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Hello and welcome to the Weekly 
Scroll podcast. 

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My Name Is Ryan. 
And I am the Beetle King from 

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the Coconut estate. 
And with us today we have a 

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special guest that is Jim Hall 
of Brooklyn Games. 

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How you doing today, Jim? 
Hey, I'm doing great. 

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Glad to be here. 
Very nice to have you on. 

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Yeah. 
So what we have, well, you can 

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see above me. 
Well, you can't, but people out 

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there can see above me. 
You're currently funding a 

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project right now called Beatle 
Knight on Kickstarter 4 

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Zinequest. 
But before we get into that, 

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what you've I've seen your books
everywhere, your zines 

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everywhere. 
They're very colorful. 

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They're very hard to miss. 
What are some of the projects 

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that people who might not know 
Brooklyn games know some of you 

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work from? 
Yeah, I mean, the more most 

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recent Kickstarter was something
called Worldlings, and it's kind

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of based on this amazing art 
from this artist, Okro. 

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She's fantastic, but it's a a 
world building book that gives 

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you these tiny little gods to 
sprinkle around the the 

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wilderness and add some sort of 
animistic spirits to to your 

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world. 
So you can really sprinkle it 

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into any system. 
But it's written for Karen and 

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Fivey. 
And then I I've got a bunch of 

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books or pamphlets out, but the 
the other one that most people 

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know me from is Escape the City.
Oh hey yeah, you got Thorn from 

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the Fallen Kickstarter. 
But Escape the City is is a 

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pretty popular one that got 
picked up by a lot of or a few 

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solo Youtubers. 
It's like you draw cards to 

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build out a city as you play and
then you can explore that way 

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and it's kind of a it's kind of 
a test to see if you can survive

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to to escape. 
But I mean those are the big 

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ones. 
I've I've been writing and 

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publishing since probably 2021. 
COVID, you know, made me let's 

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start putting stuff out there. 
Oh I I also illustrate and so my

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my big kind of achievement 
recently was doing the map for 

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barkeep on the Borderland and so
yeah and WF Smith Warren, he was

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he was really great and gave all
the contributors and any medal 

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and so like I haven't any even 
though as I just did the map you

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know but still pretty cool. 
Yeah, I mean, yeah, the 

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illustrations work is fantastic.
I actually have Graves and 

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Groves that you did the cover 
for that. 

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It's a DCC module, which is 
absolutely stunning. 

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So I love that the cover, it was
the first thing I saw. 

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I was like, damn, I gotta go 
back this now. 

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And then it was a great project 
too, but that's another thing 

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you've done and we've seen that.
It's fantastic. 

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Yeah, there's a few other things
I don't know. 

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I had a adventure in Knock issue
3 called Titan Cliffs that it's 

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a really nice one shot if you 
wanna like introduce someone to 

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sort of the old school style of 
play. 

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So yeah. 
A lot of the stuff you'd written

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for, especially a lot of your 
zines like Escape City, Raw 

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Dragon, Orban In the Raw Dragon,
I don't know, Forbidden Swamp, I

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think is is more system, is that
one more system neutral. 

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But a lot of stuff you write for
is Karen and Five East. 

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Yeah, yeah. 
So when I the the very first 

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thing that I put out there was 
you can't even get it on itch. 

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Actually it's only on Patreon, 
but it is it is a 5E adventure. 

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So I started off with with 5th 
edition really. 

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I played a little bit of 3.5 
like back in college, but like 

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really 5th edition was the one 
that got me hooked. 

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Then I discovered Nave, and 
eventually I discovered Cairn 

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and I just, I fell in love with 
Karen. 

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And it's just like so simple. 
We we talked a little bit before

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the show about it. 
You can do a lot with it because

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it's so boiled down. 
And so, you know, I'm putting 

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out these adventures, I'm 
testing them with my local group

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that, you know, we play in 
person here. 

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And so, you know, I I figured 
I'll write it for this, this 

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system that I'm really excited 
about, Karen. 

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I'll also write it for 5th 
edition. 

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You get sort of a wider audience
and that's what my local group 

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was playing. 
So. 

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So yeah. 
Makes sense? 

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Yeah, I mean five ES always 
gonna be a pretty, a pretty wide

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audience. 
I guess it's not. 

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It's not going anywhere until. 
One until 1D and D comes out, 

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you know but. 
It's supposed to be in. 

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At all, you know. 
Sure, yeah. 

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Forbidden Swamp. 
Actually, I put out as a Karen 

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exclusive, and so you can go 
over to the Karen store and and 

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pick that one up. 
But yeah, there I also did one 

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with Perplexing Ruins where he 
did all the art and it's called 

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The Visitor. 
And it's just like some random 

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tables that help you create some
pretty weird alien encounters. 

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It's a. 
It will explicitly take your 

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fantasy world into multi 
dimensional outer space style 

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play. 
So anyway. 

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I do. 
I do love that. 

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I like my fantasy weird and 
sometimes mixed with some 

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science. 
So yeah, weird. 

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Extra dimensional travelers. 
Great. 

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And also just like the visitor, 
like the vibes from like the art

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from P Rs art. 
Very, very, very cool. 

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Yeah. 
Ryan Ryan's looking for a 

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booklet right now, and I know I.
Have the visitor right next to 

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me and I can't find it. 
It's in here somewhere. 

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Oh, there it. 
Is. 

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I knew it. 
I know. 

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I know roughly where it is. 
Yeah, I This one is absolutely 

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fantastic. 
Love this one. 

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I'm I'm so excited that you guys
actually have my stuff and I 

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feel like you put it out there 
and sometimes it's just, it just

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disappears and yeah, so that's 
cool, yeah. 

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Well, it's cool you have AI 
actually, honestly have only 

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like looked through your itch. 
I didn't realize you have like a

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big cartel like digital 
storefront where everyone get 

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your scenes physically and 
they're really very cool. 

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I to be quite honest with you, 
I've read through Escape the 

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City and I didn't realize that 
you did the art, but I really do

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like the like the color palette 
and art in Escape the City so. 

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Thanks. 
I appreciate that. 

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Yeah, Yeah, I had some that 
cover that has this really cool 

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perspective and so I was having 
fun with. 

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The fisheye. 
Fisheye. 

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Yeah. 
So yeah, you you mentioned it's 

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been mentioned a couple times 
about the the color, the bright 

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colors from a lot of my covers. 
It's funny cuz with Beale Night 

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I'm actually going the opposite 
direction where the entire thing

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is all black and white. 
And my hope is that it's 

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something that anyone can take 
and sort of print at home. 

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Because I've had, especially 
with like Escape The City is the

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most popular thing that I have 
right now and people have asked 

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for a black and white printer 
friendly home printer friendly 

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edition because it's just super 
saturated and yeah, you need, 

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you need to just like a black 
and white version. 

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So yeah, with Beatle Night, I 
wanted to make that kind of the 

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default. 
So anyway. 

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Yeah, I do like the dichotomy 
though, between like you like 

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your ability to very 
effortlessly move from like this

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very over like saturated, like 
ultra color, to this black and 

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white and the black and white 
you're like, oh, it looks great,

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like it makes a lot of sense 
when reading through Beetle 

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Knight. 
It has that kind of like, like 

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darker aesthetic and it's still 
incredibly well done. 

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Well, thanks. 
I mean, I like color. 

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I like black and white. 
That's all good. 

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But so Speaking of Butylite, 
this is a project that you are 

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currently funding right now on 
Kickstarter. 

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It is funded just like a buck or
two over goal, like 300 plus 

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percent of the funding. 
But for those that haven't yet 

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backed it, cuz they should go 
there and do that right now. 

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But what is Beatle Knight? 
Cuz this isn't a lot of what is 

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on your storefront and stuff are
adventures, like we said for 

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Karen and five E some into the 
odd stuff too. 

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But this is a game, So what is 
Beatle Knight? 

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Yeah, so this is it's not 
actually the first game that I 

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put out there, but it's the 
first one that really has gotten

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a lot of love from me. 
Is a game kind of inspired by 

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Hollow Knight and a few other 
sort of touchstones where you 

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step into the claws of a 
arthropod knight. 

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So it could be a beetle, it 
could be a moth or a lightning 

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bug. 
There, there's there actually 

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will be 20 different species 
that you can play. 

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And each of each of the Knights 
has a sort of motivation that 

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makes them kind of tears them 
away from their normal life and 

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sends them out into the world to
try to create justice across 

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this sort of forest floor that's
covered in a bunch of different 

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cultures of each different type 
of bug that you could possibly 

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think of and the interactions 
that they have. 

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I I like to think of it in terms
of each sort of region of the 

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forest floor has a history of 
other kind of critters that have

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lived there. 
And the people who you encounter

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are just the latest and in a 
long line. 

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And it really opens you up for 
that sort of delving or digging 

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into these mysteries or or 
magics that kind of pop up. 

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So yeah, I mean, but I think 
it's captured well on on some of

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the story prompts on the second 
page here. 

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So like deep in the rotting log 
that is the millipedes fortress,

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a disease spreads like wire 
wildfire. 

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No one knows the source. 
Perhaps they discovered 

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something left by the termites 
long ago. 

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And so this sort of thing, like,
I don't know, I find that fun. 

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And if you have played Holo 
Knight, like it's just filled 

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with that sort of kind of 
open-ended storytelling that 

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that it feels like there's depth
there. 

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And so that's what I what I like
and what I want to create in the

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world here. 
I do really like that space that

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you're like stepping into for 
storytelling. 

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Because it's like I I live in 
Oregon. 

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It's very forested. 
Like I go walk out and like look

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at bugs, living in a small 
community and be like, oh like 

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that. 
That's a cool prompt to start a 

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direction for a story. 
Yeah, like I as an adult go into

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my backyard and turn rocks and 
logs over to look at bugs. 

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And it's been just been like 
that my entire life And so I 

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don't know, like my logo is a 
slug or a snail and if you've 

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read some of my other stuff like
Arbonne and the Rod Dragon, you 

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encounter bugs like ants that 
have been warring for a long 

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time. 
So it's a theme that I that I've

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been working with in a for a 
while. 

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In fact, Beetle Knight was. 
I originally made it over two 

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years ago and it started off as 
a little pamphlet adventure and 

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I was rummaging through just 
before we got started here. 

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And I actually found my little 
print out of the original 

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pamphlet adventure. 
So this is what it yeah, this is

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what it started off. 
As you can see I have my notes 

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from from play testing right in 
there. 

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But like it, it grew and I I 
found that I wanted to do more 

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with it. 
And next thing you know, we got 

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a game here. 
We got a book, a couple scenes 

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anyway. 
The setting is fantastic and I 

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know you said it's based on 
Hollow Knight. 

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From what I know of Hollow 
Knight, I've never played it. 

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It's a Metrovania with a little 
souls. 

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It's like a Soulsvania Ish, 
right? 

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Or is it pure Metrovania? 
Well you you do explore a lot. 

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Maybe you're you're the Souls 
Ness you're referring to is the 

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the extremely challenging 
combat. 

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So in that in that way, yeah, I 
could see that it involves a lot

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of exploration and as you 
explore there's sort of a 

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storytelling elements that 
emerges just by visiting places.

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But then also over time the 
things change and the 

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environment and that really sort
of creates movement in the 

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story. 
In terms of like the combat, 

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it's it's it's pretty technical 
like the there's a meme about it

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that's just get good cuz it's 
it's just a hard game. 

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And in that, you know, as you're
kinda working with that you're 

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optimizing your character, 
you're learning the skills 

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really well and you wind up in 
different situations, having to 

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do different builds. 
And so it's really cool in that 

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way. 
Maybe that's not for everybody, 

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certainly not, especially if 
you're like a cozy gamer, but 

225
00:14:29,440 --> 00:14:32,360
for me, that's like, that's fun.
It's crunchy. 

226
00:14:32,600 --> 00:14:36,000
Yeah, it is cool. 
Yeah, well one of the other 

227
00:14:36,000 --> 00:14:38,560
things I love about It's 
interesting cuz I've read the 

228
00:14:38,560 --> 00:14:40,440
Quick Start a bunch. 
It's fantastic. 

229
00:14:40,440 --> 00:14:44,520
But when I read through it, I 
don't remember if it says Holla 

230
00:14:44,520 --> 00:14:46,280
Night in there anywhere. 
But as soon as you said Holla 

231
00:14:46,280 --> 00:14:48,880
Night, so much of it kind of 
clicked a little bit different 

232
00:14:48,880 --> 00:14:50,840
for me too, cuz I love 
Metroidvanias. 

233
00:14:50,840 --> 00:14:52,880
They are my favorite, even 
though I haven't played Holla 

234
00:14:52,880 --> 00:14:55,480
Night, Blasphemous Ori. 
Like all those kind of games and

235
00:14:55,480 --> 00:14:59,720
I love where you like you 
explore and then you like enter 

236
00:14:59,720 --> 00:15:02,080
a new realm and it's like 
different colors and different 

237
00:15:02,080 --> 00:15:04,560
music and things like that. 
Metro Vanias do that a lot. 

238
00:15:04,800 --> 00:15:07,680
And when you read the About the 
Game section then go right into 

239
00:15:07,680 --> 00:15:10,480
the histories and mysteries, I'm
talking about like the Realm of 

240
00:15:10,480 --> 00:15:12,840
Litter Fall, but especially that
last part. 

241
00:15:12,840 --> 00:15:15,960
It's a patchwork of territories 
and everything is claimed and 

242
00:15:15,960 --> 00:15:18,560
everything. 
I can just imagine playing a 

243
00:15:18,560 --> 00:15:21,840
Beatle and like going into a new
territory in Beatle night and 

244
00:15:21,840 --> 00:15:25,000
like the music changes a little 
bit and this one's like a foggy 

245
00:15:25,000 --> 00:15:27,480
one and stuff like that. 
So it's really, it's really 

246
00:15:27,480 --> 00:15:30,640
interesting to kind of get those
parallels in some of the writing

247
00:15:30,640 --> 00:15:33,480
as well. 
Yeah, I don't know if you've 

248
00:15:33,480 --> 00:15:37,520
ever seen the anime Mushishi. 
Yeah. 

249
00:15:37,560 --> 00:15:41,000
Anyway, absolutely. 
Yeah, some people have. 

250
00:15:41,040 --> 00:15:43,040
Yeah, there you go if you 
haven't. 

251
00:15:43,040 --> 00:15:44,520
Seen Mushushi. 
It's literally one of my 

252
00:15:44,520 --> 00:15:46,600
favorite of all time. 
Like being able to see the 

253
00:15:46,600 --> 00:15:49,720
things that some people can and 
some people can't see and like 

254
00:15:49,920 --> 00:15:52,160
how they think it's just the 
world, but it's really this like

255
00:15:52,160 --> 00:15:53,920
thing on them. 
It's it's beautiful too. 

256
00:15:54,640 --> 00:15:59,960
Yeah, it is often poetic. 
That was inspiration in part for

257
00:15:59,960 --> 00:16:04,320
World Links. 
But at any rate, the main 

258
00:16:04,320 --> 00:16:09,600
character kind of travels across
the it's like a feudal Japanese,

259
00:16:09,680 --> 00:16:14,160
you know, countryside kind of 
solving mysteries, these magical

260
00:16:14,160 --> 00:16:17,360
mysteries for people. 
And so you know, one will be in 

261
00:16:17,360 --> 00:16:22,960
the city, one will be in, you 
know, some tea house or in a 

262
00:16:22,960 --> 00:16:25,080
swamp in in the middle of the 
woods. 

263
00:16:25,080 --> 00:16:31,960
And so I like that idea of a 
wanderer who their goal is to 

264
00:16:32,040 --> 00:16:37,600
try to help folks. 
And so I don't know that that's 

265
00:16:37,720 --> 00:16:41,440
that's how I see the game going 
about. 

266
00:16:43,040 --> 00:16:46,320
Nice. 
And so I maybe we touched on 

267
00:16:46,320 --> 00:16:49,360
this a little bit before you 
had, you showed the original 

268
00:16:49,360 --> 00:16:51,400
adventure that it was, and you 
said there were play tests and 

269
00:16:51,400 --> 00:16:53,800
everything. 
What was kind of the impetus? 

270
00:16:53,800 --> 00:16:56,320
Was it just like engaging with 
it so much that you kept wanting

271
00:16:56,320 --> 00:16:59,200
to expand it into a game? 
But what was the what was the 

272
00:16:59,200 --> 00:17:01,720
impetus behind turning it from 
an adventure into a game and 

273
00:17:01,720 --> 00:17:03,120
adding your own mechanics and 
things to it? 

274
00:17:03,760 --> 00:17:05,880
Actually it was it was a game 
right from the get go. 

275
00:17:06,000 --> 00:17:09,640
So that little pamphlet is 
actually a full game and and 

276
00:17:09,640 --> 00:17:14,079
this is the game that we played 
at first nice and a lot of the 

277
00:17:14,079 --> 00:17:22,839
same text is still in in the 
book today but and so I I don't 

278
00:17:22,839 --> 00:17:26,200
know I wanted I had some ideas 
around mechanics. 

279
00:17:28,040 --> 00:17:34,040
I was inspired to create a piece
of art that you see on the cover

280
00:17:35,880 --> 00:17:40,400
and I spent around a month doing
that illustration And so these 

281
00:17:40,400 --> 00:17:45,400
these things were happening at 
the same time and I I don't know

282
00:17:45,400 --> 00:17:49,280
it just kind of came together 
where I had these ideas for a 

283
00:17:49,320 --> 00:17:53,200
different type of mechanic which
wound up being called contests 

284
00:17:54,080 --> 00:17:58,960
and I needed a world to sort of 
you know populate with that 

285
00:17:58,960 --> 00:18:02,760
mechanic or like use that 
mechanic to explore and that's 

286
00:18:02,760 --> 00:18:08,080
just kind of what happened. 
Also at that time I had done a 

287
00:18:08,800 --> 00:18:12,120
collaborative world building 
session with some good friends 

288
00:18:12,600 --> 00:18:17,200
and we came up with this really 
wacky world that all takes place

289
00:18:17,200 --> 00:18:23,000
on the back of a a giant that's 
like swimming through an ocean 

290
00:18:23,000 --> 00:18:28,080
of sugar water. 
And all the characters are like 

291
00:18:28,520 --> 00:18:32,440
pests living on the back of this
giant and the the hairs are like

292
00:18:32,520 --> 00:18:36,440
trees and all this stuff. 
And so all this was happening at

293
00:18:36,440 --> 00:18:41,800
the same time and I started 
writing the game and we switched

294
00:18:42,080 --> 00:18:48,280
that that giant game to playing 
Beatle Knight, that that's when 

295
00:18:48,280 --> 00:18:51,200
we started playing it, so. 
Did the original Beatle Beatle 

296
00:18:51,200 --> 00:18:54,720
Knight pamphlet use like the 
contest system or did it have a 

297
00:18:54,720 --> 00:18:56,120
different like resolution 
system? 

298
00:18:56,800 --> 00:19:01,760
It used contests, OK and like 
the the resolution system 

299
00:19:02,520 --> 00:19:06,840
contests, you know the way it 
works is you each of your 

300
00:19:06,840 --> 00:19:09,440
abilities has a die associated 
with it. 

301
00:19:09,440 --> 00:19:13,360
So you start off with like 
AD42-D sixes and AD 8 and you 

302
00:19:13,360 --> 00:19:15,240
spread that around your 4 
abilities. 

303
00:19:16,120 --> 00:19:19,800
And then when you want to try 
something uncertain, you roll 

304
00:19:19,800 --> 00:19:25,280
those die against a challenge 
die that the arbiter rolls. 

305
00:19:25,840 --> 00:19:33,120
And so you know you want to 
convince the moth queen that the

306
00:19:33,160 --> 00:19:36,000
ants are not spying on her or 
something like that. 

307
00:19:36,320 --> 00:19:43,680
So you what you would roll your 
presence die and the arbiter 

308
00:19:43,680 --> 00:19:47,600
would roll some difficulty dies.
Maybe it's like AD 8 versus AD 

309
00:19:47,640 --> 00:19:50,920
10 or something like that. 
You compare those results. 

310
00:19:51,080 --> 00:19:55,280
If your result beats the 
arbiter, then you're successful.

311
00:19:56,520 --> 00:20:01,000
If you get a tie, you're not 
successful, but you a new 

312
00:20:01,000 --> 00:20:04,560
opportunity presents itself. 
If you miss, you miss. 

313
00:20:05,400 --> 00:20:11,600
So that core resolution system 
was there from the beginning, 

314
00:20:11,640 --> 00:20:15,240
and it's just like an idea that 
I had and I thought would be 

315
00:20:15,240 --> 00:20:18,840
fun. 
Balancing that has been kind of 

316
00:20:18,840 --> 00:20:21,160
tricky. 
And so there's. 

317
00:20:22,400 --> 00:20:25,080
Because, yeah, it's it's just 
been a little tricky. 

318
00:20:25,080 --> 00:20:27,240
It's not like a nice bell curve 
to work with. 

319
00:20:29,120 --> 00:20:32,160
You work with like D 20s. 
That's probably why the D 20s 

320
00:20:32,480 --> 00:20:37,280
kind of systems are so popular. 
It's it's easy to to grok. 

321
00:20:38,680 --> 00:20:42,080
And so we had to kind of go off 
of feel and say OK, well we'll 

322
00:20:42,080 --> 00:20:43,680
give you plus one for that 
ability. 

323
00:20:43,680 --> 00:20:46,760
How about that? 
And like we would do this for, 

324
00:20:47,280 --> 00:20:50,520
we'd play and it felt like 
nothing was hitting. 

325
00:20:50,800 --> 00:20:53,520
And so I'd say, all right, 
here's a new version. 

326
00:20:53,520 --> 00:20:56,760
Everyone gets to add plus one to
one thing or something like 

327
00:20:56,760 --> 00:21:00,640
that. 
So I tried a few different 

328
00:21:00,640 --> 00:21:04,840
things, and what we have now is 
kind of the result of all that 

329
00:21:04,840 --> 00:21:08,440
experimentation. 
Yeah, it's a really interesting 

330
00:21:08,440 --> 00:21:14,520
mechanic because a lot of games 
are like player facing, so GM's 

331
00:21:14,520 --> 00:21:17,680
don't roll at all and an 
arbiter, the GM rolls against 

332
00:21:17,680 --> 00:21:20,840
everything but and there's some 
other games out there that do 

333
00:21:20,840 --> 00:21:26,120
like a kind of a standard array 
with like a dice. 

334
00:21:26,120 --> 00:21:30,760
But it's really interesting to 
have what amounts to like a. 

335
00:21:32,560 --> 00:21:35,680
The word's not getting like a 
mobile, There's no specific DC. 

336
00:21:35,680 --> 00:21:39,240
So instead of being like this is
gonna be a 10 and you have to 

337
00:21:39,240 --> 00:21:41,480
work like write your time out, 
like put two together and do 

338
00:21:41,480 --> 00:21:43,520
this or that. 
It's interesting that like 

339
00:21:43,880 --> 00:21:47,200
instead of having a DC for 
something, the contest that 

340
00:21:47,200 --> 00:21:50,400
you're doing is also a dice 
which has potentially like a 

341
00:21:50,400 --> 00:21:52,960
different, you know, average and
things like that. 

342
00:21:52,960 --> 00:21:56,160
So it's a really interesting 
mechanic and contest obviously 

343
00:21:56,160 --> 00:21:58,320
makes sense cuz you're 
contesting like every role. 

344
00:21:58,600 --> 00:22:02,120
But I really like that idea of 
like this is my dye versus your 

345
00:22:02,120 --> 00:22:03,720
dye. 
You might have different dye and

346
00:22:03,720 --> 00:22:04,960
and changing the dye and things 
like that. 

347
00:22:04,960 --> 00:22:06,480
It's a really, really 
interesting mechanic that 

348
00:22:06,480 --> 00:22:10,080
definitely like as soon as I saw
it my brain went I'm not good 

349
00:22:10,080 --> 00:22:12,760
enough at maths. 
I really like like really dig 

350
00:22:12,760 --> 00:22:14,280
deep enough into this but it's 
fun. 

351
00:22:14,280 --> 00:22:16,760
It seems fun. 
I spent a lot of time in that 

352
00:22:16,760 --> 00:22:19,840
dice simulation app that's 
online. 

353
00:22:19,840 --> 00:22:21,720
You know it. 
Perhaps the other one, anyway 

354
00:22:21,720 --> 00:22:22,600
is. 
It any dice? 

355
00:22:23,640 --> 00:22:24,560
Yeah, yeah. 
That's the one. 

356
00:22:25,080 --> 00:22:27,360
Yeah. 
Yeah, I have also spent a lot of

357
00:22:27,360 --> 00:22:31,840
time on any dice. 
Yeah, yeah, that seems. 

358
00:22:31,840 --> 00:22:36,320
Fun like, like it's a fun like 
adversarial. 

359
00:22:36,320 --> 00:22:38,440
And I don't mean that as a 
negative like you can have a fun

360
00:22:38,440 --> 00:22:41,560
adversarial time with your with 
your arbiter or game master. 

361
00:22:41,560 --> 00:22:44,080
But like, I think that'd be a 
blast to be rolling against my 

362
00:22:44,080 --> 00:22:46,800
players and kind of like this is
a win out on this one, man. 

363
00:22:47,880 --> 00:22:51,560
Are there like a lot of fun? 
Like I want to like say 

364
00:22:51,560 --> 00:22:53,000
adversarial. 
Like a negative, like fun 

365
00:22:53,000 --> 00:22:55,680
rivalry moments between like the
arbiter and the play testers 

366
00:22:55,680 --> 00:23:01,240
when you guys run it. 
You know, I I would say no more 

367
00:23:01,240 --> 00:23:08,000
than usual. 
I guess a lot of times, you 

368
00:23:08,000 --> 00:23:11,160
know, when I played other games,
I have the screen up and I'm not

369
00:23:11,360 --> 00:23:15,520
rolling publicly, but for some 
reason with Beatle Knight, I 

370
00:23:15,520 --> 00:23:19,200
have always played it rolling 
publicly. 

371
00:23:19,960 --> 00:23:23,200
And so you see the difficulty 
and you see the result. 

372
00:23:23,560 --> 00:23:27,200
And so there can be this 
dramatic moments where you 

373
00:23:27,200 --> 00:23:31,400
recognize how difficult it was 
gonna be, and then you're and 

374
00:23:31,400 --> 00:23:35,400
even if you have like AD 4, you 
can still beat AD 12. 

375
00:23:36,680 --> 00:23:39,760
So those can be some fun, 
dramatic moments. 

376
00:23:39,760 --> 00:23:43,600
I suppose that you don't really 
necessarily get another styles 

377
00:23:43,600 --> 00:23:46,120
play. 
If it's just too hard, it's too 

378
00:23:46,120 --> 00:23:49,440
hard, right? 
But in theory, you could roll AD

379
00:23:49,480 --> 00:23:55,000
100 and beat it with AD 4, so 
it's just probably probably not 

380
00:23:55,000 --> 00:23:57,240
going to happen, yeah. 
And also I mean getting 

381
00:23:57,240 --> 00:24:00,280
expertise in like an ability in 
Butte Knight, which is like the 

382
00:24:00,280 --> 00:24:03,320
plus one you're talking about 
like that's like a + 1 key, very

383
00:24:03,320 --> 00:24:06,240
meaningful, pretty much every 
die size. 

384
00:24:06,240 --> 00:24:09,320
I mean when you get to AD 20, 
it's less meaningful, but like 

385
00:24:09,320 --> 00:24:13,640
for A10 or A12 or 4I mean plus 
one is very meaningful. 

386
00:24:13,960 --> 00:24:18,840
I mean, if you're ruling D sixes
against an enemy that has AD 8 

387
00:24:19,480 --> 00:24:24,560
as a defense, then it's it's not
going to feel that you're you're

388
00:24:24,560 --> 00:24:27,000
not going to feel that great. 
You're going to miss more often 

389
00:24:27,000 --> 00:24:29,640
than you hit. 
You put a plus one in there, it 

390
00:24:29,640 --> 00:24:35,280
starts feeling better. 
I, generally speaking, have not 

391
00:24:35,280 --> 00:24:40,160
given foes those plus one 
modifiers and so it's slightly 

392
00:24:40,160 --> 00:24:44,520
in the player's favor. 
However, if they're strong 

393
00:24:44,800 --> 00:24:48,560
enemy, they'll be using those 
higher die higher dice. 

394
00:24:48,560 --> 00:24:52,440
So anyway. 
Yeah, but no, that's I. 

395
00:24:53,160 --> 00:24:54,920
And just the more we talk about 
it, the more we're excited about

396
00:24:54,920 --> 00:24:56,440
it. 
Cuz this is the nitty gritty of 

397
00:24:56,440 --> 00:24:59,880
like game design stuff that's 
like so like I get really 

398
00:24:59,880 --> 00:25:03,640
excited about because when you 
look at like the the dice 

399
00:25:03,640 --> 00:25:06,440
mechanics, I mean everything has
an average, but like you said 

400
00:25:06,440 --> 00:25:09,760
like AD 100 could be beat by AD 
4 every now and then. 

401
00:25:09,760 --> 00:25:13,200
So I really like this like AD 
six, more often than not is 

402
00:25:13,200 --> 00:25:17,440
gonna lose to AD 8. 
But it could also at any point 

403
00:25:17,600 --> 00:25:19,760
be a massive success or massive 
failure. 

404
00:25:19,760 --> 00:25:23,640
And it feels like there's a lot 
of like swing and an innate 

405
00:25:23,640 --> 00:25:26,040
feeling of like difficulty. 
So your successes feel more 

406
00:25:26,040 --> 00:25:28,160
successful. 
And I didn't even thought when I

407
00:25:28,160 --> 00:25:29,680
read this that you would use the
GM screen. 

408
00:25:29,680 --> 00:25:30,760
Like, it never even crossed my 
mind. 

409
00:25:30,760 --> 00:25:34,080
Because like with the contest 
role, I would assume that, like 

410
00:25:34,080 --> 00:25:36,720
that almost makes it less 
adversarial because it's just 

411
00:25:36,720 --> 00:25:39,960
like it's not you rolling, it's 
the queen rolling hard dye and 

412
00:25:39,960 --> 00:25:41,680
then when you roll the two 
together you see it. 

413
00:25:41,680 --> 00:25:44,960
So it never even crossed my mind
to like 5 E fudge rolls or 

414
00:25:44,960 --> 00:25:48,360
whatever, like behind a screen 
and that just feels cool. 

415
00:25:48,920 --> 00:25:52,080
There's this other aspect there 
where because there's the 

416
00:25:52,080 --> 00:25:55,280
challenge. 
Well, OK, there's this mechanic 

417
00:25:55,400 --> 00:26:00,600
of promoting dice or demoting 
dice, and so you have like your 

418
00:26:00,600 --> 00:26:04,840
your array of dice D4 through 
pretty much D12. 

419
00:26:04,840 --> 00:26:06,520
It's what players will mostly 
play in. 

420
00:26:08,160 --> 00:26:14,240
And let's say you're really 
clever and you, you know, you 

421
00:26:14,240 --> 00:26:16,280
give yourself some sort of 
advantage. 

422
00:26:17,600 --> 00:26:22,040
Well, you can promote your dice 
using that advantage. 

423
00:26:22,400 --> 00:26:28,480
The arbiter will have to sort of
grant you that, but it makes it 

424
00:26:28,480 --> 00:26:33,480
so you can use creativity in 
order to give yourself a a 

425
00:26:33,480 --> 00:26:36,080
better sort of position to play 
with. 

426
00:26:36,680 --> 00:26:38,200
And it's it's just baked right 
in. 

427
00:26:38,200 --> 00:26:44,040
So at the same time if you're 
making mistakes and and slipping

428
00:26:44,040 --> 00:26:48,000
and and fumbling a whole bunch 
then you can have your dye 

429
00:26:48,160 --> 00:26:51,200
demoted as well. 
And so yeah, and that's also 

430
00:26:51,200 --> 00:26:54,280
built in too. 
So like during combat, if you 

431
00:26:54,280 --> 00:26:57,760
try to do it's, it's actually 
based on Pathfinder. 

432
00:26:57,760 --> 00:26:59,880
You have three actions each 
round. 

433
00:27:00,360 --> 00:27:03,680
If you try to do the same action
more than once, your dice get 

434
00:27:03,960 --> 00:27:07,520
demoted. 
If you try to do more than once,

435
00:27:07,520 --> 00:27:09,360
not the same thing more than 
once. 

436
00:27:09,640 --> 00:27:14,680
And so yeah, it's just kind of a
mechanic that gets used 

437
00:27:14,680 --> 00:27:18,680
throughout. 
Yeah, there's also powers that 

438
00:27:18,680 --> 00:27:22,360
give you that promote or demote 
dice for yourself, or propose 

439
00:27:22,440 --> 00:27:26,960
so. 
Again fun mathy dice fits are so

440
00:27:26,960 --> 00:27:29,800
interesting like a lot of games 
would just go OK, you get 

441
00:27:29,800 --> 00:27:31,800
advantage now you get to roll 
2D6, take the higher or 

442
00:27:31,800 --> 00:27:35,080
whatever. 
I love the idea of keeping it 

443
00:27:35,080 --> 00:27:38,400
consistent and keeping it with 
like the dice versus dice and if

444
00:27:38,400 --> 00:27:41,240
AD 8 is better than AD 6, having
the opportunity to roll the DA 

445
00:27:41,280 --> 00:27:43,680
instead of AD 6 because you put 
yourself in a better position or

446
00:27:43,680 --> 00:27:45,600
something. 
It feels so clean and elegant 

447
00:27:46,160 --> 00:27:49,120
and staying within that feel 
where it almost has like a feel 

448
00:27:49,120 --> 00:27:53,240
of almost like a usage die ish 
feel, but as like a core 

449
00:27:53,240 --> 00:27:56,200
mechanic where it can like 
promote and demote and stuff and

450
00:27:56,200 --> 00:27:58,800
it just it feels really elegant.
Like I'm I'm really excited to 

451
00:27:58,800 --> 00:28:00,720
sit down and actually play this 
and actually get in hand just 

452
00:28:00,720 --> 00:28:05,120
cause it feels different than a 
lot of games that you play for a

453
00:28:05,120 --> 00:28:06,120
lot of the reasons we've just 
had. 

454
00:28:06,240 --> 00:28:07,760
It's contested roles and 
everything. 

455
00:28:08,120 --> 00:28:13,080
But again, with like the set 
kind of array and the options to

456
00:28:13,080 --> 00:28:15,840
go up and down on the dice, it 
just feels just interesting. 

457
00:28:17,240 --> 00:28:21,240
I appreciate that. 
I have other ideas with the 

458
00:28:21,240 --> 00:28:24,960
system. 
Anyway, maybe we'll talk about 

459
00:28:24,960 --> 00:28:26,600
that. 
I don't know. 

460
00:28:28,360 --> 00:28:31,480
Yeah, you start playing around 
with a system like this and it's

461
00:28:31,480 --> 00:28:35,240
like there's different ways of 
doing things and all of a sudden

462
00:28:35,560 --> 00:28:40,440
it changes the way that you 
think about how you do roles and

463
00:28:40,440 --> 00:28:44,400
how you, like, resolve things. 
And it kind of brings me to 

464
00:28:44,480 --> 00:28:49,000
something here, which is this is
being released under Creative 

465
00:28:49,000 --> 00:28:55,360
Commons BYS A4, point O. 
So my real, like, hope of like, 

466
00:28:55,360 --> 00:28:58,840
the legacy of the game is that 
other people will take it and do

467
00:28:58,840 --> 00:29:01,440
crazy stuff with it that I never
had hoped up. 

468
00:29:01,440 --> 00:29:05,800
So if you're listening to this, 
you know, go crazy. 

469
00:29:05,800 --> 00:29:07,880
I I will. 
I will tell and tell me about it

470
00:29:07,880 --> 00:29:09,800
because I want to hear about it.
Yeah. 

471
00:29:10,280 --> 00:29:11,800
I mean. 
A lot of games have seen a lot 

472
00:29:11,800 --> 00:29:17,320
of like Lifeblood infused into 
them by the Creative Commons and

473
00:29:17,320 --> 00:29:21,440
like this that kind of like 
communal openness to like hacks 

474
00:29:21,440 --> 00:29:24,920
and 3rd party material. 
So that's AI think that's always

475
00:29:24,920 --> 00:29:29,120
a really great approach. 
Yeah, I mean, I'm a heck of. 

476
00:29:29,120 --> 00:29:31,280
I've taken advantage of that 
with Karen. 

477
00:29:31,360 --> 00:29:35,800
So yeah. 
And it's, I mean it's been cool.

478
00:29:35,960 --> 00:29:38,800
You can get kind of plugged into
a community and there's all 

479
00:29:38,800 --> 00:29:40,600
these great Karen hacks out 
there now. 

480
00:29:40,600 --> 00:29:45,800
And I don't know. 
Anyway, I hope people do that do

481
00:29:45,800 --> 00:29:47,000
it crazy well. 
It feels like a very. 

482
00:29:47,560 --> 00:29:49,760
Attackable game. 
Like even just going through it.

483
00:29:49,760 --> 00:29:52,520
Like obviously we read a shit 
load of games and and everything

484
00:29:52,520 --> 00:29:54,360
like that. 
So like we go through mechanics 

485
00:29:54,360 --> 00:29:56,040
and stuff a bunch. 
But like there's sometimes you 

486
00:29:56,040 --> 00:29:58,280
look at a game and go oh I could
I could act the shit out of this

487
00:29:58,280 --> 00:30:02,560
like this is this feels like one
of those not only in we talked a

488
00:30:02,560 --> 00:30:06,600
little bit before before we got 
on about we just played Blister 

489
00:30:06,600 --> 00:30:10,640
Curtis the other day and like 
Mouse readers like one of the 

490
00:30:10,640 --> 00:30:12,800
the flavors of of the year for 
Zing Quest and stuff. 

491
00:30:13,240 --> 00:30:14,760
I'm not playing humans opens the
door. 

492
00:30:14,760 --> 00:30:17,280
It's like so much creativity. 
So like someone could easily 

493
00:30:17,280 --> 00:30:20,000
just be like well I don't like 
bugs so this is gonna be like 

494
00:30:20,360 --> 00:30:23,560
like birds or something and 
could really reskin it that way 

495
00:30:23,560 --> 00:30:26,840
Or the dice mechanic has so much
fun math that could that could 

496
00:30:26,840 --> 00:30:28,800
come out of it too. 
So this is definitely one of 

497
00:30:28,800 --> 00:30:31,120
those ones where like I would, 
I'm excited for this game, but 

498
00:30:31,280 --> 00:30:33,720
I'm just as excited for like the
community that could build up 

499
00:30:33,720 --> 00:30:35,840
around it and all of like the 
jams and things that could come 

500
00:30:35,840 --> 00:30:37,880
out to see it expand in in 
interesting ways. 

501
00:30:38,640 --> 00:30:40,960
Yeah. 
I mean if you can sort of like 

502
00:30:40,960 --> 00:30:43,680
wrap your heads around, all 
right, We want to be able to 

503
00:30:44,080 --> 00:30:47,320
give players an opportunity to 
have a plus one here or to be 

504
00:30:47,320 --> 00:30:49,960
able to promote permanently some
ability. 

505
00:30:50,680 --> 00:30:54,840
Those are little mouths that you
can add flavor that you can use 

506
00:30:54,880 --> 00:30:59,880
to add flavor. 
So for example previously we 

507
00:30:59,880 --> 00:31:04,520
just had the ability to add you 
you could promote one dye and 

508
00:31:04,520 --> 00:31:08,640
you give plus one to two 
different abilities. 

509
00:31:10,880 --> 00:31:13,400
So that's cool. 
But then people started saying 

510
00:31:13,400 --> 00:31:17,360
hey can I play you know a a 
Firefly. 

511
00:31:19,400 --> 00:31:25,080
Well what I what I did is I just
took that same those same kind 

512
00:31:25,080 --> 00:31:30,360
of bonuses and spread it around 
the different species and it it 

513
00:31:30,440 --> 00:31:36,040
added a lot of flavor a lot more
variety and but really under 

514
00:31:36,080 --> 00:31:40,800
under the hood it's the same 
thing happening same mechanics 

515
00:31:42,320 --> 00:31:44,880
so very cool. 
That's one of the nice things 

516
00:31:44,880 --> 00:31:47,840
about lighter systems is being 
able to just kind of use flavor 

517
00:31:47,840 --> 00:31:49,920
to move things around. 
It still feels good. 

518
00:31:50,680 --> 00:31:53,400
One of my other favorite parts 
about the game is the calling. 

519
00:31:55,960 --> 00:31:58,960
One of the issues with issues, I
say issues. 

520
00:31:59,080 --> 00:32:01,840
One of the things that can come 
up in like OSR games is like, 

521
00:32:01,840 --> 00:32:03,280
why am I doing this? 
You know what I mean? 

522
00:32:03,280 --> 00:32:06,560
Like this world sucks. 
Like why am I adventuring or. 

523
00:32:06,560 --> 00:32:09,480
And this isn't like XP for gold,
right? 

524
00:32:09,760 --> 00:32:13,720
Or Golda's XP. 
So there's a really elegant way 

525
00:32:13,720 --> 00:32:16,520
that you kind of fix that with 
this, especially with the idea 

526
00:32:16,520 --> 00:32:20,880
of the good night traveling. 
So what is the calling? 

527
00:32:20,880 --> 00:32:23,840
What was kind of your impetus 
for when to put that in the 

528
00:32:23,840 --> 00:32:27,000
system? 
Well, yeah, I mean from writing 

529
00:32:27,000 --> 00:32:32,320
a lot of adventures, there's 
always, I think it's always 

530
00:32:32,320 --> 00:32:40,160
helpful to have a motivation. 
And so, yeah, I mean you just 

531
00:32:40,160 --> 00:32:43,480
see that with adventures, if 
they don't have that motivation,

532
00:32:43,560 --> 00:32:49,680
yeah, as a a game master you can
create it, but if the character 

533
00:32:49,680 --> 00:32:55,560
has a motivation, it all of a 
sudden there there's emotional 

534
00:32:55,560 --> 00:32:59,640
investment. 
And so I wanted to get that with

535
00:32:59,880 --> 00:33:05,160
Beetle Knight as well. 
And the idea here is that as in 

536
00:33:05,160 --> 00:33:08,560
order kind of to become a 
knight, you need to have lived 

537
00:33:08,560 --> 00:33:15,320
through some really tragedy. 
And so there's just a few tables

538
00:33:15,320 --> 00:33:19,360
here to determine your calling, 
your call to knighthood. 

539
00:33:19,760 --> 00:33:22,480
So what were you before, then 
what happened? 

540
00:33:22,480 --> 00:33:24,560
And now because of that, what do
you seek? 

541
00:33:25,120 --> 00:33:29,680
So for example, you could 
perhaps before you were a Moss 

542
00:33:29,680 --> 00:33:36,000
light scout scholar and then 
your world was destroyed by a 

543
00:33:36,000 --> 00:33:42,360
killing frost and then you seek 
to heal what was destroyed and 

544
00:33:42,360 --> 00:33:47,720
so and you know there's a few 
options and you know with the 

545
00:33:47,720 --> 00:33:49,680
combination there. 
There's a lot of different 

546
00:33:49,680 --> 00:33:55,040
options here. 
And I also explicitly say if if 

547
00:33:55,040 --> 00:33:57,840
you don't like what you get, you
know come up with your own 

548
00:33:57,840 --> 00:33:59,920
thing. 
The idea here is to create a 

549
00:33:59,920 --> 00:34:07,480
motivation that in turn can be 
given to the arbiter, as you 

550
00:34:07,480 --> 00:34:13,400
know, quest fodder essentially. 
So I don't know when I've done 

551
00:34:13,400 --> 00:34:19,520
also like collaborative world 
building, you, you wind up 

552
00:34:20,159 --> 00:34:23,880
creating that emotional 
investment over the course of 

553
00:34:23,880 --> 00:34:29,400
the world building. 
And that as a game master has 

554
00:34:29,400 --> 00:34:31,960
given me lots of tools to work 
with. 

555
00:34:32,719 --> 00:34:34,400
So this just kind of builds that
right in, yeah. 

556
00:34:36,480 --> 00:34:41,080
Yeah, so you know, I started 
with 5E like you said you did, 

557
00:34:41,080 --> 00:34:43,880
and it I feel like it was like 
it was like just yesterday, but 

558
00:34:43,880 --> 00:34:46,440
those ten years ago. 
And. 

559
00:34:47,719 --> 00:34:50,679
The thing, one of the reasons 
that I kind of moved away from 

560
00:34:50,679 --> 00:34:55,880
it, and this will be a point at 
some point was it just felt like

561
00:34:55,880 --> 00:35:00,960
I didn't want to be just like a 
a a heroic, like somebody who 

562
00:35:00,960 --> 00:35:03,000
was chosen and eventually 
becomes a God. 

563
00:35:03,000 --> 00:35:05,520
And I was tired of just having 
to be like an OC generator where

564
00:35:05,520 --> 00:35:08,480
I have no danger because you're 
not gonna kill this character 

565
00:35:08,480 --> 00:35:10,200
that I wrote a 10 page back 
story for. 

566
00:35:11,560 --> 00:35:14,920
So then you switch to OSR games 
or OSR style games or whatever 

567
00:35:14,920 --> 00:35:16,800
we're call it, NSR games, 
whatever it is. 

568
00:35:16,800 --> 00:35:21,480
Now sometimes you do feel that I
don't want to write a 10 page 

569
00:35:21,480 --> 00:35:24,200
back story. 
I like the emergence of my 

570
00:35:24,200 --> 00:35:28,200
character in play and having 
something like this where I can 

571
00:35:28,200 --> 00:35:31,120
start the game with just like I 
don't need to write a bunch of 

572
00:35:31,120 --> 00:35:33,040
stuff. 
Like I can say like I know what 

573
00:35:33,040 --> 00:35:34,240
I did before, I know what 
happened. 

574
00:35:34,240 --> 00:35:35,480
I don't know what I'm like, 
doing now. 

575
00:35:35,720 --> 00:35:38,240
And it's really easy to be like,
all right, 3D6, all right, this 

576
00:35:38,240 --> 00:35:41,640
is me, let's go figure out. 
And like you said, having these 

577
00:35:41,640 --> 00:35:45,320
options for like daggers that 
the the GM can have to like stab

578
00:35:45,320 --> 00:35:47,520
you in the back later. 
Like the Locus swarm could be a 

579
00:35:47,520 --> 00:35:49,320
hold of Venture because they 
come back or something. 

580
00:35:50,000 --> 00:35:53,920
It's so it's so nice to be able 
to have that much information 

581
00:35:53,920 --> 00:35:57,200
and on both the player and the 
GM side without having to have a

582
00:35:57,200 --> 00:35:59,440
huge back story, without having 
to have a whole module or 

583
00:35:59,440 --> 00:36:01,360
supplement that builds around 
stuff like that. 

584
00:36:01,360 --> 00:36:04,120
So it's really enjoyable and 
elegant and I wish more games 

585
00:36:04,120 --> 00:36:06,480
had exactly. 
That's like a reason to be doing

586
00:36:06,480 --> 00:36:10,960
what you're doing. 
Well, I mean that's you know we 

587
00:36:10,960 --> 00:36:13,960
talked earlier before about into
the odd. 

588
00:36:14,440 --> 00:36:17,800
It's one of those ones that's 
just kind of built in and you 

589
00:36:17,800 --> 00:36:21,960
just get it. 
You don't have to create 

590
00:36:21,960 --> 00:36:28,120
yourself and it it does, it may 
kind of force you to put 

591
00:36:28,120 --> 00:36:32,120
yourself into shoes that you 
wouldn't necessarily choose 

592
00:36:32,120 --> 00:36:35,960
yourself or or couldn't actually
even create yourself because 

593
00:36:35,960 --> 00:36:41,640
you're not that person. 
You know, like it's it's nice to

594
00:36:41,640 --> 00:36:45,480
be able to kind of let go of the
reins and and see what you get. 

595
00:36:46,920 --> 00:36:51,440
But you know that with 5th 
edition, one thing that I I do 

596
00:36:51,440 --> 00:36:53,720
kind of like is the personal 
investment. 

597
00:36:54,680 --> 00:37:00,600
But with OSR style games, being 
able to spin up a character in 

598
00:37:00,600 --> 00:37:06,440
just you know, 15 minutes, it's 
so appealing. 

599
00:37:06,440 --> 00:37:08,720
I don't know. 
You sit down at the table and 

600
00:37:08,720 --> 00:37:10,520
and you just start playing right
there is. 

601
00:37:10,520 --> 00:37:13,480
Something nice about like yeah 
it's like instead of having an 

602
00:37:13,480 --> 00:37:16,160
hour session where I make a 
character, I think I'm I'm 

603
00:37:16,400 --> 00:37:18,960
probably much quicker than that 
now but a lot of people aren't. 

604
00:37:19,240 --> 00:37:21,720
It's like no, just re roll, you 
know, like, I mean we were 

605
00:37:21,720 --> 00:37:24,920
playing bastards for a while at 
my table and it's like you it's 

606
00:37:24,920 --> 00:37:27,560
like 2 dice rolls and you're 3 
dice rolls and your character's 

607
00:37:27,560 --> 00:37:32,640
made and I I don't know I do 
understand like that implicit 

608
00:37:32,640 --> 00:37:35,480
narrative that the player 
character creates themselves for

609
00:37:35,480 --> 00:37:37,480
5E and like that being cool for 
buy in. 

610
00:37:37,800 --> 00:37:41,960
But like I am much more this 
like that emergence narrative. 

611
00:37:43,080 --> 00:37:46,960
But I do like like having like 
like the night calling like a 

612
00:37:46,960 --> 00:37:51,320
before then and seeks like 
that's as much information as I 

613
00:37:51,320 --> 00:37:55,640
want about my own character and 
that'll carry a long way you 

614
00:37:55,640 --> 00:37:56,080
know? 
Yeah. 

615
00:37:57,400 --> 00:38:01,560
And something else though that 
came up in this conversation is 

616
00:38:03,520 --> 00:38:05,400
beginning. 
God like ours. 

617
00:38:07,280 --> 00:38:13,400
So you know, each of these 
callings could be maybe a 

618
00:38:13,400 --> 00:38:18,640
adventure in itself, but I don't
think Beatle Knight is gonna be 

619
00:38:18,640 --> 00:38:22,240
your multi year game. 
I would love it if it was. 

620
00:38:22,600 --> 00:38:28,960
We played it for about a year, 
but the way that leveling works,

621
00:38:29,240 --> 00:38:31,240
there is no leveling in the 
game. 

622
00:38:31,960 --> 00:38:37,000
And so the only way that you 
gain more power is by getting 

623
00:38:37,160 --> 00:38:40,560
new emblems, which we haven't 
really talked about or special 

624
00:38:40,560 --> 00:38:44,560
items or you know, other things 
like that. 

625
00:38:44,560 --> 00:38:51,400
So I think it's just the right 
amount of sort of time to 

626
00:38:51,400 --> 00:38:56,600
resolve some of these these 
conflicts that come up during 

627
00:38:56,600 --> 00:38:58,600
character creation, if you see 
what I'm saying. 

628
00:38:59,640 --> 00:39:00,680
Yeah. 
No, absolutely. 

629
00:39:00,840 --> 00:39:03,480
Yeah and and kind of a hundreds 
out a little bit. 

630
00:39:03,480 --> 00:39:06,880
Like I like this feels like a 
nice medial middle ground 

631
00:39:06,880 --> 00:39:10,040
between like the the the 5E 
background stuff and with like 

632
00:39:10,040 --> 00:39:11,880
the OSR. 
Like you get nothing stuff where

633
00:39:11,880 --> 00:39:14,440
like you can have some 
engagement with your character 

634
00:39:14,440 --> 00:39:17,640
and have a little bit of back 
story built in without having to

635
00:39:18,240 --> 00:39:20,000
to, you know create a whole life
story. 

636
00:39:20,000 --> 00:39:23,240
It's to me exactly what he said,
like this feels like as much as 

637
00:39:23,240 --> 00:39:26,640
I want and it's more than you 
get with a lot of like more NSR 

638
00:39:26,640 --> 00:39:28,960
games. 
So I I really like that middle 

639
00:39:28,960 --> 00:39:30,120
ground it dude. 
It feels nice. 

640
00:39:33,280 --> 00:39:35,800
Cool. 
So, so this so this is on 

641
00:39:35,800 --> 00:39:37,400
Kickstarter right now. 
Thanks. 

642
00:39:37,680 --> 00:39:39,240
Yeah. 
We're just like, we like your 

643
00:39:39,240 --> 00:39:41,080
game. 
Go back it and go back it. 

644
00:39:41,080 --> 00:39:43,320
It is on Kickstarter right now. 
It is for Zinequest. 

645
00:39:43,320 --> 00:39:45,480
It's got 17 days left. 
I feel like we've been doing 

646
00:39:45,480 --> 00:39:47,840
Zinequest for like 6 years now 
is what it feels like, but 

647
00:39:48,040 --> 00:39:49,560
there's still like half a month 
left. 

648
00:39:49,840 --> 00:39:53,280
There's 17 days to go when 
people click the link which we 

649
00:39:53,280 --> 00:39:55,280
will provide for them and they 
come to be it all night and back

650
00:39:55,280 --> 00:39:57,400
this project, what can they 
expect to get? 

651
00:39:57,400 --> 00:39:59,240
I know you said at one point 
like multiple pamphlets or 

652
00:39:59,240 --> 00:40:00,960
something, but what can you 
actually get when you back the 

653
00:40:00,960 --> 00:40:05,600
project? 
Yeah, it has grown from even in 

654
00:40:05,600 --> 00:40:08,640
January when I started planning 
out the project. 

655
00:40:08,640 --> 00:40:13,920
At first it was just gonna be a 
zene, kind of a chunky zene. 

656
00:40:15,080 --> 00:40:19,160
But as kind of more people came 
on board with the project, I've 

657
00:40:19,160 --> 00:40:20,800
split it up into a few different
books. 

658
00:40:20,800 --> 00:40:25,160
So what we have is the core 
rules. 

659
00:40:25,600 --> 00:40:28,600
So the quick start is the 
closest thing you'll see to the 

660
00:40:28,880 --> 00:40:30,840
core rules. 
But there's a couple other 

661
00:40:30,840 --> 00:40:33,600
things that we're going to add, 
like a new create your character

662
00:40:33,600 --> 00:40:39,360
section and procedures for play 
and like recommendations for 

663
00:40:39,640 --> 00:40:42,680
arbiters, that sort of thing. 
So there's that. 

664
00:40:42,920 --> 00:40:47,600
Then we have the Litterfall 
World Guide, and Litterfall is 

665
00:40:47,600 --> 00:40:49,760
the the name of the of the 
world. 

666
00:40:49,760 --> 00:40:53,200
That Litterfall literally means 
the the leaves that cover the 

667
00:40:53,200 --> 00:40:57,840
forest for. 
And by the way, these first two 

668
00:40:57,840 --> 00:41:02,480
are gonna be riso graph printed 
on the covers on colored paper, 

669
00:41:02,480 --> 00:41:06,880
and then we're gonna get some 
nice kind of textured paper for 

670
00:41:06,880 --> 00:41:08,880
the interiors as well. 
Nice. 

671
00:41:09,760 --> 00:41:11,640
Yeah. 
I'm a big fan of that. 

672
00:41:12,680 --> 00:41:17,480
We're working with Hobos 
Collective, who you might know. 

673
00:41:17,840 --> 00:41:23,800
Yeah, Logar, yeah, And they're 
starting a new print outfit. 

674
00:41:23,800 --> 00:41:28,280
And so anyway, I'm working with 
them on that. 

675
00:41:29,880 --> 00:41:32,560
But the World Guide will also 
have like story hooks. 

676
00:41:33,040 --> 00:41:39,120
It has 10 NPCS by Amanda P and 
she's great. 

677
00:41:40,280 --> 00:41:46,120
And then Warren WF Smith from 
Prismatic Wasteland is going to 

678
00:41:46,120 --> 00:41:49,880
do some running for factions, 
gods and powers. 

679
00:41:49,880 --> 00:41:52,640
I'm just looking at the the 
Kickstarter now. 

680
00:41:53,960 --> 00:41:56,640
All right, so those are the kind
of the two core books. 

681
00:41:57,240 --> 00:42:00,400
Now we have 2 adventures as 
well, the Elm Root glimmer, 

682
00:42:00,440 --> 00:42:04,520
which I am writing, which is a 
point crawl with the dungeon 

683
00:42:04,520 --> 00:42:07,920
crawl. 
So I think it'll take you quite 

684
00:42:07,960 --> 00:42:10,080
a well a handful of sessions to 
complete. 

685
00:42:10,240 --> 00:42:14,040
It's not done yet. 
And then what is tentatively 

686
00:42:14,040 --> 00:42:21,720
called Egg Fall, which is by M 
Quintanilla, who'd she did try 

687
00:42:21,720 --> 00:42:26,040
the beetle milk and oh gosh, now
the the name of the other one is

688
00:42:27,160 --> 00:42:28,320
eluding you. 
Falls. 

689
00:42:28,760 --> 00:42:30,880
Yes, thank you. 
I love. 

690
00:42:31,080 --> 00:42:34,680
I love that one. 
The Karen right here. 

691
00:42:34,680 --> 00:42:35,080
Yeah. 
Yeah. 

692
00:42:35,080 --> 00:42:40,160
Also another Karen author. 
So, yeah. 

693
00:42:40,160 --> 00:42:42,640
And they're doing great stuff. 
I've seen like, the worst in 

694
00:42:42,640 --> 00:42:43,280
progress. 
Yeah. 

695
00:42:43,280 --> 00:42:44,760
Fangwich balls. 
I just. 

696
00:42:44,760 --> 00:42:47,520
I love Fangwich Balls and the 
style. 

697
00:42:48,560 --> 00:42:52,920
I mean they're already working 
with beetles and bugs so it's 

698
00:42:52,920 --> 00:42:58,920
like right on brand. 
And then Matthew Morris is 

699
00:42:58,920 --> 00:43:00,920
actually going to be doing the 
the solo rolls. 

700
00:43:01,000 --> 00:43:06,280
So and he's started on those. 
So yeah that's what you get. 

701
00:43:07,160 --> 00:43:10,120
In addition, a couple, well, 
we've we've actually done all of

702
00:43:10,120 --> 00:43:16,680
these stretch goals and so 
there's like a well, there'll be

703
00:43:16,680 --> 00:43:21,160
more writing, but they'll also 
be like a bookmark and a rule 

704
00:43:21,160 --> 00:43:28,080
summary card for for players. 
So that's what you get a lot 

705
00:43:28,440 --> 00:43:31,000
going on there. 
There's multiple tiers too. 

706
00:43:31,000 --> 00:43:35,160
And so right now, if if you're 
on a budget, I know Zine Quest 

707
00:43:35,160 --> 00:43:38,000
is terrible for everyone's 
wallet. 

708
00:43:38,600 --> 00:43:43,560
Painful, but there. 
Yeah, there's an $8 tier to get 

709
00:43:43,600 --> 00:43:47,280
all of the PDFs, so it's it's 
really cheap and a lot of people

710
00:43:47,280 --> 00:43:49,720
are backing at that level, which
is great. 

711
00:43:51,400 --> 00:43:55,720
Then there's a level for $14.00,
The Litter Fall Relic gets you 

712
00:43:55,720 --> 00:44:00,120
just the core book, the Beatle 
Knight core rules, and then gets

713
00:44:00,120 --> 00:44:04,120
you PDFs of everything else. 
And then there's a version that 

714
00:44:04,120 --> 00:44:09,880
you get all the books and then 
lastly there's a T-shirt. 

715
00:44:10,480 --> 00:44:12,360
There is a tier with all the 
books and AT shirt. 

716
00:44:12,840 --> 00:44:15,600
We do love AT shirt, man, I 
mean. 

717
00:44:16,280 --> 00:44:22,320
Yeah, I'm leaning back to show 
the Goblins and Gardens T-shirt 

718
00:44:22,320 --> 00:44:28,160
that I'm wearing now. 
But yeah, that cover art, it I 

719
00:44:28,160 --> 00:44:31,200
think will just look really good
as a screen print. 

720
00:44:31,400 --> 00:44:34,560
So yeah. 
Absolutely. 

721
00:44:37,080 --> 00:44:41,120
So I think there's a lot, I 
think it's enough where if you 

722
00:44:41,280 --> 00:44:46,880
if you back it, you'll have, you
know a a lot of play out of the 

723
00:44:46,880 --> 00:44:48,120
system if you want it does 
sound. 

724
00:44:48,120 --> 00:44:49,280
Like, yeah, there's a lot like 
this. 

725
00:44:49,280 --> 00:44:53,480
I do appreciate the all PDF tier
because yes, I feel like Zine 

726
00:44:53,480 --> 00:44:55,560
Quest. 
Like, I love the idea, but man, 

727
00:44:56,160 --> 00:44:59,080
it's sure an expensive. 
Expensive. 

728
00:44:59,080 --> 00:45:02,000
Time, you know. 
Yeah, and I I wanted. 

729
00:45:02,840 --> 00:45:06,800
I wanted something more 
affordable and so that's why I 

730
00:45:06,800 --> 00:45:10,440
had that $14.00 tier, because 
when you start putting all these

731
00:45:10,440 --> 00:45:16,160
books together, like the 
production costs really, they 

732
00:45:17,160 --> 00:45:21,080
really go up. 
So, yeah, well. 

733
00:45:21,080 --> 00:45:22,640
Especially with the quality of 
the book that you're talking 

734
00:45:22,640 --> 00:45:24,560
about, like Rizzo graph printing
with like a texture paper 

735
00:45:24,560 --> 00:45:27,520
inside, that's not the same as 
just ripping off like a regular 

736
00:45:27,520 --> 00:45:29,320
Zine too. 
So that's gonna go too as well. 

737
00:45:30,120 --> 00:45:33,200
But. 
Some of these will be kind of a 

738
00:45:35,800 --> 00:45:40,360
your Mixum prints, but I want 
the core book and the Litter 

739
00:45:40,360 --> 00:45:45,440
Fall guide to have that riso 
graph quality to them cuz I just

740
00:45:45,440 --> 00:45:48,400
love that. 
We were talking about a game 

741
00:45:48,400 --> 00:45:51,800
last week, then the Rizo graph. 
It's so pretty, it's so nice. 

742
00:45:51,800 --> 00:45:53,240
It's so clean. 
It's really nice. 

743
00:45:53,240 --> 00:45:54,840
I'm really glad that that's what
you went with. 

744
00:45:55,080 --> 00:45:57,200
And I mean, the list of people 
that you have on the project is 

745
00:45:57,200 --> 00:45:59,320
fantastic. 
And I don't even know if we 

746
00:45:59,320 --> 00:46:02,560
talked about there's additional 
art from PR from Perplexing 

747
00:46:02,560 --> 00:46:05,360
Ruins and Rock Romero 2, who are
both fantastic artists. 

748
00:46:06,320 --> 00:46:11,520
Yeah, I mean Perplexing Ruins 
and I, we worked together well. 

749
00:46:11,520 --> 00:46:15,200
He worked, did the illustrations
on my very first project that 

750
00:46:16,000 --> 00:46:18,600
it's like this 5th edition 
project that's only really on 

751
00:46:18,600 --> 00:46:21,840
Patreon so and we've been 
working together ever since. 

752
00:46:21,840 --> 00:46:26,600
I've done art for some of his 
books and back and forth, so I 

753
00:46:27,000 --> 00:46:31,000
always enjoy working with him. 
And then Roke, we've been 

754
00:46:31,160 --> 00:46:33,600
talking for a while, we've been 
wanting to do something together

755
00:46:33,600 --> 00:46:36,600
and you know, this is the 
perfect, the perfect 

756
00:46:36,600 --> 00:46:41,600
opportunity. 
I really liked Kodak's R for for

757
00:46:41,600 --> 00:46:45,240
Troika, the art and that that he
did, it's just like awesome. 

758
00:46:45,680 --> 00:46:50,160
Really, really unique style. 
Yeah. 

759
00:46:50,200 --> 00:46:53,320
And I, as we're talking about 
contributors, I do want to shout

760
00:46:53,320 --> 00:46:57,680
out Chris Shorb right now, who 
is the game design editor. 

761
00:46:59,800 --> 00:47:04,680
I put out a version of Beatle 
Knight on the NSR Discord this 

762
00:47:04,680 --> 00:47:08,000
past summer. 
And I'm like, this is ready, I'm

763
00:47:08,000 --> 00:47:09,440
gonna, I'm gonna put it out 
there. 

764
00:47:10,760 --> 00:47:16,960
And he started just like, 
commenting and giving notes, 

765
00:47:17,280 --> 00:47:21,000
just for free. 
And I'm like, Oh my gosh, can I,

766
00:47:21,200 --> 00:47:22,960
can I pay you to do this, 
please? 

767
00:47:22,960 --> 00:47:27,600
Because this is so valuable. 
So and he had never done 

768
00:47:27,600 --> 00:47:32,200
anything like that before, but 
he really helps like kind of 

769
00:47:32,200 --> 00:47:36,720
focus the project into something
that's more usable. 

770
00:47:36,880 --> 00:47:42,640
So when you're working on one 
thing for two years, you become 

771
00:47:42,640 --> 00:47:47,160
blind to like some basics. 
So it's been, yeah, it's been 

772
00:47:47,160 --> 00:47:52,360
really great to have some 
detailed passes from him. 

773
00:47:52,600 --> 00:47:56,160
Yeah, I'm still working through 
his latest round of edits, but 

774
00:47:56,160 --> 00:47:58,160
they'll make it in there, be 
sure. 

775
00:47:59,560 --> 00:48:01,920
It's always great to have a good
editor. 

776
00:48:01,920 --> 00:48:03,760
And just remember, even editors 
have editors. 

777
00:48:03,760 --> 00:48:06,280
So for anyone out there that's 
creating stuff that doesn't have

778
00:48:06,280 --> 00:48:09,280
an editor, it's a good idea to 
reach out to somebody and have 

779
00:48:09,280 --> 00:48:12,440
an editor. 
Very, very, very much so. 

780
00:48:14,280 --> 00:48:16,120
So obviously we're super excited
for this project. 

781
00:48:16,120 --> 00:48:19,880
Like, I'm so like, this is 
actually one of my, probably my 

782
00:48:19,880 --> 00:48:21,440
favorite projects that are in Z 
Inquest right now. 

783
00:48:21,440 --> 00:48:24,400
Just a lot of it, cuz the 
mechanics like again, like just 

784
00:48:24,400 --> 00:48:27,000
the simple elegance of something
that's a little bit different is

785
00:48:27,000 --> 00:48:30,040
really exciting to play with. 
So can't wait for this to come 

786
00:48:30,040 --> 00:48:33,440
out. 
But Beatle nights got 17 days 

787
00:48:33,440 --> 00:48:35,200
left on it. 
What's the future look like for 

788
00:48:35,200 --> 00:48:42,080
Brooklyn games after this? 
Well, in the past I've done like

789
00:48:42,160 --> 00:48:46,160
a crazy clip of creating stuff 
and that was too much for me. 

790
00:48:46,160 --> 00:48:51,000
So really what I'm trying to do 
is like one really high quality 

791
00:48:51,000 --> 00:48:55,360
project a year. 
So Beetle Knight is going to be 

792
00:48:55,360 --> 00:49:01,480
the big thing for this year. 
I expect that it will require 

793
00:49:01,480 --> 00:49:06,240
support going forward. 
I well, I hope it does for the 

794
00:49:06,360 --> 00:49:11,280
the next few years. 
So what's coming next? 

795
00:49:11,480 --> 00:49:15,000
It might be something else for 
Beetle Night? 

796
00:49:15,000 --> 00:49:17,800
I don't really know really. 
I'm just focusing on this right 

797
00:49:17,800 --> 00:49:20,880
now. 
I do have another project that 

798
00:49:20,880 --> 00:49:27,080
I've been cooking for a while 
though, for Karen, and it's it's

799
00:49:27,080 --> 00:49:32,240
like escape the City, where it's
a generated, well, like grid 

800
00:49:32,240 --> 00:49:38,600
crawl, except it's through a 
sort of magical fae forest. 

801
00:49:39,400 --> 00:49:45,400
So I've totally destroyed it and
built it up from scratch like 3 

802
00:49:45,400 --> 00:49:46,960
different times. 
It's one of those projects. 

803
00:49:46,960 --> 00:49:52,560
But yeah, I don't know, I've 
called it True Tales. 

804
00:49:52,880 --> 00:49:55,040
That's the latest name that I've
had for it. 

805
00:49:55,040 --> 00:49:58,440
I don't know. 
That's about it, I guess. 

806
00:49:58,440 --> 00:49:59,720
Well, I. 
Mean. 

807
00:49:59,720 --> 00:50:03,040
It's good to hear that you're 
putting time into this and 

808
00:50:03,680 --> 00:50:06,280
hopefully expect more Beatle 
night to come out too. 

809
00:50:06,280 --> 00:50:09,640
Cuz once again this feels like 
something that it could and 

810
00:50:09,640 --> 00:50:13,200
should have like a lot of legs, 
maybe like other legs or 

811
00:50:13,200 --> 00:50:16,520
something like a centipede. 
But yeah, it feels like it could

812
00:50:16,520 --> 00:50:17,760
go and I'm really excited for 
that. 

813
00:50:18,600 --> 00:50:24,400
Yeah, I mean realistically we 
got I'm writing an adventure and

814
00:50:24,400 --> 00:50:29,040
I'm writing and coordinating the
Litterfall World Guide, so 

815
00:50:29,800 --> 00:50:31,400
that's gonna really keep me 
busy. 

816
00:50:33,760 --> 00:50:36,400
But my goal is to have all this 
stuff done by the end of the 

817
00:50:36,400 --> 00:50:40,040
summer and print it in the fall 
and shift in the winter. 

818
00:50:41,160 --> 00:50:42,840
I've done a few things like 
this. 

819
00:50:42,840 --> 00:50:49,840
I think that's doable. 
It was very reasonable, which is

820
00:50:49,840 --> 00:50:52,000
nice, and it's nice to see so 
much of it's done already too, 

821
00:50:52,000 --> 00:50:54,320
which is cool. 
So yeah, like I said, we're 

822
00:50:54,320 --> 00:50:59,040
obviously excited for Beatle 
night, but anyone listening for,

823
00:50:59,280 --> 00:51:01,640
especially for the Canon 5 E 
stuff you've done already, like 

824
00:51:01,640 --> 00:51:05,120
where can people find the stuff 
you've already done and where 

825
00:51:05,120 --> 00:51:06,320
this stuff will be in the 
future? 

826
00:51:07,480 --> 00:51:10,800
I mean, you can just check me 
out at brooklyngames.com. 

827
00:51:10,920 --> 00:51:14,360
That's BRO. 
OK, LET games. 

828
00:51:15,520 --> 00:51:18,280
That's a tiny, tiny Creek, a 
tiny brook. 

829
00:51:19,880 --> 00:51:26,080
And I got my itch linked there 
and my big cartel linked there. 

830
00:51:26,520 --> 00:51:28,800
There's a big thing that says 
Zen, Zen, Zen. 

831
00:51:28,800 --> 00:51:35,160
So yeah, click that and you can 
find my stuff on the official 

832
00:51:35,160 --> 00:51:38,480
Karen store. 
But it goes out of stock pretty 

833
00:51:38,480 --> 00:51:44,640
quick there. 
So, yeah, yeah, that's that. 

834
00:51:45,440 --> 00:51:46,000
Nice. 
Yeah. 

835
00:51:46,080 --> 00:51:48,560
I saw the e-mail from the Karen 
store the other day that said 

836
00:51:48,560 --> 00:51:50,680
they had reset some of your 
stuff or put some new stuff on 

837
00:51:50,680 --> 00:51:53,240
there. 
So, and I do want to give a 

838
00:51:53,240 --> 00:51:56,240
quick shout out too. 
I know the Hobos collective, a 

839
00:51:56,240 --> 00:51:57,960
logar's like press that's coming
out. 

840
00:51:57,960 --> 00:52:01,680
It's very, I mean it's it's it's
going to be distributing Beatle 

841
00:52:01,680 --> 00:52:08,240
Night, but it's also very like 
Pro Union, very pro, very, very.

842
00:52:08,400 --> 00:52:10,760
Go check it out, Please support 
them, support the stuff that 

843
00:52:10,760 --> 00:52:12,560
they're doing. 
Logar's fantastic and that I'm 

844
00:52:12,560 --> 00:52:13,960
really excited what they're 
doing with that press. 

845
00:52:13,960 --> 00:52:16,000
But it's cool to see that, that 
you're working with them for a 

846
00:52:16,000 --> 00:52:17,680
distribution on that. 
So just wanted to make sure they

847
00:52:17,680 --> 00:52:19,120
shout them out. 
We'll make sure to link them as 

848
00:52:19,120 --> 00:52:21,040
well. 
Yeah, they're they're great. 

849
00:52:21,160 --> 00:52:25,200
I I really like working and and 
just talking with Logar, he's 

850
00:52:25,200 --> 00:52:28,920
awesome. 
So yeah. 

851
00:52:29,920 --> 00:52:31,560
Yeah. 
But hey, listen, Jim, thank you 

852
00:52:31,560 --> 00:52:33,480
so much for coming on. 
Like I said, obviously we're 

853
00:52:33,480 --> 00:52:35,320
very excited about this. 
Can't wait to get it in hand. 

854
00:52:35,320 --> 00:52:36,880
Absolutely. 
I can't wait to see more Beatle 

855
00:52:36,880 --> 00:52:38,280
night, too. 
But we really appreciate you 

856
00:52:38,280 --> 00:52:42,200
being here and letting me, like,
talk at you for a while. 

857
00:52:42,440 --> 00:52:45,120
So thank you so much for that. 
Yeah, I appreciate you having me

858
00:52:45,120 --> 00:52:46,040
on. 
That was great. 

859
00:52:46,880 --> 00:52:49,800
All right. 
So as always, the links for 

860
00:52:49,800 --> 00:52:51,560
everything we've talked about 
will be in the descriptions 

861
00:52:51,560 --> 00:52:53,400
below. 
Our links are next to us and 

862
00:52:53,400 --> 00:52:56,240
we'll be there too. 
And that's me, us for today. 

863
00:52:56,240 --> 00:52:58,720
So once again, thank you for 
being here and everyone out 

864
00:52:58,720 --> 00:52:59,560
there. 
Have a nice day. 

865
00:52:59,560 --> 00:53:00,560
Bye, bye.
