Hello and welcome to the Weekly Scroll Podcast.
My name is Ryan. And I'm Princess Harmony of
Little Springs and today? We're going to be looking at a
wonderful, fun, gritty and pretty adventure game.
Greedy and pretty? You're a bit.
You're a bit greedy and pretty, bud.
I am. I was like, this is a good game
for me. I'm greedy and Princess.
You are, you are. This is Perils and Princesses.
This is a fairy tale adventure game.
I actually have. I'm just reminding myself that I
actually did work this episode and, and did the things that
we're supposed to do. So I have a doc, I have a
doctor, I have a doc. I have a PhD in Perils and
Princesses. Where is it though?
The ultimate preparation. We're ready for this episode.
Preparation. We made a whole document, we
just can't find it so. I did.
I in fact did make an entire like Kickstarter.
Logan, where is it? Oh, I did.
I didn't call it perils and princesses.
I called it PWS game intros. OK, Perils and princesses.
Here we go. Perils and princesses for those
that I'll get to that. So August.
So Paris and Princesses was originally on Kickstarter August
24th 2023. It had 18181 backers and pledge
for $62,967. Yeah, it's called a yeah.
It called itself a gritty and pretty fairy tale TTRPG and says
that the mechanics are rules light and focus on simple magic,
teamwork and creativity. Creativity and is easily
adaptable to any OSR or NSR style game or adventure.
And for those that don't know, I don't want to do this game for a
while, but one of the reasons that we decided to do it now is
because another Kickstarter is out.
It is sweet revenge. It is a fairy tale role-playing
campaign for perils and princesses.
It is currently on Kickstarter right now.
It's got 12 days to go, so that's going to finish on August
15th. It's currently sitting at
$25,000 of a $3000 goal with 563 backers, which is great.
How much did I say was on the other one?
18181 backers, so about a third the backers.
A little bit less than half the the thing, but about half again
paying to go. Still 12 days to go looks great.
The art again looks fantastic. We'll get into to all of that.
I should hop over to this page. I'm not going to.
So we'll just make sure that the link to the Kickstarter page is
in all the stuff below and and I just dropped in to chat.
So if you happen to be here live, hey, and don't forget you
can always come and watch us live over on Twitch Friday
mornings at 10:00. You will see that and we'll say
this again at the end of the episode when we talk about
value, but there is also a free one shot called the Sweet Escape
over on the Outrider Creative itch page, which is a prequel to
the sweet Revenge adventure on the Kickstarter.
So that's. Right now.
Very cool. Yeah, very cool.
A lot of great stuff. A lot.
I I love this fucking game. I genuinely am really excited
for this one. Well, it's AD 20 roll on your
system, so I inherently love it as well.
Dude, like everything in D20 roll under play, facing rolls
like marmos soak like solid and like every it's it's solid, it's
good, it's good shit. And gritty and pretty, you know,
and. Gritty and gritty and pretty.
You know, honestly, reading this game, I went to eBay and looked
up the old Pretty pretty Princess and I was like, damn,
if I was going to run this, I would order it, Get it and like
take one character's worth of stuff and just mail it to
everyone else I was playing. So we all had a portion of
pretty pretty Princess that we would wear during the game.
So Josh Dominsky, if you decide to you want to run a side quest
a pretty pretty Princess, I will snag the old school version of
pretty pretty Princess on on eBay.
It's only like 30 bucks. It's pretty inexpensive for the
one that I remember my sister's advent that they made me wear
the the, you know, the stuff for which is fine.
So I can't. Is there anything else?
Is there anything else going on? I don't know.
I've had the flu for the past week actually.
So today is the most normal I've felt since last.
I think last Friday was actually suffering.
That's when I really started. So yeah, I have no idea what's
going on. I really know what day it is so.
Yeah, that's not a real. I mean, yeah, there's not a
whole lot else going on. I mean, they're like Gen.
Con is the thing. I think the innies announced the
night at Gen. Con for the winners.
So definitely go check out our previous episodes.
Make sure you I, I think the voting is probably closed at
this point, but I think so as well.
Space Penguin Limited horror. You know all the homies.
Us, you know. Yeah, us for, for, for that
highlight role that we're, we're never going to put out for, for
the fucking innies. I mean, again, awards, awards
are great. It's it's great to be
recognized. But you know, the, the Indies is
one of those. The the thing about awards is if
I have to put any work in in order to win it, I'm not the I
don't even work in for this fucking podcast.
I would say that the real awards are the friends we made along
the way. Yeah, and you know what's crazy?
We've made a lot of really great friends.
We. Actually have made a lot of
friends there a. Lot of really great friends.
So we'll take it. But you know what?
Let's let's let's let's just jump right in.
Yeah. Let's do it.
Oh, first impressions when you flip through this book.
I think immediately when a book has quick start rules at the
very beginning I I favor it. I will say remind me to talk to
you about that because I love that the PDF does it, but the
book is different. You don't have the book.
Oh, also real quick, let me show off the book real quick.
This is. Just you guys love the color.
Dude. First person, I like it.
I liked. I read the opening kind of pros
and I was like, oh, this is a cool idea for a game, you know?
Yeah, it's fantastic. So the book is great.
It's a really nice looking sought back, you know, perfect
bound. It's definitely it's a it's a
thickish little boy. It's 107 pages plus like
character sheet and stuff on the back feel solid.
The cover of the design all around is absolutely fantastic,
but I'm pretty sure Outrighted Creative is like a professional
graphic designer. If you go to the website, that's
not Parallels and Princesses, so I'm not shocked that it looks
fantastic. But yeah, for those that can
see, the cover is great. We'll describe it more when we
get into the PDF. I think the color scheme all the
way through is great. I love the texture of the
parchments they did all through the front and back.
It just it's clean, it looks great.
It's really nice. So that's it.
Let's hop it in the PDF and then those watching can see what
we're talking about. South perils and princesses on
the cover. It's a very pink and like a
darkish brown and white is pretty much the scheme
throughout, right? Yeah, it's not a very bright
pink though. It's very mellow and it's very
much like a like pink and then almost like pencil lead.
Oh, it's very sketched. Yeah, yeah, yeah, yeah.
It it looks really good all the way through.
Oh, fantastic. Yeah, the pink is much, very
much like a Paisley. Yeah.
Like, very light pink, yeah. It's a good name, too.
Perils and princesses. It sounds good, you know.
It's, it sounds fantastic. It gives you that little bit of
like the D&D feel, but it really makes sense.
The only issue I have with that right is that when you read the
book, the princesses is Before the Perils.
Just a second, just a. Second, I like it.
Can you call it for sure? You can call it pee pee so.
PPPPPPP. P.
Yeah, so on the cover, Paris and Princesses, fairy tale adventure
game, there's three princesses. One's got a torch, one's got a
Lantern and an axe, and one has a sword, and they're all rocking
dope skirts going down a trail. So again, as Hunter said, the
illustrations very much look like like like colored pencil
onto like a very rough, like almost construction paper, like
a very thick, like gritty paper. It'll look fantastic.
Yeah, it's all the way through. They're very sketchy, but in an
extremely awesome, awesome way. So we're going to jump past
quick start rules real quick and then hop back to that.
But on the opening page, Perils and Princesses this well, I have
version 1.0 point one. I'm curious if the Kickstarter P
or the the each page has No, it's still 1.01.
OK, dope. But this is written, illustrated
and designed no Oxford comma by Ryan Lynch on edited by Shawn
Foyer the FOER and this is from out writer creative LLC and you
can check them out at perils. Oh, is that hyperlinked?
Oh, but pipelink website and it's great.
Also, I got to say right off the bat, this is one of my favorite
illustrations in the entire book.
Oh, it's very cool. It's so great.
This girl is she's got a sword. There's like a magical crown
above her. She's casting magic on this like
Raithish lich guy kind of looking over her shoulder, but
it's a skull and there's like magic coming out, but also like
bunnies coming out with the magic and then like.
Princess Magic. Yeah, and a very sketchy castle
in the background. The dichotomy between like how
sketchy the castle is in the back and how well sketched the
front stuff, it just gets me. I don't know.
And the way that the pink flame is like circling the Lich guy,
it's dope. So.
So as Hunter said right off the bat, 2 pages in the PDF are the
quick start rules. In the book it is the inside of
the front and back cover. Cool, I'm still good with.
That which here's so yes, I like it, but also when I was reading
the PDF, I was like, dope, I can just open the page.
Oh, I can open the book to one spread and have all the rules in
front of me. And then I remembered.
I opened the book and realized no you can't because it's the
front cover and the back cover. So unless you hold.
It. But it's also fine because it's
a great use of the inside coverage, which is also totally
fine. Either way is fine.
I would have liked it as a spread, but that's what I got
the PDF for, you know, So great use of that.
I mean, Merkborg does a full page spread in the back on the
back cover pages like the last two, which is great.
But I really love this Mark work.
Yeah, it's. It's like a small indie title.
Yeah, it's just a little thing not a lot of people have made
stuff for, but let's turn that blur back on.
We're not going to go over the rules here because we're going
to go over the rules in the game, but it is literally like
everything that you need. And this is we.
Anyone that listens to the show regularly knows that we
discussed constantly. I eventually won 100 over to my
side. Knowing at least the basics of
the rules before you get to character creation is important
so you understand the. Context.
I've said that I've changed my mind on that.
I I agree. Yeah, I literally just said I
won you over with oh, I think. You wanted me over on your side.
I won, I won. I won you buddy, I won you.
But yeah, so this literally gives you all of it The the
virtue test, which is your base test, which shows you it's D20
roll under like quick start rules.
First thing roll, it's a roll under system.
I'm like, boom, you got me all right, win.
And then honestly, how do you win me even more 3 stats?
Yep. Three stats is perfect, 4 is
fine. Anything more than that is
unnecessary. Yeah, I agree 4 stats are.
I'm also fine. Yeah, but then it goes through
everything else, the combat antics, healing wounds,
everything that you really realistically need for like
combat and basic exploration and things like that.
Right right off the bat, quick start pages and immediately
going to talk about like the layout to the as we said before,
it is a a very like dark brown, almost black on there's pink in
the background and then there's white and it will rotate through
the use of that where some pages are brownish, some pages are
pink, some pages are white, but that's the main color scheme for
it and it's so soft in the eyes. It was so easy to read this
because. Having.
Those the layout's fantastic all the way through.
So I I just was looking up what shade of pink I think this is
and it's almost a rose pink. OK, which would it make?
Yeah. So just if you're listening at
home, just so you can visualize it, it's a rose pink there.
You go, yeah. And then there's also like even
on this, there's like a little bit of grit on the background,
so it's not a solid color. So there's texture everywhere.
I mean, the layout and the art on this is is we're just, I'm
just going to be like praising this game a lot.
So just be prepared. It is interesting even on the
like white pages coming up, there is a texture on the
background. It's it's interesting how
something so small adds like you so much to the experience of
going through a book. You're just like, Oh, this is so
I can I I've looked at the PDFI don't even have the physical
book, but you're like, Oh, this is nice, like having texture on
the background. It's not quite white white.
It's it's very nice. But that's what, and you know,
we've talked about this before a bunch.
Like there's been discourse about like, like games shouldn't
have to have art. Like if you don't have like a
like a you know what, what's, what's the style now with like
art? It's like a concept artist, like
doing all this crazy shit. If you don't have that, you
can't compete. You can't compete with Hasbro,
bro. They're a billion dollar
company. Stop trying.
But like thinking that you can't so you don't do anything is also
not the way. Like literally just get a free
texture and throw it in the background of your book.
Like change a couple of colors. Even when we were talking about
Forgotten Ballad, there was a page that had a half a thing and
all they did was put like a like a leer, like at the bottom on
some grass. Boom, perfect, done.
Like it's not. You don't need to do much, but
to basically say I shouldn't even have to it completely
discounts like the human experience of like we like
pretty pictures and shit. It's it's ridiculous to think
that, but at the same time remember like himbos when even
over in himbos didn't have a bunch of art.
The texture background and the way that they placed the words
on the pages made it also fantastic.
So anyway, back to the title page.
It's great. Go into the table of contents.
So right off the bat, let's see, do we have bookmarks?
I know the answer, but we're going to show stream.
Nope, no bookmarks, which is fine for the most part because
it is hyperlinked. The entire thing is hyperlinked
and as we read anytime it references another page, boom,
inline hyperlinks. So it is a well hyperlinked
book. I will say the as we said on the
title page, the there is no link out to the website that lists
the websites, which it's your website to link to it and make
it even easier for people to get to you.
But it's great. So the book is broken up into,
we'll call it 4 sections. There's the introduction and the
core principles right off the top.
Then there's part one which is Princesses which will go over
all of your character creation. There's Part 2 which is Perils,
which goes over like the rules of the game.
There's Part 3, which is playing, which is examples of
play some starter adventures, some like campaign direction,
and then just some like appendix and style stuff in the back of
that section. Oh great, love this.
I love how I love how it's delineated.
I love how it works. I love how it's separated.
And as I said, the whole thing is just over 100 pages, which
perfect size for a TTRPG. Yeah, it's.
Going to be sized. With a bestiary, an example With
a starter adventure with all of that 100 pages.
Fantastic. And even the design on this
without the, the, the the pink, like X&T cute stuff.
There's like their their Bunny ears is what I see like hanging
down and stuff like it's cute all the way through.
So yeah. So I'll read, I guess the
beginning pages, but we're not going to read like everything.
But this is a nice little setting.
So it says. Once Upon a time there was a
Princess. Actually, a few princesses.
You've probably heard their stories.
Princesses who were locked away in towers or had evil
stepparents. The ones who kissed frogs or
tamed beasts or were secretly mermaids.
You know those princesses. This is a game about what
happens to those princesses when they find themselves in a whole
new world, with new perils lurking around every corner.
A world of Dragons and monsters and Wizards and the dark, scary
things that hide in the dark, scary places.
Luckily, they begin this adventure especially equipped to
deal with the challenges that await.
They have their resolve, their grace, and their wits, the kind
of inner strength that only princesses possess.
Paired with a basket of goodies and a special gift from their
fairy godmothers, they sharpen their swords, light their
torches, Polish their glass slippers, and set out together
to delve into the darkest dungeons.
Great intro, love it. Fantastic.
Yeah, yeah, I also think it's I, I think this is an interesting
concept for game too, because I actually really like fairy
tales. Not all my specialties, but
they're horrifying and terrifying.
And I love the idea of like, Yep, you were the you're the
Princess in the tower and you got out and now you're in the
world and this world's like it has full of monsters.
So here's a sword dog. It's so good, Yeah.
I can't wait to go over. I know we've talked about it
before, but I do eventually want to go over Broken Tales, which
is a game all about fairy tales but like, shit gets weird and
all the good guys become like, bad and the world's fucking
awful. There's like ATV show that my ex
used to watch. It's just like that.
Yeah, we should. We should read.
I actually really like the system and and the game is cool
too. I think you put out more content
for it. So great graphic.
I assume in spreads. Obviously it would be a graphic
across the entire bottom here of a Princess, kind of like walking
away from a castle down a trail and kind of looking over her
shoulder as she leaves with like a walking stick.
There's a what is this section? It's a role-playing game and
you're a Princess. There you go.
That is what this is. It's great.
It's a good section. Read it.
I will say I love the headers and body font throughout this
entire thing. They're very readable.
Even the spacing. I know that I'm getting weird
about this, but even like the spacing on these pages, it makes
it such an easily readable book compared to some things we've
read recently. You know, like it was made by
somebody who knows what they were doing.
Oh my God, who would have thunk? But it's great.
And another thing that this book does a lot that I wish more
TDRBGS does is like the text wrapping right.
There's like sticking piece of art in the text and the text
like going around the art as opposed to just like 2 columns
and then a chunk at the bottom. They do a really good job of
like sticking the art on the page, which is great.
Like, for example, like the castle is up above the level,
like into the bottom paragraph, which is like really fantastic.
And even on the next page you have this Princess like shooting
a bow and the words go around her.
So she's like in the page, which is really great.
I know that like Jim Room did that with the cat.
The cat did not. Oh yeah, 9 lives of all.
Yeah, they did, Yeah. Yeah, yeah, yeah.
And it's great. It's so good.
I can't wait for the other shit coming out.
So anyway, so there's core principles of the game.
First one is gritty and pretty Graham basically oh it's so
good. Basically it says you're a
Princess and you're you're TTRPG ING and you're embarking on
adventure in a fairy tale world. You know there's loads of pre
written modules and settings. You can use it however you want.
Do whatever is basically what it says.
Like live in the fairy tale world.
Mundane is magic. So this game is a very low
magic, which I really like. They call it a special kind of
humble magic. So it's very much like items and
herbs and things like that. You some of the gifts and we'll
get into that, like have some magic, but overall the system is
is pretty low magic and, and most of the magic is really
based in like relics and items stuff, which I love.
I love low magic. Yeah, I like the idea of the
the, you know, herbs and stuff doing like having effects and
like, yeah, it being low magic and it being more humble.
I'm always the magic guy. Yeah.
You know, I like raising cities from dead and stuff, but I I
thought this was really great. It's it's almost like AI don't
want to say quaint. That's not the word I'm looking
for, but. Humble.
Yeah, Humble is actually.
The word that they used is the best description.
It's great rulings over rules, you know, like, OK, for those
that don't TRPG 101, it's a toolkit like if the rules don't
make sense or you need something, just be consistent
after you make a ruling and that's it.
And that becomes a rule. Multiple solutions, you know,
and this is again, I'm being whatever, but like even like the
little the way that the I is dotted on the header fonts on
this is so fucking perfect for this game.
It's got like a little like star almost.
It's just cute as shit. I don't know, I realize.
That's what I can't tell from here, but I believe you.
Zoom in here. Do you want me to zoom in?
Boom. OK, see, it's super big now.
Do you see the eye? See how it's got?
Like it's like a star. Like a four pointed star.
Yeah, yeah, yeah. Yeah, like, yeah, like a little
diamond. Yeah, it's really cute.
Fit page. What is this font?
Actually this is good. I mean, if I go into edit, I can
probably tell you in Adobe, but like, I'm not going to be there
right now. So multiple solutions.
Basically. This is very much a game of like
it's very open-ended and customizable.
So if the players are doing some shit that sounds cool, let it
ride. You know, this is very much like
steeped in, you know, like OSRNSR style gameplay just has
like this very overlay, which is great.
When we get to the appendix in style stuff in the back, you'll
see the in the inspirations and it'll all make sense.
I so when I first got this game, what really got me, I think I
saw like the quick start page and I was like, whoa, for like a
Princess game, this is like a really fucking good OSR game.
And then I got it and was like, yeah, that's exactly what it is.
Like the it's an incredible system and just happens to be
princesses, which is cool. Painting the full picture since
world exists primarily is information.
The GM it's this is all just OSR concepts, right?
Like players get to make choices to make sure they have all the
information that they need. Failing forward, like players
make dice rolls like make it interesting even when they fail.
Like it's a yes and kind of situation.
That's what it is playing the role.
It's role-playing play the role. You don't have to go crazy with
your voices and stuff like that. Basically just like stay in your
comfort zone of role-playing, push your envelope a little bit.
You know when you can, but just like do do what your character
would do in the least toxic way possible, like rogues and tell a
story. I do like this in part it's it's
it's very much like there's a lot of different ways to play
role-playing games. You could either have a
storyteller telling the story or there's a good explanation here
that talks more about like allowing, like building the
world, allowing the players to run in it and having that more
of like an emergent gameplay. And it says either is fine.
Do just have fun at your table and and use the system as a as a
toolkit. So that is the beginning part.
So we're getting into part one, which is the princesses.
I love this page very much like a almost looks like crayon on
the background. It's a pink page, another
fantastic, very much like a black letter, you know, style
font. And then we're getting into
creating your Princess. So you're going to have a dice
roller up and we're going to we're going to you're going to
create your Princess. I think you already have a name
but so creative Princess in the In the world of this game, a
Princess is a fairy tale adventurer that relies on an
emotional resolve and cleverness more than physical strength.
Every Princess has a fairy godmother who helps him.
Unlike their own magic. A Princess is a gender neutral
term. Your character can be any gender
you choose. Bilbo Baggins was Princess like
when he infronted Smog with only word games.
Luke Skywalker blew up the Death Star only when he trusted his
feelings and listened to the spirit of his glowing blue
mentor. Sounds like a Princess.
And then actually, you mean listen to his fairy godmother?
Yeah, that's pretty. That's pretty dead on, actually.
That that's what's great through the entire thing.
Like it's obviously very much Princess, but like suddenly
through it'll also say, well, you don't have to be a Princess.
You can be a knight or whatever, but like be a be a Princess,
like you're be secure and just be playing Princess.
It's cool, but you don't have to, you know, but you should.
So to create your character, you get, you get, you get 4 things
numbered list. We fucking love those, right?
We love it. You get a gift.
We've had a lot of those in a row, by the way.
Like, I feel like we've been saying it more because we've had
more in a row recently, yeah. We're picking some banger games
lately. Yeah, yeah.
Good job. Good job, everybody out there.
So gift is basically your class, like you'll, you'll pick a
chronicle gift or roll for one. There's eight of them.
And within that gift you'll get like talents and skills and
stuff like that. So your gift is not like an, an
object that someone is giving you.
It's more like that innate. You're the, the innate gift of
just like, like the special gift you were born with.
You know what I mean? Like that's what that's the
context of that word. Not like a not like a physical
gift, but it's like an internal gift, like being gifted.
Yeah, I was saying that's what I was going to say, but good job
you got there. Stats you roll for them we'll
get there there's three and and some stuff personality and
talents you roll for those two if you want and then stuff those
are the four things you get you determine what stuff you have so
read the following instructions there's a little section here a
note on dice. I love we we also love when
there's a note from the designer and it's in a different color
box. So it's very obvious love that.
And it basically just says how like the D and like D20 and D6
work great. Because here's the thing we've
talked about this before. We hate when like 2O one games,
we'll call them that like one O 1 games are very much intro
games. But like when 2O one games do
this shit and it's like this was this is not someone's first
role-playing game. You don't need to do this shit.
This very, very, very much could be someone's first role-playing
game. So I love when it does have
these explainers when like, what is this?
Like what is role-playing? I mean, even in the back of the
book it says for new players, families and seasoned gamers
like recommended for ages 10 and up.
Love that on the back of the book you can I could easily see
this. I know I saw pictures on on
Twitter of Matt Morris of, you know, master of fame and being
on the show and being an awesome human being playing this game
with his daughter, which is exactly how I would see it being
played, you know, but also with the homies.
So my name is Princess. What?
Love, love the graphic, love the Super design P But it says
underneath smaller letters that says or Prince, Lord, lady,
master, mistress, Sir, Dame, Madam, Goodman, Good Wife,
brother, sister, Squire, governor, maid, Potter or
Yeoman. You may also Yeoman.
Yeah, you may also choose another honorific or forgo them
all together. So right off the bat it says
this is a Princess game, but you can also just not play Princess.
It's totally fine. And I love that it's coded that
way because there are a lot of games that are like very much
more of like like they easily could have been like you were a
knight, but you could also be a Princess or whatever, you know
what I mean? Like it's very much, the entire
thing is very much through a lens of princesses, but it gives
you that kind of like written permission to like do however
you obviously you can do whatever the fuck you want, but
a lot of people like that permission to do it.
Everything you know, some people need it and you already rolled
up. You already rolled.
So there's AD 20 for names. And I like that a lot of the D
20s through there are like dual and this one is about so there's
yeah, there's like a more masculine, more feminine name.
D 20s all the way down. And then you roll for your of of
you know, the top ones are Adelaide of Golden Grove or
Elwin of Golden Grove. So you rolled, I think your
unless you're going to roll again, are you going to stick
with your Internet? I'm going to go with Dame
though, because I think it's such a classy title.
That's Dame Harmony of Little Springs.
Dope, dope. So that is you.
So you start with a name. Boom, perfect, looks great.
The next is Fairy Godmother. I love the way this page is laid
out. Very fancy of a lot of very
ornate floral design. It's fantastic.
So your fairy godmother is your patron, spiritual guide,
guardian, etcetera, the source of your gift, your fairy
godmother that gifted you with your gift.
I mean, she's your intermediary. So there is AD 8 table here.
So you can either choose or roll.
So what did? What did you get?
I rolled 5A beloved ancestor appearing to you through visions
in your dreams. That's sick.
Other options are just an old
woman, a fairy, queen, shape changer, mist, the ancestor, a
Crone, the moon, or a spirit of the forest.
Any of those things could be I. Love her first one.
Just an old woman. It's just an old woman with a
twinkle of mischief in her eye. That's great.
So you have your fairy
godmother, you have your name. Easy peasy, right?
Then you get your gift. Again, another beautifully laid
out page. So your gift gives you unique
abilities that grow in strength and breadth as you gain
experience. So your gift comes with a couple
of things. It's four things, right?
You get a unique item. Items you get talents associated
with it, you get some innate abilities and you get some
special abilities that invoke your gift ice, which you'll get
to so see page 42 boom, hyperlinked.
Love to see it. And then your gift abilities are
open-ended, quirky, whimsical and unpredictable.
You'll get there. There is a another note at the
bottom. It says to roll or to choose.
Basically, it says that what it says is, obviously, again, you
can do whatever the fuck you want, but it says stats must be
randomly rolled. But other than that, you can
pick, you can choose, you can make up, you can do whatever you
want, Just talk to your GM and your table about it.
But it says roll your stats and then do whatever you want for
the rest of it. Again, it's really nice to have
that, especially for our intro game, that kind of like innate
permission, because some people that have never played before
don't know they can do whatever. Yeah, so it's great.
So roll D8 or choose your gift. So there's eight listed here.
Whichever one you pick is the one we'll go through in the book
and everything, but there's eight of these.
OK, I'm going to just go ahead and roll.
I was going to take one, but I mentioned what the guy said. 4/4
is you have an elemental connection with nature.
A particular element is a friend of yours.
It will come to your aid and bend your imagination.
This power is strong and deep and sometimes hard to control.
Good one. It's a really good one.
I honestly was thinking before I was like, I need I should pick a
favorite one. And I was like, honestly, I
don't have a favorite one. And they're all like really
cool. They're really good.
There's two that are similar ish.
I will say. So for those listening, there
are eight of them. There's wild heart, which is an
animalistic nature. Basically you're you're you're
very you are very animalistic. So you are a like can do animal
shit, right? An enchanting voice, which you
watch fairy tales. Know what that means?
Sprightly agility, very fleet footed.
There's the element of connection we just talked about.
Yeah, there's kitchen magic, which is very much about like
foraging and cooking and things. Healing, touch, the powerful
friendship with the devoted animal.
So it's similar to the wild heart, but as opposed to you
being somewhat animalistic, you have a friend that is an animal
and you're more of like it's, it's kind of like, I would say
wild hearts more like being a druid and the power and the
powerful friendship one is kind of like being a Ranger with an
animal command. Thanks, it really helps when you
relate things back to 5 E so I can understand them.
I think those existed before 5 EI know.
I'm just it. Yeah, it's just a.
Shit, But yeah. And then or Sage intellect,
which is you're just a smart person I.
Would actually love to play this game as with the kitchen magic
and play as like instead of Prince Princess or whatever and
just be chef, you know, Chef Sonny or whatever.
Yeah, absolutely. So yeah, then it goes directly
into each each one. So if I remember correctly, as
you go through in the book and obviously in the PDF, if you
wanted to, you could, each one gets a full spread.
So you have every single one. That's the other thing that's
great about this book too, is there's a ton of art.
I know we haven't been talking about it, but even on the pages
where there aren't obviously like we've been talking about
like how much like design work they put into the background and
stuff or into like the font types and things.
Really fantastic. Yeah, but every single one of
these has like a 3/4 illustration of each one and
then a couple of things on the 1st and then a whole spread on
the back of the of the second page of the second ability.
So we're going to go down to I really.
Like the art for Enchanting Voice, though I know I'm not.
It's great about that one, but it's I really love this piece
so. Yeah, that one made me go.
Wait a minute. We should at least show the art.
So the art's fantastic. The first one, the wild heart,
is this. This woman with a hatchet and a
wolf next door with some hearts and stuff above it.
The enchanting voice. One is a woman singing to like a
dragon sleeping wrapped around her.
Really fantastic. The sprightly agility is this
Princess that is like swinging on a rope across the page.
Really great. The elemental connection is
that's where we're going to go to.
It is a Princess kind of like sitting in water, but like has a
hand up in the air and the water is like swirling up around her.
And I love the way that they do, the little Princess crowns on
all of them kind of floating over the head.
Yeah, that's cool. Yeah, we'll go through that to
the art, then we'll come back to the elemental connection.
The kitchen magic has a woman doing kitchen shit.
She's got like a culture in front of her and she's, you
know, stirring a bowl. There's like magic, like there's
like stuff floating up around her.
Then the healing touch shows a woman kneeling down towards very
much like a fableish kind of thing, a lion laying on the
ground with a like a thorn through their paw and.
So she's heard that story before.
Yeah, so she's not a mouse, but she is touching the lion, and
that is a healing touch. And then you have the powerful
friendship and it is a woman with what I would call a very
coy look on her face and a little raccoon kind of like
trying to get her attention. So cute, cute as shit.
And then the sage intellect is a Princess that is kind of like
sitting down with like books all around her.
And she's got a quill writing in a book.
So they're really fantastic. All the art, again, all the way
through are really, really great.
So we'll go back to elemental connection.
So this is you. This is you yeah.
So choose an element that you have a deep relationship with It
could be classical fire, earth, water, air or water or more
whimsical like candy books or flowers.
Candy, the element of candy. So.
So So what are you doing with you going to classic the four
the fifth element. I don't Yeah the. 5th element
love. Yeah.
I'll take, I'll take the. Yeah, You know, I think I'm
going to go with water. We'll go with water.
I feel like that's a cool one. Yeah, water's cooling.
OK, so you get some items. You get a symbol of your
element, which could be a necklace, crown, ring or other
Amy light. What are you gonna go with?
What's your I don't go with? A crown.
Yeah, dope. So you have a water crown
that's. Yeah, I want the floating crown
like they have. Like that's some magic royalty
shit right there. That is, that is, you also get
an ornate dagger decorated with themes relating to your
elements. So you have like a water dagger?
Yeah, yeah. Nice.
Like. A curb stagger, you know,
because it's kind of like, that's kind of like.
Yeah, got to be like a flowing kind of thing.
Yeah, that's dope. That's dope talent.
Alchemy, astronomy. One talent of your choice that
relates to your chosen element, EG sailing for water,
blacksmithing for fire. So those you get, you get
alchemy, astronomy and one like talent based in water somehow.
So swimming. Oh, you just want to be able to
swim? I wanna be able to swim better
than a normal human, but yeah. Okay, yeah, you're just like a
super swimmer. Yes, yeah, cool.
All right, go innate ability. So you have two resistance and
affinity. So for your resistance, any
damage or malady caused to you by your chosen element is
reduced by half. And at level 4, you're
completely immune. Immune.
You're a moon, moon, it's water, right?
You're immune. So so any water damage that you
would take or any damage related to water is automatically have.
And at level 4, which is peak level, no damage to you.
And then you have the affinity. So you can speak to your
element, you speak to water elements may communicate via
pantomime, dispelled messages and symbols or feelings and
intuition. The larger and older the
element, the more information it can convey.
An old volcano will have much more to say than a candle flame,
the ocean more than a puddle. So that's that's.
Pretty cool. So yeah.
You can commune with the ocean buddy.
I know I already do that, it just doesn't say anything back
to me. Yeah, well, if you'd know how to
listen. OK, so, so special abilities,
there are four because there are only four levels in the game.
After level 4, the the game kind of changes a little bit.
You can go, but I love that it's such a that's the a short game.
I do love that. And then so the four about that
you get are at level one, you get shape.
Level 2 you get blast. Level 3 you get storm, level 4
you get summoned. So we don't really need to go
through all of them. But like shape for example is
you can manipulate an amount of your element that fits within a
dice slash 5 cubic feet and form it into specific shapes.
This element must be written, must be within a range of dice,
and can be moved anywhere within this range provided it isn't
obstructed. So the dice are generally your
level. You get more dice as you go to
be able to spend them. So at level one, you basically
get like 5 cubic feet for your specific shapes.
I love before it'd be like 20 cubic feet, which is dope and
you can move it and it has to be thin 5 feet of you when you
start, right? So and then blast is like a 5
foot wide elemental blast storm is a violent elemental barrage
and summon as you actually summon an elemental of your of
your element and then mishaps. So we'll get to gift ice in the
rules section, but gift ice is how you get to use these
abilities. Your gift.
Anytime you roll double S, there's a mishap.
You might still, you might succeed, but there's still a
mishap. So it actually gives you ones
twos, threes, fours, fives and sixes for your mishaps.
So like it's sputter, backfire, exhausted elements of mutation,
explosion, and elemental heart. The last one, your very essence
is becoming more elemental than human and the transition is
painful. You have to roll on the wounded
table and there is a link to the wounded table that is
hyperlinked. Good fucking job.
It's good. It's good.
I love this book, honestly. Yeah.
Princess or not, the rule system and the way this book is put
together, like, forget the rule system.
The way this book is put together, people should read it
so they can put their books together better.
I'll say that, and we'll talk about that more at the end.
But why don't you roll me? Why don't you just roll me one
one through 6 and we'll say it's double so we can just pick one
of these for you. Yeah, absolutely not.
ADA to D6 There we go 5. Explosion.
So you accidentally set off an uncontrolled explosion centered
around you. You and everything nearby
Capitol in must exceed a grace test or take some damage, which
is like the the sum of the dice world.
So you, you you exploded, but not.
Just some damage, but. Yeah, so SUM, yeah, that's
funny. You take some damage.
So at the bottom two, it also does give you the little.
The explanation for it says dice.
It was how many gift ice you decide to roll.
Some equals a total rolled on your gift ice and then your gift
ice return on A roll of 123. On a 456, they're used up until
rest, which you will see again later.
And I love that it gives you that information now and gives
it to you later because how many times have we talked about the
game where you encounter something and it doesn't explain
until later And then you have to like either hunt it down then or
come back to it later. This again, like read this book
so you can make your books better does a fantastic job of
the first time you encounter something, it tells you how that
thing works. And then when it gets to that
section later, just tells you again so that you're never lost
or and the information you need to do that thing is on the page
that you need it for really fucking good.
Yeah, that works really well also.
I mean, it really lends to this being a game that you could pick
up as your first game and you don't have to feel like for us,
I mean, like, well, like, I don't know what this means, so
I'll go hunt for it. But I figure when you're first
picking up games like this, should you can be a little
overwhelmed by the experience. Like I don't know what this
means, man. So, well, we.
Talked about that little bit with white hack where we, we, we
talked about it like, what is the purpose of how you're
writing the book? And if it's an instruction
manual instruct like, right, give people the information they
need, you know, and as a one-on-one game, as like a very
much an intro game for people, this, I will say this succeeds
and that extremely well. As I read it like I never was
just like, wait, what? Well, there's, there's one thing
that I have a question for later.
But like, they do a good job of giving you the information you
need. So that is, that is a gift.
That is basically your class. That is how that works.
So cruising along, there's not much more to do in character
creation. So stats, OK, so base stats,
you're here. You have 3 virtues.
You have resolve, grace, and wits.
Okay, so resolve is your courage, courage in the face of
terror, channeling your emotions into physical actions, being
brave, blah blah blah. At the end of the day, you would
call this like strength. Grace is poison of pressure,
moving deftly, dexterously. You could call this agility and
then wit is your mental toughness.
You could call this int Wiz, whatever you want.
So at the end of the day, what you basically have is like a
strength score, strength and constitution, speed and agility
and and just an intellect score is what you have is like your
three, which honestly, I love like is art.
What's the third set into the odd?
Is it will? Where's it at?
Yeah, it's will, but it's a it's a it's a strength score, a speed
score, and and this is a mind score and I love that.
So you for this, you roll 4D four in a row for each and then
it says you may then choose to reroll a single stat or swap two
that you've currently rolled, which I love that.
That's great. You can just be like brother 1
super sucks. I'm going to roll again or I
just want to flip my wit, my wits and my grace.
So what are your stats there buddy?
I have a 10, A7 and A10 again. I'm going to reroll the seven.
OK, I mean, might as well take what you get though.
I got a nine, so 10. 910 that's that's not, I mean, that's
that's a 5050 right off the bat for everything you do Great.
So and then you have heart points.
So to determine your starting heart points, which is HP.
And I love that. I love that you know exactly
what HP is and it just calls it heart points instead of of
instead of hit points because princesses like, and also it
makes sense for heart, you know, very much like the little LLAE
is how I thought of it. Like no thing.
So roll, yeah, roll AD 4 + 4 for me.
And those are your heart points. 3 + 4 seven. 7:00 So I do like
what it says here too is this HP represent the combination of
luck and tenacity that you used to avoid getting gravely hurt.
HP are where it keep you upright and fighting through pain and
peril. I like that it tells you right
off the bat and like we understand what I'm saying is
like it's abstracted. It's not like damage and I do
like the heart points doesn't say specifically like damage,
like you know what I mean? Like it's good in the world.
Losing HP could be anything, losing your balance, getting a
bruise, getting the wind knocked out of you, anything.
If you reach 0 HP, it represents a wound that has dire effects
and potential trauma. Your maximum HP go up by D4 when
you gain A level, and lost HP can can be restored by picnics,
resting, first aid, or magic. Both of those things at the end
you'll see again. Later when it talks about
leveling up, you'll talk about Max HP.
When you talk about picnics and resting, you'll see it again.
Again. I like that it reinforces
important and stuff. So your personality, buddy,
let's learn what kind of person you are.
So you're going to roll 3D6 and it's going to be the first one.
One at a time, we'll say. At first glance, people notice
my. Five.
Then notice my elegant, regal demeanor.
Well, you are a Dame. You are Dame.
Harmony, I am what? Dame Harmony.
Yeah, Dame Harmony so. And then the next one, those
close to me think I'm. Two loving and loyal.
Buddy, but three secretly deep down you.
And terribly superstitious 3. OK, OK, OK.
And then the last one, D20. What really motivates you is
what? D20 6 Fulfilling my destiny.
Bro, you're a Princess. Ass Princess.
I am, dude. Hell yeah.
Get it I do love the background of this page too it's very much
like a this this like astrology leaning thing which really
cracks me up it's a cool graphic yeah yeah cuz when what's your
moon side you know you put. Your.
You know, whatever. So that's that's you and then
your talents. I do really enjoy this page.
It's a lot of stuff in the background like a loom, like a
mortar, pestle, keys, like an art palette, a leer,
blacksmithing tools and stuff. Really dope.
So talent represent specific areas of expertise and
experience that gives you an edge.
So basically how talents work is if you have a specific talent,
you just automatically get to do it or or you get to roll with
advantage on whatever on your virtue test if it's like super
hard. So for example.
And so when I love using for like this kind of rule is that
like a thief, if you have like the lock picking talent, you can
pick any basic lock without having a role and you get an
advantage on complicated locks. Like that's how this works.
They actually give an example in here about harmony using a like
linguistic talent, which is great.
So read that as well as the talents associated with your
gift, you roll an additional hidden talent, which is cool.
So Romeo D20 on your talent table.
And this is another one that's got like a one or another.
I I love these dual tables that they do.
I really like all the dual tables.
Like yeah, you know what, you're rolling for it.
But you you have an option, not. Only good options.
It also saves space by only having one table instead of two
tables. Yeah.
I rolled a A6 blacksmithing or fishing.
I think my Princess is a blacksmith all.
Right, all right, all right, Dame Dame Blacksmith.
Yeah. OK, there you go.
That's dope. Dame Harmony, the legendary
blacksmith, You know, they locked me in the tower because
my skills were just too, too raw for them to handle.
You know I. Was making swords they couldn't
believe. Yep, as well as the talents
associated with your gift roll on the talent table for an
additional hidden talent. So you get talents.
Remember you had three to start with it.
You had like alchemy and astrology, something like that.
And then you picked like swimming.
So those are talents you already have.
So anything related to like alchemy or to like super
swimming you just get to do. And then you also got
blacksmithing as your hidden talent.
Oh, that's the other thing. This is like a hidden talent.
Like, people, like don't even realize you're just like, oh,
you need your armor fixed. Yeah, you know what you mean,
blacksmith. Yeah, that's my hidden.
Down and listen, I'm a Dame of many talents, you know.
There you go, An interesting individual.
You are, you are so encumbrance when you choose to.
What you choose to bring on your journey is important.
Your resolve stat determines how many items you can carry.
So. So what is your resolve stat?
10. 10 so you can carry 10 items and travelling with more makes
you weary. So we'll get to the ailments in
a little bit. And so basically, yeah,
basically it's a standard. You can have as many and if you
go above your encumbered and that's the thing that gives you
a bad thing and you can't, you physically, you're incapable of
caring twice your resolve. And the way talents work, it's
pretty fucking standard OSR right?
Like things are worth one if they're really big, they're
worth 2 and you can bundle things into into groups for
smaller things. And then you get starting
equipment. So you start with what you got
from your gift page. Then you get the three six over
pieces, 4 torches, 6 meals of trail food, which can be bundled
into one. There's a little one by it.
So it says that's something you can get in a bed roll for
sleeping, which has a one by it. So it's 1A Tinder box for
starting fires and a big purse or knapsack.
And then it says roll on the following tables to determine
the rest of your gear. So first of all, D6 to determine
what you're dressed like. And I very much like these like
wood carving, like kind of like pictures of all these ladies.
Yeah, it's very cool. I rolled A4, a soldier stitch,
tunic, Cape and leather gloves. It makes sense for the
blacksmith theme. Yeah, yeah.
The other ones are an urchin, a peasant, a Pilgrim.
We have the soldier, a nomad or a noble.
I mean, I guess a noble would also make sense for the Dame,
but you're the blacksmith Dame. Blacksmith Dame.
So great. Yeah, I do really like the art
pieces. Yeah, they're fantastic.
Classic public domain art that they flipped through this.
I'm curious it's, it is right, Like these aren't illustrations.
This domain are like, I think because you can even see some
artifacts in the back a little bit like I'm I'm I'm sure if
they drew it, which I think obviously like it's similar
enough to the other stuff. That's great, but it does look
like public domain. Yeah.
And if it's not, they did a really fucking good job.
Of it if I say if they drew this and they was like this is great
cuz it looks it looks classic so yeah.
OK, so armor and Shields. The way armor and Shields works,
super classic light and heavy. Light takes up one inventory
slot and reduces one damage, heavy takes up two inventory
slots and reduces 2 damage, and Shields reduce incoming damage
by one if they are wielded properly.
Like super easy, Super easy. Yeah, like because it does kind
of get your inventory. So you actually roll tradition
where you're starting armor is. So on a one to two you get heavy
armor and a shield, a big shield, I guess, because it's
worth 2. On three to five, you just get
heavy armor. On 6 to 15 you get light armor,
and then on 16 to 20 you get no armor.
So what did you get? I rolled A12 size light armor.
A stitch layer of cloth reinforces leather or heavy
canvas. There you go, makes sense with
your soldier clothes that you just basically have like
stitched light armor And then there's a page that's what's in
my purse. So being resourceful with tools,
trinkets and everyday objects is really important.
GM are encouraged to embrace clever thinking with the items
because the game is it called itself an adventure game.
And don't forget when we talked about Forgotten badly, like last
week, they talked about an adventure game being more of
like a like a clever kind of like puzzle figured out game as
opposed to like a combat heavy game, which also makes sense
since the fighting rules are way below all of this stuff.
And I really like the way that they laid that out that like
pretty much everything is before fighting.
So it subtly kind of says that like exploring and like all the
rest of the stuff when we get the panel should be.
Your last option? It's the last one we offer you.
Yeah, and it doesn't say that overtly, but like just by the
placement of it, I think they there was an intent.
So roll 3-D20 for your random items.
One free run from three different tables, here 1-2 and
three. OK 1574 I looked ahead so I
could roll so I have a beeswax. Candle Wait, wait, wait, wait,
wait, it says I always carry my. I always carry my beeswax
candles. Boom.
I'm glad that I remembered my satchel of herbal tea, actually.
Sick. How'd this get in there?
Get in here. A finely stitched underwear
Makes sense. Herbal tea sounds so good right
now. I'm not even playing SO and.
Then bonus item roll, roll D20, then choose.
So roll AD 20 and there's there's so there's one to two,
three to seven, eight to 15 to 16 to 20.
So you got a three to seven? One item from column one so.
Pick anything there. So as you go through that, I'll
read the rest of these. So it says on one to two, you
choose one item from any column three to seven, one item from
column one, eight to 15 from column two, and 16 to 20 from
column three. So what are you picking in
column one? I think I'm doing an iron pry
bar. That's sick.
Yeah, that's a good one. That's a good one.
That is a really good one. I will say the first one is very
much tools. The second one is very much like
it's perfume since a talcum powder, hair brushes.
It's very much like personal, like almost like toiletries.
Yeah, right. And the third one is ran is like
like random shit, like they'll fine list this underwear, a bear
claw necklace, you know, like it's it's it's neat.
They did a good job. So D12 for weapons you better
watch out for my and then as you roll that the options are a
parasol, frying pan, cooking knife, sling, hunting bow,
hatchet, oak staff, dagger, sword, flail, crossbow, or
battle axe. I got the one thing every good
adventure should start with. Kitchen knife.
Okay, so you rolled 9 for the sword?
I did, I rolled 9 for the sword. Dope, so it says one next to it,
which means it's only where it only takes a point inventory
space. It's D8 damage slashes and
pierces and is elegant. Makes sense.
Makes sense, yeah. Makes sense for a game.
The page is great here. It's very much like scattered
across. There's like a a drawing for
every item and then the the kind of stats each one are like
scattered throughout and looks really, really fantastic.
It's a great spread on on peak background and that is the
princesses. So we're moving into perils.
And then the beginning of this page is a brow that that dark,
dark brown background, very like textured with perils for Part 2.
So we're getting into the extra rules of the game.
So how to play again, great for event beginners here it says
basically it says what is AGM and what is a player?
The GMGM player plays. There are four things.
The GM describes the fictional world.
The player describes what they want to do.
I, I, I do like this as an intro Part 2 because it says the GM
describes the world #2 the player describes what they want
to do and what they hope to accomplish.
And if they want to use an ability or gift or anything like
that, then #3 it says if a player attempts a riskier and
certain action, the GM will ask for a test.
And then #4 the GM describes how the fictional circumstance
happened. So I like that it very much
specifically tells you right off the bat that just say what you
want to do and then GM will tell you if you want to roll.
That's like such a pet peeve of mine when people, the first
thing that they do when they encounter anything is be like,
well, I'm going to roll for this.
And it's just like, just tell me what the fuck you want to do
because maybe you'll just do it. You don't need to roll.
You don't need to roll for everything.
And I like that this tells it to you in a very like number one,
number two, number three, number four, very laid out way #2 is
tell me what you want to do #3 is I will tell you if you need
to even fucking roll, right. So I really enjoy that.
And then at the bottom here, it says it's got AD 20 graphic for
AD 20 for virtues, D6 for GIFs, and D4 for heart.
And then it talks about the test of virtue and then advantage and
disadvantage. And we talked about the the test
of virtue before, but again, it's here and then exactly where
it should be. The test of virtue is when you
attempt a course of action that is risky, uncertain, or as
consequences for failure. The GM will call for a test of
one of your 3 virtues and it's AD 20.
Roll under, boom, roll AD 20 or less.
Advantage and disadvantage. You roll two 20s, take the
highest or lowest right, That's how that works.
Great, great piece of art here of a Princess battling little
little goblin. Little goblin dude with some
like birds kind of joining the battle.
Great Goblin, dude. I mean, I mean, visually, this
whole thing is just so. So good.
So gift ice. So when you want to use a
special ability, which is one of the the abilities that you get
for leveling up on your class. So you're such a, your first one
was, I can't remember what, a squirt, something like that.
I can't remember what your first ability was.
Shape. Shape shape water.
That's what it was. You know what I was starting to
say? There's like blast and stuff.
So anyway, so in order to shape you would need to use a gift
ice. So rolling more dice gives more
energy to the ability. So that's a very much AGM side
of thing right? So like if you want to roll like
3 gift ice, if you succeed the GM will be like triple kind of
like the cool shit you get to do.
But it does give you more options for a miss out because
if you were A1 gift ice you can't roll double S right?
You can't roll double S Yeah, inherently.
Exactly. But if you roll 4, you get
theoretically roll two sets of double S, you know, and that
would suck for you. So I do really love the way that
they work though. Like you can succeed on your
gift ice and then if you roll a 1-2 or three, you get to keep it
and keep using it. But if you roll a 4-5 or six,
you spent it for the day. I love that.
They're great. And if you roll double s, you
get mishaps, which you talked about before, and you roll on
the mishap table for that. And there's again, I, I think me
might have skipped over a couple, but there's a lot of
little examples of play throughout this entire thing
which are really, really fantastic.
So this one talks about Azalea using a level 2 elemental
connection gift. She wants to use her blast
ability. She chooses to use two gift ice
and rolls A5 and A2. Sensibility does a some damage,
the ooze loses 7 HP Boom, there you go.
The gift that rolled A5 is used and gone, but the one that
rolled A2 she gets to keep. And then there's another one
where it talks about she rolls 2 for the for an enchanted voice
option and it's a A2 and A2, which is a four, which means she
has to roll the mishap table. But she still, she still
succeeds and she gets to keep both of them.
But when she rolls the double S, she strains her voice.
So it's, it's this weird kind of like succeed, fail, succeed kind
of thing a little bit because you, you do get to do what you
want it to do and you do get to keep your dice, but you roll the
mishap. So you do take some consequence
for the use of it, which is cool.
I really like there's like a mix of all of it.
It's a, it's a non cumbersome layer of complexity added to the
gift type system that, yeah, I find satisfying.
Yeah. Yeah, well, and and not only
that, the gift type system in and of itself is a great little
system for like any type of special ability because again,
it like self, it's self limiting in a way that's really reliant
on the roles which are all dictated by the player.
So it really feels like the player would be like, I use it
all up this time, you know what I mean?
Like there's no like you only get three.
You only get two. You don't need to because at
some point, like you're gonna roll A45 or A6 at the 5050
chance and you're going to lose it for the day.
But like when you roll like a one and then you roll A2 and
then you roll A2, you're like, oh, shit, like, you know, I'm,
I'm, I'm cruising, you know, like it, it's going to be, but
also, and, and then vice versa is you roll A5 and then a five
and then a five and you're just like, shit, I boom, boom, boom,
they're all gone. So I really like the way it kind
of like set limits, how often you can use it and you can both
succeed and suffer consequences at the same time, which is
really, really a a really neat little system.
Heart dice Two ways you get to spend your heart dice.
Heart dice similar to kind of like hit dice a little bit, but
they are used differently. So there's two things you can do
with them. One is when you have a picnic,
which is basically a short rest, you can roll your heart dice to
recover your heart points, right?
You can roll a total. The total number rolled is how
much you recover up to your Max. Once you spin a heart dice, it
is gone until you do a full rest.
Or you can spend a heart dice to help a friend succeed on a
virtue test. So after a friend rolls AD 20, I
love that. I hate when people like you have
to do it first because it's just a waste.
It's a potential waste of resource.
Yeah, absolutely. After a friend rolls AD 20 test
and fails, you can spend a heart dye by describing how you aid
them in the very last second and subtract that from your role.
So if you need a 10 and you roll A13, I can potentially roll one
of my heart dice as a reaction to that to at the last moment
narratively describe how I do that to help you like get to
your success, which is a great way to be able to use them, help
a friend, you know? And teamwork, you know?
Yeah. Two ways to recover heart points
a picnic, and that's when you can use your.
That's such a great one. I like it.
It's so good all. Of your short rest that you've
always been taking with your adventure parties, where you sit
down outside and you have a snack and you sit in the forces
that picnic this entire time. And it's just now reading this
and I'm like, we've just been doing this the whole time.
Yeah, I love the, I love the illustration on this, like it's
a woman eating like a very beefy sandwich, like a big old
sandwich. And she's standing.
At the table. Good as hell.
Yeah, there's like a big like ham, ham slice that she was
gotten. There's like a piece of bread,
there's cheese, there's little, there's little Pickles, a tanker
to ale and then there's a couple, there's like 3 mice at
the bottom just like munching on the cheese and bread too.
Why? She's just hamming on the
sandwich. It's a great fucking graphic.
So picnic is how you can get some hard points back.
It also consumes a meal or trail food, which my assumption is if
you don't have any you you can't heal during your picnic because
it's not a picnic. And then there is a rest which
is once in a 24 hour period you get have to get 8 hours of sleep
and then you recover all of your HPHD gift ice.
Like you get all of your dice back, you get all of the all of
the all of your, you know, usable resources returned if you
get a full rest and get a meal and a safe place and everything,
which is great. Three ailments you can suffer
weary, woozy or befuddled. So basically you get
disadvantage on one of your 3 stats.
I love this. This is.
Super clean, very simple. Yeah, just just get disadvantage
on each one. So if you're weary, it's
resolved. If you're woozy, it's grace, and
if you're befuddled, it's wits. It says the bottom.
Oftentimes a picnic or a wrest will get rid of it.
Sometimes it requires a little bit more.
And it's up to the GM to say if they need like a specific
remedy, like a specific herbal remedy or anything, which is
great. Again, lovely illustration on
the bottom of these three badass princesses, Princess and you
know, advancement. So this is your your leveling
up. So achieving a major goal or
overcoming a significant obstacle, you get to grow your
ability. So with, with the tables
consensus, you can all get a level.
So basically what everyone's like.
Well, that was probably cool enough.
Let's level up. You can level up and when you
do, you get a bunch of shit. So you get you get a gift
ability. So you gain your next gift, so
your next one after. After shape I think was the
blast one. Blast.
Yeah. So you would at level two, you
would get Blast and then gift Ice.
You get your Max gift dice increases by one, your HP
increases, You roll AD 4 and add it to your Max HP, your hit dice
increases, your Max hit heart. I kept saying hit dice, your Max
heart dice increases by one, and then your virtue deepens.
So you roll AD 20 in order for all of your stats, all of your
virtues and any of them that are higher, you increase by one.
Nice, clean, all very clean. It says if you're longing, if
you, if you want a longer adventure.
Advancing beyond four comes from finding magical items, seeking
new secrets and magical spells, or doing specifically trained
things. So like, realistically you could
go forever on this fucking thing.
And the only thing that'll kind of like a level out eventually
will be your virtue stats, which is fine.
You shouldn't get to like 1000, but you can just keep getting I
guess you won't get any more gifts but you like it says you
just get like a special item that'll give you like a new gift
or some shit. That's it.
Like a relic. Optional rule.
Abundant gifts. It basically says some tables
may wish to add an additional flexibility.
Basically it says like if you want to take a gift from another
class. Long story short, this is
multiclassing. Don't do it.
I mean, do whatever you want, but multiclassing is anyway.
I'm going to tell me not play a game.
Right note for one shot, it's basically it says start at level
2. It it allows players to have
enough gift dice and stuff to to kind of like actually like feel
good and experience a game more if you're just going to do one
shot. So now we're getting into
adventure stuff. We're going to cruise through
some of the stuff. So adventure spending time is a
cool little thing. Spending time can be anything
that you want it to be. It could be 20 minutes searching
something. It could be hours foraging.
It doesn't matter. Like when you have to basically
be like you take time to do that thing.
You are capital S capital see spending time and in each of
these cases you are using a the time is a resource, right?
So examples are picnics and rests, a day of travel,
thoroughly searching a dungeon room or any gift or mishap where
it says you have to spend time. And when you spend time, the gym
can roll wrinkles. A.
When you spend time, the gym can decide to roll a wrinkle decide
to see if a wrinkle occurs. A wrinkle can be anything that
complicates interrupts her out of layer of complexity to an
adventure. So this is kind of like a little
it's it's, it's like a random encounter kind of thing.
It's. Almost an encounter table.
Yeah, yeah, yeah. It's a narrative encounter
table. Right.
Well, it even talked about that on the next page, but I'd like
that this is like more than that it it takes that to a place that
I like more because there's there's a million blog posts
that are like This is why a random encounter table suck.
I love this. This is a great way to do it.
So basically. But do people think that random
and calendar tables suck? I didn't realize that.
I mean, ninth, are you being surgasic?
Because yeah, they're terrible. OK, great.
So if the whole story is spending time, if the whole
party is spending time, the GM only rolls once, even if
everyone's doing other shit. So if one of you is doing one
thing, one of you is doing the other.
It doesn't matter. The time is still spent across
the board, so when there is a chance of a wrinkle, the GM
rolls one of these dice based on what the situation around them
is like. So if you're in an unfamiliar
area like a well traveled road or navigable river, a place you
haven't been but isn't crazy like you're on a road where
there might be other people, you roll the D8 in the wild like an
uncharted forest or been in ruins, you rolled AD six.
In a dangerous place like an enemy stronghold or haunted
catacombs, you roll AD four. And at any time you roll A1, you
would have a wrinkle, you would have some type of complication
that occurs. So this is more of just like a
complication table. And then on the very next thing
it talked about ideas for wrinkles and it specifically
calls out it's just a lot of pre written adventures have random
encounters or wandering monster tables you can use as wrinkles.
But here are some additional sparks And there are what is
this 4D sexes for dungeon wrinkles, travel wrinkles,
overnight wrinkles and town wrinkles, which are which are
great. So why don't you only like 46
and we do one for each? Done first one, I got a three.
That's for a dungeon wrinkle. The ceiling starts to collapse.
That's a wrinkle suck. That would actually suck.
Then you have for travel wrinkles.
I rolled it two. It's pouring rain you can barely
see. Dangerous for overnight wrinkle.
I also rolled A2 so it is it's so windy you can't start a fire,
it's cold at night. And then for the last one which
is town, I rolled A4 and that is a A con artist sells you a sham
remedy. I love this.
I love this system that kind of takes the concept of like random
encounters and and wandering monster table and just gives
just another layer to it that is super easy, but like is good,
like it's just good. Like it's just really I enjoy
it. I love this.
I I really enjoy this game. That's a good game.
I like twinkles. So exploration we're not going
to get at this. There's travel, you travel and
there's distance as you can go. There's pushing it, which
basically is just like you can push it, you will resolve, you
can get weary navigating, you can do it getting lost, It can
happen. Smaller distances are just the
distances for like comments, stuff like that.
So at hand is close Nearby is like the same room Stone's Throw
is, it's a stone store and over Yonder is over Yonder.
I mean, they're great. Hand is interesting.
I think close would have been fine there.
But at hand is very much like a very princessy way to say it.
This item is at hand. They're right there.
Another great graphic here on the side of just like the world
with mountains and stuff. It's great light it exists
candles, torches, lanterns, and there's like stats for this like
the distance and and how much light and and when you have to
use them. Also throughout all these, it
also talks about like how much space it takes up, which is
really nice. Like so it specifically says
like candles can be bundled 8 to a space, torches 4 to a space
and Lantern is just like a space, but oil flasks for the
lanterns can be bundled 4 to a space.
Really like that searching tests talks about food 66 meals to a
space so and you have to you have to eat at a picnic so you
need to make sure you have food out.
Of that picnic. Got out of the picnic treasure.
It basically says most of it isn't like art objects and
valuables and stuff like less about like having money and more
about having stuff you can sell in town for money, which is more
reasonable when you're adventuring than like having
like a horde full of gold. Is having, like, a magic item
worth a horde full of gold? You know, you spend.
Yeah. You spend time and stuff.
There you go. And then after all of that, we
get to fighting, which again, is a very, in my opinion, subtle
way that they said all of this stuff is more important than
fighting. And I like that a lot because
even right at the beginning of the game, it said this is more
about using, like, your wits and your emotional immaturity and
like, all the rest of that to, like, figure shit out before we
have to fight. But if you get a fight, that's
how you do it. So running combat and you you do
it. It says basically you can use
miniatures to reign dear to the mind.
However you want to do it. It's fine.
I honestly this game is so simple unless you're doing like
a ton of people dear to the mind would be super easy for it.
Times and rounds exactly what you think there are 10 seconds
blah blah blah. Initiative roll wins if if a
Princess succeeds, they roll before the enemies boom there
you go attacking. So you test resolve for at hand
attacks, anything like right on you and grace for range attacks.
If you succeed, you roll your weapons damage to see how much
damage you inflict on the monsters HP Unarmed attacks do
one super easy defending Monsters don't roll dice to
attack like princesses do. Instead you test your grace when
they attack to see if you're able to avoid getting hurt.
So very it's a player facing system, which is great.
We'll get to that on monsters though, because I have a
question. If you fail, the GM rolls
monsters damage dice to see how many HP you lose.
Or the player could just roll the monster I must say I'm
having. I'm sorry the players rolling
that one. This is the player facing rolls.
A really good thing on the bottom, again in another box it
says when fighting you can do two things on your turn.
One, move somewhere nearby. So in the range that is nearby.
You can also skip your action to move a stone's throw and then #2
you can take an action and it tells you examples.
Attack with a weapon, use a gift, cast a magic spell, use an
item, heal a wounded friend. Like, do a bunch of like, it's
great, it's great. And then during any turn, you
can also react to one thing per round.
That usually means spending your hype dice your heart.
Yeah. How you Yeah, somehow I was
putting the A before the E in that heart.
So the heart dice to help a friend or use a special ability
that allows you to have a reaction.
But for the most part, their reactions are just are your your
hard dice armor. We talked about it before it's
soak and it's one or two crits. It's a it's a roll owner system.
So on A1 you roll W image dice and then when you roll the 20
while defending your enemy's attack strikes true and ignores
your armor. Ouch.
It actually says just Ouch, which is great.
I love it. Reactions.
We just talked about that once per round you can react this
generally heart heart dice again.
I do love there's like a what's what I'm trying to say, like it
reinforces itself a bunch. It tells you the rule.
It tells it to you again every time.
Every time the rule would be pertinent, it tells it to you.
Wounds is interesting. I really I'm excited to get your
wounds. So if you were reduced TO0HP,
you are wounded, you can no longer do anything.
People can stabilize or heal you.
We'll get to that. A successful first aid check,
which is the witch role gives you one HP or there's massive
healing, picnics, rest, whatever.
I like the idea of like you being able to heal a picnic, but
you're knocked out and someone like just feeding you like a
finger sandwich or something, you know, I mean like like head
in head in their lap, just like patting your head feeding you
like just. Like a little Ritz.
Cracker exactly I love it Antics is what they call like all the
shit that's not fighting I. Love the antics that that being
the yeah, if you're all wrestle or do maneuver or do something,
it's an antic, you know? It's an antic.
You just, you just do something antics, you know, So yeah,
grappling, anything creative, anything else, like you just
roll whatever you can roll any of your stats just describe like
what antic and what you're trying to do.
And I do like this thing up here.
It says describe your end goal, how you want to achieve it, and
what you're going to use to help you.
So just describe it narratively and the GM will then make a
ruling on whether it succeeds, requires a role, or you have
disadvantage or advantage, which is great.
Again, the game reinforces over and over again.
Again is great for an intro game that describe what you want to
do narratively and the GM will tell you if you need a role and
what you need to do and then talk it out.
You can always talk nojutsu as an antic if you want and try to
try to. Tangent I had to explain talk no
jutsu to my girlfriend yesterday because I made that reference.
And do you ever watch Naruto at all?
No, I'm trying to. It's coming up.
I'm going to make her watch at least into the pain arc so.
I will. So here's the thing, man, I
watched all of Naruto, loved it. I started ship it in and it
sucks. I know it gets better.
She means great. Fuck you.
No, no, no, because here's the problem with ship it in it
becomes Dragon Ball Z and the fact that like half of every
episode is just recapping the previous episode and people
standing around waiting to fight and it drove me fucking nuts
Like I don't remember. I think I literally he got to
pain in The Cave and I checked out.
I was, I'm so done. Like, like, why is it taking 15
episodes for you to just have one conversation with this
motherfucker? Listen, hey, go ahead and get in
our comments guys, and tell Ryan how wrong.
He is no, I'm correct. Go to.
YouTube slash the weekly scroll Find this episode if you're
listening to it and you're not currently watching this on
YouTube and leave a comment about how Naruto Shippuden is
fucking sick I. Never said the story isn't good.
I'm saying that badly. No no no I said that Naruto what
I'm saying is had good pacing and then as soon as ship it in
starts half the episode is just recapping the previous episode.
Like the the amount of new stuff that happens per episode vastly
reduces the ship it in versus Naruto.
I will say Sasuke retrieval arc of original Naruto one of the
rest anime arcs out there period.
Insane the coming of age of those three young men.
Great story wounds so when you fall to zero, I love.
That was our first big tangent actually, so it.
Was it was good and it was only like a minute and you started
it. So wounds when you fall TO0HP
you roll the wounded table. That's great.
So do me a solid. There's 8 wound options.
We're saying you hit 0HP and you become wounded.
So what did you get? I rolled A4 scarred.
You have a gnarly visible scar right down where it is and how
you got that make makes for a good story.
Might impress some people, might frighten others.
That's great. There's eight options here.
Just a flesh wound. What doesn't kill you?
Rattled, scarred, clunked, cracked, injured, and
traumatized. So a couple of interesting
things about here. We'll talk to that in a second.
So the way the wounds work is if, if you hit zero HP, you roll
on the table. If you would ever take a wound,
that gives you double your maximum.
So if your HP is 6 and you would take 12, you automatically, like
you're automatically given a trauma point, you're out and you
get a trauma point. We'll talk about that in a
second. DBK, the DM can do whatever.
When you're wounded, your friends can use an action test
their wits to attempt first aid. We talked about that already
gives you one HP on a success. So the interesting thing about
the wound table is you in a lot of games, something like this
would give you like a permanent bad.
There's like 3 on here that give you a permanent good, which is
really interesting. So like what doesn't kill you,
for example, it says you're weary for three days, after
which your resolve permanently increases by one.
Awesome, honestly, if you. Wanted to be a little hard on.
I would just say it. Permanently reduces by one.
That's that's what I would do. You know this game isn't that
game. You know this game is.
Like I'm saying my my what I want to do.
Yeah, So injured, impaired senses, broken bone, whatever it
says. Once healed, add D4, maximum HP.
That's a great one. That is a good one.
Yeah, Yeah. So.
And even just the flesh wound 1. After that heals, it says roll
the D12 and if it's higher than the current Max HP, use the new
value on just a flesh one. That's good, but eight is
traumatized. Mark one point of trauma.
So let's get into trauma. Let's unpack our trauma.
I love the graphic at the top. Of this very orny like.
Skull on like a like a platform with this this drapery behind it
and stuff. It's great.
So trauma that says rolling an 8 on the wounded table.
I think I think it's a coffin. Yeah.
What did I say was? Oh, I I didn't hear you say
Coffin. I apologize for.
Having to listen to me Coffin, how dare you.
So, so there's two ways to get traumatized.
One is to roll an 8 once you're wounded and the other is to get
the the double maximum. So you only get three points of
trauma. But on the Third Point we'll see
what happens. So on one, you're really
frightened and the circumstances right under trauma are all you
can think about. You cannot use any gift ice for
24 hours. So if you it talked about it, I
think at one point, like if you get in a fight with like a bunch
of goblins, next time you fight a bunch of goblin, like all you
can think about is goblins for 24 hours and you got no, you
can't use any gift ice. On two, you're in shock and
can't use gift ice for 24 hours. You are afraid of what hurt you
and have disadvantage whenever faced with your fear.
And this is permanent. So again with the goblins, if a
goblin injured you every time you encounter goblins forever,
now you have disadvantage. And if you fail, you now have a
fear of heights, things like that.
The fear ends when you overcome what you're afraid of.
So I've definitely got a whole narrative fucking thing to get
rid of. Like the trauma, like stage two
trauma, which only there are the only three.
It would be a big deal and #3 you've been through enough and
this is the end for your Princess.
Depending on how your table works, you decide what happens.
So why don't you roam AD four or was 3?
You. Mean your untimely, tragic death
and your friends all mourn your loss.
Boom, you're dead, buddy. There goes Dame Harmony.
The other so. So this isn't a role table, it's
just a list of possible options you could take #1 is you decide
it's time to retire. Next time you get to safety, you
settle out of town and you are now friendly in PC #2 is a deep
enchanted sleep, woken up by her true Love's kiss.
So we all know that Snow White was just out adventuring until
she got too much trauma. Yeah, and then no Sleeping
Beauty. Snow White was just hanging out
with dwarfs. You meet your ontology, not get
poisoned by the. Queen and then I don't remember.
Either. Wow.
Is the best Disney thing. Ever.
She turns into a guy named Dragon.
She's awesome for something else entirely depending on your game.
Do whatever you get lost vampire comes to get you whatever.
It's great. So magic.
How does magic work in the game? So it works just like everything
else. It works like gift ice.
So does she yeah, she she bites apple.
How does she gets poisoned and then he comes to kisses her
again. Yep, yeah, early Disney was very
non consensual. So Princess is mine encounter
monsters, they also learn magic, etcetera, etcetera.
So spells work like gift ice, where dice is the amount of gift
ice you roll, some is the total, blah blah blah, and it all works
the same. There's also a magical mishap
table. So the way magic works is just
like the way gift ice work, but oftentimes it comes from like
other items and things and that's pretty much it.
So magic mishap, fizzle magic, burn sapped wild magic,
intoxicating power or a curse. And there's links to like a wild
magic, you know, spell table and to a random curse, which links
you to the curse table and the 10,000 wild magic table.
Oh, you got to got. To roll in the D 10,000 Wild
magic table. So there are a bunch of like
magic things. So there's grimoires, robes and
hats, relics and sigils. These are all things that you
could get magic from and they give you a specific amount of
like gift ice for each one or things like that and, and give
you specific like ways that they all work.
We're not going to get into it again.
Magic works just like give it that gift ice.
So getting a magic item is very similar to having just like
another special ability and it just works a little bit
differently. Spells there's like 2 pages of
it's just two pages of like random spells.
Most of them are not combat related, some are.
Why don't you roll me D20 in 2 minutes about you get.
Yeah, I rolled A1. Oh no.
What'd you get? Animate range nearby.
Dice in brackets Nearby objects come to life and obey your
command the best they can for some minutes.
There you go. So let's let's go with.
Let's pick one. Of these grimoires, rubs and
hats, relics or sigils? What do you think?
Think it is sigil? OK, so sigils.
Are basically squirrels, so sometimes.
Magic users will store a single spell in the sigil upon a
squirrel or tablet. The owner of the sigil can cast
a spell a single time, after which the sigil is consumed.
Sigils can hold the magic of a single gift die, which does not
return. So basically you get one use of
one spell with one die. Boom there you go.
They even talk about the magic works just like gift ice because
it basically is any time you have any of these items it
basically just gives you gift I to use that aren't spending your
own which is cool. It's super simple because it's
the same system you already use, which is really cool.
So wondrous items. There are some poison apples,
climbing rope, hearty acorns. There's like the ten of these.
They're cool, read them. They're just magic items with
special properties that give you different things like number of
uses as listed, how you can use it.
It's great Relics the same way there's a Ring of Fire, Wanda
bubbles, rainbow crystal druid stuff.
What's cool about the relics that I really enjoy is that they
are, they get activated, they have their own gift eye.
But once they get used, instead of just like recharging
overnight, there's a specific way in which you have to
recharge it in order to be able to use it again, which is very
much like a mouse sweater magic system kind of base.
Yeah. So ring a fire, for example, you
catch fireball to recharge it, you have to leave it in the
embers of a hot fire until the embers go out, which is cool
narratively. Love that.
I love that. A lot of it.
So, so done. So why don't you roll me a
relic? Let's make a relic.
Roll me AD 20 and AD 6 2K1B20. That is going to be a 12 and for
the D6 I got a four. That's a dope.
That's a dope one. So I got a woven.
Cloak. And it recharges when I hunt a
wild beast and eat its heart while brandishing the relic.
Bro, that's kind of metal. That's hardcore as fuck.
Actually. You have to be like.
With your Cape like flapping it all.
Around where you're like eating his heart.
So herbs and there's the whole section here.
I'm like cool, cool stuff when I can go over.
Yeah, very witchy. So herbs and mushrooms you can
spend time foraging and there's all the stuff that has like
benefits. So sugar balm, curious ailments
and and can be an anti venom swamp cloves, a broad leaf wolf
Ivy, thimble caps like mushrooms.
And there's graphics for each of these or like they look like
they're on torn out parchment papers.
The whole section on potions, which are specifically brewed
and specifically talk about like what you can do, like how many
rounds, like troll strength and gives you how many rounds, how
much you can do with it. There's like six of those.
There is AD 6 table of enchanted weapons, like a vorpal blade, a
singing sword. It gives you the damaged dice
and like the the various magical stuff you get for that.
So for example, the vorpal blade gives your crit on a one or two
does D 10 + 10 damage, but after it deals with crit, you roll AD
6 and on a three or lower the blade shatters forever.
So if you have a crit with a vorpal blade, you get a 5050
chance. Well, you'll probably kill
something with AD 10 + 10 very, very close to if not, but you
have a 50505050 chance of just like shattering the thing and
it's just gone forever every time you do it, which is cool.
Cool. And there's a little piece of
art for every single one of these weapons.
There's like 6 pieces of art, which is really cool.
Monsters, We're very close to the end now we're going to shoot
through the most. This is where I have a question
because it doesn't make sense. Ready for this?
Ask the save. The save, right?
Well, OK. Well, what was your question?
No. Yes, you had any?
Questions. OK, so monsters.
Monsters have slightly different set of stats and princesses.
To keep it simple, they have like 4 things.
They have HP which is our heart points right?
There's a there. I'm going to skip that one then
come back to it. There's armor which is the value
subtract which is the soap for the armor.
They have values from zero to three.
There's the attack which gives a description and the amount of
damage. I say roll and it says some have
resistances. Then there is a save stat.
Unlike princesses who test resolve, grace, and wits,
monsters just use a single stat called save to test to avoid
danger and resist the effects of magic.
OK, it's a player facing game right?
Where? Where does save come?
In what what? What is the?
Monster saving from and who rolls it?
Yeah, I don't know. I couldn't tell you.
Right. Am I like.
I felt like I'm like. Taking crazy pills and I'm not
quite understanding maybe, but like I can't think of like I
thought the whole point of the roll under system and then the
princesses don't roll. Like the monsters don't roll.
The princesses just roll to defend.
What are the monsters saving from?
Like do does a Princess maybe, maybe we should get to the
example play and read through, like see if there's a monster
that saves in it. But I just like, what's the
point of the save? You know, like, like what?
Like that Like a, like a, like a, like a evil queen has like 15
save. Who's rolling that?
And for what? You know, because it's not a
player facing game if the GM is rolling saves like that doesn't
make any sense. So that's the only thing I don't
really understand. But outside of that, there's a
cool D8 random monster table just to be like, here's the
thing. And they're, they're basic rock
goblin schools, giant spiders, very much 8 basic monsters,
which is cool to have right off the bat.
And then you get into the, the monster, the bestiary, which is
fantastic because there is a drawing, there's a graphic for
every single one, which is fantastic.
And the first one, the giant spiders is amazing.
The woman is like leaning forward all ready to battle this
thing. She's got the sword in her hand,
but she's like draped in spider webs that this giant spider
coming in and her look of determination on her face.
It is a great piece of art. And it's like half the page and
I love it so much. And there's like spider webs
over the top of the page too. Just fantastic, really amazing
illustration Ghouls, another couple illustrations that are
great rot goblins again love these little fuckers and they're
like cave they're like they're great vampire bats gloom whiffs
like hounds. The white is also one of my
favorite like the ground. All the stats are awe they are
in it's like dark cloudiness. OK, so here's my.
Thing so the thought experiment, Dame Harmony uses her level to
water blast ability right? So the the monster gets chance.
To save against that. I mean, I guess maybe it's
against ability because it. Specifically, does.
Say it specifically does say let me scroll back up because I do
want to still talk about some of the the beasties.
It says, unlike monsters, just use a single stack called save
to test to avoid danger and resist the effects of magic.
Well, I avoid danger is such an abstract thing.
Resist the effects of magic. I guess maybe when you use like,
spells or things like that. But like, again, I thought a lot
of it was just like you roll under a stat.
But there's a big example of play at the end.
We'll get to it and and see kind of like what what it says there.
But again, the white. Yeah, like the stat is in most
of its itself. And at the end of this, like
giant cloud is like a skull face, which is cool.
And it also has like a crown on itself, which I thought was
really cool. Big bad wolf is a monster HP8
save 12 armor three can attack twice with claw and bite.
I mean, that's like just make a bear, you know what I mean?
Like that's such a that's such a standard like claw like that's
such a great thing. And it says enchanted in silver
weapons. Ignore it's armor and a werewolf
of the deep hunger for flesh. If wounded by a big bad wolf,
test resolve or become a werewolf.
This is such a great stat block and such an insanely good way to
do like like monster stats. This is like classic, but also
like just the best fucking way to do it.
Like give me a couple sets, like give me some resistances or
whatever and then just give me like one or two lines of like
who they are and like what they're kind of like, you know,
their mean is. And it's let me run with it And
it's so great. And it's a whole page
illustration of this like big bad wolf, which is really,
really dope. Unicorns and like 6 traits that
it could have Pixies, trolls, dragon.
The dragon graphic is also amazing.
It's same kind of dragon from like the enchanted voice, but
these three badass ladies and one obviously has like a magic
sword. You going up and then some basic
ones, henchman bear and hedgewitch.
Those are dope. Mama bear, Billy goat, Huntsman,
night deadly serpent. Here's the evil queen again,
another fantastic graphic with like magical swirling around
her. So good.
Some other stuff again, full to half page graphics of like
fighting stuff. There's a monster maker, which
is cool. So why don't you?
Why don't we roll up a monster? So beware of the Romy Romney
2D12 and this is beware of the what?
That will be nine and a 12. Beware of the rotten shade.
Who haunts the what?
Oh, will they haunt. They haunt the Forbidden Forest.
OK, OK. And they look out for their
what? Look out for their sharp claws
and. They're hungry for magical
essence. Dope.
You know, Actually legend has it that they guard a magic, a
magical item of great power. That's such a this is great.
This is really great. Yeah, yeah, I know.
We kind of so it's it's. As we said, beware.
Of the has a 2D12 table who haunts the has a 2D6 table
lookout for there has AD 6 table there hungry 4 is AD 6 table,
legend has AD 6 table, and then there's HP, save armor and
damage right on there. So honestly like that's just a
like that could just be monster. Then you just print that sheet
out. Boom, you got a monster page.
Great. D6 curses are cool.
There are, I'm sorry, there are D12 curses.
Sweet tooth, root bound rot, mouth gloom.
There is a a magical mishap where you have to roll on these.
You get one of these like butterfingers.
Doom is cool. Doom you are doomed.
Death is lurking around every corner.
Becoming wounded automatically gives you a point of trauma.
You must confront death and beat it in a game of skill or chance
to remove the mark of doom. I love how that is so narrative
and we're definitely playing what, like Battleship?
That was a. Bill and Ted reference, but then
no one's gonna get so. Strangers, this is just
strangers in their reaction. So it says like there's a name
or they go by something which is cool.
D20D12 there's a reaction table, which is like a 2D6 reaction
table, which is like the most like you know, DND like just the
most TG like hostile ambivalent, whatever that's great fairy folk
you met them. There's it's all roll tables.
What's for supper? How's the weather?
There's a treasure, the D20 treasure.
There's a gear prices which I like, treasure mileage, mileage,
mileage wings a second. There's gear prices, which I
like. It's one.
Silver 5, silver 10, silver 2050 and 100.
And instead of giving everything an individual fucking cost,
which you know that like is the bane of my existence, things are
just like tiered. So like, here's all the stuff
that cost one. Here's all the stuff that cost
5. Keep it easy.
I love that. I love that.
Just like super basic stuff is one thing, like tools are five.
It's great piss. Keep it simple, stupid.
You what that? What's that?
A whole table of just you? What's that?
And it's just D20 gross things like a loo drawing of the king
or a dead mouse to just have like gross stuff, which is I can
imagine it just just rolling that randomly like a bunch of
like if you're playing this with your daughter and your friends
or whatever as the GM and you're just like you ran into a comb
full of hair and they're like, like, that's cool.
The graphic is great too, like a a Princess with some treasure.
Part three playing a great section here.
There's an example of play. So let's scour this for when a
monster saves because I don't understand.
So I'm I'm cruising to this. We got Leaf, we got Viola, we
got the GM to do. She's testing Grace 20 as a
crit. There's a horrible screech that
happens. She's using a gift.
Tenderly smooch a hostile creature.
They're in a bad spot. There's a mishap that happens.
This is amazing. So they're cutting an ankle free
from this creature. The spider accepts your aid.
No saves. Am I wrong?
I could be wrong, but I. See, I see.
I do not see the spider saving from.
Anything I don't? Disadvantage because you're
stuck in the web. Nope, I see nothing.
So I just genuinely that's my only question is just like when
is when are monsters saving? What are they saving from and
who's rolling it and what are you rolling?
Or like is it? Is it we have to roll under
because it's but then why are you rolling your stats?
I don't know. Hold on.
Did I find right, right? I don't know.
So. I'm I'm gonna let you.
Hunt if you want, but we're going to just move through this.
So spoiler alert, GM's only. There is an intro adventure,
which is fantastic in a book. The Rosewood Crown, which is
cool, gives you an overview and a background.
And just like for everyone that listens and anyone that wants us
to talk about them, we don't talk about adventures on the
show almost exclusively. Buy the book, buy the book.
If you want this adventure, guess what?
Buy it. Buy the book.
Yeah, yeah. So there's isometric maps,
there's there's a lot so great. There's wrinkle tables, there's
a whole adventure which is fantastic.
And then once you move past that, you get into what's next,
The adventure continues, etcetera, etcetera.
There's monster stats listed for all the monsters in it, treasure
and items list for all the treasures in it.
It's great. It's great.
And then after that is the Enchanted Realm.
It talks about creating a campaign.
There's like a hex, there's getting around the map, there's
crossing a river, there's like location landmarks.
So basically this whole section is not more of the intro
adventure. It's the things that you would
need to kind of like build out a campaign.
So the inhabitants like a Baron, a hedge witch, whatever.
It's it's the base you need to build 1.
There's a rumor table, random encounter tables, and that's
that's it. That's a book.
And then you get to the the appendix in ish thing.
The further reading at the back, it says the nuts and bolts of
this game were inspired by a number of smart people making
fascinating innovative games, et cetera, et cetera.
So we got the black hack from David Black.
We got the Glog from Arnold Kemp, Karen from Yo I gall name
from Ben Milton into the Odd from Chris McDowell, Merck Borg
from Halen Nelson, Yohan Noor Mouse Shooter by Isaac Williams,
and the excellence by Adriel Wilson and Chris O'Neill.
So I know all of these and they're all great, but I've I'd
accept the excellence. I don't know the excellence.
And now I'm going to have to read it because it on on that
list of things you can't not read one of them.
G advice, Yeah. From people, yeah.
And then the seeds for I do love this, that it's not just TTRPG
stuff. There's been a huge list of
books and movies and and things like that of, you know, fantasy
stuff that they said that they, you know, grew up reading or
grew up to inspire them. So Princess Bride, Red Wall,
Wizard of Oz, The Hobbit, you know, Snow White, obviously.
Finally a red wall reference. Damn it.
We talked about mouse fur and a bunch.
Of other stuff and like no red wall references.
Yeah. Acknowledgement page.
Right acknowledgement. Page Kickstarter backers, wife,
friends, families, all the things you know and then the the
license. There is a license here on what
you can do with the game. It's fine.
It basically it's pretty standard.
It basically says like, don't use the art, don't use the
specific words, but use the system and anything.
And you know, otherwise do it without declaring compatibility
with with free commercial. Do whatever you want with it.
Just don't say it's it's related to outrider creative and don't
use the specific words. Just like pretty much anything
and have go at it, have fun, which we we love.
And I love that it's on right here in the book and it's right
there character sheets in the back.
They're cute, they're great. Everything that you need right
there, 2 pages and a couple pages of notes and then the
back, the back of the book. And that's the book.
That's the whole book. Are you muted?
No. No, I didn't.
Actually mute myself so I could drink from my water.
Bottle. There you go.
That's it. Let's just score this thing and
can be done. So for those that don't know
what we do here, we do give metrics to our terrible opinions
at the end to better quantify how we felt.
So we do 5 metrics worth 10 points each for a Max of 50
points. It is art and layout, which is
just visually the art and visually the layout of how the
book is. The usability, which is like if
it's digital, we're talking like hyperlinks and things.
The way that you can navigate the book, if things are where
they should be, things are explained well.
How usable is a book and how well is it navigated.
The rule set which is actual rules of the book which is one
of only 5 metrics. Originality in the game in any
way, shape or form. Could it be rules or art or
anything? The value which is the bang fear
buckets. It's not just the cost of the
base game, but like if you get other stuff like third party
licenses, you know, character sheets, you know, adventures,
all that kind of stuff for a total.
So going directly to art and layout, I mean, it's great.
What are your thoughts? This might be a nine for me,
man. Yeah, yeah.
That's I was like this. It's not a 10.
But I think this is a pretty pretty straightforward 9.
I'm like, it's pretty incredibly strong.
All the way through. So yeah, so.
So why? And it's because all the.
Illustrations, first of all, are amazing.
Yeah, Second, there's a ton of them.
The. Page layout's great.
The font is interesting and readable and like nice to look
at. The spacing's incredibly even,
but there's they use like the little pop out like pink circles
to give notes. They like, yeah, it's a it's
great. Every everything you want in the
way that the book is is done. Like it's, it's interesting, but
consistent all the way through. There's a consistent color
scheme, like you said, like it's super readable.
It's super straightforward. As far as like not
straightforward. It's not even the word I want.
Like it's just good. Like it's, it's so it's, it's
visually the entire book isn't extraordinarily pleasing.
The illustrations are amazing. It's wrap around the
illustrations like even spell these things like that you're.
Just like, look at this. This is like layout art, you
know? Yeah, it's so good.
Like an easy easy 9 I mean. The only reason it's not a 10 is
it's not like a pure like art punk book like Mark Board or
something like that. But like 9 is is fantastic.
This is an incredibly well is rated well put together, well
laid out book like it's it's peak usability.
So again, we talk about a lot of digital tools and stuff on this.
So like it doesn't have bookmarks, whatever that's fine.
Yeah, but it does have hyperlinks.
The entire table counts is hyperlinked every time it
references another page it is hyperlinked.
If we're talking about usability too, even within the way that
it's written, every time you encounter something, it will
give you that rule and then even if it's not that section, and
then give you that rule again when you get to that section.
Yeah. And then it's not like we've
gone through the games. Where they explain the right
same rule several times, but there's so many words and it's
like each explanation we were like, this actually detracts
from it. But each of this, like it's very
trimmed down. It feels very lightweight.
Yeah, I'm a I'm a big fan of it. Yeah, all you can say in.
Usability is even just. The way in which it.
Is written like it is. It's minimalistic in the way
that it explains things, but in a good way where it tells you
what it wants to say without giving you 10 extra fucking
words to just go that they really, really did a good job of
like reducing. What's the word I'm looking for?
Like what they say is incredibly clear and doesn't.
Have like a lot of. Like, very concise for
interpretation. Yeah, it's concise.
It's clear. It's well written.
So like when you read it, you understand what it is saying.
You don't go now wait a minute. But what?
Like this? No, like it's very pared down to
exactly what it needs to say, and it still says it.
Well, like, I'm, I'm, I'm pretty pretty.
I mean, I'm pretty high on this. It is I would I God, if if I
could have anything from the new Kickstarter, it would be a
hardback of this because that would be dope as hell. 107 pages
is easy is easy and a hardback maybe, maybe a future where they
combine it all. But as far as usability goes, I
mean, I think this is pretty far up there.
Obviously it's not going to be, you know, I think it's an 8.
Yeah, I was going to say it's not.
Going to be a 10. Because it's not right, but I
don't think it's a nine either because it's not there's not
color-coded sections. There's not like links back to
other page like, you know, But as far as like everything you
can do at like a base level of like or like a like a top tier,
a top level without going above and beyond, this book does.
And I think an 8, as far as like our show goes, is pretty much
the highest you can do without doing like above and beyond shit
like color coding whole sections and stuff.
You know, rule set. Great rule set.
Love it. I'm high on.
This you know I. Think this is a great
adaptation. Of kind of the.
The into the odd rule set, it adds to it in a meaningful way.
There's a layer of complexity, attitude with the gift ice that
is not at all cumbersome and it's interesting.
And then like in theory, in my head works really well.
I'm sure it works really well at the tables, while I just haven't
played this game, so I can't really speak to that.
Yeah, yeah, I like the usability of the heart dice.
I there's not a it's it's also clean, so straightforward and
every time you learn a rule, it reinforces the structure of how
this game already kind of works. So none of it's like out of left
field you're like yeah, that's how that would work in this.
Yeah, yeah, yeah. And yeah, I mean the only.
Question I have like literally the only question, the only
thing that's keeping this at my profit a little bit for me, I
don't understand save and maybe it's from something else, but
like, I mean, we've read a lot of we read a lot.
Of like we understand how games. Work and like when you tell me
that it's a role under D20 system with player facing roles,
what is a monster saving from it's if it's just magic it
should specifically say magic. It says to avoid danger, which
to me is like saving from like an attack or something.
That's the only kind of ambivalent thing.
Yeah. So Bashard's another into the
odd hack, and maybe there's. Saves for monsters and into the
Odd and I'm just not thinking because I haven't read it, but
bastards, which isn't into the odd like inspired game.
Monsters do have a save stat in there that's used for all of
their stat checks, but they're like describe situations even in
that like very lightweight. Yeah, yeah, it in that way.
That's definitely an artifact of another like same style game.
That's it. That's just in here still.
I just need a better explanation.
Yeah, I just again like, I don't understand like if save was just
like. And, and, and that would make
sense because it specifically says like it doesn't have
everything else, it just has save, which is fine if it's just
like any time that they do that, a monster is doing something,
that's the thing. And honestly, based on the way
that it was written, that's probably what it is.
But then at the top that makes sense.
But as soon as you get lower, so at the top, it says, well, the
first line says unlike princesses who test resolve,
grace and wits, monsters just use a single stat called save.
If it stopped there, I would have been fine.
But then it specifically says to test to avoid danger and resist
the effects of magic. What isn't like, why are
monsters having tests? Like, it doesn't make sense to
me. Like, yeah.
So I think just that extra. Like 8 words that.
Was probably knocks. It down.
For me a little bit but. I'm still fairly high on this
one. You know, I'm somewhere between
7:00 and 8:00. I I'm at a I'm at a pretty easy.
8:00 And if the same was clearer, I might have been to a
nine this without without trying to sound like whatever, this is
easily one of my favorite like OSRNSR and OSR, whatever S
fucking R we are at anymore because the OSR is dead.
The OSR is dead. It's a one of my like easily.
Unquestionably were like one of my favorite systems.
It's so clean. And so concise and every time I
encountered like a new kind of like rule, I was like, that's
exactly that's, that's that's how I want that rule to work.
Like it was as soon as I hit encumbrance, I'm like, yes,
perfect. Like it's your strength score.
And then if you have too much, you get weary.
Like that's every armor, light heavy boom, move on.
Like every time I encountered it, I'm like, yes, this is
exactly the game that I want through everything.
And then even when you hit the gift ice and magic, I'm like
super clean, super fun, super easy.
Love it. So I think this is an easy eight
and honestly it was more of like an 8:00 to 9:00 for me.
And the save thing, honestly, because and it.
Might just be myself and me not. Understanding dropped it gave it
that 8 instead of the 9 for me. But I I I'm, I'm pushing a nine,
which on this, for those that don't know, we have what one
game that we gave a 10 to like one just kingdoms.
And that was in retrospect, I don't know if we ever decided.
I think we kept macro nine. Yeah, kingdoms for me because of
the micro and macro play like so fucking good.
So anyway, so originality. I'll I I think it's pretty high.
There are not a lot of like fairy tale adventure.
Games where you play as the the princesses after the you know,
whatever they're set up. The story is I like this a lot.
I think works really well. It's kind of like humble magic
like setting also feels really good too.
I I'm also I'm also about an 8 for this, so I've been good with
that. Like the whole thing like a.
Very like this the the D20 roll Under Armour soak like low magic
high narrative like is so so so good and I want to say over and
over again like how how well written it is explaining and
would be such a great intro like this immediately goes right next
to mouse rider for me for intro games that I would run yeah
absolutely nothing to do with original like this so value so
value. So currently right now on itch,
you can get the PDF of this for $12.00.
That's a great value. That's great.
I'm surprised they don't have more community.
Copies up. During the Kickstarter campaign.
But it's fine. It's whatever.
But on top of that, we said this before first of all, on the same
page, there is the quick start guide for free, which gives you
all the basic rules for the game completely for free.
There is the sweet escape one shot adventure for free.
So even with just a quick start and the and the sweet escape,
you could technically run this game.
That's fantastic. The quick start is basically on
the website, so you can go to the website and have like the
basic rules on the website, which is great.
So you can have the the PDF, the quick start and the sweetest get
one shot for $12.00. If you currently on the
Kickstarter, you can also get this again.
That is a campaign and just to talk about like the tears of
that. If you want stuff real quick, if
you want to get this book and the new book over there in
dollar dollar bills, the new book is $25 both together.
The PNP Book Duo is $50.00 for both with the PDFs of
everything. I obviously went all the way up
to the the Sweet Revenge Deluxe. Art package.
Since I already have the new one.
But they do have an option to get like everything.
The Fairy godmother package is the original book.
Plus all of the new stuff is only $90.00 so that's nice.
And if you actually want, I got mine.
I believe I got it at exalted. Let's see what the actual book
would cost at Exalted. Right now it is in stock for $25
for the book and PDF on exalted. Great.
It's a nice book. It's a well printed book.
Yeah, that's actually really good.
Yeah. Yeah, I for $25.
I think it's a great value. We are.
We know there's a third party license you do get.
Like if you if you do get the downloads from the ish page you
get you get the. Book and pages and spreads and
black. And white in color, you get a
form fillable character sheet, you get a quick reference guide,
you get pre generated characters.
That's that's a lot. That's a good amount of stuff
for your $12.00. And then there's a new sweet
revenge campaign that's coming out.
There's a one shot, there's a third party license.
Is it? It's a pretty solid value for
me. I'm pretty, I'm pretty good on
the value for this. What are your thoughts on this?
Yeah, I think this is great. Yeah.
I'll go for it. What do you think?
I'm in like the seven to 8 range I think, right 7 to 8 range as.
Well, I feel like. Yeah.
Are we? Is this?
Going to be the one that the one.
The one that. Breaks up the 7th and eight, the
nines and eights. This is going to be a 7 for me.
I wouldn't mind some more, some more stuff.
For this and more generation tables, something to which in
the future it might be because the the the the.
This says 2023 on the back. That's literally last year and
we're already getting another Kickstarter campaign for it.
So I do love that they are going, we've talked about this a
bunch, like put out a game that people love and then keep giving
us stuff for it and people will keep buying it, you know.
So this I think it's some for me now, but easily maybe in the
next Kickstarter, this would easily bumped up to an 8 for me.
So I this is a pretty this is this is a pretty, pretty high
one up there. So a 9 + 8 plus.
Well, it's basically just all eights because of the way the
numbers work, but I'm going to put it in the calculator anyway
because I can't not so 9 + 8 + 8 + 8 + 7.
That's a 40. That's a 40 that automatically
puts this in like anything that hits 40 and up.
It automatically puts this in like the top tier of of of the
games that we've reviewed. Not that our opinion fucking
matters. Literally anybody.
Yeah, we don't matter. Well, you don't listen to us,
but before. That's pretty.
Good. Yeah, I will say.
Ryan. Ryan Lynch.
Good, good job. I've wanted to do this one for a
while. I'm glad we finally did.
I'm super excited for the new Kickstarter.
So if you're listening to this now, it is what's today, August
2nd? You have until August.
What did I say? I believe it's 15th.
August 15th. You can go snatch this from the
Kickstarter page. It is sweet revenge.
We'll make sure. The Kickstarter link is below.
Super, super. This is one I'm definitely
adding to our site quest list. I want to play Princess.
This would be such a fun game. We'll put it on the thing to
talk to Josh about. Stoked.
Excited. Good one.
Yeah. Fantastic.
Good job, way to go. We did good about two hours,
about two hours. Once we chop off the the the pre
stream, so that was a solid one. And do we have anything that we
need to announce coming up or is that in like a week or two?
I think that's a we don't want to see too much.
OK, so. Our plans.
For next week, what, what, what, what's the next week and that's.
It that's our episode for today. Yeah, I'm glad you're feeling
better, buddy. Feel even better.
Get some sleep. We will see you.
I don't think Monday. It's Friday next week, right?
We'll see you Friday for something.
Thank you all for listening. Go play this game.
Go buy this game. Support the the creator and you
all have a nice day. Bye.