00:28:09,520 --> 00:28:12,560
read them. 
But I know it could just as 

470
00:28:12,560 --> 00:28:16,480
easily be me and and sometimes 
it's not up to the creator why 

471
00:28:16,480 --> 00:28:19,560
the that thing turns but people.
And then you see the whole 

472
00:28:19,560 --> 00:28:23,000
psychological thing of, like, 
come on, I know they can do it. 

473
00:28:23,000 --> 00:28:24,560
If you're reading this, I 
believe in you. 

474
00:28:24,800 --> 00:28:27,400
And people going through these, 
like, stages of grief over the 

475
00:28:27,400 --> 00:28:29,880
$500 they put into this 
miniature scheme that they're 

476
00:28:29,880 --> 00:28:32,160
never going to see in this Ponzi
scheme, right. 

477
00:28:32,480 --> 00:28:35,280
So it's just so it's such a 
psychologically interesting 

478
00:28:35,280 --> 00:28:37,720
thing. 
But a lot of what I learned was 

479
00:28:37,720 --> 00:28:43,920
from Jamie Stigmeyer around. 
He's put out a ton of tremendous

480
00:28:43,920 --> 00:28:47,120
free resources around. 
One of the things, just for an 

481
00:28:47,120 --> 00:28:52,960
example, I probably said it a 
couple times, but he's like, if 

482
00:28:52,960 --> 00:28:54,800
you're just a single person, 
just talk from your own 

483
00:28:54,800 --> 00:28:56,880
perspective. 
Don't be like we're we're the 

484
00:28:56,880 --> 00:28:58,280
corporation that's making this 
game. 

485
00:28:58,280 --> 00:28:59,960
If it's just you, just say it's 
you, right? 

486
00:28:59,960 --> 00:29:01,200
And so that's something I try to
do. 

487
00:29:01,200 --> 00:29:02,880
It's like it's just me most of 
the time. 

488
00:29:02,880 --> 00:29:06,480
Like we have a team of people 
that that put together certain 

489
00:29:06,480 --> 00:29:07,800
things, but a lot of times it's 
just me. 

490
00:29:07,800 --> 00:29:10,800
And so just being open and 
honest about that with the trust

491
00:29:10,800 --> 00:29:13,400
that it's not going to scare 
someone in that it's not this 

492
00:29:13,400 --> 00:29:16,480
like huge production team that's
never going to make a mistake, 

493
00:29:16,960 --> 00:29:22,360
but instead going for this more 
realistic trust based approach. 

494
00:29:23,200 --> 00:29:32,720
And really I think to comfort to
me is, is the more authentic you

495
00:29:32,720 --> 00:29:35,920
are with boundaries, with 
healthy boundaries, the more you

496
00:29:35,920 --> 00:29:41,720
could filter out who will be 
who, someone might enjoy your 

497
00:29:41,720 --> 00:29:43,320
work. 
And also like there are 

498
00:29:43,320 --> 00:29:44,920
customers I don't want to deal 
with, right? 

499
00:29:44,920 --> 00:29:49,320
Like, there are people that have
expectations I can't meet 

500
00:29:52,040 --> 00:29:55,520
primarily, or demands that I 
think are unhealthy that I like,

501
00:29:55,520 --> 00:29:56,880
I don't want to engage with, 
right? 

502
00:29:56,880 --> 00:30:00,760
And so I can help set the 
context and the expectations for

503
00:30:00,760 --> 00:30:03,000
folks and other people can meet 
them, right? 

504
00:30:05,240 --> 00:30:08,320
So I think one of the things I I
tried to make caught up as big 

505
00:30:08,320 --> 00:30:14,080
and polished, but like, I didn't
go with the hardcover rulebook 

506
00:30:14,080 --> 00:30:15,960
and all those kinds of things, 
because I wasn't sure I could 

507
00:30:15,960 --> 00:30:18,160
ship that and make it without it
getting all bent up. 

508
00:30:18,560 --> 00:30:19,480
Right. 
So I don't know. 

509
00:30:19,480 --> 00:30:22,360
I don't really know how to do 
that at this point. 

510
00:30:22,520 --> 00:30:25,360
Maybe later I will. 
But just an example of like 

511
00:30:25,480 --> 00:30:28,200
setting some of those 
expectations, yeah. 

512
00:30:30,040 --> 00:30:33,320
I think it's funny how much of 
that whole thing was like yeah, 

513
00:30:33,320 --> 00:30:36,960
this is just being an artist and
being a human dealing with like 

514
00:30:37,280 --> 00:30:41,640
the expectations and this like 
ingrained thought process of 

515
00:30:41,640 --> 00:30:44,000
capitalism like the winner 
losing thing is like total 

516
00:30:44,000 --> 00:30:47,080
social Darwinism like capitalist
bullshit where. 

517
00:30:47,400 --> 00:30:50,760
But I do think that you're right
when you come out as like hey 

518
00:30:50,800 --> 00:30:55,360
I'm a person doing this and like
if I make mistakes like I am 

519
00:30:55,400 --> 00:30:58,840
trying not to but I am a 
singular human, it makes you so 

520
00:30:58,840 --> 00:31:01,240
much more relatable. 
Like, I think that's so true And

521
00:31:01,240 --> 00:31:04,960
and I think you obviously have 
seen a lot of success like in 

522
00:31:05,080 --> 00:31:07,800
taking that approach and I've 
seen other people who have had 

523
00:31:09,480 --> 00:31:11,960
less success because they were 
like, oh, this are a little 

524
00:31:11,960 --> 00:31:13,320
company. 
I'm like, it's you and one other

525
00:31:13,320 --> 00:31:16,440
dude, you know? 
Yeah, it makes a big difference.

526
00:31:16,480 --> 00:31:19,480
I just don't understand. 
I mean especially with like 

527
00:31:19,480 --> 00:31:23,800
modern kind of views on 
companies and stuff of Ditterel 

528
00:31:23,800 --> 00:31:25,880
cuz like I mean we're eat the 
rich people here. 

529
00:31:26,840 --> 00:31:31,480
So like, I just don't see a 
reason to an extent to to try to

530
00:31:31,480 --> 00:31:34,760
put this like almost barrier of 
branding between. 

531
00:31:35,280 --> 00:31:36,680
It's like why make yourself 
faceless? 

532
00:31:36,680 --> 00:31:39,960
Because we are human being. 
We see faces in the backs of 

533
00:31:39,960 --> 00:31:43,560
cars like we want, like we we 
personify people. 

534
00:31:43,560 --> 00:31:46,720
So it is it is really nice to be
able to see the person doing it.

535
00:31:46,720 --> 00:31:49,680
But in some of the stuff we're 
talking about with crowdfunding,

536
00:31:49,680 --> 00:31:53,120
like as someone who's backed way
too many projects, I've always 

537
00:31:53,120 --> 00:31:58,720
found the thing that got me less
interested in a project over 

538
00:31:58,720 --> 00:32:03,240
time is like I I think 
obviously, you know, everyone 

539
00:32:03,240 --> 00:32:05,120
needs to set boundaries for what
they can do on Kickstarter. 

540
00:32:05,560 --> 00:32:08,240
For me, I think what immediately
turns my head is when, like, 

541
00:32:08,240 --> 00:32:13,280
someone sets a boundary and then
fails at their like, to meet 

542
00:32:13,280 --> 00:32:14,640
where they've set that boundary 
as well. 

543
00:32:14,640 --> 00:32:18,640
So if you say like, I'm going to
do a monthly update and then six

544
00:32:18,640 --> 00:32:22,720
months passes by, I can tell you
like that I you, I can tell you 

545
00:32:22,720 --> 00:32:25,120
right now that in six months 
we're going to hear that some 

546
00:32:25,120 --> 00:32:27,600
terrible life of it happened and
you're six months behind and 

547
00:32:27,600 --> 00:32:30,520
like all this other stuff. 
And it's just like I would I'm 

548
00:32:30,520 --> 00:32:35,360
happy to get hey nothing 
happened but I'm still alive 

549
00:32:35,360 --> 00:32:37,840
updates every month. 
If they said they were going to 

550
00:32:37,840 --> 00:32:40,800
do it every month then to hear 
nothing for six months and then 

551
00:32:40,800 --> 00:32:42,280
be like well, I didn't have 
anything to say. 

552
00:32:42,280 --> 00:32:45,040
So I I think the setting the 
boundaries and then like meeting

553
00:32:45,040 --> 00:32:47,560
those expectations for the 
backers at least from someone 

554
00:32:47,560 --> 00:32:50,400
who's backed a ton was is 
incredibly important in 

555
00:32:50,400 --> 00:32:53,040
crowdfunding. 
And as I said, like you seem to 

556
00:32:53,040 --> 00:32:56,040
have met like all of those, 
like, if if I forget that I 

557
00:32:56,040 --> 00:32:59,240
backed a project and I'm not 
worried about it, to me that 

558
00:32:59,240 --> 00:33:00,840
feels good. 
Where I'm like, oh, it's been 

559
00:33:00,840 --> 00:33:04,120
six months, didn't even realize,
like we're we're, we're good. 

560
00:33:04,120 --> 00:33:05,640
I heard something about it last 
month. 

561
00:33:05,640 --> 00:33:08,920
That's fine, you know. 
And there's there's to speak it 

562
00:33:08,920 --> 00:33:11,080
to that too. 
I I've done that on occasion, 

563
00:33:11,080 --> 00:33:18,280
mostly with internal development
goals with you feel the pressure

564
00:33:18,600 --> 00:33:21,240
and you're things have to change
or I need to. 

565
00:33:21,240 --> 00:33:25,240
I need to get on track, so I'm 
going to set this this goal that

566
00:33:25,240 --> 00:33:30,200
I think I can do, and maybe it's
optimistic, but there's all this

567
00:33:30,200 --> 00:33:34,880
research about how bad we are at
setting goals and one of the 

568
00:33:34,880 --> 00:33:41,240
things I've started to do is I 
have like a Kanban board, like a

569
00:33:41,240 --> 00:33:45,240
post it board, but I put the 
expected time on one side and 

570
00:33:45,240 --> 00:33:47,480
once it's done and I write how 
many hours it takes. 

571
00:33:47,480 --> 00:33:50,040
So this is an adventure. 
I'm writing for Cloud Empress, 

572
00:33:50,440 --> 00:33:53,560
so I have six hours, so I'm 
probably at like 8 right now. 

573
00:33:53,760 --> 00:33:58,480
But I try to just do this so I 
can check my own headspace 

574
00:33:58,480 --> 00:34:00,960
around. 
Am I getting how am I doing with

575
00:34:00,960 --> 00:34:06,880
estimating things? 
Because it's so easy to say, OK,

576
00:34:06,880 --> 00:34:10,280
I was in AI was in a bad place 
or things weren't going well 

577
00:34:10,560 --> 00:34:13,679
before, but now they're going to
change and it and it's it 

578
00:34:13,679 --> 00:34:17,760
doesn't work that way. 
Normally it's it's but it's so 

579
00:34:17,760 --> 00:34:23,800
easy to to feel the pressure of 
an audience or an editor or a 

580
00:34:23,800 --> 00:34:25,480
team that's waiting for 
something. 

581
00:34:26,239 --> 00:34:29,159
Or a discord server Discord. 
Server whomever. 

582
00:34:31,280 --> 00:34:34,280
Because folks, folks are excited
and folks want to see your work 

583
00:34:34,280 --> 00:34:36,120
and folks want to have it in 
their hands. 

584
00:34:36,120 --> 00:34:41,800
And I I will say too I have seen
just a tremendous amount of like

585
00:34:41,800 --> 00:34:46,800
patience and understanding and 
and I had to pull out. 

586
00:34:49,280 --> 00:34:53,159
I I drastically underestimated 
how big these books were going 

587
00:34:53,159 --> 00:34:56,760
to be. 
So how that what what happened 

588
00:34:56,760 --> 00:34:59,880
then was like oh like I couldn't
fit the introductory adventure 

589
00:34:59,880 --> 00:35:03,200
in the book. 
Like these are 60 pages is the 

590
00:35:03,200 --> 00:35:07,600
most I can get in AI engage with
backers or audience members and 

591
00:35:07,600 --> 00:35:09,360
they said oh we really want 
staple bound. 

592
00:35:10,240 --> 00:35:13,040
So that took perfect bound off 
the table because people said we

593
00:35:13,040 --> 00:35:15,600
want it to be flat. 
We want it to be a book that we 

594
00:35:15,640 --> 00:35:18,880
can kind of throw around. 
So that was sort of a constraint

595
00:35:18,880 --> 00:35:20,840
on the project. 
But then it became, well, we can

596
00:35:20,840 --> 00:35:23,920
only print 60 pages and 60 pages
is pretty big. 

597
00:35:24,760 --> 00:35:28,000
I do like 50 pages might have 
been, might have fold flatter a 

598
00:35:28,000 --> 00:35:29,840
little bit. 
But then it became oh like what 

599
00:35:29,840 --> 00:35:33,520
do I do with this inner in intro
adventure or you know, I 

600
00:35:33,520 --> 00:35:36,440
couldn't fit the pamphlets. 
The pamphlets were just not 

601
00:35:36,440 --> 00:35:38,840
going to fit with the 
commission's I had for. 

602
00:35:39,840 --> 00:35:44,000
So yeah, expanding those kinds 
of things, not sure why I 

603
00:35:44,000 --> 00:35:46,920
brought that up at this point, 
but just talking about how how 

604
00:35:46,920 --> 00:35:49,360
those the scope things can 
change maybe, I don't know. 

605
00:35:50,640 --> 00:35:53,440
It's very mothershipy for you to
have so many scenes, though, you

606
00:35:53,440 --> 00:35:55,560
know what I mean? 
Like, yeah, this is this is the 

607
00:35:55,600 --> 00:35:56,960
most mothershipy thing ever. 
It's like. 

608
00:35:57,960 --> 00:36:01,720
This entire shelf, except for 
maybe like these two books, is 

609
00:36:01,720 --> 00:36:04,560
just mothership scenes. 
So, like, it's definitely a 

610
00:36:04,560 --> 00:36:07,600
scene thing to have mothership. 
But you know, it's really clear 

611
00:36:07,600 --> 00:36:09,600
though that you do have project 
management experience, and I 

612
00:36:09,600 --> 00:36:11,880
think that's where a lot of 
people tend to to suffer as 

613
00:36:11,880 --> 00:36:13,840
well. 
There's people out there that 

614
00:36:13,840 --> 00:36:16,760
make great stuff and then I'm 
never gonna back it again 

615
00:36:16,760 --> 00:36:20,360
because their product management
on their crowdfunding was just 

616
00:36:20,880 --> 00:36:25,760
abysmal. 
And it's it sucks, but when 

617
00:36:25,760 --> 00:36:27,200
you've lost someone, you've lost
someone. 

618
00:36:28,280 --> 00:36:30,680
But again, it seems like every 
step of the way you're talking 

619
00:36:30,680 --> 00:36:35,960
about like sourcing out, like do
I do perfect out Or like there's

620
00:36:35,960 --> 00:36:37,920
there's this thought all the way
through where it's just like 

621
00:36:37,920 --> 00:36:40,000
what do people want? 
What's the best thing that I can

622
00:36:40,000 --> 00:36:43,720
give and still like have my 
vision come through. 

623
00:36:43,720 --> 00:36:46,480
That just seems like I said it 
it it's really important to a 

624
00:36:46,480 --> 00:36:48,920
project and it's very evident 
once you get this. 

625
00:36:49,080 --> 00:36:51,880
And it's interesting too to hear
like why it is interesting, like

626
00:36:52,520 --> 00:36:55,400
why the intro adventures not in 
the first one and why it's 

627
00:36:55,400 --> 00:36:57,600
staple bound and why there's 
like 6 pamphlets and why it's 

628
00:36:57,600 --> 00:36:58,840
not a hardback book and stuff 
like that. 

629
00:36:58,840 --> 00:37:02,200
Those are really awesome things 
to hear and I'm sure like people

630
00:37:02,200 --> 00:37:05,240
that are creating Kickstarters 
in the future, it's just like it

631
00:37:05,400 --> 00:37:10,840
Sometimes you have to like these
are the things that happen 

632
00:37:10,840 --> 00:37:13,280
because these are the way that 
as the things are presented to 

633
00:37:13,280 --> 00:37:15,600
me that their best possible 
options versus being like, no, I

634
00:37:15,600 --> 00:37:18,240
have to do this thing and 
there's no compromise and I 

635
00:37:18,240 --> 00:37:20,720
think that can bury people too. 
So it's really nice to hear and 

636
00:37:20,720 --> 00:37:24,600
see that it again, It is a 
fantastic project and it looks 

637
00:37:24,600 --> 00:37:26,960
great and to hear the reasons 
why it turned out the way it did

638
00:37:26,960 --> 00:37:30,880
is really cool. 
The other thing I I I don't 

639
00:37:31,080 --> 00:37:34,200
probably nobody knows this but 
one of the other well I talked 

640
00:37:34,200 --> 00:37:37,240
to Sean McCoy a little bit about
this and one of the things 

641
00:37:37,520 --> 00:37:41,840
advice he gave me was I wanted 
to make this as equitable a 

642
00:37:41,840 --> 00:37:45,080
project I could with not fully 
understanding what the costs are

643
00:37:45,080 --> 00:37:47,040
going to be. 
So the adventure writers in 

644
00:37:47,040 --> 00:37:52,680
particular are getting per copy 
royalty on on the, you know, 

645
00:37:52,680 --> 00:37:54,760
which, which isn't uncommon. 
I'm not like bragging about that

646
00:37:54,760 --> 00:37:58,440
or anything like that. 
But he was sort of talking like 

647
00:37:58,440 --> 00:38:02,240
when you do that, you're maybe 
committing the next 20 years of 

648
00:38:02,240 --> 00:38:04,840
your life to be engaged with 
that person, right. 

649
00:38:04,840 --> 00:38:08,560
And so one of the things that 
I'm, I want to make projects 

650
00:38:08,560 --> 00:38:14,920
that are equitable, that support
the creators, that that put 

651
00:38:14,920 --> 00:38:21,520
their artistry into them and and
support diverse creators, you 

652
00:38:21,520 --> 00:38:23,000
know, their livelihoods, all 
those kinds of things. 

653
00:38:23,160 --> 00:38:25,280
But one of the things that was 
really intentional about this is

654
00:38:25,280 --> 00:38:29,160
like, you know, I won't even say
I, I, you know, but if one of 

655
00:38:29,160 --> 00:38:31,840
these people like something 
really bad, they do something 

656
00:38:31,840 --> 00:38:33,800
really bad. 
Like we can pull that book and 

657
00:38:33,800 --> 00:38:35,360
continue to sell these books, 
right? 

658
00:38:35,360 --> 00:38:39,320
Or we don't have to. 
Like, one of the things we've 

659
00:38:39,320 --> 00:38:44,120
talked about with trust, right, 
is like if somebody does 

660
00:38:44,120 --> 00:38:47,040
something really bad and they're
like 12 pages in here, like, how

661
00:38:47,040 --> 00:38:51,160
do people feel about that work? 
And so that's something I really

662
00:38:51,160 --> 00:38:53,520
think about in in. 
I've been a part of a lot of 

663
00:38:53,520 --> 00:38:57,600
communities that have self 
destructed from some really 

664
00:38:57,600 --> 00:39:01,880
toxic behavior and I I've come 
to believe that you can do your 

665
00:39:01,880 --> 00:39:04,400
best and I have like a value 
statement. 

666
00:39:04,400 --> 00:39:07,720
We try to talk about the the 
values of a company I'm working 

667
00:39:07,720 --> 00:39:11,920
with. 
You know like legally protecting

668
00:39:11,920 --> 00:39:14,680
myself from from the impacts 
other people's can have, other 

669
00:39:14,680 --> 00:39:16,320
people can have. 
But ultimately that's like 

670
00:39:16,320 --> 00:39:18,920
another place where trust really
comes out as the the people you 

671
00:39:18,920 --> 00:39:23,480
collaborate with. 
And so building financial 

672
00:39:23,480 --> 00:39:25,840
security into those 
relationships while also trying 

673
00:39:25,840 --> 00:39:28,360
to create an equity is something
that's really challenging and I 

674
00:39:28,360 --> 00:39:32,320
think not something a lot of 
folks, a lot of folks approach 

675
00:39:32,320 --> 00:39:35,880
community and partnerships with 
this like well of course things 

676
00:39:35,880 --> 00:39:37,760
are going to go well. 
We're both great people, right? 

677
00:39:37,760 --> 00:39:40,560
And maybe that's like just me 
being a low trust person but 

678
00:39:40,760 --> 00:39:47,760
I've just seen so many really 
horrible stuff or or somebody 

679
00:39:47,880 --> 00:39:50,720
having royalties on a piece of 
work that then it's like it just

680
00:39:50,720 --> 00:39:52,800
feels icky for everyone. 
Everyone loves the game but it 

681
00:39:52,800 --> 00:39:56,960
just feels really icky to to 
sell it anymore and and I don't 

682
00:39:56,960 --> 00:40:01,040
know that's sort of a a tangent 
and and maybe but I think it's 

683
00:40:01,040 --> 00:40:06,360
important for me that that I 
stand by the the folks that work

684
00:40:06,360 --> 00:40:09,640
on the games and and that I 
support them financially. 

685
00:40:09,680 --> 00:40:11,040
Those are those are values of 
mine. 

686
00:40:12,520 --> 00:40:15,000
You know, even though you're 
like a massive corporation, I 

687
00:40:15,000 --> 00:40:16,880
want you to know I think you're 
very humane, so. 

688
00:40:20,000 --> 00:40:23,880
Yeah. 
So kind of shifting gears a 

689
00:40:23,880 --> 00:40:26,480
little bit, it's still talking 
about the Kickstarter though. 

690
00:40:26,480 --> 00:40:29,440
Did you aside from the things we
did talk about, did you 

691
00:40:29,440 --> 00:40:32,320
actually, did you run into any 
big complications or has was 

692
00:40:32,320 --> 00:40:35,360
your kind of like step by step 
product management able to keep 

693
00:40:35,360 --> 00:40:38,120
most of that stuff just to like 
maybe having to like switch 

694
00:40:38,120 --> 00:40:40,360
gears but not really like hit a 
wall at all? 

695
00:40:42,920 --> 00:40:49,800
The the two two worst parts of 
the campaign just stress wise 

696
00:40:49,800 --> 00:40:53,880
were one, we lost a fulfillment 
partner in the UK pretty last 

697
00:40:53,880 --> 00:40:57,760
minute and things significantly 
changed with their fulfillment 

698
00:40:57,760 --> 00:40:59,160
model. 
Like every month we were working

699
00:40:59,160 --> 00:41:02,200
together and so that was a big 
scare for me and and 

700
00:41:02,200 --> 00:41:06,160
unfortunately we had promised 
this we I had promised this 

701
00:41:06,160 --> 00:41:08,440
customs well me and the 
fulfillment partner promised 

702
00:41:08,440 --> 00:41:11,680
like this customs free 
experience for for EU backers in

703
00:41:11,680 --> 00:41:15,680
particular and their their 
business model changed and I 

704
00:41:15,680 --> 00:41:18,600
don't necessarily I mean I'm not
criticizing them for that like 

705
00:41:18,760 --> 00:41:19,920
they have to do what they have 
to do. 

706
00:41:21,440 --> 00:41:24,040
I don't think they do 
fulfillment anymore even because

707
00:41:24,040 --> 00:41:27,200
it's it's a really their margins
are so low on all this stuff. 

708
00:41:27,200 --> 00:41:30,800
It totally makes sense in this 
all these kind of again the 

709
00:41:30,800 --> 00:41:34,000
fulfillment partners all these 
people are like except for maybe

710
00:41:34,000 --> 00:41:38,080
some of the printers and and in 
particular it's all one or two 

711
00:41:38,080 --> 00:41:41,240
people doing all this stuff in 
many cases. 

712
00:41:41,960 --> 00:41:45,040
So that was a big scare and and 
I was really worried and and 

713
00:41:45,200 --> 00:41:49,520
there is a financial ones just 
consumer experience impact 

714
00:41:49,520 --> 00:41:53,680
around customs free is so nice 
when you can do it for folks 

715
00:41:53,800 --> 00:41:56,200
that they get the thing and they
don't have to pay a bunch of 

716
00:41:56,200 --> 00:41:58,800
money and it and and from what I
hear like sometimes you have to 

717
00:41:58,800 --> 00:42:01,160
go to the post office and sign 
these papers and all this kinds 

718
00:42:01,160 --> 00:42:03,840
of stuff and it's really just a 
scare like I don't know how much

719
00:42:03,840 --> 00:42:08,080
this is going to cost nobody 
knows like what the what's going

720
00:42:08,080 --> 00:42:10,800
to have I don't know so there's 
just a big scare So that was a 

721
00:42:10,800 --> 00:42:15,160
big thing that that really 
freaked me out and we ended up 

722
00:42:16,760 --> 00:42:19,000
getting it to folks for 
reasonable price with this 

723
00:42:19,000 --> 00:42:24,400
customs addition that that was 
unfortunate but I think I only 

724
00:42:24,400 --> 00:42:26,560
had one backer that said that 
that wasn't going to be 

725
00:42:26,560 --> 00:42:29,240
financially viable or or not 
even that but they just didn't 

726
00:42:29,240 --> 00:42:31,520
want to participate in that kind
of model it was just not what 

727
00:42:31,520 --> 00:42:35,600
they were looking for in the 
campaign and and got them the 

728
00:42:35,600 --> 00:42:39,240
digital files I think so or or 
we'll get them the digital files

729
00:42:39,240 --> 00:42:42,840
on drive through when when they 
they're out the other piece was 

730
00:42:44,160 --> 00:42:48,160
cloud. 
Empress was originally sort of 

731
00:42:48,240 --> 00:42:52,280
designed to be a little bit more
of and I'm not like the the most

732
00:42:54,240 --> 00:42:56,160
like a little bit. 
More story gaming. 

733
00:42:56,920 --> 00:43:02,480
So like the original hex scroll 
is going to be like 48 hexes or 

734
00:43:02,480 --> 00:43:05,600
something like that with the 
idea that they were going to be 

735
00:43:06,160 --> 00:43:10,960
a lot more in each HEX and a lot
more almost pre scripted 

736
00:43:10,960 --> 00:43:14,680
scenarios that would have 
characters and and there is a 

737
00:43:14,680 --> 00:43:18,200
system of like tracking NPCS 
across the hexes. 

738
00:43:19,040 --> 00:43:23,240
So NPCS and bean barge like I 
would actually track where they 

739
00:43:23,240 --> 00:43:25,200
were moving and what decisions 
they were making. 

740
00:43:25,640 --> 00:43:30,720
And what I came to realize was 
that I was sort of playing my 

741
00:43:30,720 --> 00:43:34,520
own game. 
I was taking these NPCS I really

742
00:43:34,520 --> 00:43:37,280
loved and taking them on 
adventures and and offering that

743
00:43:37,280 --> 00:43:39,840
to the players. 
But through development editing 

744
00:43:40,360 --> 00:43:44,720
really realized that that was 
sort of the fun of the warden in

745
00:43:44,720 --> 00:43:48,040
particular like that's the fun 
where the word gets to express 

746
00:43:48,040 --> 00:43:51,240
their creativity and and and 
also that I didn't need to do 

747
00:43:51,240 --> 00:43:54,280
it. 
I draw a lot of inspiration. 

748
00:43:54,280 --> 00:43:55,400
Very. 
Important When you're doing all 

749
00:43:55,400 --> 00:43:57,680
this yourself, what do you not 
need to do, you know? 

750
00:43:57,960 --> 00:44:02,160
And it was just a ton of work 
and and it wasn't fun overhead 

751
00:44:02,160 --> 00:44:04,880
for people to do so. 
I still tried to keep one of the

752
00:44:04,880 --> 00:44:08,000
the ideas that I have that I 
think is cute is still having 

753
00:44:08,480 --> 00:44:13,520
NPCS show up that you've met 
before maybe and that I think 

754
00:44:13,520 --> 00:44:16,160
may turn some players off and 
that it's well, how do you know 

755
00:44:16,160 --> 00:44:19,960
that NPC is alive still? 
But that's just sort of, I don't

756
00:44:19,960 --> 00:44:23,880
know, trusting that, trusting 
the people there to to put 

757
00:44:23,880 --> 00:44:26,920
somebody else in or just bring 
them back from the dead, cursed 

758
00:44:26,920 --> 00:44:30,720
or you know whatever. 
But that was the biggest thing 

759
00:44:30,720 --> 00:44:39,320
was really leaning more into a 
OSR type old school sense of 

760
00:44:39,320 --> 00:44:43,120
play where versus something that
was a little bit more 

761
00:44:44,080 --> 00:44:50,880
situational and scripted and and
modeled more like scenes and and

762
00:44:50,880 --> 00:44:58,360
situations rather than this 
larger minimalist at times hex 

763
00:44:58,360 --> 00:45:00,920
map. 
So that was like a big change 

764
00:45:00,920 --> 00:45:07,840
and it it scared me and we ended
up doing 2 development passes 

765
00:45:07,840 --> 00:45:11,160
with sort of like the we went 
through one dev pass and and 

766
00:45:11,160 --> 00:45:13,440
realized certain things weren't 
where they needed to be and some

767
00:45:13,440 --> 00:45:16,160
of the the risks I were taking 
weren't paying off. 

768
00:45:18,960 --> 00:45:22,000
I like taking risks. 
I like trying new stuff, but 

769
00:45:22,000 --> 00:45:24,800
they just weren't. 
They were more work than they 

770
00:45:24,800 --> 00:45:29,040
were and and and they were 
coming out of a place of maybe 

771
00:45:29,040 --> 00:45:32,320
taking some of the fun out of 
the warden in particular, and so

772
00:45:32,400 --> 00:45:36,080
bringing that back in meant like
a pretty major rewrite on the 

773
00:45:36,080 --> 00:45:38,960
setting book in particular. 
Also I guess the other piece too

774
00:45:38,960 --> 00:45:43,480
with the the first development 
editing pass I wanted to write. 

775
00:45:43,800 --> 00:45:48,480
I felt like obligated to write a
lot of how to play RPG stuff 

776
00:45:49,200 --> 00:45:52,600
which I'm sure you all love. 
I'm like what is an RPG and like

777
00:45:52,600 --> 00:45:55,360
I have maybe I I released all 
this stuff too. 

778
00:45:55,360 --> 00:45:58,640
I I I'm a big fan of just like 
releasing work in progress 

779
00:45:58,640 --> 00:46:03,480
materials but I had a like two 
or three pages on safety tools 

780
00:46:03,480 --> 00:46:09,120
and and one of the things that 
I've realized is I run games I 

781
00:46:09,120 --> 00:46:12,240
play RPGs. 
But there are people that that 

782
00:46:12,720 --> 00:46:16,240
do it a lot more than I do and 
also have a lot more experience 

783
00:46:16,240 --> 00:46:18,240
and knowledge and insight and 
then that stuff. 

784
00:46:18,680 --> 00:46:21,560
I felt like I wasn't you know 
when I got advice on I wasn't 

785
00:46:21,560 --> 00:46:25,280
really saying anything new or 
profound and so trusting the 

786
00:46:25,280 --> 00:46:29,120
players to there's a lot of 
trust I try to give to the 

787
00:46:29,120 --> 00:46:33,400
players and and like Hunter you 
talked about the Magic being 

788
00:46:33,400 --> 00:46:36,160
pretty wacky like trusting 
players to have fun with Magic 

789
00:46:36,160 --> 00:46:39,680
and and knowing where I can play
with that trust. 

790
00:46:39,680 --> 00:46:42,360
So one of the areas that I I I 
gave a little bit more trust 

791
00:46:42,360 --> 00:46:45,920
around was not needing to write 
a ton about safety. 

792
00:46:46,000 --> 00:46:50,840
I I mentioned that safety's 
important in in play but I think

793
00:46:50,840 --> 00:46:55,360
Troika has a one of the examples
we used when writing the book 

794
00:46:55,360 --> 00:46:58,560
was like Troika said something 
like just go search the Internet

795
00:46:58,560 --> 00:47:00,720
for it right. 
It's like it's there, you can 

796
00:47:00,720 --> 00:47:06,000
look for it and and also sort of
key to the work I do is really 

797
00:47:06,240 --> 00:47:07,960
figuring out who this game is 
for. 

798
00:47:07,960 --> 00:47:11,200
And and I didn't imagine it was 
going to be for someone's like 

799
00:47:11,240 --> 00:47:15,400
first RPG, maybe they're second 
or third or they're they're 

800
00:47:15,400 --> 00:47:17,680
friends first. 
But that somebody with some 

801
00:47:17,680 --> 00:47:21,240
experience was probably guiding 
someone into this experience and

802
00:47:21,240 --> 00:47:23,440
that they would be setting the 
tone for it. 

803
00:47:24,880 --> 00:47:27,000
Yeah, that's so that's such a 
funny thing because we do often 

804
00:47:27,000 --> 00:47:28,960
talk about that. 
It's like there will be these 

805
00:47:28,960 --> 00:47:31,640
RPGs that are like, like fairly 
esoteric. 

806
00:47:31,640 --> 00:47:34,480
Like, you know, you're not 
finding this in your first time 

807
00:47:34,480 --> 00:47:35,880
playing a game or maybe your 
fifth time. 

808
00:47:36,400 --> 00:47:40,840
And like, yeah, they'll have a 
whole How To section, so it's. 

809
00:47:40,880 --> 00:47:43,880
Not necessary like all the time.
My line is like, this is not 

810
00:47:43,880 --> 00:47:46,040
your first game. 
Like there's no way this is your

811
00:47:46,040 --> 00:47:48,120
first game. 
Like, it's very rare that this 

812
00:47:48,120 --> 00:47:50,800
could be and the person running 
it, it's definitely not theirs. 

813
00:47:50,800 --> 00:47:54,440
So like the need to have like 
what is the TTRBG and like even 

814
00:47:54,440 --> 00:47:56,240
the safety tools thing. 
Obviously we're big safety tools

815
00:47:56,240 --> 00:47:57,600
people. 
But I think even just like 

816
00:47:57,600 --> 00:48:00,960
mentioning that it's a good idea
to use them for most times is is

817
00:48:00,960 --> 00:48:03,200
good enough. 
Because I definitely think there

818
00:48:03,200 --> 00:48:07,200
was like a like a, like a like a
movement a little bit in TRBGS 

819
00:48:07,200 --> 00:48:12,200
where there's this like big, 
like maybe like unawareness of 

820
00:48:12,200 --> 00:48:15,320
them or like not drive. 
And then, like it became like 

821
00:48:15,320 --> 00:48:18,160
such a big push that it's now 
just kind of an accepted part of

822
00:48:18,160 --> 00:48:20,680
the community that like everyone
knows about it a little bit 

823
00:48:20,680 --> 00:48:21,920
more. 
So it's there's weird things 

824
00:48:21,920 --> 00:48:24,880
that sometimes happen where like
things something might not have 

825
00:48:24,880 --> 00:48:26,600
been there. 
So there's a big push for it. 

826
00:48:26,600 --> 00:48:29,240
And now for the most part, I 
think if you talk to most people

827
00:48:29,240 --> 00:48:31,160
in the scene, like they know 
what a safety tool is. 

828
00:48:31,160 --> 00:48:35,320
It's not often, but if we also 
did talk about that with like in

829
00:48:35,320 --> 00:48:39,480
Mouse Rider and stuff like that,
like having a what is the TTRPG 

830
00:48:39,480 --> 00:48:43,280
thing in a game that might be 
someones first game is a great 

831
00:48:43,280 --> 00:48:45,240
thing to have. 
It's just yeah like if you're 

832
00:48:45,480 --> 00:48:51,080
the odds of some people's yeah 
like super weird esoteric like 

833
00:48:51,160 --> 00:48:55,680
you know found on the on the 
page 10 of of some website game 

834
00:48:55,880 --> 00:48:57,680
doesn't necessarily need 3 pages
on it. 

835
00:48:57,680 --> 00:49:01,480
So it's it's interesting that 
you made that the the choice in 

836
00:49:01,480 --> 00:49:03,040
in the the rule book for you as 
well. 

837
00:49:03,840 --> 00:49:07,200
And and the design philosophy 
then extends to the like the 

838
00:49:07,200 --> 00:49:11,720
setting book like a lot of these
hex descriptions I don't know. 

839
00:49:11,720 --> 00:49:14,480
I'll try to find. 
Should I try to find one? 

840
00:49:14,480 --> 00:49:16,600
That's. 
Some of them are kind of minimal

841
00:49:16,600 --> 00:49:20,200
lost, you know, there are a 
couple sentences for an entire 

842
00:49:20,200 --> 00:49:25,120
hex. 
I'm not going to find it. 2 

843
00:49:25,120 --> 00:49:28,160
green Pharma legs tag a concrete
wall with a bucket of paint. 

844
00:49:28,840 --> 00:49:31,000
Three of their friends sit in 
the shade of the collapsed 

845
00:49:31,000 --> 00:49:32,760
aqueduct, watching, laughing and
flirting. 

846
00:49:33,120 --> 00:49:37,520
So it's just a sentence. 
And I think if we set up this 

847
00:49:37,520 --> 00:49:41,920
like how to play an RPG and all 
this like hand holding in the 

848
00:49:42,120 --> 00:49:44,480
the, there's not a lot of hand 
holding for that, right? 

849
00:49:44,480 --> 00:49:47,520
I mean, I think it's evocative, 
but it's going to take some 

850
00:49:47,520 --> 00:49:52,240
creativity and experience to 
make that come alive and like, 

851
00:49:52,240 --> 00:49:54,560
fill in those details, like 
there's not a list of who those 

852
00:49:54,560 --> 00:49:57,920
NPCS are, There's no stats for 
those NPCS, but. 

853
00:49:59,240 --> 00:50:01,800
This kind of circles back to 
trust, You know, like this is 

854
00:50:01,800 --> 00:50:06,440
you trusting your players like 
your wardens to like fill in the

855
00:50:06,440 --> 00:50:08,400
blanks. 
And I personally do not. 

856
00:50:08,400 --> 00:50:11,600
If you make a hex crawl and 
every single hex is packed, I 

857
00:50:11,600 --> 00:50:13,560
don't want to play it. 
I love a hex that has like, 

858
00:50:13,560 --> 00:50:15,400
yeah, like that. 
Like they're just tagging a wall

859
00:50:15,400 --> 00:50:16,760
and it's a bunch of dudes 
hanging out. 

860
00:50:16,760 --> 00:50:20,320
Feel so lived in. 
Like this is what people do, 

861
00:50:20,320 --> 00:50:22,560
like they have nothing to do. 
It's midday, they're done for 

862
00:50:22,560 --> 00:50:24,040
the day or whatever. 
They're taking a break, they're 

863
00:50:24,040 --> 00:50:26,280
tagging a wall. 
You're going to your your 

864
00:50:26,280 --> 00:50:29,240
party's going to shoot the shit 
with them and maybe have an arm 

865
00:50:29,240 --> 00:50:32,080
wrestling competition and you'll
go on your way, you know? 

866
00:50:32,720 --> 00:50:35,320
But you know I really love a lot
of the way that you do hexes and

867
00:50:35,400 --> 00:50:38,840
like my my go to example a lot 
of times is nature may from 

868
00:50:38,840 --> 00:50:40,760
highland paranormal with the way
that they write adventures 

869
00:50:40,760 --> 00:50:42,240
because they do a ton of micro 
dungeons. 

870
00:50:42,640 --> 00:50:47,240
And I I really like when a 
situation is is put out there 

871
00:50:47,760 --> 00:50:50,480
and that's what you get. 
You know, I think my biggest 

872
00:50:50,480 --> 00:50:53,520
knock personally to me, I'm not 
as mean on 5E as I used to be. 

873
00:50:53,800 --> 00:50:57,600
But it's because every situation
is like described where like the

874
00:50:57,600 --> 00:51:00,440
way that I really enjoy hexes is
like you said here are these 

875
00:51:00,440 --> 00:51:03,160
people doing this thing as 
opposed to hear these people 

876
00:51:03,160 --> 00:51:06,680
doing this thing. 
If you do this role for that, if

877
00:51:06,680 --> 00:51:09,720
you do this role for that 
because you're not even it feels

878
00:51:09,720 --> 00:51:13,440
like not Even so much that the 
GM is railroading the players, 

879
00:51:13,440 --> 00:51:16,280
but that the module is 
railroading the GM to force 

880
00:51:16,280 --> 00:51:19,960
these very specific situations. 
And that's just not the game I 

881
00:51:19,960 --> 00:51:23,440
like to play because like I play
the game to to see how the world

882
00:51:23,440 --> 00:51:25,040
happens and see how the players 
happen. 

883
00:51:25,040 --> 00:51:27,160
So the way that you do a lot of 
the descriptions and the hexes 

884
00:51:27,160 --> 00:51:30,040
like that are are, it's really 
fantastic because yeah, just 

885
00:51:30,040 --> 00:51:33,720
give me give me the seed and let
my players you know and I can 

886
00:51:33,720 --> 00:51:36,600
plant it and let the players 
grow it, you know and it it's 

887
00:51:36,600 --> 00:51:38,520
it's really nice to see a lot of
the descriptions you did with 

888
00:51:38,520 --> 00:51:41,520
the axis the. 
The other thing that I think I I

889
00:51:41,520 --> 00:51:46,960
just love about hex scrolls at 
least writing them is and I 

890
00:51:46,960 --> 00:51:49,800
don't I I forget what your your 
all opinions on this are but I 

891
00:51:49,800 --> 00:51:52,280
don't do like many adventure 
hooks on any of the the 

892
00:51:52,280 --> 00:51:55,480
locations because it's a big hex
map. 

893
00:51:55,520 --> 00:51:58,240
It's like just go somewhere else
like if it's boring you do 

894
00:51:58,240 --> 00:52:00,960
something else right. 
Like I think it. 

895
00:52:00,960 --> 00:52:03,880
I think adventure hooks are more
important especially in 

896
00:52:03,880 --> 00:52:05,440
mothership. 
When you're going into a, it's 

897
00:52:05,440 --> 00:52:07,720
like you're going, there's a lot
of derelict ships. 

898
00:52:08,000 --> 00:52:10,560
It's like I'm not going to go in
there like, so you need a hook 

899
00:52:10,560 --> 00:52:13,840
to get in there. 
At least it feels like when I'm 

900
00:52:13,840 --> 00:52:16,120
playing mothership games. 
But with the hex crawl it's like

901
00:52:16,400 --> 00:52:20,320
just go somewhere else like, but
to write this big like, you know

902
00:52:20,520 --> 00:52:23,160
some people say there's a 
treasure chest in the basement 

903
00:52:23,160 --> 00:52:25,880
and da, da, da, da, da and like 
the old man told you this and 

904
00:52:25,880 --> 00:52:28,960
and that that stuff like, I 
don't know works for some folks,

905
00:52:28,960 --> 00:52:33,480
but it's just something I I let 
go of and and made the world to 

906
00:52:33,480 --> 00:52:35,440
me feel a little bit more 
organic. 

907
00:52:35,440 --> 00:52:42,040
And also that it's like like 
apples to apples, right. 

908
00:52:42,040 --> 00:52:43,560
It's like all the jokes are 
written for you. 

909
00:52:45,880 --> 00:52:49,520
So where where does the And I 
think that's something that's 

910
00:52:49,520 --> 00:52:52,360
really interesting to me as 
someone who like originally came

911
00:52:52,360 --> 00:52:56,080
to RPGs to create worlds. 
Like that's kind of my 

912
00:52:56,320 --> 00:52:58,120
publishing imprint is worlds by 
what? 

913
00:52:58,120 --> 00:53:00,440
Like I like making settings. 
I like world building. 

914
00:53:00,440 --> 00:53:01,880
That's the thing that excites 
me. 

915
00:53:02,760 --> 00:53:05,680
And I try to think that I would 
play Cloud Empress as someone 

916
00:53:05,680 --> 00:53:08,200
that didn't design it because I 
think there's still a lot of 

917
00:53:08,200 --> 00:53:10,320
space for that world building 
creativity. 

918
00:53:10,320 --> 00:53:14,240
And I never try to fill in the 
bubble or the the picture 

919
00:53:14,600 --> 00:53:19,800
because I think one of the big 
challenges I have, especially 

920
00:53:19,800 --> 00:53:24,960
around world building, like I 
would never run a a Lord of the 

921
00:53:24,960 --> 00:53:28,640
Rings game ever, because I know 
one of my players is going to 

922
00:53:28,640 --> 00:53:30,080
know more about Tolkien than I 
am. 

923
00:53:30,080 --> 00:53:31,800
Right. 
It's very static. 

924
00:53:32,360 --> 00:53:37,440
And the people that are excited.
So it's it that that just seems 

925
00:53:37,440 --> 00:53:39,960
to be like this fundamental 
problem of like having to stay 

926
00:53:39,960 --> 00:53:44,800
on script within these 
boundaries and and having agreed

927
00:53:44,800 --> 00:53:48,320
upon universes. 
I am writing a lot of I do 

928
00:53:48,320 --> 00:53:51,520
monthly expansions for Cloud 
Empress on my newsletter and so 

929
00:53:51,520 --> 00:53:54,120
a lot of the like world building
stuff that people want to find 

930
00:53:54,120 --> 00:53:57,720
out about they can vote on and 
then I and then I write that 

931
00:53:57,720 --> 00:54:00,760
stuff. 
So we did one on farming just 

932
00:54:00,760 --> 00:54:03,720
like on farming and and one of 
the next ones is like law and 

933
00:54:03,720 --> 00:54:08,600
order in the Lowland Wastes the 
setting the the hex crawl area 

934
00:54:08,600 --> 00:54:12,240
that that's already out but I 
think I try to write those vague

935
00:54:12,240 --> 00:54:15,320
enough where it's like regional 
or like this is how it normally 

936
00:54:15,320 --> 00:54:18,120
is or these are some particular 
people that are having this 

937
00:54:18,120 --> 00:54:24,120
experience. 
So that I one of my into the odd

938
00:54:24,120 --> 00:54:27,240
is like and I should say 
electric bastion land is is 

939
00:54:27,240 --> 00:54:29,920
great because it's just this 
like anything could possibly fit

940
00:54:29,920 --> 00:54:33,360
in here if you're creative 
enough to make it work. 

941
00:54:33,360 --> 00:54:36,040
And and sometimes I think that 
can make the set. 

942
00:54:36,120 --> 00:54:38,560
I I think it works well in 
electric bastion land because 

943
00:54:38,560 --> 00:54:41,520
there's these spaces like the 
underground is like where you 

944
00:54:41,520 --> 00:54:44,480
put your robots and your AI and 
your your demons and stuff 

945
00:54:44,480 --> 00:54:48,200
technology and and I forget what
it's called the the old world or

946
00:54:48,200 --> 00:54:50,880
the outlands or whatever is 
where you put the Cowboys stuff 

947
00:54:50,880 --> 00:54:52,880
and so there's these different 
spots for it and that's 

948
00:54:52,880 --> 00:54:54,040
something I tried to do with 
cloud. 

949
00:54:54,040 --> 00:55:00,600
Empress was let other people's 
creativity have a space where 

950
00:55:00,600 --> 00:55:02,840
they weren't going to feel like 
they were stepping on my toes, 

951
00:55:02,840 --> 00:55:05,560
creating or expanding the world.
Well, it's. 

952
00:55:06,160 --> 00:55:08,040
I don't even know. 
We've given, like, hard opinions

953
00:55:08,040 --> 00:55:09,160
on hex crawls. 
I love them. 

954
00:55:09,160 --> 00:55:11,120
The great I love. 
Hex crawl. 

955
00:55:11,480 --> 00:55:13,400
Yeah. 
To me, I think what's really the

956
00:55:13,400 --> 00:55:16,680
most important is just like 
exactly what you're talking. 

957
00:55:16,680 --> 00:55:19,560
It's just a broad stroke. 
Like I I like. 

958
00:55:19,560 --> 00:55:21,720
I think Mark Borg does a really 
good job of being like this is a

959
00:55:21,720 --> 00:55:24,400
city name and here are the vibes
of this area. 

960
00:55:24,720 --> 00:55:28,600
And then go make stuff. 
And so it's really nice to just 

961
00:55:28,600 --> 00:55:32,720
be like this is, you know, this 
is the lowlands, this is the 

962
00:55:32,720 --> 00:55:34,520
normal kind of people you might 
find there. 

963
00:55:34,520 --> 00:55:35,880
This is the kind of stuff they 
do. 

964
00:55:36,120 --> 00:55:39,680
And then that's it. 
Because as a as a forever GM, my

965
00:55:39,680 --> 00:55:43,720
favorite thing to do is to fail 
that myself. 

966
00:55:43,720 --> 00:55:48,760
Like I would I would take like 
if I had like a a map of like a 

967
00:55:48,760 --> 00:55:51,760
country for example like in the 
Cobalt process will do it and if

968
00:55:51,760 --> 00:55:54,080
they have like this city fully 
described in this city fully 

969
00:55:54,080 --> 00:55:56,120
described in this city fully 
described I'll be like but that 

970
00:55:56,120 --> 00:55:58,960
was not described so I have a 
name and it's a route that kind 

971
00:55:58,960 --> 00:56:01,240
of stuff I want and now I can 
make it my own. 

972
00:56:01,240 --> 00:56:02,960
So that's that's it's really 
great. 

973
00:56:02,960 --> 00:56:06,520
I think if hex crawls are are 
broad strokes and you know then 

974
00:56:06,520 --> 00:56:08,800
like dungeon crawls and stuff 
are really for like the fine 

975
00:56:08,800 --> 00:56:10,800
painting. 
And I think I think you did a 

976
00:56:10,800 --> 00:56:12,520
really good job of of laying 
that out. 

977
00:56:12,520 --> 00:56:15,280
And especially when you read 
even even before you get to the 

978
00:56:15,280 --> 00:56:17,640
rule book, even just reading the
lower book, you get these like 

979
00:56:17,640 --> 00:56:20,600
really beautiful broad strokes 
through the early interest 

980
00:56:20,720 --> 00:56:23,360
introduction stuff even through 
like the character creation 

981
00:56:23,360 --> 00:56:25,960
tables and stuff like that. 
You really do feel like you fill

982
00:56:25,960 --> 00:56:32,160
in those vibes more than like 
the the specificity which is 

983
00:56:32,160 --> 00:56:37,600
which is really great, so. 
And I think a lot of that 

984
00:56:37,600 --> 00:56:42,880
comfort when I I started my 
interest in tabletop 

985
00:56:42,880 --> 00:56:46,560
role-playing games, it was 3.5 
and it felt like if there wasn't

986
00:56:46,560 --> 00:56:48,560
a rule for something like I 
couldn't do it. 

987
00:56:49,000 --> 00:56:51,600
Like how do I know what the 
monster is and and if I don't 

988
00:56:51,600 --> 00:56:55,040
have a stat for it like I can't,
am I going to make my own 

989
00:56:55,040 --> 00:56:57,040
monster? 
There was so much there already 

990
00:56:57,040 --> 00:57:01,480
that it felt like anything I did
was going to be wrong or like 

991
00:57:01,480 --> 00:57:07,520
horribly broken. 
So I I do think too one of the 

992
00:57:07,640 --> 00:57:12,360
sort of other goals was like the
the mini adventures being like a

993
00:57:12,360 --> 00:57:16,080
one shot kind of thing with like
little prep like hey just pop 

994
00:57:16,080 --> 00:57:19,720
this open, there's a map there's
all your NPCS it. 

995
00:57:19,720 --> 00:57:22,720
It's not very prescriptive on on
what happens and how the players

996
00:57:22,720 --> 00:57:26,280
engage with it. 
But these kind of building in 

997
00:57:26,760 --> 00:57:29,520
one shots and campaign play is 
something I really tried to 

998
00:57:29,520 --> 00:57:31,240
think about. 
And having these sort of little 

999
00:57:32,880 --> 00:57:35,600
mini modules that would be in 
both the setting book and the 

1000
00:57:35,640 --> 00:57:40,080
the Year 1 adventure bundle and 
and the introductory eventually 

1001
00:57:40,080 --> 00:57:42,480
being designed as a one shot. 
Just because I know how busy 

1002
00:57:42,480 --> 00:57:46,200
people are and and just how hard
it is to get a group of human 

1003
00:57:46,200 --> 00:57:51,040
beings together multiple times 
And also again with consumption 

1004
00:57:51,040 --> 00:57:53,280
everyone's buying RPGs right? 
So everyone has their system 

1005
00:57:53,280 --> 00:57:56,720
they want to play. 
So just creating experiences 

1006
00:57:56,720 --> 00:58:00,160
that would be self-contained and
interesting within a short 

1007
00:58:00,160 --> 00:58:04,520
amount of time. 
I mean, I really enjoy it. 

1008
00:58:04,640 --> 00:58:08,680
You definitely succeeded. 
It's, I don't know it's a great 

1009
00:58:08,680 --> 00:58:10,400
it's a great piece of content 
that you it's. 

1010
00:58:10,400 --> 00:58:11,400
A great plan. 
For. 

1011
00:58:14,280 --> 00:58:16,560
Us. 
So looking back on the 

1012
00:58:16,560 --> 00:58:20,640
Kickstarter and now that Cloud 
Empress is for a lot of people 

1013
00:58:20,640 --> 00:58:24,400
in our hands, and then it's 
gonna digitally start making its

1014
00:58:24,400 --> 00:58:27,600
way to drive through and stuff. 
Is there anything that you think

1015
00:58:27,920 --> 00:58:29,920
going back that you would 
change? 

1016
00:58:29,960 --> 00:58:32,200
Like if you could based on the 
resources and everything you 

1017
00:58:32,200 --> 00:58:35,440
had, knowing what you know now, 
would you have been like, oh, 

1018
00:58:35,440 --> 00:58:37,680
like I wish I would have done X 
instead of Y? 

1019
00:58:37,760 --> 00:58:41,480
Or are you pretty much like good
with decisions you made along 

1020
00:58:41,480 --> 00:58:43,720
the way? 
Like ideally like? 

1021
00:58:45,760 --> 00:58:50,960
I'm yeah, if if one of the 
variables changed, right. 

1022
00:58:50,960 --> 00:58:54,240
Like if time changed or money 
changed or those kinds of things

1023
00:58:54,240 --> 00:58:56,880
like there's some there's some 
space there that maybe I would 

1024
00:58:56,880 --> 00:59:03,920
make some different decisions. 
I it was a lot to pack. 

1025
00:59:05,360 --> 00:59:10,040
So did you have like? 
Like a multiple rooms full of 

1026
00:59:10,040 --> 00:59:13,800
boxes because I mean, well, it 
was like you were like 20,000 

1027
00:59:13,800 --> 00:59:14,680
items, right? 
It's like. 

1028
00:59:15,200 --> 00:59:19,760
Yeah, I had five, five or six 
full pallets in my basement and 

1029
00:59:19,760 --> 00:59:25,200
then like 5 or 6 just full 
shelving units full of foldable 

1030
00:59:25,200 --> 00:59:29,360
boxes. 
So I think like one I would 

1031
00:59:29,360 --> 00:59:35,320
have, I would have quoted. 
I think the other thing is, is 

1032
00:59:35,600 --> 00:59:40,120
OK, so this is probably not what
you're asking for, but I got 

1033
00:59:40,120 --> 00:59:44,560
some some shipping numbers that 
I thought like that's a really 

1034
00:59:44,560 --> 00:59:47,400
good shipping rate. 
Like I don't know how they're 

1035
00:59:47,400 --> 00:59:48,960
going to do that, but that 
sounds great. 

1036
00:59:49,040 --> 00:59:52,560
I would not take that number 
anymore like I would just I I I 

1037
00:59:52,560 --> 00:59:54,840
think I'm going to use my 
estimates on shipping from now 

1038
00:59:54,840 --> 00:59:57,640
on. 
Like this is what I think based 

1039
00:59:57,640 --> 01:00:01,000
on the weight it'll reasonably 
ship at the other thing. 

1040
01:00:02,000 --> 01:00:03,680
That I'm trying to do on future 
projects. 

1041
01:00:05,280 --> 01:00:07,480
I didn't. 
I've never had work like 

1042
01:00:07,480 --> 01:00:10,360
professionally edited before and
so I really understand the 

1043
01:00:10,360 --> 01:00:13,240
editing process in a way that I 
had just like no idea. 

1044
01:00:13,240 --> 01:00:16,960
I I I've had some friends that 
were editors in like the poetry 

1045
01:00:16,960 --> 01:00:19,960
world and that's just really 
different than the TTRPG world 

1046
01:00:20,440 --> 01:00:25,400
and so my expectations for 
editing and and I also was not 

1047
01:00:25,400 --> 01:00:27,800
planning to be the graphic 
designer for any of this stuff 

1048
01:00:27,800 --> 01:00:32,600
so that was like a like a couple
like 3 or 4 weeks before the 

1049
01:00:32,600 --> 01:00:35,840
Kickstarter was supposed to go 
live I lost my graphic designer 

1050
01:00:35,840 --> 01:00:38,920
for the project very suddenly 
and so I had to recreate a lot 

1051
01:00:38,920 --> 01:00:40,120
of work that they did and all 
this stuff. 

1052
01:00:40,120 --> 01:00:46,280
So all that's to say ideally I'd
like to have a pretty close to 

1053
01:00:46,280 --> 01:00:50,600
complete book done as I go into 
crowdfunding again to sort of 

1054
01:00:50,600 --> 01:00:54,280
minimize those risks. 
Again, that takes more resources

1055
01:00:54,280 --> 01:00:56,360
and that's one of the reasons 
I'm so grateful that the first 

1056
01:00:56,360 --> 01:01:00,600
project was a success. 
I the the work for the next 

1057
01:01:00,720 --> 01:01:04,800
campaign is well underway. 
And so I already have like a lot

1058
01:01:04,800 --> 01:01:07,400
of the art assets done. 
I have all the graphic design 

1059
01:01:07,400 --> 01:01:09,880
templates ready, the writings 
happening. 

1060
01:01:10,120 --> 01:01:13,680
So that's like one of the big 
things, fulfillment is so 

1061
01:01:14,760 --> 01:01:17,520
complicated and and one of the 
things as I mentioned earlier, 

1062
01:01:17,520 --> 01:01:22,160
one of the stress points was you
don't sign contracts at least I 

1063
01:01:22,160 --> 01:01:25,320
don't know many people that sign
contracts with folks doing 

1064
01:01:25,320 --> 01:01:29,000
fulfillment or shipping. 
So it's a very like word of 

1065
01:01:29,000 --> 01:01:31,600
mouth industry. 
And when you finally invoice, 

1066
01:01:31,600 --> 01:01:33,280
yeah that becomes sort of a 
contract. 

1067
01:01:33,280 --> 01:01:38,200
But folks business models and 
prices change in six months and 

1068
01:01:38,200 --> 01:01:40,280
three months. 
And so I think that's one of the

1069
01:01:40,280 --> 01:01:44,680
big things if I can get to a 
place where with the campaign 

1070
01:01:44,840 --> 01:01:47,440
I'm quoting somebody's shipping 
rate and we're going to ship it 

1071
01:01:47,440 --> 01:01:49,200
in three months. 
I mean that's really different 

1072
01:01:49,200 --> 01:01:52,520
than nine months in terms of 
what could you know, what those 

1073
01:01:52,520 --> 01:01:55,400
prices could be, who I might be 
partnering with and working with

1074
01:01:55,400 --> 01:01:58,840
and those kinds of things. 
So that's something just really 

1075
01:01:58,840 --> 01:02:00,600
front loading as much as 
possible. 

1076
01:02:00,800 --> 01:02:06,360
I think one thing it does lose 
is somebody like in the board 

1077
01:02:06,360 --> 01:02:09,440
game sphere that that I look up 
to it like Leader games who you 

1078
01:02:09,440 --> 01:02:11,720
might be familiar with. 
They publish Root and Oath and 

1079
01:02:11,720 --> 01:02:13,480
some really fantastic games 
called Whirly. 

1080
01:02:14,560 --> 01:02:18,640
They really take a like 
participatory development route,

1081
01:02:18,640 --> 01:02:21,400
like they don't have it fully 
done and they work sort of with 

1082
01:02:21,440 --> 01:02:24,280
audience feedback along the way.
So I think that's one thing I 

1083
01:02:24,280 --> 01:02:28,360
lose a little bit of is that you
sort of lock into your 

1084
01:02:28,800 --> 01:02:33,760
development path. 
Like I'm going on my gut and 

1085
01:02:33,760 --> 01:02:35,840
some early feedback for what 
we're doing for the next 

1086
01:02:35,840 --> 01:02:37,360
project. 
But it's not like I have a big 

1087
01:02:37,360 --> 01:02:39,720
chunk of reviews that I can sort
of look at and listen to. 

1088
01:02:41,600 --> 01:02:47,600
But I think that that for a 
number of reasons solidifies 

1089
01:02:47,600 --> 01:02:50,560
that positive backer experience 
and also makes it look just 

1090
01:02:50,560 --> 01:02:54,160
more. 
I don't want to lose my house. 

1091
01:02:54,160 --> 01:02:57,200
Like, I mean, I mean, you know, 
I have some business protections

1092
01:02:57,200 --> 01:03:01,920
to that, but but it's really 
scary to think that like 

1093
01:03:01,920 --> 01:03:04,600
anything, I mean, I heard this 
about just applying for jobs. 

1094
01:03:05,160 --> 01:03:07,880
The most important thing we have
is our name and our reputation. 

1095
01:03:08,240 --> 01:03:11,440
And so it's like every single 
time you go up for one of these 

1096
01:03:11,440 --> 01:03:14,480
projects, your entire reputation
and future in the industry is at

1097
01:03:14,480 --> 01:03:16,600
stake. 
And so that's a lot. 

1098
01:03:17,520 --> 01:03:19,720
So to minimize that as much as 
possible. 

1099
01:03:19,720 --> 01:03:23,080
And I know people you can 
rebuild trust and I know people 

1100
01:03:24,880 --> 01:03:27,840
you know are forgiving of honest
mistakes and and problems that 

1101
01:03:27,840 --> 01:03:30,320
are unforeseen. 
But especially during the 

1102
01:03:30,320 --> 01:03:34,920
pandemic with a lot of these 
situations where people have to 

1103
01:03:34,920 --> 01:03:36,400
come back and ask for more 
money. 

1104
01:03:36,400 --> 01:03:39,800
I mean that's just so I 
understand why they do it. 

1105
01:03:39,800 --> 01:03:42,040
It just seems like such a 
horrible experience for everyone

1106
01:03:42,040 --> 01:03:44,400
involved and you get people 
saying like they're blackmailing

1107
01:03:44,400 --> 01:03:49,760
me for my game and yeah, it just
like just what a bad situation 

1108
01:03:49,760 --> 01:03:52,440
to be in for everyone involved. 
It just so I think that's the 

1109
01:03:52,440 --> 01:03:55,040
big thing too. 
I do this because I'm passionate

1110
01:03:55,040 --> 01:03:57,640
about the art I'm making and I'm
passionate about the community 

1111
01:03:57,640 --> 01:04:00,640
that I participate in. 
So I really try to. 

1112
01:04:00,640 --> 01:04:03,320
I don't want to turn into like 
the worst experience of my life.

1113
01:04:04,160 --> 01:04:07,800
So that I think that's the. 
In summary, I'm really front 

1114
01:04:07,800 --> 01:04:10,280
loading a little bit more of the
campaign with some of my more 

1115
01:04:10,680 --> 01:04:12,800
and I have more funds than out 
of Commission. 

1116
01:04:12,800 --> 01:04:16,440
A lot of the artwork in advance,
there was maybe 20 pieces of art

1117
01:04:16,440 --> 01:04:20,800
that I still needed to do and I 
think the the added benefit is 

1118
01:04:20,800 --> 01:04:24,440
that I can sort of keep the art 
team like funded over a longer 

1119
01:04:24,440 --> 01:04:28,680
period of time, which is cool. 
Yeah, I mean so. 

1120
01:04:28,800 --> 01:04:30,240
You would change nothing is what
I'm kidding. 

1121
01:04:30,240 --> 01:04:33,280
Yeah, nothing too big, just you 
just learned a lot for the next 

1122
01:04:33,280 --> 01:04:36,200
one is what it sounds like. 
I mean, again, it, it just 

1123
01:04:36,200 --> 01:04:38,680
sounds like you did just a 
fantastic job of managing this 

1124
01:04:38,680 --> 01:04:41,040
entire project, which is really,
which is really great to see 

1125
01:04:41,040 --> 01:04:44,040
because it turned it into 
something that's absolutely 

1126
01:04:44,040 --> 01:04:46,440
gorgeous, so. 
You know, yeah, yeah. 

1127
01:04:46,440 --> 01:04:49,320
I'm really happy with that came 
out and you know there's little 

1128
01:04:49,320 --> 01:04:56,320
things that you know really 
minor stuff that you know really

1129
01:04:56,320 --> 01:04:58,640
little stuff. 
But you know I'm I'm I I have 

1130
01:04:58,640 --> 01:05:04,360
perfectionist tendencies but I'm
really happy with it and and I I

1131
01:05:04,360 --> 01:05:09,040
think ultimately there's sort of
a beating heart to the game that

1132
01:05:09,040 --> 01:05:13,880
I think we were able to I was 
able to keep or or we were able 

1133
01:05:13,880 --> 01:05:16,560
to bring together through the 
art the graphic design and and 

1134
01:05:16,800 --> 01:05:19,400
people are like getting that. 
It was amazing to hear. 

1135
01:05:21,440 --> 01:05:25,680
There's an NPC in the setting 
book called Spike Head who's a 

1136
01:05:26,960 --> 01:05:34,240
like, like, I mean he's a like 
corpse that's become a a 

1137
01:05:34,240 --> 01:05:38,600
sentient fungus being and and in
in our discord there there are 

1138
01:05:38,600 --> 01:05:41,840
people like I love Spike Head 
and it was it felt like all 

1139
01:05:41,840 --> 01:05:43,880
these people, Oh my gosh, Spike 
Head's my fave. 

1140
01:05:43,880 --> 01:05:48,440
And it was so cool. 
It felt like meeting somebody 

1141
01:05:48,600 --> 01:05:51,080
like a Co worker, knowing the 
same person at college, it's 

1142
01:05:51,080 --> 01:05:54,720
like Oh my gosh, I I spent like 
2 years with this character. 

1143
01:05:54,720 --> 01:05:56,200
I spent a year and a half with 
this character. 

1144
01:05:56,200 --> 01:05:59,120
Like, you know them too and and 
that's the the really cool thing

1145
01:05:59,120 --> 01:06:05,240
about building setting books in 
particulars is this like shared 

1146
01:06:05,240 --> 01:06:08,040
universe and this shared, I 
don't know. 

1147
01:06:08,480 --> 01:06:10,920
And and people like picking up 
on some of the stuff that I was 

1148
01:06:10,920 --> 01:06:11,640
trying. 
I don't know. 

1149
01:06:11,640 --> 01:06:13,720
It's just like, oh you found 
this character endearing. 

1150
01:06:13,720 --> 01:06:15,360
Like I found them very endearing
as well. 

1151
01:06:15,400 --> 01:06:18,000
Like, that's awesome that that 
we're having that shared 

1152
01:06:18,000 --> 01:06:21,480
experience, that that stuff's 
really amazing to me. 

1153
01:06:22,200 --> 01:06:25,800
Yeah, I was describing this to 
Ryan and somebody else was like,

1154
01:06:25,800 --> 01:06:28,840
there's like this, this. 
The project has really great 

1155
01:06:28,840 --> 01:06:30,120
bones to it. 
You know what? 

1156
01:06:30,120 --> 01:06:34,080
There's this really amazing 
foundation of something like 

1157
01:06:34,080 --> 01:06:35,800
genuinely meaningful as like a 
table. 

1158
01:06:35,800 --> 01:06:39,480
Like, I'm very excited to sit 
down and actually play this with

1159
01:06:39,480 --> 01:06:42,320
my table. 
If I could ever get three adults

1160
01:06:42,320 --> 01:06:46,760
to sit down in the same room 
with me, you know, three adults 

1161
01:06:46,760 --> 01:06:53,040
that live with me but very 
stoked for it and for, like, 

1162
01:06:53,040 --> 01:06:57,160
future stuff. 
Well that's big is is there's 

1163
01:06:57,160 --> 01:07:00,560
there's it's fantastic to see 
someone make something and then 

1164
01:07:00,560 --> 01:07:04,120
be like yes, you're going to get
more because like it. 

1165
01:07:04,360 --> 01:07:07,440
You know a lot of people make a 
lot of like games and then make 

1166
01:07:07,440 --> 01:07:08,960
another game and then make 
another game because they love 

1167
01:07:08,960 --> 01:07:11,480
making games. 
But I it's really enjoyable and 

1168
01:07:11,480 --> 01:07:14,280
we've seen it more lately where 
people make something fantastic 

1169
01:07:14,280 --> 01:07:16,880
and go yes, like I like this is 
what I'm doing. 

1170
01:07:16,880 --> 01:07:18,440
You'll get more of this. 
I enjoy this. 

1171
01:07:18,440 --> 01:07:20,280
This is what you get. 
So the fact that we're getting 

1172
01:07:20,280 --> 01:07:22,520
more of it, so like what what 
You've talked a little bit about

1173
01:07:22,520 --> 01:07:26,200
what's on the horizon 
specifically are you, are you, 

1174
01:07:26,480 --> 01:07:28,600
could you talk about like what, 
what, what, what's coming next? 

1175
01:07:29,440 --> 01:07:32,880
Yeah. 
So again, with front loading in 

1176
01:07:32,880 --> 01:07:38,400
mind, I'm trying to let the pace
of our work and what we can 

1177
01:07:38,400 --> 01:07:41,040
complete sort of dictate when 
that project will show up. 

1178
01:07:41,040 --> 01:07:44,960
But ideally, Spring 2024 we'll 
have the next Kickstarter 

1179
01:07:44,960 --> 01:07:49,360
campaign we'll be announcing. 
So now that people are getting I

1180
01:07:49,360 --> 01:07:52,080
find people are find it 
obnoxious when you're announcing

1181
01:07:52,080 --> 01:07:53,800
projects when not everyone has 
their games in hand. 

1182
01:07:53,800 --> 01:07:56,160
So we'll be doing more formal 
announcements over the next 

1183
01:07:56,160 --> 01:08:00,320
couple months, but there will be
two new setting books, one 

1184
01:08:00,320 --> 01:08:02,560
called The Land of the Living 
and the other called The Land of

1185
01:08:02,560 --> 01:08:08,800
the Dead. 
One is a overgrown Spore Garden 

1186
01:08:09,120 --> 01:08:15,320
setting and the other is a ashen
Wasteland that that we sort of 

1187
01:08:15,320 --> 01:08:18,960
teased and then had to remove 
from the original Kickstarter 

1188
01:08:18,960 --> 01:08:20,840
due to space. 
So that'll be making its 

1189
01:08:21,200 --> 01:08:25,680
appearance. 
So those are planned for spring 

1190
01:08:25,680 --> 01:08:30,040
with some additional like books.
One of the things I'm I'm, I 

1191
01:08:30,040 --> 01:08:34,560
don't know how it'll figure into
the project but Christian Meek 

1192
01:08:34,560 --> 01:08:38,920
Castle who you've mentioned kind
of got me under the idea of of 

1193
01:08:38,960 --> 01:08:44,600
making the newsletter releasing 
sort of an annual Cloud Empress 

1194
01:08:44,600 --> 01:08:48,120
newsletter publication. 
So all of the the expansion 

1195
01:08:48,120 --> 01:08:51,520
content, the monthly expansion 
newsletter content will show up 

1196
01:08:51,520 --> 01:08:53,319
in some form in some way. 
Yeah there you go. 

1197
01:08:54,000 --> 01:08:56,000
So that's the idea with. 
Minds in the mail. 

1198
01:08:56,479 --> 01:08:59,200
If you if you look at the 
newsletter, it it's already sort

1199
01:08:59,200 --> 01:09:00,640
of in layout. 
It's not perfect. 

1200
01:09:00,640 --> 01:09:02,640
We need to do proofreading and 
some other stuff. 

1201
01:09:03,479 --> 01:09:06,359
But designing these expansions 
one month at a time with the 

1202
01:09:06,359 --> 01:09:12,840
idea of one of the things I'm 
really keen on is making the 

1203
01:09:12,840 --> 01:09:17,439
print experience the core of 
what what I'm doing. 

1204
01:09:17,840 --> 01:09:20,600
So really trying to to have 
things that are released 

1205
01:09:20,600 --> 01:09:24,479
digitally also come in to print 
because of the tactile 

1206
01:09:24,479 --> 01:09:30,200
experience and and I think 
people like I don't know, people

1207
01:09:30,200 --> 01:09:33,399
like books, I like books. 
So that's sort of the. 

1208
01:09:33,479 --> 01:09:35,840
The core experience. 
I'm not a fan, you know, I don't

1209
01:09:35,840 --> 01:09:41,279
really like. 
That much so the the other yeah 

1210
01:09:41,279 --> 01:09:43,520
cool piece and then there'll be 
this sort of introductory 

1211
01:09:43,520 --> 01:09:45,640
adventure I'm writing. 
So I don't know how that'll all 

1212
01:09:46,319 --> 01:09:49,479
come together into AI, don't 
know what pieces they'll go 

1213
01:09:49,479 --> 01:09:52,439
where and and how the the 
crowdfunding stuff has to come 

1214
01:09:52,439 --> 01:09:55,560
together for for a like overall 
product and pledge level. 

1215
01:09:55,560 --> 01:10:01,560
But that's sort of the the idea 
for spring of 2024 and again I 

1216
01:10:01,560 --> 01:10:06,360
think I've shared in some places
it's it's frustrating and really

1217
01:10:06,360 --> 01:10:08,720
enjoyable. 
I think I have like maybe five 

1218
01:10:08,720 --> 01:10:11,760
years of content sort of planned
in different book forms and 

1219
01:10:14,600 --> 01:10:18,520
there's some thoughtfulness I 
I'm trying not to do JJ Abrams 

1220
01:10:18,520 --> 01:10:21,240
like mystery box on everything. 
So there is there's like a lot 

1221
01:10:21,240 --> 01:10:25,280
of if there is a mystery that 
you sort of pick up on in many 

1222
01:10:25,280 --> 01:10:29,040
cases, I want to try to 
introduce maybe not the answer, 

1223
01:10:29,040 --> 01:10:31,800
but a a space to play in those 
mysteries that are sort of 

1224
01:10:31,800 --> 01:10:34,760
pointed at in the current 
releases. 

1225
01:10:36,280 --> 01:10:39,720
This might be too forward 
thinking because the project 

1226
01:10:39,720 --> 01:10:46,000
just came out. 
Do you have any like desire or 

1227
01:10:46,000 --> 01:10:49,360
do you see any space for there 
to be like a cloud Empress like 

1228
01:10:49,360 --> 01:10:53,680
second edition or whatever where
it like where it expands upon 

1229
01:10:53,680 --> 01:11:01,600
itself within the rules? 
Yes, I think I'm, I'm a future 

1230
01:11:01,600 --> 01:11:02,440
thinker. 
Right. 

1231
01:11:02,440 --> 01:11:07,800
So what does Cloud Empress look 
like in 10 years is something I 

1232
01:11:07,800 --> 01:11:11,600
think about who knows what 
planet Earth will be like in 10 

1233
01:11:11,600 --> 01:11:18,040
years, But I think that's what 
successful RPGs do. 

1234
01:11:18,880 --> 01:11:25,360
They update editions every, I 
don't know what, 710 years, 

1235
01:11:25,360 --> 01:11:30,280
something like that. 
I think there needs to be a good

1236
01:11:30,280 --> 01:11:35,040
reason for that. 
So I I have thought about, I 

1237
01:11:35,040 --> 01:11:38,040
think Mothership is is really 
the model that I'm working 

1238
01:11:38,040 --> 01:11:42,920
under. 
So Mothership started with with 

1239
01:11:42,920 --> 01:11:46,760
a free rule book, right? 
A free rule book that you could 

1240
01:11:46,760 --> 01:11:51,200
get and and staple bound scenes 
and and that kind of stuff. 

1241
01:11:51,200 --> 01:11:53,680
So I'd love to see at some point
like a box set. 

1242
01:11:54,440 --> 01:11:59,320
I don't know, I was like I think
it's too weird to go on to 

1243
01:11:59,320 --> 01:12:02,440
Target or like you know mass 
retail or something like that. 

1244
01:12:02,440 --> 01:12:06,080
But I'd love to see like a box 
set to try to capture a more new

1245
01:12:06,080 --> 01:12:09,000
player friendly experience and 
maybe there could be pre gens 

1246
01:12:09,000 --> 01:12:12,560
and those kinds of things. 
One thing I am really keen on 

1247
01:12:12,560 --> 01:12:19,640
though and and really mindful of
is I am really frustrated when 

1248
01:12:21,560 --> 01:12:23,200
additions are too close 
together. 

1249
01:12:23,680 --> 01:12:25,920
So when somebody comes out with 
something, I really like it. 

1250
01:12:25,920 --> 01:12:29,880
And then I'll give you an 
example from the board game 

1251
01:12:29,880 --> 01:12:31,760
world. 
There's this new board game 

1252
01:12:31,760 --> 01:12:35,800
called Doom Uprising. 
So Dune Imperium is a really fun

1253
01:12:35,800 --> 01:12:37,240
game. 
There's a bunch of expansions 

1254
01:12:37,240 --> 01:12:40,040
and they release Dune Uprising 
and it has. 

1255
01:12:40,080 --> 01:12:43,920
It's sort of like a it people 
feel like it's a 1.52 edition 

1256
01:12:44,360 --> 01:12:46,440
for a game people have already 
spent a lot of money on. 

1257
01:12:47,000 --> 01:12:49,280
As time's coming out, it's it 
seems like it is more of a 

1258
01:12:49,280 --> 01:12:53,800
different gameplay experience, 
but I think it gets back to that

1259
01:12:53,800 --> 01:12:59,960
like trust and thoughtfulness 
about where people's money go 

1260
01:13:00,480 --> 01:13:04,120
goes like I don't want to be 
releasing something that I know 

1261
01:13:04,120 --> 01:13:06,680
is going to become obsolete in 
like 2 years, right? 

1262
01:13:06,680 --> 01:13:11,120
I mean, who knows what the 
future brings, But I'm always 

1263
01:13:11,120 --> 01:13:13,200
looking at like how to make play
easier. 

1264
01:13:15,120 --> 01:13:19,960
And the other piece too is I 
know Sean McCoy and and Tuesday 

1265
01:13:19,960 --> 01:13:25,560
night games they have larger 
plans for like mothership as a 

1266
01:13:25,920 --> 01:13:30,280
from what I understand shaping 
that in to be more of a setting 

1267
01:13:30,280 --> 01:13:34,360
that that has some kind of 
semblance across products. 

1268
01:13:34,680 --> 01:13:36,080
I don't know what that will look
like. 

1269
01:13:36,080 --> 01:13:40,640
I know they're talking about the
panic engine as a way to expand 

1270
01:13:41,240 --> 01:13:46,600
the D100 panic system with with 
their own lines and stuff like 

1271
01:13:46,600 --> 01:13:49,400
that. 
So I don't know if Cloud Empress

1272
01:13:49,400 --> 01:13:52,520
will always always be like 
Mothership. 

1273
01:13:53,360 --> 01:13:57,840
I don't know you know they I TKG
has the keys to some of the 

1274
01:13:57,840 --> 01:14:01,280
things that the the brand you 
know some of the like licensing 

1275
01:14:01,520 --> 01:14:05,240
is TKG related. 
And so I don't know how that'll 

1276
01:14:05,240 --> 01:14:08,600
all develop and and that could 
potentially necessitate some 

1277
01:14:08,600 --> 01:14:11,960
changes in terms of like what 
things are called or look like. 

1278
01:14:13,240 --> 01:14:14,480
So those are. 
I don't know. 

1279
01:14:14,480 --> 01:14:19,480
I I I think if a game is 
successful I think it it one 

1280
01:14:19,480 --> 01:14:25,960
should plan on having future 
editions to improve content and 

1281
01:14:25,960 --> 01:14:33,840
and but the other thing I'll say
is maybe this is like I don't 

1282
01:14:33,840 --> 01:14:35,160
know. 
I don't know how this sounds but

1283
01:14:35,240 --> 01:14:38,680
one of the things I think about 
is like releasing a lot of a lot

1284
01:14:38,680 --> 01:14:42,400
of books like a ton of books but
then not having this expectation

1285
01:14:42,400 --> 01:14:43,800
of keeping them in print 
forever. 

1286
01:14:44,360 --> 01:14:46,160
I think digitally making them 
available. 

1287
01:14:46,160 --> 01:14:49,560
But also just like exploring 
projects with a lot of different

1288
01:14:49,560 --> 01:14:52,360
creators and not feeling the 
pressure to create like this 

1289
01:14:52,360 --> 01:14:56,400
product line that's like 50 
books that I need to print every

1290
01:14:56,400 --> 01:14:58,200
couple years, right. 
So I think that's the other 

1291
01:14:58,200 --> 01:15:02,600
thing they think about is making
a really wide product line and 

1292
01:15:02,640 --> 01:15:05,560
keeping you know some books 
always in print that are sort of

1293
01:15:05,560 --> 01:15:09,560
part of this core experience. 
But then maybe like print on 

1294
01:15:09,560 --> 01:15:12,160
demand or print at home or those
kinds of things for some of the 

1295
01:15:12,160 --> 01:15:15,200
supplemental products that could
be more seasonal or or just sort

1296
01:15:15,200 --> 01:15:17,960
of a A1 time release thing that 
makes some of these crowdfunding

1297
01:15:17,960 --> 01:15:19,360
campaigns a little bit more 
exciting. 

1298
01:15:19,880 --> 01:15:23,640
Yeah, I I love that stuff. 
I love when you find something 

1299
01:15:23,640 --> 01:15:26,240
that only had like a hundred, a 
hundred of them printed or 

1300
01:15:26,240 --> 01:15:29,000
something like that. 
Like there's like a feeling 

1301
01:15:29,000 --> 01:15:31,240
like, I don't know. 
To me, I mean, I have a whole 

1302
01:15:31,240 --> 01:15:34,760
shelf of that stuff here, but 
like to me it feels like got 

1303
01:15:34,760 --> 01:15:36,720
like an artifact of the game, 
you know what I mean? 

1304
01:15:36,720 --> 01:15:39,920
And it feels like a really 
important piece when it's not 

1305
01:15:39,920 --> 01:15:41,920
something that I could just go 
to Target and pick up or 

1306
01:15:41,920 --> 01:15:44,120
whatever. 
So I really love those kind of 

1307
01:15:44,120 --> 01:15:46,680
releases, so that would be 
really neat. 

1308
01:15:47,440 --> 01:15:49,680
My whole thing is we just want 
more cloud, Empress so. 

1309
01:15:52,040 --> 01:15:55,120
Well and you talked about the 
free book too like so you So 

1310
01:15:55,120 --> 01:15:58,840
what all of cloud Empress is 
going to be free online and kind

1311
01:15:58,840 --> 01:16:01,400
of like what is your we we've 
kind of talked around it a 

1312
01:16:01,400 --> 01:16:04,600
bunch, but like why specifically
have you decided to make the 

1313
01:16:04,600 --> 01:16:07,800
parts of it just available for 
everyone that you that you that 

1314
01:16:07,800 --> 01:16:12,960
you are? 
The the easy answer is that 

1315
01:16:12,960 --> 01:16:15,560
Mothership had a ton of success 
making their role look free. 

1316
01:16:15,560 --> 01:16:19,680
So that's like the first thing 
is, is me observing my peers who

1317
01:16:19,680 --> 01:16:22,560
are a little bit down the road, 
who have been really successful.

1318
01:16:25,000 --> 01:16:27,960
The why do I think it's a good 
idea. 

1319
01:16:28,480 --> 01:16:35,600
It's not just an imitation. 
The first thing is existing in a

1320
01:16:35,600 --> 01:16:40,480
world with piracy. 
The the gameplay experience too.

1321
01:16:40,480 --> 01:16:44,560
I think it's really helpful for 
having like players around the 

1322
01:16:44,560 --> 01:16:48,520
table all have a copy of this, 
whether that's APDF, whether 

1323
01:16:48,520 --> 01:16:52,440
that's a a print on your 
printer, whether that's buying a

1324
01:16:52,440 --> 01:16:55,240
print copy, depending on what 
kind of experience you want to 

1325
01:16:55,240 --> 01:16:57,160
have. 
The other thing I think about is

1326
01:16:58,720 --> 01:17:03,560
cloud and persist. 
You know I'm we're creator we 

1327
01:17:03,560 --> 01:17:06,520
have a lot of the team is is 
we're creators and and 

1328
01:17:06,520 --> 01:17:10,360
marginalized folks and so making
a product that's financially 

1329
01:17:10,360 --> 01:17:15,840
accessible to everyone but also 
trying to think about the so not

1330
01:17:15,840 --> 01:17:18,640
everything's free right But a 
lot of it the introductory 

1331
01:17:18,640 --> 01:17:23,240
adventure and the the the rule 
book are free as a way to just 

1332
01:17:23,240 --> 01:17:26,640
make it accessible to a lot of 
different folks felt important 

1333
01:17:26,640 --> 01:17:34,280
to me and and not RPGs are like 
luxury items so but they they 

1334
01:17:34,280 --> 01:17:39,400
speak to experiences that are 
really vital to humanity I think

1335
01:17:39,400 --> 01:17:46,040
and I think play is is really 
vital to surviving the 

1336
01:17:46,040 --> 01:17:50,320
difficulties we face on an 
everyday basis and existentially

1337
01:17:50,320 --> 01:17:52,240
as human beings. 
So I I don't I wouldn't want to 

1338
01:17:52,240 --> 01:17:55,680
like deprive that of folks on if
I can play some part in that. 

1339
01:17:58,280 --> 01:18:01,000
So I think that's the I mean and
then I think the other piece 

1340
01:18:01,000 --> 01:18:06,000
just from I I always hate to go 
to this place too but well maybe

1341
01:18:06,000 --> 01:18:08,360
it's not so negative. 
I mean part of it is a financial

1342
01:18:08,360 --> 01:18:14,240
decision in that Sean had me on 
his newsletter before the 

1343
01:18:14,240 --> 01:18:18,920
Kickstarter campaign went on and
we talked a little bit about how

1344
01:18:18,920 --> 01:18:21,600
consoles will sell their you 
know, they'll lose $50 on a 

1345
01:18:21,600 --> 01:18:25,040
console because you're hopefully
helping someone see the benefit 

1346
01:18:25,040 --> 01:18:28,840
or the the joy of having this 
system in their lives or so I 

1347
01:18:28,840 --> 01:18:29,880
think they're called loss 
leaders. 

1348
01:18:29,880 --> 01:18:33,400
So that's the other piece too is
that someone might grab the book

1349
01:18:33,480 --> 01:18:36,000
and then purchase some of the 
supplemental products if they 

1350
01:18:36,000 --> 01:18:40,560
want to support me and you know 
try things out. 

1351
01:18:40,600 --> 01:18:48,160
I think the other piece too is 
my hope is I really want to help

1352
01:18:48,160 --> 01:18:52,840
people create realistic 
expectations about what I'm 

1353
01:18:52,840 --> 01:18:55,680
doing so they can pop this open 
and see what it's like. 

1354
01:18:56,280 --> 01:19:00,400
And if the writing style, if the
vibe is, is what they're looking

1355
01:19:00,400 --> 01:19:05,560
for, if the the rules are are 
kind of there, yeah, then they 

1356
01:19:05,560 --> 01:19:07,280
they might enjoy some of the 
other content. 

1357
01:19:07,520 --> 01:19:10,320
But if they don't like it, then 
they don't have to like invest 

1358
01:19:10,320 --> 01:19:13,120
their money in that or or 
participate in a crowdfunding 

1359
01:19:13,120 --> 01:19:17,120
campaign, something like that. 
Yeah, I mean, I think that's 

1360
01:19:17,120 --> 01:19:21,440
such a good idea when again, as 
someone who backs a ton of 

1361
01:19:21,440 --> 01:19:24,920
crowdfunding projects and also 
is in the space and all the 

1362
01:19:24,920 --> 01:19:27,600
social medias and stuff, a lot 
of the projects that I see 

1363
01:19:28,600 --> 01:19:32,480
really successful are ones that 
do put out stuff that you can 

1364
01:19:32,480 --> 01:19:35,280
see beforehand. 
If I know nothing about your 

1365
01:19:35,280 --> 01:19:38,240
game, I'm less likely. 
But if there's like a free quick

1366
01:19:38,240 --> 01:19:41,160
start or a free roll book or an 
Ash can or something like that 

1367
01:19:41,160 --> 01:19:43,400
where I'm like, oh, this part 
intrigues me, that part 

1368
01:19:43,400 --> 01:19:45,560
intrigues me. 
Like I'm definitely much more 

1369
01:19:45,560 --> 01:19:51,240
likely to to buy in on it. 
So even just from the financial 

1370
01:19:51,240 --> 01:19:53,960
standpoint, I think it makes so 
much sense to just be like here 

1371
01:19:53,960 --> 01:19:59,720
is the rule book but also here's
like 8 adventures too is a great

1372
01:19:59,720 --> 01:20:01,760
piece. 
But even yeah, like you said, 

1373
01:20:01,760 --> 01:20:04,120
it's basically like having a 
permanent community copies up 

1374
01:20:04,120 --> 01:20:06,200
that they do on it. 
And it's really nice for those 

1375
01:20:06,200 --> 01:20:08,200
people that might not be able to
afford it but want to play it, 

1376
01:20:08,400 --> 01:20:10,440
but might be able to maybe 
afford one of the adventures 

1377
01:20:10,440 --> 01:20:12,720
later or this or that to be able
to have that access to it, which

1378
01:20:12,720 --> 01:20:15,560
is fantastic and it just feels 
like it fits into your. 

1379
01:20:16,160 --> 01:20:20,480
Your corporate brand, to just be
like a nice person who wants to 

1380
01:20:21,160 --> 01:20:24,720
to have people have great 
experiences so you know it's 

1381
01:20:24,720 --> 01:20:27,600
it's all around. 
I don't know what to say. 

1382
01:20:27,600 --> 01:20:30,000
Besides a good job like this is 
one of the most positive 

1383
01:20:30,000 --> 01:20:32,880
experiences with the Kickstarter
that I've had absolutely 

1384
01:20:33,520 --> 01:20:36,680
including like how much I enjoy 
the game too and I just like all

1385
01:20:36,680 --> 01:20:38,640
the like the back end stuff and 
like the production stuff. 

1386
01:20:38,640 --> 01:20:40,960
So I I think you did an 
absolutely fantastic job and I 

1387
01:20:40,960 --> 01:20:43,200
would definitely encourage 
people that want to do 

1388
01:20:43,200 --> 01:20:47,080
Kickstarters and and projects to
really look to cloud. 

1389
01:20:47,080 --> 01:20:51,360
Inverse is like a a good example
of like what to what to strive 

1390
01:20:51,360 --> 01:20:54,480
for. 
Yeah, and I I mean, if there are

1391
01:20:54,480 --> 01:20:58,840
folks out there who are thinking
about crowdfunding something, I 

1392
01:20:58,840 --> 01:21:02,280
mean, reach out to me. 
I don't know. 

1393
01:21:02,280 --> 01:21:04,480
I don't know how much advice and
help I can give, but I'm, I'm 

1394
01:21:04,480 --> 01:21:07,280
always happy to talk to other 
creators about the work they're 

1395
01:21:07,280 --> 01:21:10,680
doing. 
And yeah, I don't know. 

1396
01:21:10,680 --> 01:21:12,600
And there's a lot of free 
resources out there. 

1397
01:21:12,880 --> 01:21:16,800
Like I said, Jamie Stegmeyer 
from Stonemeyer Games really 

1398
01:21:17,200 --> 01:21:20,160
wrote the book on on 
crowdfunding board games, and 

1399
01:21:20,680 --> 01:21:22,520
they're not doing crowdfunding 
campaigns anymore. 

1400
01:21:22,520 --> 01:21:25,240
But I think a lot of their their
resources are still very 

1401
01:21:25,240 --> 01:21:31,040
relevant. 
So Speaking of the the free rule

1402
01:21:31,040 --> 01:21:34,240
book, like where can people 
actually find like the rule book

1403
01:21:34,240 --> 01:21:36,600
and any of the updates for like 
their stuff that's coming out 

1404
01:21:36,600 --> 01:21:38,680
and and and all the rest of 
that, like where can people 

1405
01:21:38,680 --> 01:21:41,840
actually get Cloud Empress now 
or in the near future? 

1406
01:21:42,800 --> 01:21:46,200
The easiest place to probably 
remember off hand is Cloud 

1407
01:21:46,200 --> 01:21:52,640
empress.com that has a 
collection of of what books are 

1408
01:21:52,640 --> 01:21:55,080
out. 
It has digital resources. 

1409
01:21:55,520 --> 01:22:00,000
We're also I'll just make a 
quick plug for four more days, 

1410
01:22:00,000 --> 01:22:02,400
December 15th. 
Apologies if you're not 

1411
01:22:02,400 --> 01:22:04,480
listening to this. 
You know, if you're listening to

1412
01:22:04,480 --> 01:22:08,520
this later but we're doing a one
of the stretch goals from the 

1413
01:22:08,520 --> 01:22:11,920
project was to create a cloud 
Empress creators grant. 

1414
01:22:11,920 --> 01:22:16,840
So we're giving away, you know, 
moderately small amount of money

1415
01:22:16,840 --> 01:22:21,120
but but money that I think would
really help some creators create

1416
01:22:21,200 --> 01:22:23,600
something in the cloud Empress 
universe that they can then 

1417
01:22:23,800 --> 01:22:25,560
monetize or do whatever they 
want with. 

1418
01:22:25,560 --> 01:22:28,560
It's just sort of a fund to help
support their labor or or 

1419
01:22:28,560 --> 01:22:31,480
create, you know purchase 
artwork, those kinds of things. 

1420
01:22:31,480 --> 01:22:33,960
So that information is on there 
and that's something I'm hoping 

1421
01:22:33,960 --> 01:22:36,880
to do on a recurring basis 
depending on future crowdfunding

1422
01:22:36,880 --> 01:22:40,800
success. 
So cloud empress.com, all of the

1423
01:22:40,840 --> 01:22:43,600
the digital files. 
I think my current plan is that 

1424
01:22:43,600 --> 01:22:46,920
they'll be available on Drive 
through RPG, although if you buy

1425
01:22:46,920 --> 01:22:52,400
the physical books from a number
of planning on retail dropping 

1426
01:22:52,400 --> 01:22:56,200
around January, February, 
ideally most of those will also 

1427
01:22:56,200 --> 01:22:57,560
come with the digital files as 
well. 

1428
01:22:57,560 --> 01:23:02,040
But if you're looking for the 
something right now the rule 

1429
01:23:02,040 --> 01:23:06,240
books free on drive through RPG 
as well as the the introductory 

1430
01:23:06,240 --> 01:23:08,960
Adventure and then you can 
purchase the setting book and 

1431
01:23:08,960 --> 01:23:10,360
the year 1 adventure bundle 
there. 

1432
01:23:12,800 --> 01:23:14,840
Highly recommend. 
I mean I guess the the other 

1433
01:23:14,840 --> 01:23:17,920
piece is the the sub stack I 
mentioned but you can subscribe.

1434
01:23:18,200 --> 01:23:22,200
I'm on sub stack but you can 
also subscribe to my newsletter 

1435
01:23:22,280 --> 01:23:24,480
on the cloud empress.com 
website. 

1436
01:23:24,680 --> 01:23:28,440
But as I mentioned I try to do 
like a one to two page spread 

1437
01:23:28,440 --> 01:23:32,520
every month with free expansion 
content with with artwork and 

1438
01:23:32,520 --> 01:23:35,000
and try to make it look pretty 
polished and exciting for folks.

1439
01:23:36,960 --> 01:23:40,200
I'm I'm definitely excited for 
the the future annual cause 

1440
01:23:40,200 --> 01:23:44,120
Christian did a fantastic job at
this and I I I can I can see why

1441
01:23:44,120 --> 01:23:49,720
he really encouraged you to to 
do one of your own it's a it's a

1442
01:23:49,720 --> 01:23:54,520
cool little piece of of of bits 
and bobs and it's nice to have 

1443
01:23:54,520 --> 01:23:55,840
something like that at the table
so. 

1444
01:23:57,240 --> 01:24:00,480
Yeah and there's so many 
newsletters right now and and 

1445
01:24:02,120 --> 01:24:07,880
you know I and and it's it's how
do we make it worth your while 

1446
01:24:07,880 --> 01:24:11,080
to to listen and to stay 
informed and those kinds of 

1447
01:24:11,080 --> 01:24:15,560
things and and I I think it's 
cool for me just people ask me 

1448
01:24:15,560 --> 01:24:19,200
questions I got some questions 
and there's a cloud Empress 

1449
01:24:19,200 --> 01:24:22,640
Discord that I I post about 
sometimes or you can reach out 

1450
01:24:22,640 --> 01:24:25,160
to me if if you'd like to be on 
it where we develop the game a 

1451
01:24:25,160 --> 01:24:26,640
little bit further but people 
are asking me all these 

1452
01:24:26,640 --> 01:24:28,760
questions about being a 
wanderling which is the ghost. 

1453
01:24:29,000 --> 01:24:30,800
You know what happens when you 
die and you're a ghost? 

1454
01:24:30,800 --> 01:24:33,840
Like it's just sort of a 
reference and I thought Oh well,

1455
01:24:33,920 --> 01:24:35,440
maybe people want a little bit 
more there. 

1456
01:24:35,440 --> 01:24:38,720
So I wrote a two page expansion 
on that for for how to be a 

1457
01:24:38,720 --> 01:24:42,160
ghost. 
So stuff like that is, is ways 

1458
01:24:42,160 --> 01:24:45,960
to fill in the gaps or or 
questions that I, you know, 

1459
01:24:45,960 --> 01:24:48,200
didn't have. 
A lot of what these books are 

1460
01:24:48,200 --> 01:24:51,680
are really defined by. 
I mean they're both at the the 

1461
01:24:51,920 --> 01:24:54,360
rule book and the setting book 
are both at their sixty page 

1462
01:24:54,360 --> 01:24:56,960
limit for the printer. 
So there's a lot I couldn't fit 

1463
01:24:56,960 --> 01:24:59,040
in there that I get to play 
around with in the newsletter. 

1464
01:24:59,560 --> 01:25:01,640
Very cool. 
Yeah, very cool. 

1465
01:25:02,480 --> 01:25:05,080
Again, we're just more excited 
for more and we've talked about 

1466
01:25:05,080 --> 01:25:07,640
this a bunch. 
We are gonna be reviewing Cloud 

1467
01:25:07,640 --> 01:25:09,680
Empress in January, so you'll 
get more cloud efforts here on 

1468
01:25:09,680 --> 01:25:11,240
the show. 
Running it again. 

1469
01:25:11,240 --> 01:25:13,200
It's a fun game. 
It'll probably be the game we 

1470
01:25:13,200 --> 01:25:15,040
cover. 
Like we said, probably the game 

1471
01:25:15,040 --> 01:25:16,680
we covered the most since the 
beginning of the show by the 

1472
01:25:16,680 --> 01:25:18,800
time we finished. 
So it's really great. 

1473
01:25:20,600 --> 01:25:23,960
Quick giveaway winner. 
We're going to pick that and 

1474
01:25:23,960 --> 01:25:27,080
it's odds and ints. 
Yeah, odds and ints. 

1475
01:25:27,240 --> 01:25:30,080
I think a late addition to the 
giveaway here. 

1476
01:25:30,280 --> 01:25:33,240
Do me a solid. 
Either you just mentioned on 

1477
01:25:33,240 --> 01:25:39,200
Discord or whisper me your how 
to mail stuff to you and we'll 

1478
01:25:39,200 --> 01:25:41,040
get that sent out to you. 
But what? 

1479
01:25:41,040 --> 01:25:43,840
Thank you so much for coming on.
It is fantastic to hear. 

1480
01:25:44,080 --> 01:25:46,480
Yeah, not just about Cladamus 
too, but honestly, just like the

1481
01:25:46,480 --> 01:25:48,120
back end of Kickstarter, you had
so much. 

1482
01:25:49,160 --> 01:25:50,880
Yeah, you're protected the way 
the project went. 

1483
01:25:51,320 --> 01:25:53,040
Really interesting this is. 
A Really. 

1484
01:25:53,040 --> 01:25:56,080
I'm new to this all and and I've
I've so I hope I haven't steered

1485
01:25:56,080 --> 01:25:59,360
anyone in the wrong direction. 
But those are just kind of the 

1486
01:25:59,360 --> 01:26:02,680
guiding principles I brought to 
this this first campaign and I'm

1487
01:26:02,680 --> 01:26:05,840
hoping they don't all prove to 
be like treacherous false 

1488
01:26:05,840 --> 01:26:08,040
decisions or wrong ends for the 
next one. 

1489
01:26:08,840 --> 01:26:11,240
Oh no, actually that's horrible.
Don't do it that way. 

1490
01:26:12,120 --> 01:26:15,520
Yeah, I mean we'll see and and 
and next time something comes 

1491
01:26:15,520 --> 01:26:16,920
out, I'm sure we'll talk about 
that as well. 

1492
01:26:17,240 --> 01:26:19,680
But awesome. 
Again, seriously, thank you so 

1493
01:26:19,680 --> 01:26:20,880
much for being here. 
Thanks for. 

1494
01:26:20,880 --> 01:26:23,040
Having me and. 
Thank you everyone in chat for 

1495
01:26:23,040 --> 01:26:25,240
being here as well. 
We will try to make sure we get 

1496
01:26:25,240 --> 01:26:28,240
this episode out in time so that
we can hear about the creator 

1497
01:26:28,240 --> 01:26:30,920
Grant, or get some people that 
might not have heard about that 

1498
01:26:30,920 --> 01:26:32,520
and which is also fantastic, by 
the way. 

1499
01:26:32,520 --> 01:26:34,160
That's so cool that you're doing
that. 

1500
01:26:35,720 --> 01:26:37,120
Yeah, That is our episode for 
tonight. 

1501
01:26:37,120 --> 01:26:38,400
Once again, thank you. 
Thank you for being here. 

1502
01:26:38,400 --> 01:26:39,840
And we'll talk to you all later.
Bye.

