Hello and welcome to the Weekly Scroll podcast.
My Name Is Ryan. And I'm Sabrina, the Teenage
Witch. Look at you.
I should have guessed that one, but I didn't.
I didn't know where you're going with it.
You know. Yeah, Nobody I miss.
I do miss. God, what was it called?
TGIF. Were you?
Were you old enough for TGIFI? Remember that?
Yeah. Actually, the television block
that had all the shows on it, The.
Four block, yeah. Actually, yeah.
Well, it changed. So there was.
I remember there was a time where there was like the All
Magic block or whatever, and they had that show about that
kid that came back as a ghost, 'cause he ate that hamburger
under his bed that and killed him and stuff, remember?
That I don't remember that one. Yeah, it was weird.
It only lasted not very long. I couldn't tell with the.
Show. I wonder why.
I wonder why it lasted not very long it.
Was weird. It was weird.
I remember like way back when. It was like Perfect Strangers.
I do remember. That.
Perfect strangers, step by step, Full house, family matters.
And how many times? But yeah, so today we are
talking about The Last Sabbath, a witch's role-playing game.
Boom. Oh yeah, I got my physical here
too. Yeah, it's a nice physical book.
Yeah, it's a great physical book.
Yeah. I like this.
It's a very large. If you're listening, it's a very
large, almost like a magazine. Yeah, it's 8 1/2 by 11 like full
size, yeah. Yeah, full size in.
It's beautiful all the way through.
The arts great. The colors are great.
It's an enjoyable thing to hold in your hand.
Unfortunately it doesn't really like I there's no back, so on my
shelf I have to display it a little bit differently for it to
be seen, but cover art's amazing.
Yeah, well look at the art in general is fantastic.
The artist's name is, it's Le Putin.
I want to say LOPLOPUTYN award-winning.
That's Jessica CIOFFI. Not even going to try
award-winning self-taught Artist in Brescia.
And then just a list of entertain accomplishments,
including like the highest, like, crowdfunding campaign ever
for like a published Italian comic book for one called Ether,
which I happen to have. So as part of the Kickstarter,
yeah, let's go through all that we got.
So the the book itself is gorgeous.
Like all of the the art on the front is very, you know,
esoteric and witchy and everything, which is normal.
But all of the red, it's a lot of black, red and white, which
is my favorite. All of the red is foiled.
So it's gorgeous. It is.
It's it's not stapled on the side.
It's the is this smite zone, Is that what they call this?
It's the red zone on the side, not stapled and there's the last
Sabbath book. There is the Grimoire as well
and the Grimoire comes is just a huge book of prompts with a a
bunch of different writers and stuff in it.
And it's really cool, full of more art.
On top of that, I did get a print.
I don't. So I was supposed to get an like
an official signed, numbered print and everything.
Like my, like, this was a replacement package that they
sent me, which is cool, 'cause they sent extras and then I sent
one to you. But I did still get a print.
It's gorgeous. I don't know if this is original
print that's not the one on Kickstarter, but it's still
beautiful, still signed. And then as part of the
Kickstarter, you could also back to get the two books from
Laputin. So I got Yeah, Francis and
Ether. And they're both gorgeous.
I can read one of them's in English, one's in Italian.
So Google Translate was really helping me get through this one.
They're stunning. The art is, those are amazing.
They're gorgeous. They're they're gorgeous.
The paper is super thick. Like it's it's the art is
amazing, Very happy. I almost didn't back this as I
can add on and I'm super glad I did.
The art is absolutely fantastic. Sorry, I saw this project when
it was on Kickstarter, and it was kind of that period where I
was trying to ratchet down the thousands of Kickstarter.
So that's back. It's hundreds actually, But and
upon reading this I really regret not backing it because I
really do like this a lot. Yeah, yeah, it's really good.
It's it's, it's interesting. We'll get it.
It's not something, it's not like what we normally review
here, which is interesting. The last thing I got with it,
no, actually. So I got a a bookmark too, which
is cool with some art on it, and I got.
A guy you know. Yeah, Wolf on one side.
And then like the the girl and then like the spirit coming up,
we'll see the art in the book on the other side.
And then there was like a a button, like a like a pin.
I'm talking like a push button, like I got that as well.
So these are. It's gorgeous, it's cool.
So the last Sabbath. So I wrote notes in a real book,
again like a dummy instead of on the PDF.
But last Sabbath was on Kickstarter.
It funded August 16th 2022 with 11107 backers for €30,393.
I have a €5000 thing here too. I don't know where that's from,
which equates to 32,606 American dollars did.
We say the author's name yet. Oh, so that is.
Well, I did it in the tweet, but it is Atropo Kelevra and
Valentino Sergei. Inspired by the art of Laputin.
So really cool In association with Officina Meninji which is
an Italian publisher like of games into Italian to distribute
which is cool but if you go to the website you'll see like a a
shit load of games like they mentioned in one point in here
1000 year old vampire and the thing that I love about
especially I've seen a lot of games but in Italy they have a
good distribution of like English games into Italian.
They when they do different cover art I'm like fuck now I
just want the Italian version just so I can get the variant
cover art. 12 years 12 years has a a variant cover art that is
absolutely stunning Yeah I made I I asked Max if he could try to
snag one for me because the company that sells it does not
sell outside of Italy. Trust me I tried but but yeah so
go check out all facina Meningie if you speak Italian and want
the games in a time but yeah so that is this So last Sabbath is
a rules light masterless journaling RPG that can be solo
or cooperative. So this is a very this is a this
is a story game like hardcore story game.
I know that we we like. I mean, I personally am
generally more on the side of, I guess a little bit more traddish
in that like dice mechanics and all that kind of stuff.
I like swinging a sword, you know, Although we do also, I
mean love a good story game fast, who's great.
Tin Candles is is amazing. Absolutely.
And those are kind of the, the places that have put this in.
It is a very light system, but it's fun and it's enjoyable and
the book is really cool. So why don't we check it out?
No. No, we're just gonna talk around
it for the next hour. We don't actually look at it.
Yeah, that's what we're going to do.
So here's the cover. It's gorgeous.
It also the PDF is in pages and if you know me I'm sorry, I'm
sorry spreads. Spreads.
Yeah, spreads. Yeah, if you know me, you know I
hate spreads, but I don't hate it really in this book because a
lot of the art, the layout is fantastic and the art a lot
crosses pages. So we'll look at it in.
Also the the font is not so small that it, you know, it
looks crazy. And yeah, and I think we both
were readable. Oh, super readable.
But I think we both did the same thing, where I was like, I don't
want to read the PDF for this, I want to hold the physical book
when I read this, yeah. I actually, this is my first
time opening the PDF right now so when you you said earlier
it's like oh it's in spreads. I'm like, oh, I wouldn't.
I didn't know. Yeah.
I will say it is bookmarked in Italian, not no way.
Oh my. Gosh, it's bookmarked in
Italian, yeah. So I don't speak Italian.
Hilarious. But hey, at least there's
bookmarks, right? You know, and I will say, I do
believe all of the people involved in this project are,
are Italian speakers first, native Italian speakers.
Because my only kind of knock before I get in this little bit.
It's not even a knock. It's just a thing is is really,
there's just some, there is some translation issues kind of in
some spots. But I it's not even like a
knock. Like I don't like it's it's the
thing that's going to happen. You know, when something's not a
permanent and it's not anything that was a big enough detriment
that like I think maybe in one spot I had to reread something
and that's about it. So like stuff like that is
something that like I would point out, but I would never
take points off for being like hey, thank you for also giving
this to us in English. For the most part, I think the
localization on this is is very acceptable.
Yeah, it's only a couple of spots I've made.
There was, and that's really the only big critique I have.
And as we go through, I mean, I'll probably bitch about other
stuff. But yeah, so the cover's
gorgeous. It's the art of this girl doing
some divination. And behind her there's this kind
of skull. Woof esoteric, you know, six
arms, eyes, symbols, you know, elemental symbols here, red and
white on black. It's gorgeous.
It's absolutely stunning. The art all the way through
really helps make this amazing. And then we're going to kick off
the first page and it's going to drop into spreads.
Here we go. Boom girl on the side.
I will say there are some boobies in this so twitch.
Sorry. It's art you know.
Yeah. So last Sabbath witches
role-playing game as we said are tropo globra.
I'm I'm butchering and I do apologize.
Valentino, Sergei, illustrated and inspired by La Putin from
Officina Meningi acknowledgement page All this.
I love the background paper on this.
It's just like an off white grayish again, like parchment
tea, but not parchment in that, like you see the edges and
stuff. It just looks like old paper.
I feel like our past like not past several specifically.
We've had several episodes where I realized that, like, you can
do black and white, but if you make the background just a
little off white, it is so much, so significantly better on the
eyes. Oh yeah, well, black and white
is obviously the highest contrast, which means it's it's
easy. But like staring at black on
white, it's it burns into your eyes.
Everything I own is in dark mode, and if it isn't I find
some program that will turn it into dark mode so I don't have
to look at a a flashlight in my eyes 24/7.
You know I. Think I actually have a dark
mode extension on my browser for Chrome that you suggested so.
I'm sure I do. I have like 3 because some
programs don't work right. So yeah, some are finally
coming. They're like docs has its own.
It has its own. Dark Mode Finally.
Yeah, Drive. Now.
Google Drive just came out with one as well.
So anyway, here's a game super on topic.
Yeah, so there's a little blurb here in the beginning says
welcome. The Mother's call takes on many
forms. The rustle of wind, a speck of
light from the bottom of the sea, or symbols magically
appearing upon your skin. If you choose to respond to the
place of power will be revealed to you.
And then there's like three more paragraphs that I'm not going to
read. It's really cool, the Super
vibey. And then it says here at the
bottom kind of a breakdown of the game.
If you're playing solo or if this is your coven's first time
playing RPG, you can use scene prompts instead of divination
tools, which we'll get into. These prompts are ready to use
scenarios that can be randomly chosen, blah blah blah.
Due to specificity of theme, we refer to witches as a female
collective now in this manual, but each participant is free to
interpret the wrong character. They prefer without gender
constraint. I like that.
They're just like, hey, do what
you want, but just to keep consistency.
This is what we're doing. And I do love, again, the layout
choice throughout the entire book.
They have this like red sketchy box and that super obviously
notes, and they use it so well throughout.
Yeah, next page is another gorgeous piece of art of some
flowers and some hands with some symbols and then a table of
contents that is in fact hyperlinked.
It's over just on the numbers, but it is in fact there, which
is really nice. You know, it's weird.
It's actually from the end of the word to the number.
So if you click right over, Interesting.
Yeah, each word. Yeah, I noticed that.
I was like. Everything over?
Yeah, it must be. It must been laid out in like 2
boxes here and it just bumped up to it that.
Makes sense, yeah. But yeah.
And The thing is, it's only until you get to the divination
tools. The whole thing is like 30
pages. So like it is hyperlinked, just
it's hyperlinked in Italian, so I'm not gonna take any notes off
of that. But yes, bookmarked in Italian.
Yeah. And it is fully hyperlinked even
though it's only 30 pages. So really good job with the
tools for that. And it we're saying there's 30
pages but it is 30, it is still like full size 8 1/2 by 11 too.
It's not just a little theme. So it does have a little bit
more page to it, but each the pages are pretty sparsely
written. On there's.
Also, a ton of art like, and they're not small pieces,
they're just like these massive, almost full page pieces.
It's like the entire thing and like almost every time, yeah.
It's a really cool little art book, you know?
I mean, it is definitely a game. It definitely does remind me a
lot of 1000 year old vampire. Yeah, yeah, yeah.
I mean a little bit. Yeah.
I mean for the storytelling aspects of it and stuff like
that too. Yeah.
I wonder if they mentioned that in the back of the book.
And I'm curious if the if that was one of the original
inspirations. I think they've said it
somewhere too and I'm just an idiot.
I don't remember. But Speaking of the first page
art, so first of all, also, can I tell you that this book does
Exactly exactly what I say that every fucking book should do
every goddamn time, right? Because I have solidified on
actually knowing what I want to say.
And that is I don't like character creationist first
because I feel like you need to know the game mechanics to
understand reading through character Christian like if, if,
if, if. The goal is to understand as
you're reading it as opposed to having to like look at multiple
parts and then bounce back once you get it.
If you want consistency to the game.
I do not like character Christian first, but if you're
going to do character creation first, I love that they do this
here. So this page that we're starting
on page 6, which is like the first page, it is an overview of
the game mechanics. It literally breaks down what
the game is right And on the next page like talk, setting,
game flow, scenes, everything and then goes into the rules for
those things. So I love that it starts with
this so in my in in in a quote, UN quote normal game like more
OSR style. This is what I want.
It's just give me one page of like the the core rules at the
minimum and and the things you're going to use.
If you're going to use skills and talents and things like
that. Just say you're going to use
skills, the skill sets you're going to use talent, talents
like the bare minimum and so that.
Then when I go to character creation or something like that,
I understand what I'm looking at and then the rules or whatever,
but I love that it starts with this.
I've grown to agree. I think on the whole I like an
overview before character creation, because I was very
much like character creation first because that's just who I
am as a person. But I do agree overview, then
character creation, then a deep dive.
Yeah, yeah, yeah. I mean, or rules.
And then characterization. But at least you know something.
So game mechanics overview real quick.
So this is a journaling game. We don't really talk about
journaling games a ton here, but that means you write in a
journal occasion, get that you have a record or a diary at each
scene is made-up of several rounds, and basically, depending
on the number of rounds, each person will write in the record
each round. And then you determine how many
number of rounds that determines a game.
It is masterless, which means that there is no GM running the
game. You are using prompts or
divination tools. It's rules, Light.
It's it's pretty much just narrative, like how to how to
push the narrative and then there's a note here the scene
system makes it possible to organize either short game or
long game as I said. So shorter number of scenes,
shorter game, longer NUM scenes, longer game.
You can do, you know, one to three scenes and and a night and
be done with it, or you can say we're doing 7 and do 1A night
and I really like that a lot. Yeah, it's a very easy way to
like throttle the game, like length or increase.
It. Yeah, I gotta throttle that
length, you know? But also but the page I don't.
Know how to eat for that? The art on this page is one of
my favorites. It's very there is, first of
all, the art is stunning. But there is this.
Not on all the pieces, but on some of the pieces there is this
underlying kind of like sexuality to a number of the
pieces. There's some, there's some,
yeah. Absolutely.
It's incredibly. Like, it's incredibly feminine.
Like art? Wise game and I and I love that
about it. I think it is so.
It was so beautiful to go through.
But yeah, there is definitely like a underlying sexuality to
some of the pieces. And this one, the there is this
girl. She's crouched down in some
flowers, but like reaching up from underneath her.
Is this like what I assume is the wolf?
The werewolf's hand? Like holding on to her stomach.
Do you mean that she's making a deal with or whatever, You know?
Yeah. With like a sun behind her head.
It's gorgeous. Or a moon.
I think I'm pretty. Sure, it's a moon.
Yeah, let me get into setting and safety tools.
Basically the setting is whatever you want it to be.
Yeah, I like that there another part of the layout as we go
through this real quick. As you said, the background is
this like grayish, you know, kind of paper.
There's all these little leaf motifs at the tops of the pages.
But actually looking at the font and everything themselves, it's
sort of extremely readable, just like serif font.
I love the all CAPS headers at the top that have these like red
lines coming off the sides. It's super obvious, yeah.
I really like that it's broken up into sections of just type
and then instructions or like examples a little bit in like
the grayish box background. And then anytime that there's
something important, there's either, as I said before,
there's like a red sketchy box that outlines it, or with like a
little symbol off to the side, one of the elemental symbols.
I don't remember which one. Or there is sometimes the same
kind of sketchiness in black. Is that earth?
OK, I think so. And then it'll literally say
note in red at the top and then give you another little note.
But at no point does any part of it feel either too crowded or
not enough stuff on the page, you know what I mean?
Like it's very breeze, extremely well.
Like the whoever did the layout for this did a great fucking job
'cause the art even too. It like, there's a lot of text
wrapping around the edges of the art, so the art really feels
like it's part of it, as opposed to just being like, OK, I have
an empty space on the bottom of this page, let's stick something
in it. It almost feels more like they
said, give us 30 pages of art and we'll put the words around
it, you know? Yeah, I and I love it.
In this page especially, it's used as a divider between the
two pages. It's very clean divider it
helped create. Yeah, it creates a good division
of space and ideas, but kind of rolling back to the setting
portion. What I really like about here is
they give you 2 options how to do setting.
They say it at first to set it up before like discuss with the
group what is the setting like, Is the wizard school?
Whatever. But as you become more familiar
with the game and I really like this, you can just not do that.
And next time you play your first round of narration,
everyone just as their turn goes, build the world.
And I'm like oh that actually sounds like a lot of fun.
I definitely wouldn't do it the first time, like they say, but
like once I'm familiar with it, I'd be like, yeah, we're going
to make up the world as we go. Yeah, yeah, they.
So that's a great thing that they do in here a lot.
And I really enjoy. And some other games I enjoy it
less, not for for a different reason.
So let me explain in this it's a, it's a narrative storytelling
game. So it I love that it tells you
this is the way to do it, period.
But also in a Gray box or off to the side or in some other little
thing, here's ways that you can do it a little bit differently
or like once you're more experienced, whoever that's like
a common theme throughout the book is just like do it this
way. But as you get more accustomed
to it or next time you do it or if you want to do something a
little bit different, there's so many options for that.
I mean, especially in like the divination tools versus the
scene prompts and then the fact that there's like a whole nother
book of scene prompts and I like that, it keeps giving you if you
want to do a different, here's an option.
If you want to do a different, here's an option in a story game
like this. I feel like that's really
important in a game that's more kind of like the trad, you know,
like dice and everything that well, I think I've talked about
this once or twice. Yeah, I want a more definite I
do not like and more trad or mechanics based games, but like
here is the mechanic. Oh but if you don't want to run
a mechanic like this, run it like this.
Like no don't. If I at my table want to adapt
to mechanic I will Don't worry, just write the mechanic how you
want, how you feel like you want your game to run.
But this narrative game? Perfect space for this, yeah?
I feel like a lot of the more try games.
Like I, I, I, I I think it's nice to say it once to just be
like, hey, if you if you want to tweak it, fucking go for it,
right? It's not.
Once it's in your hands, it's not my game anymore.
Say it fucking once right? Because some people, some people
do would like not just an implicit like sure I can do
whatever the fuck I want with it.
Some people do like to get that permission a little bit
something in the brain. It works fine.
Give it to him one fucking time. But if every time you put a rule
in your book and you go, oh, but if you don't want to do that,
you can totally do it your own way.
Like it just feels like a complete lack of confidence in
your rule set. Commit to.
The thing that you're making. That's exactly what it is.
Like, say, do whatever you want, but here's the way I did it and
this. These are the rules.
You know what I mean? Like, you can change it if you
want, but like, once you've said it to me once, I just need to
hear it one time. You know what I mean?
If I need to hear it at all, I don't eat here over and over and
over and over that I can just do it my own fucking way.
I get it. Have some confidence, right?
You fucking listen. You can do this anyway.
Dude, trust me, I fucking do. Anyway, So yeah, so that's
setting. But at the bottom in the little
red boxes after the best immersive experience, turn off
your electronic advices, give your undivided attention to the
players lead, make sure to not interrupt the narrative.
Basically, just invest in the game.
There's a section here on safety tools.
It's. I mean, of course you're going
to have it here. I love that they do.
It's a nice big thing right off the bat, this.
Is a good game to have safety tools in as well if you're
playing with a group because like because of like not
necessarily like the setting is implied by the art, but because
of like, the art that kind of pushes you into.
Maybe there's some, maybe there's some more sexuality to
it also, it's like witches and demons and darkness like good.
You should discuss it. This is an open narrative.
Yeah, there's. And there's some, there's some
definitely some dark shit in here and like, you fucking die
and like can come back shitty. Like you like awful.
You can come back as like a ghost and be super negative, you
know? Yeah.
I do like the way that they word part of it too.
It says rather than a limitation, consider it an an
important set up element that is designed to make the interior,
the, the experience enjoyable for everybody.
So like, it's not just like, OK, what are we not allowed to do?
It's more like, OK, what? What are the beginning
guidelines? You know?
You know, it says in addition to this rule book, you will need a
pin, a diary, blah, blah, blah, blah, blah blah, blah.
OK, the stuff you need. Yeah, the stuff you need.
It's a game. You need stuff.
So there's the next one-on-one page and then the other page
because again, we're looking at spreads.
We have game flow and scenes. This is such a great breakdown
of everything game Flow is basically you're activating
turns, activating the scene, taking turns.
And then there's a memory rule, right?
So when you activate the scene through divinations or scene
prompts, the player lays the foundation for the opening
scene. So in turns, each Witch of the
covenant contributes to fleshing out the world and the characters
that populate it. The narrative effort is
collaborative. Every witch takes a turn right?
There are three, five or seven rounds, depending on how long
you want the game session to be. We already talked about that.
Shorter round, shorter number of rounds, shorter game, longer
number rounds, longer game. And then there is a a memory
aspect. So at the end of the scene, each
member selects one of their records to become a memory.
The memories get depleted whenever a player chooses to
utilize them to pay the price for their power.
That's an interesting part when we get to powers.
I feel like if there was anything that might be explained
just a tiny bit more, that might have been it, but we'll get to
that. In the case of the witch will no
longer remember that part of the story they lived, and that will
profoundly impact their bond with everybody else.
So basically when it's your turn, you write down in the
record something that's like what happened, right?
And that is A and that is at the end of each round you pick one
to be a memory and you'll mark that and then later you can
spend your memory as to fuel your powers, but you lose the
memory. So we'll get to 1.
When we get to more of the scenes, there's there's really
cool stuff about it that is. Also something that is in 1000
year old vampire. Yes.
Well, yeah. The whole game is, yeah.
As you go through you like are you lose memories as time goes
on for one reason. I can't remember exactly the
mechanic, but. Yeah, yeah, the.
Comparison is, by the way, a +1. I think that's like, maybe my
favorite, like, narrative journaling game.
Yeah, 1000 year old vampire is absolutely amazing.
I wish I would have got the the the other one.
I don't know if you know what I mean.
Without spoilers. There's two.
There's two versions of the book.
No, we'll talk about it. And then there is the scene
breakdown. So there's seven scenes in like
the whole thing, right? There's the call, which is the
introduction. It's a scene that describes a
coven coming together, how they gathered and like, gives the
profiles of the characters. There's the initiation, which is
the force that brought the coven together, and the assignment of
a mission. There is the danger, which is
certain obstacles, creatures, Calamity is whatever.
They alarm the coven and could put difficulties in the way of
their mission. There's the investigation, which
navigates a path fraught with obstacles to try to find what
they need for the mission. There's the revelation, which is
if the investigation has a fortuitous outcome, the coven
will refine the tools needed to face down the threat.
There's the threat, which means calling on every, calling on its
every resource. The coven faces the antagonist.
And then there's the epilogue which is what happens at the end
so and the the art on this is absolutely stunning.
I love the it's all it's all witchy girls.
Just it's all cute witchy girls through the whole thing and
they're and they're beautiful. This one is like crying tears of
blood into a little pot and that pot is growing flowers out
around the entire page and it's so stunning.
Beautiful. Note the scenes and related
prompts will be further explored later.
I love that it literally says this is just a breakdown.
Keep reading. You got it such a good.
What do you think I love? One of the things I love about
this is they do an incredible job of not assuming knowledge.
You know what I mean? Like they don't.
Like you could have never played a tabletop role-playing game and
I feel like you could read this and and understand how to play
this game without any like, wait a minute, Like, what is a
prompt? What is this like?
They they do a really good job explaining it all the way
through like even even that. It says you'll we'll get to it
further. Just keep reading.
You know I love the little notes.
OK so turns at the beginning of 18.
After choosing a prompt, everyone gets a turn.
As I said at the end of the narration each sister will
briefly trace the record what happened to their character in
the diary. So you're going to, like, speak
out your whole turn, and then at the end, once you've said your
turn, you'll do a short kind of like blur paragraph, couple of
lines, whatever. You don't need to write out the
entire thing if you're doing solo, write as much as you
fucking want. But like I would say, you can
just see. It in in a group, if you're
like, I'm going to write the whole thing, it's like, well
then either you're going to miss the next person's turn or
they're going to have to wait for you to write this whole
thing. So yeah, shortening it, writing
your little blurb. Definitely ideal.
Yeah, that's the way to go. ETS will briefly trace the
record what happened. When this is done, her turn of
the round is concluded and then you pass the diary to the next
person to the left, Specifically to the left.
Along the left hand Always pass to the left.
Yeah, yeah. To.
The left. Everything is to the left.
And now anyway, so the record is over when the diary compiles
everything. Each scene is made of several
rounds, as we said, choosing to set 3/5 or 7 rounds.
So it's seven scenes no matter what, every time, but it's how
many rounds per scene you want to do, right?
So like, you could literally do seven different nights with one
scene per night if you did 7 rounds per scene, right?
But you could also just do 3 rounds per scene, you know?
That means that everybody, if you have four people at the
table with you, that means you're having 12 entries in the
record in each round and then each person is picking one of
their three entries as a memory at the end.
That's how it works. So I do love, even though it's
like kind of straightforward. At the bottom here there is an
example of a three round game plan.
Oh, it's so it's scene. It says scene 1, the call, which
one uses divination And then there's like a box with a little
witch girl and some butterflies and it literally just says round
one, Which one? Which one?
Turn. Round two, which one?
Turn Round three. Like, it literally goes pretty
straightforward. It literally just says round
1123 goes round 2123 goes round three.
But it's nice to see it. It's really nice.
It's laid out super obviously and then at the bottom it says
at the end, pick a record and there's a note that says as you
move on with the scene, remember put the task of commencing the
scene to the next player proceeding clockwise and this
way every sister gets a chance. So like if you if you start with
the diary this time it'll finish right with everyone getting
their turn, but then you pass it to the next person so that it's
a different witch getting to start like each scene as you as
you go around. So yeah, one second.
So the next is the guide to storytelling.
So in the introductory calls, this is too fucking small for
me. Listen, I'm going to zoom in,
scroll, scrolling. Wait, yeah, here we go.
I'm scrolling it in. So the guide to storytelling, in
the introductory cost in each, which may dedicate our first few
terms to describing some elements of the setting.
Yeah, defining the environment by describing what the character
sees. Outlining the history of the
coven. Describe the appearance of your
character. Respond to the following
questions like I'm standing at the in the following scenes.
However, it it will gradually become necessary to introduce
new story elements describing the effect of your power,
introducing characters, dropping kin, describing new places.
The narration should last a couple of minutes and be brief
enough that you can summarize in a few lines in your record.
Use the time that the previous player takes to to transcribe
their own record in the diary in order to elaborate your piece of
the story. If you need more time for
reflection, ask for a few extra minutes.
It's not a big deal, what's interesting and I think it'll
come up a little bit later, but like, imagine you want to spend
a memory and one of the records that you had is your name and
you spend the memory of your name, you won't remember your
fucking name, like and it's in here and it talks about that and
it's really, really cool. So that is the beginning guide
to story. The next is interactions.
So interactions. Witches can interact with each
other with the characters and settings they created by by the
sisters. Yet to prevent your diary from
becoming the chronicle of debates and to avoid disputes,
consider these prompts. So if you each witch can pose
one question per turn to a fellow member or creature, the
answer should be concise enough to not drag out the narration
time as well as the summary of the record.
If a player addresses their question to more than one member
of the coven, those concerns should answer only on their
turn. I feel like that's interesting,
like you have to hold it in your head and be like, OK, cool when
I come around, this is how I'm dealing with this one, and a lot
could happen between that and that next one.
You can physically interact with other sisters or exert your
power over them. Be sure to only describe the
actions performed by your character and give the fellow
which a chance to react. Don't want to take anyone else's
Tommy away because that's lame. And if this is your exerted
their power on a play playing character, the one affected must
react in his following turn. It is not possible to reverse or
undo an action taken by a previous player.
So if you want to enact your will over another person, it
resolves. Essentially, when their turn
comes around, how they react and deal with it, then there's no
Takesi Baxi's. So you know, you might sour your
narrative relationship with somebody in a way that's not
satisfactory to what you wanted to do based on their reaction.
So consider the weight of those actions carefully.
Yeah, it's really interesting that like you know, again you
can have, you can have 357 rounds per per scene and
everything like that. So sometimes you could be
interacting numerous times around in the circle.
And I really, I really like these mechanics specifically
where it says you can pose a question stuff.
It gives me a little bit of like like archipelago vibes, 'cause
there's like cards and stuff you can play in that where you can.
If someone says something, there's prompts that the non
speaker can can say where this like one is specifically.
Like basically like, I don't think it would be that easy
because someone could just be like, I win the game and be beat
the bad guy. And someone could literally just
be like, I don't think it'd be that easy and they have to
rewind it back and like dig a little bit more and like, give a
little bit more narrative to it. Acapello's great game for those
that have to get. It I was looking at on drive
through the day, it looks like I need to get it, yeah.
Yeah, you know, I mean, you're a big Laguin head, so you should
definitely play it. Yes, I love dude, dude, let's
not get into Laguin. Is that?
Jason is that Jason morning starters too.
I don't remember it might be but I specifically love this.
The prompts where like because it's kind of weird to just
basically to be like I feel like I'm just like sitting here and
saying my piece and then you're saying your piece and you're
saying your piece. I really like this, like ask
another question, interact with for them to react.
Like I feel like the this specific section, this little
section here really allows for more immersion at the table with
other people in your story and and you and their story.
It's really great. I agree.
Another great art piece. This woman under this cloth with
this demonic wolf dude. Memories so come back to.
I think earlier it said memories will be explained later on where
we're in later on. Now by the end of the scene,
each member selects one of their records to become a memory.
A memory is a particularly important event for the history
of the coven or for the story of the individual.
Witch. Memories are limited.
Every witch can obtain only one memory per scene.
Underlined. Very important.
I love the underlying words because they draw the eye.
They also don't stand out so much that I feel like they're
too intrusive on how clean everything looks.
As we'll see later, memories constitute a resource for the
coven, as they can be used up to activate powers.
In case of a witch's death, her memories determine her
transformation. Another keyword, They're
underlined into a familiar spirit or ghost, which it'll go
over later, and it's a very interesting mechanic.
A memory can be your own name, names of other characters, the
moment you awakened your inner power, pretty much anything that
has happened to your character that is significant about them
or about what they've done can be set as a memory.
I'd use. I think the story implications
of memories are like, really interesting.
The loss of your name is when you talked about the loss of
names, your friends, the loss of your the faces of your family
when you awoken to your power. Like there's so much that makes
up a person that like you could use as this fuel and and the
implications of what that would look like as you continue the
story forward are really, truly very interesting.
Yeah, it that obviously the memories brought up Necroniolus
in my head, and I really love using Powers Memories, yeah.
I love that. I think, like the last I should
read the last paragraph. A member of the covenant who
uses up their memory will no longer remember anything about
that particular event. This may result in a sense of
confusion, disorientation, driven trauma.
I just think, like, that's an important part to read because
you want, like I you want there to be memories should have cost
to it. It's very important.
Like I could see someone be not fully committed.
It doesn't mean like, yeah, I remember my name or whatever
anymore, but like, it's very important, like those things
have meaning and to the ongoing story that you're writing about
your witch and the coven collectively.
Well, the other thing too is like when you write in your
powers and like the setting and everything like that too, like
in a lot of mythology and and esoteric fiction and stuff like
that, like your name has power. Yeah, like, it's like Kayla
Glenn, you know your true name. You know the.
True name. So if you lose your true name,
like that can be as devastating as that can be extremely
devastating. Yeah, I think this.
Note here, yeah. This is the one.
This is the one I had to read twice.
I think I even wrote a little note about the note.
This is. I'm gonna be honest, man, I.
Don't know if I read this note, I remember the art piece.
I can't remember what it says though.
To maintain plot consistency, you may choose to forget events
that are not featured in the records you marked as memories
to activate your power. In this case indicate as a used
up memory the record you have just write in the diary.
Mm hmm. See, see why I read this one
twice? Yeah.
Uh, huh. Yeah, I.
Do I do, Yeah. So I think this is just a little
bit of a translation thing. Yeah.
So I wrote. I wrote here.
I wrote. Basically you can use a memory
not in the record, just note it in the record and by doing so
you use the memory you would have gained from the current
scene because it says at the bottom underlined.
Remember that your character will skip the memory selection
phase at the end of the current scene, so you can choose to make
up a memory like your pile this. Is the one that says here you
like you forget your childhood, you don't get a memory scene,
but you use that one. OK, cool.
So instead of picking one at the end of the scene, you can choose
one to use during the scene and then just not gain one at the
end basically, which I think is great because I think.
Narratively, that makes a ton of sense.
I think that is great. I think it's a great rule.
I hope that it'd be nice for them to retranslate it, but
it's, I think that's actually an important, like, side rule, you
know? Yeah.
It's huge. Well, it's basically says.
Still, one thing I like about it is that, like, you can use a
memory not mentioned as the plot unfolded but at but that is
crucial to your character's growth.
And that's what's really great is like it.
This might not have been something that happened while
you were writing stuff down, but if losing this memory is really
good for the narrative and for your character, just get rid of
this. Just create them.
Just say the memory now, get rid of it now and you just don't get
a new one. And I love that.
I think that's it's such a good mechanic to have in the game to
just be like you can just make up an even more a memory that'll
fuck you up more if you want to just get rid of it, you know,
that's cool. Yeah, like you're.
Trying previewing what you do. You know your first true love
like so. Many good things.
Another little witchy girl dude with the demon fox like coming
up underneath her and shit too. I yeah, I mean, you can't say
enough about the art in this book.
It is truly, truly amazing. I would.
I'm definitely interested in the graphic novels you have now
because I'm like, oh, I would love to look at more of this
art. They're really, really fucking
good. So the power.
The power. Yeah, magic can be a curse or
power. Yeah, I'm not doing it.
I mean, I refuse. I refuse.
Yeah. Just got a bottle of cod pieces.
Bowie esque, you know, Oh yes. A straight Bowie I.
Know I was going to say your Bowie esque reference.
Yeah, magic can be a cur, a blessing or a curse or a
blessing. A curse learned or innate.
I'm not good at reading. Its origin makes no difference,
for its use always has a cost like Covenant soon grows aware
of how difficult or sorry how quickly they can get worn out by
their gift and tend to use it rationally, learning to accept
the sacrifice involved. I think what they meant was
sparingly. There are also just three levels
of power that each which can utilize and these are really
super interesting. So it's charm spell and
incantation and the cost and the effect of which are all
different. So Charm is kind of a low level
magic spell, limited effect. Generating a flower from a seed
is the example. To get make a small object
disappear optical illusions and the cost is hours or minutes of
the witch's life or or can it can result in sudden fatigue or
aggravation of a pre-existing condition.
A spell which I feel like is like the more the core effect
that you're going to do more often the mid level magic
producing positive or frightening effects, including
overtime or distance, such as wilting A centuries old tree,
creating a pool of a simmering pitch in front of your enemy
witch stuff, right? The cost is hours of the witch's
life or one memory. The sister will be affected by
rapid aging or loss of part of their memory.
And then there's incantation. This is the big this is big
witch magic. You know, a magic skill that
reveals the full potential of the witch or the coven and draws
on their energy. The unrestrained force of both
creative and destructive nature can lead to unpredictable
consequences and come at a deadly cost by calling upon the
their power which can regenerate an entire burnt down forest,
exercise an evil haunting a village, or even enable a fellow
sister to travel through time. So massive shit.
Your real true arcane wisdom, the cost depletion of the entire
life source, and all of the memories of the character
bringing to their death. Good stuff.
So this is what I now go for. You're where?
You're going to talk about the go ahead?
No, no, no. Finish what you're saying, then
I'll I'll. Say this is like this is if
you're doing an incantation, there's going to be a loss of
life. Something or someone is
definitely dying to make this huge thing pop off.
And there is a note. If you are playing in team, we
recommend using a divination tool to define the outcome and
consequence of the incantation. Super interesting way to resolve
that as well. Yeah, yeah.
I think do they talk about it? Is it on the other opposite page
where it talks about a little bit more alternate costs?
Yeah, we'll get to that in just a second.
So this is part I was talking about before where it said in
the beginning that like it how I read in the beginning before I
read did this part is that like you use a memory to use your
power period. And this clearly says there's
more to it than that. And I really like that because
the charm having like little effects but still having pretty
big effects is such a good narrative tool to make small
things happen. But still like like it says like
chop hours off your life, minutes off your life.
Like something that affected you from a previous spell getting
exacerbated by like that. I'd I'd really enjoy the the
levels here and the the way that the memory is used is
interesting because at the end of the day, as I said in the
beginning they basically said memory equals power.
But there's three options here and really your memory is only
used on one of them. You know what I mean?
Yeah. Absolutely.
Yeah. So that's that's what's
interesting. I I I am curious if spell would
be the primary thing people use or if charm would be a little
bit more. And I generally, I mean,
obviously I feel like it's going to come down to the narrative if
you feel like you need something as powerful as a spell and
stuff. I feel like probably narratively
spells are used more consistently just because they
are in that like you're not everything you're going to want
to do is going to be this massive killer thing and it
feels like the charm is a little maybe not as useful most of the
time. So I I wonder if they developed
this with spell as the thing and then it grew as they went.
That's my assumption because of the way it was written
previously, that memory equals spell, you know?
Also, this is super random. The the smoke on the bottom of
this page is one of my it's like the best smoke.
It's like I know it's random. It's so great this on the other
page, though this is also on page 91 of my favorite pieces of
art period in the entire book. And of course it's because it's
probably glorious how, but basically it's like a a fox and
a girl entwined. Kind of like head to butt, head
to butt. But.
Like the that we've been seeing? It's well, it's the same wolfing
girl. Yeah, it's of course it is.
It's like a fox wolf situation. Yeah, but, like, her arm is
literally punched through the body of the wolf, and the wolf
is literally, like ripping the flesh off of her ribs and like
scratching the claws in and just the way the color pops and like
the the symmetry, like everything about it is just so
gruesome and beautiful and it's like.
A witchy aura, Boris. To a bit, Yeah, a little bit,
yeah. Yeah.
They're eating each other. Yeah.
Interesting.
Whoa. Yeah, that's crazy.
So, oh, I never turned my blur back on Blur.
Boom. So what?
One thing that I brought up was the alternative cost.
I think you'll see some of this before.
So this is the we just have the ability to combine their power.
So you can make the cost, specifically the incantations.
Not an entire life. You can make it a couple of
memories of everybody. So basically you can share the
cost of an incantation so that somebody doesn't die, but
everybody kind of gets fucked up.
But I think that's really cool. This is another one of those
things we're talking about where there are alternatives in the
game for narrative purposes, which is really great, but it
also talks about like with charm and spell.
If you don't want to use a memory, you can use the life
sources of the things around you, like plants and animals and
very like I do remember. It saying that, Yeah.
I immediately went to like a dark Sun place where I'm just
like, oh, we're going to fuck the world because they're
terrible. There's a note that says life
and memories are two simple and intuitive tools to set up price
and pay the cost for magic. But you can use other things,
like, for example, you can pay by losing the ability to
maintain human traits for Necromancer.
The cost for using the magic could be at the consumption of
spiritual energy. So as long as the magic has a
cost, you can adapt this system into other things.
I love the way they use memories here, but I think if you play
this a bunch of times, it would be cool to be like, why don't we
try something a little different, you know?
Yeah, and that's really interesting.
I like that they have that as an option.
It feels like they have good guardrails on this game, but at
any point in time, because it's just so narrative, you could
lower those rails and run it a little bit differently and it
wouldn't. It'd be very easy to do and it
wouldn't be obtrusive to how this kind of works.
Like innately. Yeah.
The only thing that I think the hardest thing that I think would
be to adapt something like that is the core concept of the
gameplay is that you write records and pick one as a
memory, converting that power source, quote UN quote, into.
So you have a set number of those, right?
Like it's giving you like you now six memories.
That means you can guess 6 spells.
If you're just like we're getting spiritual energy,
instead, you have to like figure out a way to create like the
resource that you can use in your resource management.
So it's just like in each of your records, you picking the
one that like gained your spiritual energy or what?
So that would be an interesting, fun thing to adapt.
Yeah, yeah. You got to cut off an arm to do
this. You know, you need the bodily
energy. Yeah, You know things like that
where it's like, I mean I think you could do anything as long as
the IT doesn't really matter what you're using, it really
matters about how the cost affects the narratives in the
long term. Or even the short term.
So whatever you decide to do, it just would have to have some
implication when you write the next or continuing journal
entries. Yeah, I mean, yeah, it would be
really interesting. I think it'd be really fun to
do. I just think that would be the
part where you'd have to really be like, well, what is a
resource, How do you gain the resource?
I think is the only part that you'd have to like keep in mind
when you did it. This piece of art is the piece
of art from from the world. Oh, cool.
Yeah. Hit us with those power prompts,
so. This is basically just where
your power is from and what kind it is.
There are two roll tables, shallot roll tables, but you
don't really have to roll on them, but I would.
So for origins, there's curse, blessing, innate, learned, or
originate from the object and originate from a condition.
And they're all kind of like you understand those things
originate from a condition. You're, you know, bit by a
werewolf. You have chimera venom, some
sort of sederb disease object. We've all held cursed objects in
the game before. Yeah, it's very straightforward.
And then the typo. Typology, typology, typology.
Is that the right word for there?
I feel like that's. What am I thinking of?
Yeah. Typology is just the type.
Elemental, mental, elemental space, mental shape, shifting,
necromancy, healing, something. Just the type of magic that you
have. They have some really great
examples in all of those, and I encourage you to buy this book
and read those examples. Now the note here.
If you wish to use the prompts to define your character
features, roll AD 6 to choose one out of six characteristics
for each list. Or just pick, you know?
Yeah, yeah, yeah, yeah. The next page is the divination,
which is interesting. So I I think the divination is
really cool, but I would definitely start with prompts.
I would run 100%. Start with prompts.
So the divination. The witches have mastered the
art of reading omens, so there's a number of divination tools you
can use, and you actually use those divination tools.
It's interesting. They give you a breakdown of all
on the back. We'll get to that.
But basically they give you the options to use tarot cards,
mecado runes or tea leaves, and there's appendices for all of
those. This offers free imaginative,
imaginative and sometimes distressing interpretive
possibilities. The reading of the signs can be
based on the terror designs. Basically you can choose to
interpret it however you want. There's box at the bottom that
says interpreting the signs. At the beginning of each scene,
the first witch will perform a divination ritual.
That's why you pass the diary to a different witch each time.
So at the beginning of each scene, the divination is done by
a different witch. So this has an example.
It's seen as a threat. The drawn tarot are the magician
in the tower, and then there's an interpretation of the
magician in the tower in the appendices that actually give
you a breakdown for each one in a way that makes it narrative,
which is interesting. So we'll get to that.
And then we're getting into basically a breakdown of each of
the scenes and how they work. And that's kind of it for the
book. So it says in the next 7, the
next pages detail the seven scenes.
The layout is organized to frame the plot and advisory for setup
and everything. I love this page.
I love that there's a page that basically says this is how to
read the next batch of pages. You know what I mean?
Like again, another thing that I really loved about this book is
the usability in it is crazy and I wish more more books were like
this. I know there's a constant
struggle between like vibe and like teaching, but I'm like.
But here's the great one it does.
A good job of both. I know it just keeps the vibe
the entire time and it like, I don't want to say hold your hand
because I don't feel like it's never talking down to you, but
it's just like, hey, here's how you would interpret these
things. Everyone should take note.
This is like, this is an incredibly well done book, Yeah.
Yeah, I mean, yeah, the the way that they put the art in, the
way that it's laid out and are very artistically, but the ways
in which they specifically make notes to to teach you as you go
through is just, yeah, that I feel like I can.
I could play this game right now after reading it.
I mean, I've read it multiple Times Now, but the first time I
read through it, I feel like I could easily just pick it up and
play it, which is great. Like we read a game that
basically said, the first time you read this book, you won't
know what you're doing and that's not good.
That's not good. No, that's a bad policy, yeah.
So there is, it says, a guide to solo role-playing here at the
bottom. I feel like I put a note on this
because I wasn't sure if I liked it or not.
Let me read it and we'll find out.
So for the solo RPG experience, you will need D6 in a diary.
You roll for prompts depending on how long you want the
adventure to last. It basically just tells.
It gives you the solo version of how to play the game, which is
the same way. It's just by yourself and using
prompts and stuff, so it's good to have.
I do love that it's here. And big red letters for someone
who might not have done solo role-playing before.
Again, like it's taking the time to teach.
So we have the seven scenes, we'll just, we'll just bounce
back and forth, I'll do one, you'll do the other one.
So the first scene is the call. And again, I really like that
the page prior to this said the way that it's written out
specifically, it's written out to be like a guide It it says
you can use the layout is meant to organize and frame the plot.
So is it advisable to respect the setup in the first few
plays? After you get familiar, you can
change it up a little bit, but this is written so that it's
easier for you to understand. So basically, the way the page
is laid out is there. Is the the name of the scene a
little like 2 to 3 lines about what the scene is.
There's three or four leading questions.
There's a note about those questions.
There's a scene objective. Like what?
Like the scene objective should be.
And then there's this D6 set of prompts and then a probably a
beautiful piece of art on every page of the next 7 pages.
So it's extremely well laid out in the way to just kind of like
go through the two columns and be done.
So the call is the introductory scene.
It allows you to develop the meeting place, to find your
bonds, to find the character, things like that.
So the leading questions are things like what force brought
the witches together? Were they summoned by a
benevolent entity or a demon? Do the witches gather in a
familiar place or is it somewhere different?
There's a lot more than this. I'm skimming through like four
or five questions for each little little dagger and then it
says is it come in a close knit group or held together by weak
alliances. The note says your imagination
is the defining element of the place and characters.
Each witch will will be able to decide how they are getting to
the meeting point. So the the point of the call is
to get everyone together. There's a something that that
revolves around but everyone gets to make their own
decisions. So the scene objective in like a
little box that says introduction of the characters
slash description of the setting.
That is what you want to happen here, right?
So roll me, you roll me AD 6 on mine and I'll roll the D6 on
yours. So the the one of the D6 prompts
for the call scene I. Roll the two.
You suddenly find yourself in an unfamiliar place.
What has brought you here? What elements manifest the
presence or intentions of this entity?
Right. And they're all great.
Everyone all the way through is really, really great.
They're. All really actually very good.
The next thing is initiation. So what?
What? What?
What is? What's Scene 2 all about?
A scene 2 So the scene objective define the origins and purpose
of the mission assigned mission Test slash, sign or test the
powers the ancient. The initiation scene reveals the
entity or incident originating the call and this will test the
power of each sister. In accepting the mission, the
coven will receive the first essential insight into the
dangers they will face and gain a greater awareness of their
potential. Deepening the purpose of the
union and nature of each character's individual power
will allow you to direct the story towards a common goal.
There you go. Are you going?
To roll for this one. Yeah.
Did you already say the scene objectives?
Yes, I yeah, that was why I started with Bunny or Origin.
Purpose. Yeah, Yeah, yeah, sure.
Yeah. And then I rule A5, so the power
is activated with no one being able to oppose it.
In the meantime, A presence is in control of its effect.
What secrets have been revealed, and at what cost?
Oh, interesting. Interesting one.
That would take me a minute. Yeah.
The next the next one is danger. I really like this one and then
opposite side is the is a is another one of the coolest
pieces. It's actually the cool piece the
piece on the back of the books are it's the it's the again the
fox wolf demon. I'm I'm gonna go wolf but it's
it's kind of like the head of a of a of a human male with the OR
the body of a human the head of a fox.
There's all these, There's hands coming up, but then there's like
handprints kind of all over them, but there's trees on the
eyes and it's from a very like bottom like waist high, a little
bit lowerish view up towards the head, little smexy with the
another like moon kind of coming through the trees behind It's
dope. So this is the danger.
So in the scene signs 'cause causes an effect of the threat
emerge with clarity and the new faces, disruptive elements and
you gain insight leading George's investigation.
So some of the leading questions are like what exactly is a
danger and what does it causes the threat?
Under which circumstances does it come and face a danger, just
a danger, put the lives of other, any of those at risk,
things like that. There's a note here that says
the goal of the mission assigned to the witches may not
necessarily be limited to defeating the threat.
So the mission defeating the threat isn't necessarily the
mission. There is a mission and the
threat is kind of in the way the dangers and threats are in the
way of that. So the danger could be part of
the mission or it could be trying to stop the mission.
So just beating one of the other doesn't necessarily mean that
you succeed. So the scene objective on this
is facing the danger and identifying some features of the
threat and directing the investigation.
So what? What is your role on the prompts
for this? A6 Some shadows are following
you. How have you detected their
presence? Do you decide to confront or
ignore them? It's a good one.
Yeah, I I like that.
Some of them are like kind, I don't want to say easy, but
they're it's kind of a little bit straightforward.
And some of the other ones are like very like used.
On the last one, you're like, oh shit, like, I really have to
think about that one. Yeah, really like there's a
solid mix scene for the investigation.
The Investigation During this scene, the sisters attempt to
find the information and materials necessary for them to
accomplish the mission and or defeat the threat.
This is a key step in the development of the story and
it's the end of the characters. I have a little thing blocked me
here as the success of the coven will depend on the outcome of
the investigation. A quick little note that I
noticed I was reading earlier and it said referring to a
character saying it said his and he rested at one time.
The rest of this says sisters and them how?
And I don't know if you heard me pause when I said his and then I
kept on, but because it. Specifically says to me, we use
her for consistency and then there's like a his in there.
Yeah, there's like 1. One time, yeah, The C objective.
Finding the necessary items to accomplish the mission,
identifying the weakness of the threat.
Learning the full potential of the power and for prompts, we
got. I rolled 3.
You realize that your power is insufficient to deal with the
threat. Who or what can assist you in
your training and at what cost? Love that.
Especially for the investigation
part. I like how a lot of the scenes
really bleed into the next one. It's really nice that it keeps
like a a a solid flow. It doesn't feel like there'd be
a hard stop. It almost feels like you just
feeling into the. Next one.
Yeah, absolutely. They do not feel like, yeah,
you're right, there's no hard stop.
There's not separation. It's a continuous narrative
you're creating if you. Read through a lot of the
prompts. Some of them you could almost
put the from the one before yeah, or or even before or
after. Like some of the some of the
ones before the investigation was were like the danger one and
the investigation one. I feel like some of them could
flip and flop a little bit. So like some of them there's I
feel like there's a good crossover that really helps kind
of monkey bar between the scenes which is nice.
Scene 5 is revelation. So the coven wraps up the
investigation and thanks to collected artifacts or knowledge
they're all they're able to face a threat and complete the
mission. So some of the leading questions
what information has the coven gathered?
What elements do the sisters have their disposal?
The note is the path of searching for knowledge.
Powers are useful objects for the coven to achieve its goal,
goals resulting and receiving the revelation.
After comparing clues, I I I locked myself.
So the scene objective, summarizing the investigation
results, defining strategies to deal with the threat, and
concluding the mission. That's for the revelation.
So what's what prompt you get? For prompt, we have 5.
To use the full potential of your power, you must perform a
dangerous ritual that involves A sacrificial offering.
Do you plan to stay in your conscience, or would you rather
give up the benefits? What are your alternatives?
I love that one because if you look at the base of art on the
bottom here, another one I love because again, as we've
established for like 180 episodes, I'm an edge Lord piece
of shit who likes dark stuff. So there's this little witchy
girl by bleeding, bleeding blood at her eyes.
But one of her eyes is gone now and a trail of blood is leading
from her eye to a dagger that has speared through the head of
some kind of skull like creature that I assume was attacking her.
So it seems to me when I see this picture.
And another thing that's so great about the the artist art
is the story like written into each piece.
There's always more than just looking at it is that this this
creature is attacking them and she literally sacrificed her eye
to turn it into like a blood dagger to kill this creature and
it's so good. Love that scene 6.
So good scene 6. The threat.
The covenant will have to call on all the powers and resources
obtained to face the threat. In this critical moment, the
sisters will have to make difficult choices that may even
include supreme sacrifice. The outcome of the confrontation
will determine the end of the adventure and the success or
failure of the mission. I do like the implication that
you can fail. Oh yeah.
Hard. Yeah.
Yeah, Scene. Objective.
Defeat the threat or surrender? Conclude the mission or fail it.
A note here. I have not been reading the
notes. Whoops.
Note the threat does not have to be a monster, a disease, or an
evil character. The reasons underlying its
actions might emerge at the moment of confrontation.
Some examples of antagonists that can be dealt with without a
direct confrontation include groups of creatures who are
defending their territory, or an entity unaware of doing harm.
What matters is that you create an entity that poses a real
challenge to the group, one that can adapt to the incantations
casted by the Covenant or skillfully negotiate an
Armistice. Very cool.
And what prompt do we get for this?
I got 6 on this one. It says backed into a corner.
The threat takes an ally hostage, intimating his
readiness to kill him. If you do not retreat, how will
you act? Is the sacrifice worth winning
the battle? It's interesting.
A great piece of art at the bottom with like hat, like 1/2
flaming creature's face. It's really amazing.
And on the other side, above the epilogue scene is a really
amazing giant wolf, wolf picture.
Gosh, it's it's hard to describe.
You have to just look through the art.
So epilogue, yeah, it's so good. Epilogue 7, this is totally
different. There's not a lot of prompts or
anything like that. It says the covenant has faced a
threat and has come to the end of its journey.
Notice it does not say one. Well the sisters receive the
reward or they sink in the mire of defeat.
In this scene, each witch, including those deceased, will
describe their epilogue in a single record.
Coming out on top is not the only way to make your story
engaging. Sometimes a glimmer of hope,
seeing in yourself sacrifice is a good alternative to a happily
ever after. Letting the villain win is
another way of introducing rare and refreshing experience in the
RPG world. Also setting you up for another
like scene if you want like a whole another round if you want.
If the villain wins, the scene object here is just concluding
the adventure, receiving the promise reward, or narrating the
consequences of defeat. I muted myself by saying that
you could do a whole sequel to this.
There could be a whole sequel adventure, you know.
Yeah, that's what I'm saying. The villain wins.
You got to try again. Next page is the death page,
which is great. I also love the art on this
where like the girl's like whole chest has basically become like
very Helsing esque. If you've seen the manga, the
anime it. Reminds me of Helsingly like
summons his, weird like the. Dog eye thing.
Yeah, yeah. So there's like, eye surprise,
whole girl's face. Oh yeah, Oh yeah.
And one of her boobs is going to become like an open mouth.
And she doesn't. She seems a little disappointed
by it. She seems pensive in her face.
So death. A Witcher warlock's death is a
part of the life cycle and doesn't not necessarily imply
the end in the event of death, following battle or illness,
these ones power, etcetera. So there's there's things you
can do. So basically you can either
become a familiar, a spirit, or a ghost based on how you died.
So if the character has preserved most of their
memories, it has a positive bond, they become a familiar.
Mechanically, that means it. In case the familiar sacrificed,
the character is now reincarnated into a talking
animal with no power, which can still be helpful to his
companions or sacrificed to cast a spell.
So instead of a memory, the ghost of your friend who died
and became a talking animal familiar can be sacrificed for a
spell if you want. Like, cool.
I like that I come. Back as a poo from a Yu Yu haka
show, I don't know if you remember the end of the dark
tournament like getting Kais and that dumb little thing they have
with them. It's so fucking stupid.
Someone knows I I've only watched like 15 episodes of Ye
Yoga Show. You haven't.
Watched the Dark tournament. No, I'm not.
It's. You should.
It's one of like the foundational, like tournament
anime like I'll have. To check it out.
Arcs. I started EU Hockey Show and
it's one of the ones where I was like, this is cool.
Like I had no reason to like, stop.
I wasn't just like I don't like this a. 100 times better.
I know, it's just fine at first, so yeah.
And then if you're a neutral, which means you have preserved a
few memories and the self sacrifice has been so traumatic
that your essence is trapped, you become a spirit.
The spirit can intervene in a scene only after a divination
and acting in basis of the interpretation.
So that means you can't decide to sacrifice or anything, but
the person who is now the spirit can interpret the divination and
act the way that they feel interprets, which is great.
The sisters may attempt to summon it by casting a spell,
but it will not always act in their favor.
Or there's the ghost, which is evil.
The witch has used up all their memories and turned into a a
restless presence trapped in an endless cycle.
Her presence will haunt the coven on a particular or a
particular area and make it dangerous.
It will never act in your favor, but the sister may attempt to
give her peace by casting an incantation.
So you could sacrifice your life to give the ghost peace.
Or with the alternative cost, you could all sacrifice a bunch
of your memories and then that could bring about peace for her.
The next section is all divination tools.
I love this art to this kind of it's.
It's kind of like the front art a little bit with like the wolf
behind her again, but it's a different vibe, different girl,
different everything it. Reminds me of the depiction of
God and kill 6 billion demons which is like this multi faced
God and then like a person meditating in front of it yeah.
That's cool. Yeah, yeah, yeah.
So the next batch is, is the divination tools.
We're not going to go through them.
It's cool. I do like the for the Tarot, I
will say specifically. So if you look at the Arcanum,
for example, let's say the Fool, there is a a breakdown of what
the card generally means in Tarot, which is like free
Spirit, new beginnings, desire, anarchy.
But there's a a character section underneath it for a
narrative prompts. So for the Fool, the characters
could be a prophet, a nomad, A visionary, A jester.
So when you're you'd using your divinations, there is a
breakdown of like four or five possible character options to
give you a prompt for bringing in characters into your story.
And I really, really like the way that they did that as
opposed to just being like, because, I mean, reading tarot
and being good with the prompts is a skill in and of itself.
Absolutely, yeah. Giving you the option
specifically, especially for other characters, to come in or
part of the story is great. There's a tarot reading, There's
an example. It's cool.
I like it. Same thing with runes.
Same thing. And then there's like a whole
page on runestone divination and how you do it in different
types. Like they do a really good job.
Even if you just use this as a reference for how to use fucking
divination tools, it's really cool this.
Back section is sick. Completely divorced from this
game. I'm like, oh, this is a cool,
this is a cool tool I use. Yeah, so.
Good, great piece of art here with like a a woof with some
like fire underneath it and then like a bunch of like little
witchy girls with woof like hats on dancing around its head in a
very very interesting way. Mekato, which I had never heard
before but it's like I think I've seen it but if it's like
sticks and you throw the sticks down all the way, the sticks
overlap different like colors and and stuff like that give you
different breakdowns. Really really cool.
Alchemical symbols are a big part of this and there's a whole
again a whole step by step breakdown of how to do Mekato
and then a really cool couple pages on how to read tea leaves,
which I always thought was cool but never knew how.
And they gave you a whole breakdown on like different
styles of tea leaves reading. So fucking cool they.
Could have just made a book on on divining and like it's like
it's super solid. I thought the back section, I
love this back section. I think it's really super
interesting. I didn't finish reading all of
it but like I scrolled to be like oh, reading tea leaves and
stuff like this is great. What a fun sections just put in
here and we're like, what a fun, alternative way to play this
game if you've played it a couple times.
Like, yeah, we're all going to brew tea and we're going to read
tea leaves. Yeah, I mean, yeah.
And like doing like Mikado, Mercado for the first time and
stuff like that. I mean I feel like it would give
you a whole different vibes because like you know you could
you could go more like Oni style with all of your stuff or you
know really interesting whole Backpage of the Coven which
talks about laputian or laputin, ochopo, clevera, Valentina,
Sergey. Like the breakdown of who these
people are, what they've done really great.
Obviously they've done a bunch. Last page, it's the Backpage.
I will just take a quick we can take a quick peek at the
Grimoire different piece of art on the front there's like a cat
with a bunch of eyes and stuff oh cat.
And basically what the Grimoire is is a thematic prompts manual.
It says grammar is a magical book of formulas and
incantations. It contains thematic prompts for
each of the different scenes and the prompts for each scene.
The text and illustrations you find on the following pages were
made by 50 different authors who participated in the contest held
on the occasion of the last Sabbath Kickstarter campaign
launch. So each of these there's
basically pages for each scene, the call, the initiation
everything and it's full of art. And on each piece of art there
is like the name of the illustrator.
And then on each prompt there are the initials or the however
you want to do it. Like call sign some of them,
some say Otter some say NK of the person who submitted the
prompt. And if you look on like the
first stop, stop doing that. Go away if you look on the first
page where it talks about like the acknowledgments and the the
contributions, you can match most of them directly to like
the names that are listed here in the contributors.
So it's really cool that they got so many people together,
bunch of different artists, bunch of different authors to do
a whole prompt guide. Because once you use up the six
in the book, you'd literally have like 20-30 more for each
scene through the entire book. And there's a really cool thing
in the back where they did, it's called the the first coven.
They do a breakdown of like an early version of a couple of
scenes from the first time that they played this, like a beta
version of this. That's interesting.
It is different. Clearly it's different than what
the game is now, but it's cool to see where it came from.
I wouldn't have minded this. It's cool that it's here.
I would not have minded this in the first book so that there's a
better example. I would have also not minded
literally an entire example of an entire one through seventeens
with everything. I think that would be really
cool too. I mean, that's a lot, but it'd
be even just doing one full scene with the current rules, I
think would be the only thing that I could consider I.
Would love to see one full scene with the current rules.
I like, yeah, I think putting this in the last book was cool.
Would be cool. I don't think it's really
necessary, especially because it's not really exactly the same
game. But like, yes, I would love to
watch a scene or read a scene play through with the current
rules. I mean, I have a good
understanding, but I'd love to watch it play out still, yeah.
Yeah, maybe we'll maybe we'll maybe we'll have to play it.
Yeah. And that's I.
Think very highly of this project.
Yeah, yeah, I played the shit out of this.
I would absolutely play the shit out of this.
Yeah. So we're going to review this.
Are we? Are we?
Are we book? I was going to ask you, it's not
really a book. It is kind of a book, but it is.
A book. I mean here's The thing is a lot
of times our cut off has been like 30 ish pages.
It is like with all the divination tools and everything,
it's like 44 but it is also 8 1/2 by 11 it's. 8 1/2 by 11
There's a lot in here. It's a small book, so Book I.
Mean I think it has books. Yeah, I have books up so.
So it's a full 50 points with five metrics instead of 30 with
three metrics. So our five metrics.
For those who don't know, art and layout is the art and the
layout. Usability is usability tools
like or the usability of the the game itself like the ease of use
hyperlinks, bookmarks, things in the correct order so you
understand it. Things like that rule set, if
it's an adapted rule set, how well is adapted.
If it's new, how do we like it? Originality is that's just
Google. And then value is the cost for
not only the game, but also the amount of stuff that's there for
the game. If there's a ton of extra
content, if third party licenses, things like that.
So for art and layout, obviously we think incredibly highly of
this. I mean yeah, it's discussing the
art. Yeah, the art is amazing.
I think the layout is extremely well done.
Again, like every page in and of itself is beautiful.
It never feels crowded. It always feel, but it also
never feels empty ever. Whoever did the layout on this
did a great fucking job and clearly the artist, the
award-winning amazing fucking artist did a a good job of of
making it look really good. So, like, I What are your
thoughts on that dude? I have nothing meaningful to add
to this. Like, I love the way this looks.
This is, I mean, could it be better?
I don't know that it could. You know?
Yeah. I mean, even if we get to, I
don't. It's not part of art and layout.
I guess I was gonna say even just like the the the, the, the
book itself and that like it's like sewn binding and like foil
on the cover and stuff like just adds even more to everything.
Honestly, yeah, I would be cool. I think going in the same
direction you're going to. Do it.
All right, so A10 for art and layout on this.
It's a it's a stunning book. I I.
Have no argument against that. Like, it really is quite
beautiful and it's incredibly readable and it's well laid out
and it's laid out in a great order, although it's usability.
But yeah, good job. That I mean that.
I mean, this is the thing about a 10 is like, I do not have a
single negative thing about this and I can't think of a way that
it could possibly be better. So for Art and Leia, he's 10.
For me, yeah, usability. So I mean, the only knocks that
we've said on this a couple times is just the fact that I
think it's it was it was written first in Italian and then
translated to English. So, like, I mean, it'd be nice
if it was perfect, but I honestly don't really think that
we can knock them for that. Like the hyperlinks are there,
they're just in Italian. It would be nice if I could read
them. But again, it's only 33 pages.
It's not that bad and I think the only there was just a couple
times just I think maybe like 2, maybe three in the whole book
where there was like a sentence where like that note page on
page 16 I think is the only one that really stands out where I'm
like wait a second, I need AI need AI need a there's some
there's some stuff in a weird order here let me break down
what this says. I think that's the only thing.
And then there's a couple of like tent switches or like
pronoun switches I think that are just like a probably like if
it was Spanish and O&A. I'm not going to say anything
about the time, but like so I'm not going to knock too hard on
that. I think the book is, I think we
said this over and over again like the notes are really great,
you're guided wealth of the entire thing.
I feel like before you get to any section, they do a really
good of intro in the section like the game mechanics overlay
in the beginning, the whole page that basically says like the
next 7 pages like here's how to read them, here's how to use
them. I can't think of a lot of things
more that I want from a usability standpoint as far as
like the guidance in the book. Yeah, I mean it's incredibly
usable. It's a way.
I mean, I once again, I don't have anything to add, like I
have no complaints about this other than like a couple of
location notes. But those are.
I mean, even those are fairly minor and you can still parse it
out The the table contents is hyperlinked.
Stuff is like put in boxes when it needs to be paid note to or
is like a little side piece. The notes are great.
None of them feel superfluous. All of them add like to what
you're doing. Yeah, this is a pretty high
usability for me, yeah. Well, we know it's not a ten.
Well, it's not a 10. But it's still at the eight,
maybe even 9 range I. Think I'm about an 8.
I think I'm about an 8 here, which again we have to let
everyone know that like 10 doesn't exist in this the 110 is
already out there. So like a nine is basically A10.
I've got an 8 for this I think because of of where and it's in
relation to other books like when you think of something like
Death in Space where they literally like every section is
color-coded by section and like you know like every every table
has its own hyperlink. Like there's it's.
It's not that it's not great, it's just that like other things
have done so far above and beyond that we can't go more
than that. But I'm definitely OK giving
this a solid aid because I really can't think of more that
I want from it other than like. I mean, I can just use my phone
and Google what the hyperlinks mean but I don't need them
because they're short enough. But like that would be only it.
And again I've already said we're not going to not points
off for the Italian Ness. Of course not.
This isn't. Yeah.
We're not that kind of American, you know?
Right, rule set. I mean, at the end of the day, I
mean there is a rule set. It's so different.
It's so different than what we generally think of as rule sets.
It's like we're not talking about very rarely.
Like all the mechanics here are basically just like a lot of
prompts, a lot of how to use prompts and then basically just
like structure, that that's what the rule set more than anything
is. Just like a structure for how to
tell a cohesive story. And then the prompts in order to
use it that way. And I think that's like totally
fine. It's just so different than
really most of the things that we've looked at before because a
lot of times, I mean, I'm obviously, I'm a big mechanics
guy, so this one is not mechanics heavy, it's it's
narrative heavy. So it's interesting.
It's different. I would say that I think that
it's very, very easy to understand.
Yes. I think if we start, we could
literally start a game right now and we'd both be like totally
found out, a great time. You know, I agree.
I agree. I think I I think it like, but
not to knock it for being a Frameworker, being simple like
it does what it does really well and it doesn't overly bloat with
like how things are supposed to work.
It leaves a lot of space for you to narrate, for it to be
narrative. I like that.
I like the rule set. I can't think of anything that I
would definitely change. It definitely leaves it very
open-ended to adapting it to maybe do something else.
Yeah. Yeah.
I think very favorable of it, I mean.
That's that's the strength of it too.
In that in a very good way, like in a positive way, it gives you
the rules and it gives you lots of not only guidance on
variation, but room for variation, even even as far as
giving you a whole another fucking book of prompts and
stuff like that. So that's great.
I don't. So I mean this one's hard for
me. Like I don't think it's perfect
and I think we are, this is we're not doing rule set in
relation to only negative games. It's got to be to everything.
So because I would say that I'm bias in this and my bias is
gonna show because it's my fucking podcast, I can do what I
want in that I do prefer mechanicy games.
Like the only game we've ever given attend to is Kingdoms
which has like 3 layers of of like macro standard and like
macro play and stuff like that. So like the it's almost like
losing points for its simplicity, even though we love
simple games. But I'm where you at for this.
I don't even know where to begin with.
Thought I was probably about a sapping for this because.
I but I like narrative games, you know, I like.
I like. Narrative games, too.
Stop lying, bro. I do like them.
I I I I own like anyway I mean. Do you, do you own that?
You've not played Ryan that. I've not played.
I have not played like 90% of what I own like.
I'm serious, but I own like thousands of games.
Yeah, I've I've played hundreds of games and I've still I still
probably no, I I I probably haven't played like 70 to 80% of
the games I have and I've played hundreds of games.
So yeah, I'm between A7 and an 8 for this.
I don't, I mean whatever. I'll give it an 8.
We're good with an 8. You said 8:00, that's fine.
I'm good with that originality. So witches exist, covens exist,
journaling games exist. I don't think there's anything
new or different in this. Even when we talked about the
rule set, we talked about how it feels a little bit like 1000 old
vampire. It feels about archipelago.
There's nothing groundbreaking about this in any sense of the
word. It's gorgeous.
It's stunning. It's done super well as far as
being original. I mean I I can go on itch dot IO
right now and probably find 1000 like witch journaling games, you
know what I mean? Probably.
Yes. So.
But I think this is good. I mean, it does the thing well,
yeah. I mean, yes.
But yeah, but we're talking about originality specifically.
I mean I'm probably like a six for this.
I mean again not to knock it, it's just that like it's not,
it's not ground, it's great. It's not groundbreaking.
I. I think I agree with this one.
But I'm not going to give it just a 5 because I do think the
way that they do do it is is interesting and it's neat.
I love a lot of what they do. I think parts of it are the way
they put it together, has some originality to it, but I don't
think any any of the parts in and of themselves are that
original value. Were you it?
Is $27.00 for both books physically on nave of cups,
which is pretty crazy. Friends of the show Nave of Cups
Shout out Nave of Cups Yeah, I. Also shout nave of cups.
I fucking love nave of Cups every day that I don't get to
buy something from that side. It's a tragedy because all the
shit on there is like cool, cute shit For just the rules only
it's $20.00. I don't know if that comes with
a PDFI. Can't remember if Navy Cups
gives you a PDFI. Think they do, but I'm not sure.
But 27 for both the book and the Grimoire is crazy.
It's crazy. So I mean, the Grimoire alone is
just. That's months of play in this
game. Yeah, it's.
As it's as big if not bigger than the regular book you know,
and it has a lot of the same like accoutrement you know it it
it still has the well no. So that one is staple bound and
I don't think it has the foil on the front.
So it's not quite as nice, but 7 bucks for that, if it's 20 bucks
for the regular book and then 27 for both, that's a that's a
that's a crazy good deal we talked about.
It's it's bang for your buck. Not just flat cost, but flat
cost for that is a really great deal and that's a solid bang for
your buck. I don't think there is or ever
will be more to this. I don't know if there's any type
of third party license for it either.
I don't remember anything specific in the front talking
about being able to do your own thing with it.
It would be so important to write.
Your own props though, yeah? Yeah, it specifically doesn't
say anything about being able to use it or adapt it to anything
else. And specifically does say that
like no part can be used without permission.
Like just a standard kind of like default, you know,
copyright. So that that kind of sucks that
there's no specific third party license for it.
I think. I feel like the vibe of the game
feels like the people would be down for that, so that would be
nice to see. So I think, I think the OH
Mine's also signed in the front, which is cool.
I don't know if you just got signed.
I don't think so, but very cool. Yeah, I.
Mean. If only one comes signed,
obviously I keep it and you get the other one, but you know, I
know it's. About that so.
But yeah, I mean, so, so, so solid financial value.
I think they're a lack of third party license and probably a
lack of like any future expansion to this kind of knocks
the value down a little bit for me.
Yeah. So where you at for that?
7-8 somewhere in there. Yeah, I think A7's good.
I mean, realistically, value wise, it comes down that like
the books themselves are a good value financially, but not much
beyond that. But that's a really good fucking
value. So that's gonna give us a 10 + 8
+ 8 + 6 + 7, damn 39, one of the high scores of the year already.
And with that 10, I can guarantee you will see this at
the end of the year on our roundup.
So this will not be the last time we talked about last
Sabbath here on the show. Anyway, so fantastic game,
really, really enjoyed a lot. It is something a little bit
different than what we normally do on the show which we want to
start doing a little bit more variety of things like this.
Again, I think that the game is great.
The mechanics are great. The layout is great.
The art is absolutely fucking stunning.
Please go follow them on Instagram.
Again, it's LOPUTYNI know that you can grab I think I think at
least Ether or Ether is available I I believe on Amazon.
But both both of the comics from the artist are very very much
worth it. They're stunning and
heartbreaking and beautiful and just yeah fits so perfectly with
the game that was created here. So that's really fantastic and
that's our show for the day coming up.
I don't know I don't know what we're doing.
The only thing I will say is Black Rainbow Society from
Worlds of Kroga is out. It's got like it's it's they
it's like a 40 day thing. I think this will be like 30
plus days and for the next three weeks we are going to be doing
giveaways of the different Worlds of Kroga projects.
Next week will be Neuro City. The week after that we were
planned and then we're going to wrap up with Hell Hell Night
Gabriel sent US1 of each to do giveaways for So look for our
Twitter page and I will do my best to remember on Monday to
drop a tweet that says like this tweet and most likely
continental United States and and we'll pick one on the show
next week and get that sent out to you.
So and it's all the hard it's all the hardback versions too
because there's a newer hardback colorblind version for Neuro
City and there's a hardback of warpland.
I also have the backs and both. But regardless, all three of
those over the next three weeks and go back Black Rambo Society,
which is an expansion of Hell Night and some other really,
really cool stuff that I've been talking to Gabriel about, is
coming down the pipeline from World to Kroga 2.
So definitely go back to that project and sign up for those
giveaways and that's it. I got nothing else.
You good? Yeah, I think so.
All right. Yeah.
The last episode with the long beard as time I was.
Just gonna say go have fun shaving that beard.
Buddy Shave. This beard, Yeah.
Farewell. That's all we got.
Bye.