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Hello and welcome to the Weekly 
Scroll podcast. 

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My Name Is Ryan. 
And I'm a protector to the 

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endangered, a teacher to the 
willing, a farmer to the hungry 

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and a healer to the sick. 
Wow. 

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I'm Christian Sorrell. 
Or a lot of people. 

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That was me, Castle. 
And today obviously we have 

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Christian here joining us at a 
as our special guest and we are 

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talking about a game that we've 
been anticipating for quite a 

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while, a game that I got to play
test at one point. 

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This is tacticians of very 
excited for this. 

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But before before we break into 
it, though, Christian Sorrell 

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Who? 
Who the heck are you? 

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Who? 
How would people know you? 

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What are you currently known 
for? 

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What? 
What's your deal? 

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What's your general deal? 
A big question. 

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Well some people die true die 
hards of the weekly. 

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You know me from other 
appearances here, playing, 

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playing games, being on other 
chats about things in the past, 

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guest hosting or Co hosting as 
well. 

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But yeah, most of what I do, 
like I said, I've known most 

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parts of the Internet as Meat 
Castle of Game Wear, which is 

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sort of my publishing imprint, 
like my self-publishing stuff. 

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And then I do things under the 
name, yeah, there he goes, the 

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shirt that Hunter has. 
But then I also do writing under

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my actual name, Christian 
Sorrell, which is like more like

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my freelance stuff. 
So I do a lot of freelance 

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development. 
Like I think I recently did some

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development help on was Cloud 
Empress, which was a bigger one.

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I do adventure writing as well, 
like I have written an adventure

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for a triangle agency that's 
coming out later this year. 

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And then I've done a lot of 
mothership stuff as under Meat 

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Castle Gamer. 
So that's kind of like my big 

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thing was I kind of came into 
the scene through mothership and

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then I have continue to get my 
spread my tendrils around to as 

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many things as can. 
So I do a lot of editing, 

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adventure writing and then my 
own little things which 

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technicians of OM is one of my 
own things. 

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It's my first kind of own proper
system. 

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Oh yeah, you have the little box
back there too. 

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Oh yeah, I got that box. 
I should have pulled it out. 

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I'm just. 
Trying to get up right now. 

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Jealous of the box. 
I don't even have a cool box 

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like that. 
I. 

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I actually rearranged my entire 
mothership shelf, got rid of the

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rack I was using, was able to 
put a bunch of stuff in a spicy 

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tuna box, a bunch of stuff in a 
Meat Castle box. 

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Alfred Valley. 
There's it's a the the 

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Mothership shelf is a beautiful 
shelf with a lot of great 

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creators on it. 
So I know that's the. 

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First, actually have the box 
set. 

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Yeah, just at. 
Some point, yeah. 

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Maybe we'll get 1E before 2 E 
comes out. 

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So I think that's I'm trying to 
remember where I first 

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encountered your stuff, and I 
feel like it had to have been 

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goblin loose on Acres Station, 
like the pamphlet. 

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And then probably, yeah, I would
say probably either that or the 

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Kickstarter or Bloodfield's a 
Black Star station, but I 

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actually put out Icarus. 
But yeah, I think Goblin on the 

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Loose came out slightly before I
ended up dropping the PDFs and 

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stuff from the Kickstarter. 
The Kickstarter was first, but 

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but yeah, that adventure was 
like most things that started as

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a joke and then ended up 
becoming a really fun thing that

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a lot of people really like, so.
It's funny because as I was 

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resorting my mother ship shelf, 
I realized I have 3 of those 

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pamphlets, so if you don't have 
one, I'll shoot. 

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I'll shoot you one. 
But I just keep stacking those 

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up. 
I was. 

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Going to say I I was a huge fan 
of Blood Fields when it came 

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out. 
Super cool. 

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Like great concept. 
I loved the poster as well and 

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the patch so. 
Yeah you can't see it because 

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the the my blur I can. 
See the bottom of it. 

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That's the the Zach Hazard 
battle map side of of that 

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poster. 
Because yeah, I love. 

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I love that too. 
Yeah, that nap is great. 

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Yeah, that was my first like, 
really big, like, proper Zine 

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Zine thing. 
It's still what it's still the 

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biggest Zine that I've done, and
my first time doing crowdfunding

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and all that stuff too. 
So it was definitely a trial by 

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fire, but I'm. 
I'm still pretty proud of how it

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turned out for sure. 
Yeah, yeah. 

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It's a great project. 
Well, I mean, we'll just go 

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through the whole thing and then
we actually got to play Private 

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Quest together. 
And that's the reason that you 

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came on and reviewed it with me 
when Hunter wasn't able to go. 

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And it's kind of. 
Yeah. 

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It's kind of been just been more
and more since then, just yeah. 

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Yeah, we've been in the same 
neck of the of the Internet 

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woods since then. 
But yeah, that was a fun game 

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too. 
I forgot that that was the first

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one that I code. 
Yeah, I Co hosted with you or 

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whatever. 
Yeah, that was fun. 

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It's a good time. 
So tacticians of OM, that's what

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we're here to talk about today. 
So, so what's what's the, what's

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the pitch for tacticians of OM? 
Like what is this game that you 

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made? 
And then we'll kind of start 

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talking about like why, why you 
decided to make it, to read it 

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and. 
Why? 

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Yeah. 
So why are we here? 

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I can give you the two, the, the
sort of two different pitches. 

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I can give you like the 
standalone pitch and the TTRPG 

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player pitch. 
But I think for us the TTRPG 

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player pitch is probably the 
more apt 1, which was the the 

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pitch for tacticians bomb is. 
I think a lot of people 

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typically experience grid and 
mini or say like a battle map at

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tokens on a virtual tabletop 
tied to a system where doing 

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that kind of combat means doing 
lots of work in that combat, 

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taking lots of time. 
And really, the pitch for 

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Tacticians of Arm is what if we 
could have grids and minis and 

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keep the rewarding tactical big 
decisions, those big dramatic 

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moments of you? 
Oh, you perfectly lined up, you 

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had just enough space to get 
there, and you hit them in the 

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perfect way to take down the bad
guy right before we were going 

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to die. 
Those kind of big dramatic 

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combat things that you don't get
as much in theater of the mind 

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because it feels like everything
is a little more nebulous that 

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yeah, what if we could keep 
that, but make combat be 

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something you could do four 
times in a session. 

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In a short session you could do,
you could have four fights, in a

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two to three hour session you 
could play multiple characters 

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and not have it be bogged down. 
So it really was that they came 

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from me doing a long running 5E 
campaign and that's really 

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liking the US driving a lot of 
really rewarding memorable 

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battles. 
But we started to get to that 

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mid level range where like these
battles are in like 4 hours, 5 

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hours. 
Like we have to split sessions 

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where I had to take pictures of 
the battle map and the minis and

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set it up and me being like 
there has to be a better way and

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very you know, infomercial thing
in my head. 

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And then so that's really where 
it comes from. 

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It's just me. 
Disaster Tourism was doing 

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actually a Ultra Light game jam 
where you had to have you can 

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only use one die and it had to 
be 8 pages. 

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And the original version of this
was born out of that was me 

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basically saying like, can I 
condense that combat down to its

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simplest form? 
And then also taking some 

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inspiration from video games 
like Into the Breach and Final 

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Fantasy Tactics? 
The Into the Breach is probably 

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the biggest one because that's a
tactics game where you know 

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exactly what's going to happen. 
There's very little chance and 

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uncertainty. 
It's very much like if I move 

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here and I do this attack, this 
will happen. 

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And that's what technicians have
on it. 

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So it is diceless combat for the
most part. 

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And you are, you have set 
movement, you have set attacks 

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that you set damage you never 
miss with, you know, things get 

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weird. 
But the actual game itself is 

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sort of set in a video game 
world. 

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So it's like a digital fantasy 
world. 

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You are characters inside that 
world. 

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You are not outsiders who've 
gotten sucked in. 

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You aren't characters who know 
that you're in a world. 

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To you it's just the word, 
right. 

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I think of it like if we really 
are living in a simulation, 

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doesn't really matter if it if 
we know that because we're still

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here in the simulation and the 
the world is dying. 

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The the original idea was sort 
of it's like a bit rotting 

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cartridge, right? 
It's like a snesse cart sitting 

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on a shelf dying just of age 
rotting away and your characters

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that are inside that. 
You could also sort of play it 

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as like a forgotten, like Shard 
of an MMO, like a server sitting

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on some a forgotten chart in a 
data center and just slowly 

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glitching and dying. 
And so there's this this 

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corruption, this sort of bit 
rock glitch spreading from a 

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certain part of the world out. 
And you are characters that are 

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trained to go out and try to 
deal with and fight this back. 

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So you are video game characters
that are trying to save your 

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world, basically glitching and 
breaking. 

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So all of those things I just 
said of the combat being very 

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like, you know, you're like I 
have 4 speed, I can do this 

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attack, I do this damage in 
combat. 

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All of that starts to get a 
little twistier and weird the 

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more you fall into that 
corruption and weaponize that 

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corruption for yourself to make 
yourself powerful and go into 

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those environments, then you 
start to run into characters who

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have break those rules 
basically. 

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But yeah, so that's kind of the 
two. 

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The two sides of the pitch is 
like, what if you could have 

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grid and mini combat, grid and 
Mini's combat, but half of the 

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fights be really fast in very 
few rounds, like 3 rounds, and 

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each of those turns are going to
go quick. 

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You're not going to have the and
you're also not going to have a 

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bad turn. 
You're not going to have a turn 

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where you missed your attack and
you passed it, which is 

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something obviously a lot of RPG
people have tackled. 

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But this was kind of my way of 
tackling it. 

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If rather than I think doing 
what a lot of folks do, which is

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going like this is worth it, I 
want to go from going theater of

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the mind. 
We're making it much more 

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nebulous. 
I'm like, but I like, I liked 

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that like skill shot feeling of 
getting exactly to the right 

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spot. 
You know where you got your 

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guide, like I got right here and
I can blast here and knock them 

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10 feet off the Cliff. 
You know, I like that physical 

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feeling of it. 
So this is a way to to sort of 

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bridge those gaps. 
And then outside of combat it's 

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very open very open rules like 
OSR sort of player driven common

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sense see I guess I would say is
a lot about out of combat. 

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It's very not like FKFKRH but 
you know it's it is very like 

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you're rolling rarely and you 
are I'm just telling a story 

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together. 
So it it's pretty, it's really 

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pretty open outside of combat. 
But then when you go into 

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combat, it's because it's a 
video game. 

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It it's like literally like 
battle music plays. 

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Now I'm on the battle screen, 
which looks totally different, 

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like something like the Final 
Fantasy Tactics or, you know, 

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whatever. 
So that's my long answer. 

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I really enjoy like, I think 
that I've. 

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I think that I've had this 
opinion for a while that I 

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dislike gridded combat because 
of the 5E experience and being 

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like, Oh my God, this takes so 
long And you're counting these 

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squares like 5-10, fifteen, 
2025, OK, 30s right there. 

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So like reading through this, 
I'm like, oh this is really 

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you're. 
I mean you're right. 

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It's so like cleaned up to make 
greedy combat. 

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Like Oh yeah, you can get those 
moments, like like Into the 

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Breach where you, like line up a
special ability and you get to 

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like watch this huge payoff 
without it being like 4 dice 

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rolls that take 15 minutes. 
Like very interesting. 

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So I mean, I guess that I was 
going to ask a question you 

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already answered like where this
came from, did you like I'm, I'm

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lost with what my question is 
going to be. 

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So, you know, I have one of 
those days. 

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So I had a question. 
Yeah, I. 

226
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Mean. 
Yeah, go ahead. 

227
00:12:23,440 --> 00:12:25,960
Oh, no. 
Well, if you were going to 

228
00:12:25,960 --> 00:12:28,360
answer in that vein, let's keep 
going in that vein and I'll, 

229
00:12:28,360 --> 00:12:30,160
I'll, I'll write this down and 
come back. 

230
00:12:36,090 --> 00:12:38,170
Oh, I would just answer about 
the the question about that. 

231
00:12:38,170 --> 00:12:41,610
Yeah, I mean I would say that 
the impetus, the IT was sort of 

232
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that perfect storm of me running
into that frustration with where

233
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that campaign went. 
Having that like minimal like 

234
00:12:49,560 --> 00:12:53,240
super minimalist ultralight game
jam come up and me being like 

235
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oh, I'd like to make something 
for that. 

236
00:12:55,040 --> 00:12:59,760
And then me thinking what's I 
was like what's the most 

237
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satisfying grid based thing I've
played, whether that be a 

238
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tabletop or video game and 
really thinking specifically of 

239
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Into the Breach. 
And I had just been actually 

240
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replaying sort of for the first 
time for me, first time really 

241
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playing it Final Fantasy Tactics
and then just being like, OK, 

242
00:13:19,240 --> 00:13:22,120
especially Into the Breach I 
think has a lot of great ideas. 

243
00:13:22,120 --> 00:13:24,680
Like a lot of these ideas are 
From that I was saying like, 

244
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what if there's almost no 
chance? 

245
00:13:26,200 --> 00:13:32,480
What if it was almost as much a 
puzzle game as it was a look at 

246
00:13:32,480 --> 00:13:34,480
tactics game, right? 
Because we think of tactics 

247
00:13:34,480 --> 00:13:37,280
could be like something like 
XCOM or even like traditional 

248
00:13:37,280 --> 00:13:40,880
D&D combat, where that could 
mean like, I only have a 55% 

249
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chance of hitting all that. 
I want this to be like every 

250
00:13:43,440 --> 00:13:46,760
decision should feel meaningful,
meaningful, and should feel 

251
00:13:46,840 --> 00:13:48,480
earned. 
They don't let there be as 

252
00:13:48,480 --> 00:13:51,680
little chance as possible. 
And when chance does come in, 

253
00:13:51,680 --> 00:13:56,640
it's either A twist in the game 
or it's you You were like 

254
00:13:56,640 --> 00:13:59,000
choosing to wield. 
Like, say you're like, I I found

255
00:13:59,000 --> 00:14:01,080
this, We recovered this 
corrupted sword. 

256
00:14:01,440 --> 00:14:03,840
I am going to wield it. 
And I know that this sword does 

257
00:14:03,840 --> 00:14:07,360
twice as much damage as a normal
sword, but it only hits 50% of 

258
00:14:07,360 --> 00:14:08,600
the time. 
And that's you. 

259
00:14:08,840 --> 00:14:12,600
You're saying, you know, like 
that's like you taking up that 

260
00:14:13,360 --> 00:14:14,600
gamble. 
You know, it's like you're 

261
00:14:14,600 --> 00:14:16,520
gambling on that, but you're 
choosing to do it. 

262
00:14:16,520 --> 00:14:18,360
It's not basically baked into 
the system. 

263
00:14:19,400 --> 00:14:22,000
So it really was that. 
It was me just breaking it down 

264
00:14:22,120 --> 00:14:25,160
to the most basic core. 
Which was funny because the 

265
00:14:25,160 --> 00:14:27,120
earliest play test was with my 
friend Tom. 

266
00:14:27,280 --> 00:14:29,600
I was like, hey, will you get on
like an Albert Rodeo with me and

267
00:14:29,600 --> 00:14:32,040
just play test this thing? 
And I was like, you have 3 

268
00:14:32,040 --> 00:14:33,200
stats. 
You have health, you have 

269
00:14:33,200 --> 00:14:35,480
damage, you have speed. 
I was like, you have these two 

270
00:14:35,480 --> 00:14:40,080
attack patterns and you're 
fighting a big goblin guy. 

271
00:14:40,080 --> 00:14:42,240
And we just tested it out to see
if it worked. 

272
00:14:42,280 --> 00:14:45,360
And then and I kind of narrated 
through the fight as it was 

273
00:14:45,360 --> 00:14:47,800
happening, as if I was DM ING or
GM ING. 

274
00:14:49,600 --> 00:14:52,480
And he came away like being like
yeah, that was like really fun. 

275
00:14:52,480 --> 00:14:56,000
He's like we did like four of 
those fights and it's like like 

276
00:14:56,000 --> 00:14:58,480
4 trial fights. 
He's like it's like 25 minutes. 

277
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He's like, this is wild so. 
So that is quick A. 

278
00:15:02,360 --> 00:15:05,920
Perfect. 
You know, Storm came together 

279
00:15:05,920 --> 00:15:07,480
well for me. 
And then I had really good 

280
00:15:07,480 --> 00:15:10,400
positive experiences like that 
with my with my Home group that 

281
00:15:11,120 --> 00:15:16,160
made me think I was like on to 
something with the idea in a way

282
00:15:16,160 --> 00:15:18,200
that actually made me dig into. 
I remember working on it and 

283
00:15:18,200 --> 00:15:21,920
play testing this for like a 
year and a half or something. 

284
00:15:21,920 --> 00:15:23,800
That original version came out 
like a year ago. 

285
00:15:23,800 --> 00:15:28,600
So not my full time project, but
it's it's been a lot but but 

286
00:15:28,600 --> 00:15:31,680
yeah, that was once again a long
answer to that. 

287
00:15:32,280 --> 00:15:36,680
Yeah, OK, the long answer's 
coming, so this is actually a 

288
00:15:36,680 --> 00:15:38,760
secondary question, so I wrote 
it on a posted note. 

289
00:15:39,080 --> 00:15:47,360
So the no hit quick combat thing
did I mean you know fuck load 

290
00:15:47,360 --> 00:15:50,760
about games way more than us two
did into the odd ever come into 

291
00:15:50,760 --> 00:15:53,040
your mind when you thought about
that Like the whole concept of 

292
00:15:53,080 --> 00:15:56,440
of not hitting. 
Because I personally, I like 

293
00:15:56,440 --> 00:16:01,720
into the ODD now more because 
someone somewhere linked one of 

294
00:16:01,720 --> 00:16:05,560
the original blog posts like 
with Chris McDowell talking 

295
00:16:05,560 --> 00:16:08,080
about why he chose to do the to 
hit role. 

296
00:16:08,320 --> 00:16:12,520
And it sounds like a lot of the 
same things where he wanted 

297
00:16:12,920 --> 00:16:17,640
every hit to feel important, 
like what you were doing, what 

298
00:16:17,640 --> 00:16:19,040
you were is what you were going 
to do. 

299
00:16:19,040 --> 00:16:23,040
But with the enemies always 
hitting two, your health being 

300
00:16:23,040 --> 00:16:26,600
low, there's always this risk of
like it getting out of hand 

301
00:16:26,600 --> 00:16:27,680
really quickly or anything like 
that. 

302
00:16:27,680 --> 00:16:29,600
And everything matters when you 
do it. 

303
00:16:29,840 --> 00:16:32,080
And I've always said for a long 
time that I felt like Into the 

304
00:16:32,080 --> 00:16:37,960
Odd was an exploration game and 
not a combat game because of all

305
00:16:37,960 --> 00:16:41,920
the other stuff around it. 
You know when you get up, you 

306
00:16:41,960 --> 00:16:44,560
know 60 pages of stuff that 
you're supposed to go find. 

307
00:16:44,560 --> 00:16:45,920
It feels like an exploration 
game. 

308
00:16:46,360 --> 00:16:52,560
But this is very clearly like 2 
phases of out of combat play and

309
00:16:52,560 --> 00:16:56,960
in combat tactical play, which 
even with that kind of always to

310
00:16:56,960 --> 00:16:59,480
hit role just feels different in
your mind. 

311
00:16:59,480 --> 00:17:02,480
Like I feel like you kind of are
slotting in a little bit more to

312
00:17:02,480 --> 00:17:05,280
it. 
Was there any thought with that,

313
00:17:05,280 --> 00:17:09,160
like playing around with that at
all or or was it just like you 

314
00:17:09,160 --> 00:17:11,560
just came across a similar 
concept in your mind of just 

315
00:17:11,560 --> 00:17:14,200
like I want to do it because 
this is the impactful to always 

316
00:17:14,200 --> 00:17:16,640
hidden stuff? 
Yeah, I mean, I was. 

317
00:17:16,880 --> 00:17:19,400
I was familiar of it. 
I've actually never played into 

318
00:17:19,400 --> 00:17:23,680
the odd I have it, I've read it.
But I I was familiar with it 

319
00:17:23,680 --> 00:17:26,800
from games of that sort of 
lineage, right? 

320
00:17:26,800 --> 00:17:29,000
That it's like hey other people 
have done away with this just 

321
00:17:29,000 --> 00:17:34,680
being like what if you just 
always did damage And for me it 

322
00:17:34,680 --> 00:17:37,360
was sort of knowledge I guess 
like sort of background 

323
00:17:37,360 --> 00:17:40,600
knowledge of that of those games
of that ilk. 

324
00:17:40,600 --> 00:17:44,200
And then the me thinking I 
literally like I had notes at 

325
00:17:44,200 --> 00:17:46,360
the beginning that was me going 
through and thinking like what 

326
00:17:46,360 --> 00:17:51,640
as the player, what is the 
player isn't doesn't feel good 

327
00:17:52,520 --> 00:17:56,760
about in in traditional combat 
right in traditional grid that 

328
00:17:56,760 --> 00:17:58,960
he's combat. 
I was like, it doesn't feel good

329
00:17:58,960 --> 00:18:02,800
to wait for the whole round of 
the table and then do nothing. 

330
00:18:03,240 --> 00:18:07,320
And I was like, so I don't want 
there to almost ever be a chance

331
00:18:07,320 --> 00:18:10,400
where nothing happens. 
When that could happen here is 

332
00:18:10,400 --> 00:18:14,400
if you're like, you know, there 
could be situations where you're

333
00:18:14,400 --> 00:18:19,960
like, I can't get into the exact
positioning I need to do my best

334
00:18:19,960 --> 00:18:21,840
thing. 
But you should have like a base 

335
00:18:21,840 --> 00:18:23,240
attack. 
You have, you have a base attack

336
00:18:23,240 --> 00:18:25,720
based on your class and you have
a weapon attack and you could 

337
00:18:25,720 --> 00:18:28,640
have multiple weapons even. 
So it's like you should have 

338
00:18:28,640 --> 00:18:30,680
enough of variety. 
You could probably get yourself 

339
00:18:30,680 --> 00:18:33,880
somewhere. 
Even then that feels better to 

340
00:18:33,880 --> 00:18:37,960
me because it's like that feel 
it, you know, Like, I don't 

341
00:18:37,960 --> 00:18:39,440
know. 
It's a video game term from like

342
00:18:39,440 --> 00:18:42,080
a ancient podcast at this point.
But they used to talk about the 

343
00:18:42,080 --> 00:18:45,400
goods suck, which is like, you 
know how some things suck like 

344
00:18:45,400 --> 00:18:48,600
Dark Souls, right? 
Yeah, Yeah, yeah, like it. 

345
00:18:49,040 --> 00:18:54,160
Like, like it's like it's it is 
frustrating but in a good way. 

346
00:18:55,080 --> 00:18:57,280
So I wanted to make sure that I 
was getting rid of all those 

347
00:18:57,280 --> 00:18:59,400
things that are frustrating and 
just a frustrating way. 

348
00:18:59,720 --> 00:19:03,560
Not frustrating. 
And I made that mistake way. 

349
00:19:03,800 --> 00:19:07,120
So you could definitely put 
yourself in a situation where 

350
00:19:08,000 --> 00:19:11,120
you maybe can't do much on a 
turn, but you're probably 

351
00:19:11,120 --> 00:19:14,840
responsible for that rather than
the dice being responsible for 

352
00:19:14,840 --> 00:19:17,120
that. 
So it was definitely those two 

353
00:19:17,120 --> 00:19:18,840
things. 
It was me being like, I know 

354
00:19:18,840 --> 00:19:23,440
that games. 
I know that games have done that

355
00:19:23,440 --> 00:19:26,840
and I think that's a cool idea. 
And then me going, oh also that 

356
00:19:26,840 --> 00:19:31,040
just solves that solves probably
75% of the times people are 

357
00:19:31,040 --> 00:19:34,720
like, my turn sucked. 
I didn't do anything well, I 

358
00:19:34,720 --> 00:19:35,440
swung. 
I missed. 

359
00:19:35,760 --> 00:19:39,600
And you, you still see people 
you know coming to that 

360
00:19:39,600 --> 00:19:44,000
revelation like that and the 
MCDM game that they backer, 

361
00:19:44,000 --> 00:19:46,280
kidded or whatever, you know 
that was their that was kind of 

362
00:19:46,680 --> 00:19:48,280
or their things. 
What if you didn't have to roll 

363
00:19:48,280 --> 00:19:53,120
the hit and it's like, yeah, I 
mean, whoa, I agree, I'm, I'm 

364
00:19:53,160 --> 00:19:55,480
with you. 
What if you had a name of your 

365
00:19:55,520 --> 00:20:00,280
game before you crowdfunded? 
It anyway 20. 25 baby. 

366
00:20:00,400 --> 00:20:07,920
This is MCMCDWRPG is what I'm 
calling tacticians. 

367
00:20:07,920 --> 00:20:09,520
Here we go. 
Yeah, absolutely. 

368
00:20:09,520 --> 00:20:11,880
Like you still see it come up 
when people are trying to 

369
00:20:12,880 --> 00:20:15,560
address that sort of traditional
combat mold and going like how 

370
00:20:15,560 --> 00:20:19,560
can we just make it suck less. 
I think having it just be you 

371
00:20:19,560 --> 00:20:21,720
always hit is better. 
And the big one for me was that 

372
00:20:21,720 --> 00:20:26,880
it I didn't want even high, even
mid and high level combat to 

373
00:20:27,000 --> 00:20:32,040
take a long time. 
I mean even in like movies and 

374
00:20:32,040 --> 00:20:33,760
stuff. 
I think it also this holds 

375
00:20:33,760 --> 00:20:34,520
right? 
You know, like when you like 

376
00:20:35,840 --> 00:20:37,920
like how some movies like 
especially like Marvel movies 

377
00:20:37,920 --> 00:20:41,040
have this lot where it's like 
the last 45 minutes is some 

378
00:20:41,040 --> 00:20:44,040
massive fight that when you get 
out of it you remember like 

379
00:20:44,480 --> 00:20:49,000
almost nothing about. 
So that's The thing is like by 

380
00:20:49,040 --> 00:20:52,040
ensuring that damage is 
happening consistently, you can 

381
00:20:52,040 --> 00:20:55,920
keep numbers low, you can keep 
round total rounds low and you 

382
00:20:55,920 --> 00:20:57,600
can mean that. 
It's like, hey, even a big boss 

383
00:20:57,600 --> 00:21:01,640
fight is like 4 rounds. 
Every return felt decisive. 

384
00:21:03,760 --> 00:21:07,720
So can you talk about I'm 
interested in you know until you

385
00:21:07,720 --> 00:21:09,920
talk about corruption and how 
you know So you seem to have 

386
00:21:09,920 --> 00:21:13,440
these like very not strict lines
for rules but there are these 

387
00:21:13,440 --> 00:21:16,280
set rules in place and 
corruption lets you manipulate 

388
00:21:16,280 --> 00:21:18,120
these rules or like give a 
chance of failure. 

389
00:21:18,120 --> 00:21:21,520
Like you talk about the 50% hit.
What other ways can you like 

390
00:21:21,520 --> 00:21:25,000
interact with corruption as a 
character to like bend the? 

391
00:21:25,000 --> 00:21:30,280
Rules, Yeah. 
So I mean so corruption comes up

392
00:21:30,760 --> 00:21:33,800
initially I would say it's 
something that sort of because 

393
00:21:33,800 --> 00:21:37,440
of like the if you're playing in
the sort of core setting that's 

394
00:21:37,440 --> 00:21:39,120
here. 
Now the idea is there's in the 

395
00:21:39,120 --> 00:21:41,680
center of arm this sort of 
single continent, there's the 

396
00:21:41,680 --> 00:21:43,560
Tacticians Academy. 
You're probably starting your 

397
00:21:43,560 --> 00:21:47,040
campaign near there and then 
heading out towards the coasts 

398
00:21:48,120 --> 00:21:51,440
and especially to the north. 
There's more of this corruption 

399
00:21:51,440 --> 00:21:54,200
from this place called Dark 
Well, but spelt all like lead 

400
00:21:54,200 --> 00:22:01,080
speak because it's breaking. 
It's like D4 RKW 3LL where that 

401
00:22:01,080 --> 00:22:03,360
corruption is coming from. 
So the 1st way you're really 

402
00:22:03,360 --> 00:22:06,440
going to run into it is like 
environmental oddness and 

403
00:22:06,440 --> 00:22:10,360
changes and then enemies that 
are corrupted, which could take 

404
00:22:10,360 --> 00:22:14,560
on either like a usual form, 
like it could be a goblin that 

405
00:22:14,560 --> 00:22:18,640
has a corruption effect, or it 
could be a completely corrupt 

406
00:22:18,920 --> 00:22:22,160
creature, like a like a creature
that is born only of the village

407
00:22:22,160 --> 00:22:23,880
right? 
Not of anything else, not of 

408
00:22:23,960 --> 00:22:27,480
anything you've seen for it. 
Like think like missing though 

409
00:22:27,480 --> 00:22:30,440
from Pokémon if that means 
anything to anyone here, right? 

410
00:22:30,440 --> 00:22:36,760
Like just like a just like a an 
organization of weird, glitchy 

411
00:22:36,760 --> 00:22:41,880
or not like based on anything. 
And then as you get exposed 

412
00:22:41,880 --> 00:22:44,240
though to more of those areas, 
then you would start to interact

413
00:22:44,240 --> 00:22:46,880
with things that are like 
corrupted equipment, corrupted 

414
00:22:46,920 --> 00:22:52,480
items, so so with enemies you 
know it could be stuff like the 

415
00:22:52,480 --> 00:22:56,320
first attacker who hits it every
round gets slowed or it could be

416
00:22:56,720 --> 00:23:01,400
it has a 25% chance of dealing a
death tip to you. 

417
00:23:01,400 --> 00:23:03,680
Just sort of like like it's 
almost like failing a death 

418
00:23:03,680 --> 00:23:07,480
check in something like D&D but 
you keep track. 

419
00:23:07,480 --> 00:23:09,560
It's sort of like the long 
lasting damage in the game. 

420
00:23:09,560 --> 00:23:11,680
It could deal that to you 
instead of dealing damage to 

421
00:23:11,680 --> 00:23:15,000
your health like it deals with 
death damage 25% of the time. 

422
00:23:15,000 --> 00:23:18,960
So it adds the element of, like,
wait, why is the GM rolling the 

423
00:23:18,960 --> 00:23:22,080
D20 during combat? 
There's no rolling in combat, 

424
00:23:22,440 --> 00:23:25,680
and it adds this fun uncertainty
to it. 

425
00:23:25,680 --> 00:23:28,680
Like we're almost by removing 
having the base combat 

426
00:23:28,760 --> 00:23:32,800
streamline all that stuff away. 
It makes those moments of chance

427
00:23:32,800 --> 00:23:37,440
feel really exciting and unique.
But as a tactician and this will

428
00:23:37,440 --> 00:23:40,960
be something that definitely 
develops more in like the 

429
00:23:40,960 --> 00:23:45,160
starter campaign and the setting
book which I'm in the early 

430
00:23:45,160 --> 00:23:49,040
stages of writing on, it's 
really it really comes into play

431
00:23:49,040 --> 00:23:52,800
in like equipment and how you 
can choose to corrupt that. 

432
00:23:54,200 --> 00:23:57,320
And then it's also going to pick
up too with things like part of 

433
00:23:57,320 --> 00:24:00,440
that setting book is going to be
like prestige classes and new 

434
00:24:00,440 --> 00:24:03,280
classes that you can discover 
almost like jobs in a Final 

435
00:24:03,280 --> 00:24:07,520
Fantasy game where like you know
there's going to be a sort of 

436
00:24:07,560 --> 00:24:11,920
cult of corruption like human 
like people who are trying to 

437
00:24:11,920 --> 00:24:14,800
use the corruption by act 
against it and you get in good 

438
00:24:14,800 --> 00:24:16,440
with them. 
And then maybe when you level up

439
00:24:16,440 --> 00:24:20,360
next you could take you know I I
don't have the word yet it'll 

440
00:24:20,360 --> 00:24:23,920
say void Walker right some some 
word of of that class and that 

441
00:24:23,920 --> 00:24:27,280
is a class that now your 
abilities maybe lean into that 

442
00:24:27,280 --> 00:24:29,520
corruption at those kind of 
aspects. 

443
00:24:30,920 --> 00:24:33,560
So yeah so it's about that 
they'll they'll probably be 

444
00:24:33,600 --> 00:24:36,040
there will be a little there's 
not much in the current each 

445
00:24:36,040 --> 00:24:38,400
fund version of the rules but 
there will probably be some 

446
00:24:38,440 --> 00:24:45,280
optional structure there if GMs 
and a table want to have 

447
00:24:45,280 --> 00:24:50,520
wielding the corruption corrupt 
their players or not right now 

448
00:24:50,600 --> 00:24:54,440
it's kind of left up in the air 
like I'm I'm leaving that to be 

449
00:24:54,440 --> 00:24:58,000
like you could have that be a 
backlash to them and spread it's

450
00:24:58,000 --> 00:25:01,720
like a little bit of like a 
rumor I guess but but yeah so 

451
00:25:01,720 --> 00:25:04,920
you know like things like let me
see I'd have to go and and find 

452
00:25:04,920 --> 00:25:10,400
but like some of the magic items
for an example that you could 

453
00:25:10,400 --> 00:25:11,080
wield. 
Right. 

454
00:25:11,080 --> 00:25:14,840
Or like ones like the cheaters 
crossbow and it's corruption 

455
00:25:14,840 --> 00:25:18,520
effect is that it can fire 
through obstacles so it can fire

456
00:25:18,520 --> 00:25:23,520
through walls on the map. 
The gamblers S stock which it it

457
00:25:23,520 --> 00:25:27,080
invokes a random condition for 
one round when you hit someone 

458
00:25:27,080 --> 00:25:28,800
with it. 
So like things where you're like

459
00:25:28,800 --> 00:25:31,520
you're never rolling on a table 
but you would need to you would 

460
00:25:31,520 --> 00:25:34,680
need to roll on the condition 
table you know for that. 

461
00:25:36,120 --> 00:25:38,160
So it's about that. 
And then a lot of it is like 

462
00:25:38,160 --> 00:25:42,760
that in the world. 
What's the weight of that? 

463
00:25:42,760 --> 00:25:44,840
Like if you're if you're 
supposedly this tactician 

464
00:25:44,840 --> 00:25:47,280
fighting back against the 
corruption and you have a 

465
00:25:47,320 --> 00:25:51,480
glitching purple glowing sword 
on your belt, what are the 

466
00:25:51,480 --> 00:25:53,160
townsfolk think when you come 
in? 

467
00:25:53,160 --> 00:25:56,600
Because you sure look like the 
bad guy to them, not the good 

468
00:25:56,600 --> 00:25:59,480
guy. 
And, you know, leaning into that

469
00:25:59,480 --> 00:26:01,040
element of it too, on the wolf 
side. 

470
00:26:02,440 --> 00:26:04,960
Cool. 
That sounds very genuinely cool.

471
00:26:04,960 --> 00:26:07,120
I am. 
Look, I look forward to how you 

472
00:26:07,120 --> 00:26:11,040
expand that outside of combat. 
I want scare towns folk with my 

473
00:26:11,040 --> 00:26:12,960
purple sword. 
You know, yeah. 

474
00:26:14,200 --> 00:26:17,400
So lore question, something you 
said at the beginning that I was

475
00:26:17,400 --> 00:26:19,720
curious about. 
This is a digital world, 

476
00:26:19,840 --> 00:26:22,480
obviously we just talked about 
that with the D4, RK and 

477
00:26:22,480 --> 00:26:24,600
everything like that. 
But it's not. 

478
00:26:24,600 --> 00:26:28,920
You're saying that it's not like
the Matrix in that we are not 

479
00:26:28,920 --> 00:26:32,640
aware of it, or like some of us,
but it's also not like reboot in

480
00:26:32,640 --> 00:26:33,200
that. 
Like. 

481
00:26:33,280 --> 00:26:36,080
They they know. 
They don't know that they're 

482
00:26:36,080 --> 00:26:38,280
like sprites in a game or 
anything like that. 

483
00:26:38,280 --> 00:26:41,920
So is it? 
I mean, I'm or or it's just 

484
00:26:41,920 --> 00:26:43,880
ambivalent. 
It's a digital world. 

485
00:26:43,880 --> 00:26:49,880
But is it like, is it a computer
game or is it just a world that 

486
00:26:49,880 --> 00:26:51,600
exists in the physics of that 
world? 

487
00:26:51,600 --> 00:26:53,840
Are digital or does it fucking 
matter? 

488
00:26:55,360 --> 00:26:59,640
I mean to some extent I think it
could be up to people, but the 

489
00:26:59,640 --> 00:27:02,360
way I envision it, because I do 
think it's that people think 

490
00:27:02,360 --> 00:27:05,280
like, oh is it. 
I have had that with a few 

491
00:27:05,280 --> 00:27:08,000
people were like, oh so it's 
like a it's like an Issachi like

492
00:27:08,000 --> 00:27:11,000
anime thing, like am IA real 
world character who gets sucked 

493
00:27:11,000 --> 00:27:13,360
into the game. 
And it's like I think of it as 

494
00:27:13,360 --> 00:27:17,880
being like it is a setting and 
the window through which we are 

495
00:27:17,880 --> 00:27:19,480
viewing it is one of the video 
game. 

496
00:27:20,040 --> 00:27:24,000
So I'm like imagining it. 
I've specifically imagined it 

497
00:27:24,000 --> 00:27:27,520
like the art in like a Final 
Fantasy manual. 

498
00:27:27,960 --> 00:27:29,800
You know how that art doesn't 
look like the game? 

499
00:27:30,040 --> 00:27:32,720
Well, maybe now it does. 
But in the olden days it did 

500
00:27:32,840 --> 00:27:36,440
right like before like you guys,
well, the castle's like awesome.

501
00:27:36,440 --> 00:27:39,880
It's like, so in my mind it's 
like we're I'm looking at this 

502
00:27:39,880 --> 00:27:43,760
world through that window and 
the players can. 

503
00:27:44,480 --> 00:27:48,760
I think a table can feel as 
restricted or not by that as 

504
00:27:48,760 --> 00:27:50,760
they want. 
Honestly, I would say I play it 

505
00:27:50,760 --> 00:27:52,760
pretty open. 
Like like the role-playing is 

506
00:27:52,760 --> 00:27:56,280
pretty open. 
It isn't like these characters 

507
00:27:56,280 --> 00:27:59,000
have, you know, their little set
schedule and they say four or 

508
00:27:59,000 --> 00:28:02,120
five voice lines, but someone 
could lean into that. 

509
00:28:02,480 --> 00:28:06,520
But I I really want it to be 
like, you know, it's a window 

510
00:28:06,520 --> 00:28:09,880
through which I I view the world
and it breaking down and 

511
00:28:09,880 --> 00:28:11,520
glitching. 
It's just imagining what it 

512
00:28:11,520 --> 00:28:16,040
would be like if you were one of
the characters in the town in 

513
00:28:16,040 --> 00:28:19,640
front of Trigger, Yeah? 
So yeah, so like just the 

514
00:28:19,640 --> 00:28:23,920
physics of their world is more 
is digital versus our carbon 

515
00:28:23,920 --> 00:28:27,280
based Ness. 
Yeah, like we're envisioning. 

516
00:28:27,680 --> 00:28:32,120
We're envisioning that like the 
corruption and how things work 

517
00:28:32,120 --> 00:28:35,520
in the world, they can fall into
sort of that video game trope. 

518
00:28:36,120 --> 00:28:38,920
You know, like it's come up when
we've played our game where it's

519
00:28:38,920 --> 00:28:41,000
just like, oh, they maybe go and
fight. 

520
00:28:41,480 --> 00:28:44,080
It's like you don't leave the 
corpses. 

521
00:28:44,080 --> 00:28:48,080
There aren't corpses, they. 
They're gone. 

522
00:28:48,720 --> 00:28:51,520
Like you, you know, you came out
of the fight and now you're back

523
00:28:51,520 --> 00:28:55,240
on the world. 
So like there is no you know so 

524
00:28:55,240 --> 00:28:58,480
it's like that that's kind of 
the filter that that it it could

525
00:28:58,560 --> 00:29:02,920
it goes through but you could 
you know, I mean I I say this 

526
00:29:02,920 --> 00:29:05,360
because I'm obviously as a 
creator person. 

527
00:29:05,360 --> 00:29:08,280
I like to make my own things for
things. 

528
00:29:08,280 --> 00:29:12,360
So you could also say like we're
going to take the combat engine 

529
00:29:12,360 --> 00:29:16,480
here and I'm going to have this.
I'm going to have the fantasy 

530
00:29:16,480 --> 00:29:21,000
world be a very serious, typical
high fantasy with corruption 

531
00:29:21,120 --> 00:29:24,920
from the evil north or whatever,
and go from there. 

532
00:29:25,040 --> 00:29:29,200
But yeah, that's how I. 
I would take it the exact I was 

533
00:29:29,200 --> 00:29:30,960
away. 
I would definitely go or if I 

534
00:29:30,960 --> 00:29:33,120
was going to change it I would 
definitely go with like a 

535
00:29:33,120 --> 00:29:36,600
straight reboot where like these
sprites know that they are and 

536
00:29:36,600 --> 00:29:40,360
corruption comes from some like 
corrupted cartridge like left in

537
00:29:40,360 --> 00:29:43,160
the system or something that's 
like leaking, it's whatever like

538
00:29:43,440 --> 00:29:45,960
that I would definitely go 
deeper into the into the 

539
00:29:45,960 --> 00:29:48,040
computer. 
Yeah. 

540
00:29:48,040 --> 00:29:50,760
And I want that to be there. 
And I think that that is some 

541
00:29:50,760 --> 00:29:55,760
place that I plan to take it 
with like official adventures 

542
00:29:55,760 --> 00:29:58,120
and stuff like that that I do 
down the line is I think that's 

543
00:29:58,120 --> 00:30:01,120
part of it is like as you learn,
experience more of the 

544
00:30:01,120 --> 00:30:04,480
corruption and fight back about 
it and learn more about it, do 

545
00:30:04,480 --> 00:30:08,200
those. 
Does the veneer of what is 

546
00:30:08,200 --> 00:30:10,960
really happening start to come 
through somewhat, right? 

547
00:30:10,960 --> 00:30:13,640
And then now you're still this 
video game characters you can't 

548
00:30:13,640 --> 00:30:17,800
like, like there's no escaping 
that world or that cartridge. 

549
00:30:17,800 --> 00:30:22,040
But if you but by knowing that, 
can you do something different 

550
00:30:23,400 --> 00:30:25,240
by knowing the true nature of 
your existence? 

551
00:30:25,240 --> 00:30:28,240
Can you wield it or get out of 
it or tweak it? 

552
00:30:28,240 --> 00:30:30,640
You know, I think it's fun for a
long term potential. 

553
00:30:32,240 --> 00:30:34,680
Yeah, I think it's it's a level 
1 to 10 game. 

554
00:30:34,680 --> 00:30:38,400
In my mind, having it be like a 
level 7 is like your players 

555
00:30:38,400 --> 00:30:40,600
just found out they are the 
characters, just found out they 

556
00:30:40,600 --> 00:30:43,120
are in a game. 
But their world is not real. 

557
00:30:43,520 --> 00:30:46,240
It is not the only world. 
In fact, there's maybe a lesser 

558
00:30:46,240 --> 00:30:50,360
world among worlds. 
What does that mean? 

559
00:30:50,600 --> 00:30:53,560
It's really interesting, but I 
see that as like a late campaign

560
00:30:54,760 --> 00:30:56,560
gotcha reveal. 
It's funny. 

561
00:30:56,680 --> 00:30:57,480
It's funny? 
I asked. 

562
00:30:57,520 --> 00:30:59,600
That, Yeah, it's funny I asked 
that, you said. 

563
00:30:59,600 --> 00:31:01,840
Someone else asked that. 
It's interesting that people 

564
00:31:01,840 --> 00:31:04,680
immediately go, wait a minute, 
who am I? 

565
00:31:04,680 --> 00:31:07,200
What am I? 
What is this like, you 

566
00:31:07,200 --> 00:31:10,400
immediately go is, is am I 
having an access into a crisis? 

567
00:31:10,400 --> 00:31:11,680
Does it spread in this video 
game or not? 

568
00:31:11,680 --> 00:31:17,960
And eventually, yeah, yeah, you 
are So, so the game itself, do 

569
00:31:17,960 --> 00:31:20,400
you want to. 
Well, do you want do you want to

570
00:31:20,400 --> 00:31:21,720
look at it? 
Is that a thing we want to? 

571
00:31:21,720 --> 00:31:22,640
Do I think we should? 
Yeah, we. 

572
00:31:23,120 --> 00:31:25,080
Can look at. 
I mean, so people don't know. 

573
00:31:25,080 --> 00:31:28,320
I would say it's itch, it's itch
funding right now and it's in an

574
00:31:28,320 --> 00:31:31,160
early access version. 
Basically what that means is it 

575
00:31:31,160 --> 00:31:35,000
is a rules complete version of 
the game. 

576
00:31:35,240 --> 00:31:39,320
It's essentially the rule book, 
but it does not have all the 

577
00:31:39,320 --> 00:31:42,440
pretty art other than some art I
have commissioned for it for 

578
00:31:42,440 --> 00:31:45,320
essentially being totally 
transparent marketing purposes. 

579
00:31:45,320 --> 00:31:48,200
But it is great art that Helena 
Santana did, and I want to have 

580
00:31:48,440 --> 00:31:51,640
her do lots more art for it, 
which is part of the reason for 

581
00:31:51,640 --> 00:31:53,920
the Itch Fund. 
It is very basic layout. 

582
00:31:54,800 --> 00:32:00,520
If anyone's like a real, you 
know, RPG weave like me and both

583
00:32:00,520 --> 00:32:03,960
of you are as well, you might 
like, well, Luke Gehring did 

584
00:32:03,960 --> 00:32:08,120
Wolves upon the Coast sort of 
grand hex crawl and he did 

585
00:32:08,120 --> 00:32:10,960
something very similar. 
This is me taking his structure 

586
00:32:10,960 --> 00:32:14,080
for the idea of itch of a niche 
funding and being like it's 

587
00:32:14,080 --> 00:32:17,640
going to be basic layout and I'm
going to grow it over time. 

588
00:32:17,640 --> 00:32:20,440
The price is going to go out, So
what you get now is the rules 

589
00:32:20,440 --> 00:32:22,520
that you can play, but it 
doesn't look pretty right. 

590
00:32:22,520 --> 00:32:26,200
It doesn't look like a Zine yet.
So just some people know that 

591
00:32:27,840 --> 00:32:31,480
this is like Steam Early Access 
and you're getting in on day one

592
00:32:31,480 --> 00:32:35,040
and it's real Early Access. 
Like we you can play this, but 

593
00:32:35,040 --> 00:32:38,640
you know you might turn a corner
and there's like a Red Square 

594
00:32:38,640 --> 00:32:41,800
that says placeholder. 
Yeah, it's very much. 

595
00:32:41,800 --> 00:32:43,640
Are you? 
Do you guys know what Soul Lash 

596
00:32:43,640 --> 00:32:45,400
is? 
No. 

597
00:32:45,800 --> 00:32:49,520
It's a it's a RPG. 
Soul Lash 2 is in early. 

598
00:32:49,520 --> 00:32:52,360
Right now it's like tokens and 
like red squares. 

599
00:32:52,360 --> 00:32:56,560
I'm like oh God. 
But I do like how you visually 

600
00:32:56,560 --> 00:33:00,480
represent the the grid combat in
this like I do I and we'll 

601
00:33:00,680 --> 00:33:03,920
scroll through it right now. 
But you have these like is it 

602
00:33:03,920 --> 00:33:07,160
like a three by three square 
sometimes and sometimes it's 

603
00:33:07,160 --> 00:33:09,600
not. 
But where you like express where

604
00:33:09,600 --> 00:33:16,880
hits can or would occur like 
what was that always in your 

605
00:33:16,880 --> 00:33:18,440
mind to like express it like 
that. 

606
00:33:19,080 --> 00:33:22,240
It was I I don't remember if 
there was an exact impetus other

607
00:33:22,240 --> 00:33:27,840
than just me having that kind of
video game, thinking of things 

608
00:33:27,840 --> 00:33:29,400
through that. 
Like I said, looking looking 

609
00:33:29,400 --> 00:33:32,800
through that video game window 
on things and thinking that like

610
00:33:33,480 --> 00:33:35,640
you know, an ability in a video 
game typically is telling you 

611
00:33:35,640 --> 00:33:38,680
like it. 
It does a 40 foot cube. 

612
00:33:39,160 --> 00:33:41,200
It's going to visualize that in 
some way for you. 

613
00:33:41,200 --> 00:33:44,720
If you go, I want to visualize 
it that way. 

614
00:33:44,760 --> 00:33:46,640
You don't even have to read 
anything like that. 

615
00:33:46,640 --> 00:33:48,680
It doesn't even need text to 
tell you that. 

616
00:33:48,680 --> 00:33:51,440
You can just look at the pattern
and know what it does. 

617
00:33:51,440 --> 00:33:56,480
So yeah, it uses red for damage,
green for healing and blue for 

618
00:33:56,480 --> 00:33:58,600
like conditions or spatial 
effects. 

619
00:33:59,600 --> 00:34:02,120
And then it's sort of, yeah, it 
is centered around that black 

620
00:34:02,120 --> 00:34:06,160
square with the triangle in it. 
Is your player whoever's using 

621
00:34:06,160 --> 00:34:09,480
the ability and the direction 
they're facing is the air, 

622
00:34:09,560 --> 00:34:12,320
because facing matters as well, 
because you can get back stab 

623
00:34:12,320 --> 00:34:16,600
damage and stuff like that. 
Yeah that came pretty early on 

624
00:34:16,600 --> 00:34:21,080
and doing the like green like 
RGB just was like very simple 

625
00:34:21,080 --> 00:34:25,920
for me to to build off of. 
So I would say like an element 

626
00:34:26,440 --> 00:34:29,280
that that will definitely be an 
an element to the final version 

627
00:34:29,280 --> 00:34:32,800
of the game. 
The colours might be slightly 

628
00:34:32,800 --> 00:34:37,880
more like you know palette 
matched not just raw red RGB 

629
00:34:37,880 --> 00:34:40,760
they might matched out about the
other art stuff in it but but 

630
00:34:40,760 --> 00:34:44,760
that's pretty core to the game 
in my mind because I think it 

631
00:34:44,760 --> 00:34:46,239
helps with that pickup play 
nature. 

632
00:34:46,239 --> 00:34:49,120
It really helps on the GM end 
especially when you're running 

633
00:34:49,120 --> 00:34:52,520
enemies because I you can you 
can have a sheet you know you 

634
00:34:52,520 --> 00:34:56,000
can have one page that has four 
abilities on it and I can just 

635
00:34:56,000 --> 00:34:58,200
see them. 
You just know you know exactly 

636
00:34:58,200 --> 00:35:01,400
what they do. 
You don't have to like do that 

637
00:35:01,880 --> 00:35:06,920
stat huge stat block Wait OK. 
It says he can cast sleep what's

638
00:35:06,920 --> 00:35:08,280
the sleep spell. 
Where's the sleep? 

639
00:35:08,480 --> 00:35:11,400
What's sleep? 
Age 500. 

640
00:35:11,400 --> 00:35:13,280
You know. 
So I wanted it to be that where 

641
00:35:13,280 --> 00:35:15,480
like and it extends to the 
character sheet. 

642
00:35:15,480 --> 00:35:17,280
The character sheet has those 
same grids on it. 

643
00:35:17,280 --> 00:35:19,360
The idea being if you're a Level
3 fighter, you're going to have 

644
00:35:19,360 --> 00:35:22,760
three fighter abilities. 
You can actually draw those 

645
00:35:22,760 --> 00:35:24,280
patterns on your character 
sheet. 

646
00:35:24,280 --> 00:35:26,920
So when you're sitting at the 
table, you can just look down 

647
00:35:26,920 --> 00:35:31,080
and be like, I'm looking to how 
can I line myself up to do this 

648
00:35:31,080 --> 00:35:35,880
attack on my sheet. 
But yeah, so that was definitely

649
00:35:35,880 --> 00:35:38,800
pretty core. 
I think it's it's gone really 

650
00:35:38,800 --> 00:35:40,200
well. 
It's helped a lot. 

651
00:35:41,280 --> 00:35:44,640
I've play tested this with a few
different groups because like 

652
00:35:44,640 --> 00:35:47,880
Ryan said that he played in one.
I play tested with my Home group

653
00:35:47,880 --> 00:35:50,200
for like a year. 
He played like a played like a 

654
00:35:50,200 --> 00:35:52,960
long campaign. 
They're all Level 6 I think now 

655
00:35:52,960 --> 00:35:57,360
or something. 
And so everything in this rule 

656
00:35:57,360 --> 00:35:59,560
book, you can definitely play a 
campaign with it. 

657
00:35:59,560 --> 00:36:01,360
But if you're the kind of person
that maybe doesn't feel 

658
00:36:01,360 --> 00:36:05,040
comfortable prepping, you know, 
like prepping your own 

659
00:36:05,040 --> 00:36:07,960
adventure, then that's going to 
be the stuff that's going to 

660
00:36:07,960 --> 00:36:10,120
come down the line. 
Or I'm writing more of those. 

661
00:36:10,120 --> 00:36:13,120
But but yeah, the basic tech 
thing has definitely connected 

662
00:36:13,120 --> 00:36:15,280
well with people. 
I think it just helps visually. 

663
00:36:15,280 --> 00:36:18,360
It make a little more sense, at 
least for me, yeah. 

664
00:36:20,160 --> 00:36:24,760
I got to say as a someone who 
did play this, it's fucking 

665
00:36:24,760 --> 00:36:26,040
awesome. 
I loved. 

666
00:36:26,040 --> 00:36:29,280
It's the second I saw, even the 
first time I got the rule book 

667
00:36:29,280 --> 00:36:32,280
for you from you and then was 
playing the play test. 

668
00:36:32,280 --> 00:36:37,080
As soon as I saw that how the 
grids were that I was just blown

669
00:36:37,080 --> 00:36:41,960
away on how like cool and simple
and it's one of those things 

670
00:36:41,960 --> 00:36:43,960
where you just go why haven't we
always done it like this. 

671
00:36:44,040 --> 00:36:45,840
This would make so much fucking 
sense. 

672
00:36:46,320 --> 00:36:50,120
Like if I could explain to 
players like what they can do 

673
00:36:50,120 --> 00:36:52,880
based on how they are adjacent 
to somebody on our grid combat 

674
00:36:53,200 --> 00:36:57,360
and we could have just had our 
personal grids that would have 

675
00:36:57,360 --> 00:37:00,760
been fucking fantastic. 
So yeah I I like, Connor said I 

676
00:37:00,760 --> 00:37:06,120
absolutely love that and and 
it's really great I I did want 

677
00:37:06,120 --> 00:37:10,320
to say the art. 
Well, I I did want to say first 

678
00:37:10,320 --> 00:37:14,360
of all that it is a hyperlinked 
PDF, so. 

679
00:37:14,360 --> 00:37:17,120
Thank you for that. 
While I was doing it, at the 

680
00:37:17,120 --> 00:37:19,400
table of contents, it has a 
table of contents. 

681
00:37:19,640 --> 00:37:22,200
The table of contents is 
hyperlinked and all the page 

682
00:37:22,200 --> 00:37:25,000
represents are hyperlinked. 
I. 

683
00:37:25,160 --> 00:37:27,960
Almost thought about putting a 
header and footer with little 

684
00:37:27,960 --> 00:37:30,160
things in it, but I was like, 
no, that's too much work right 

685
00:37:30,160 --> 00:37:31,080
now. 
I'll do that in the future. 

686
00:37:31,560 --> 00:37:35,880
That'll come in a future update 
where it has like the chapter as

687
00:37:35,880 --> 00:37:37,720
the header and you could click 
the chapter. 

688
00:37:37,720 --> 00:37:40,160
But yeah, I did think of you 
guys with that. 

689
00:37:40,200 --> 00:37:43,000
Well, thank you. 
Listen, that is if that's if 

690
00:37:43,000 --> 00:37:46,720
that's our legacy in TTRBGS that
we're now in double digits of 

691
00:37:46,720 --> 00:37:48,960
people that have hyperlinked 
their PDFs. 

692
00:37:48,960 --> 00:37:51,400
Because I won't shut the fuck up
about it. 

693
00:37:51,480 --> 00:37:55,520
I will take it. 
But I did want to talk about, 

694
00:37:55,520 --> 00:38:00,760
you said that you don't have a 
ton of art for it right now, but

695
00:38:00,760 --> 00:38:03,920
the art that you have is super 
fucking vibe. 

696
00:38:04,000 --> 00:38:07,080
I love the cover right now. 
It's currently the cover's in 

697
00:38:07,080 --> 00:38:09,920
the bottom corner of the screen.
It's also up on the screen right

698
00:38:09,920 --> 00:38:13,560
now. 
But did you want to to talk 

699
00:38:13,560 --> 00:38:15,880
about that a little bit? 
Because I feel like it's pretty 

700
00:38:15,880 --> 00:38:18,920
much your grids and then just 
that character art on the front.

701
00:38:19,400 --> 00:38:22,440
You said that it was your plan 
to have this artist, Helena 

702
00:38:22,440 --> 00:38:25,600
Santana, do this style of art 
through the entire book. 

703
00:38:27,000 --> 00:38:31,680
Yeah, I mean, I want to. 
I'm still sort of entertaining. 

704
00:38:31,680 --> 00:38:34,320
I'm I'm still entertaining the 
idea of several different 

705
00:38:34,320 --> 00:38:37,680
artists. 
But Helena's work here 

706
00:38:37,680 --> 00:38:39,320
definitely like has cemented it 
for me. 

707
00:38:39,320 --> 00:38:42,720
I basically came with some 
examples from old like I had 

708
00:38:42,720 --> 00:38:45,280
mentioned earlier, that's sort 
of like, hey, let's look at like

709
00:38:46,160 --> 00:38:50,120
the like loosely anime inspired,
but really going for that. 

710
00:38:50,120 --> 00:38:56,760
Like it's yeah, going for like 
like the art in a pronto trigger

711
00:38:56,760 --> 00:38:59,160
a Final Fantasy. 
Chrome Trigger's a great 

712
00:38:59,160 --> 00:39:00,920
example. 
The art is that very cool, like 

713
00:39:00,920 --> 00:39:03,040
Anime Adjacent, even though the 
rest, yeah, doesn't look like 

714
00:39:03,040 --> 00:39:04,920
that. 
Like where it's like, yeah, like

715
00:39:05,200 --> 00:39:08,600
the because I want, I really 
wanted the art to look like it's

716
00:39:08,600 --> 00:39:12,240
how you imagine the game looking
when games couldn't look that 

717
00:39:12,240 --> 00:39:16,440
good was what I wanted. 
And I just came with some 

718
00:39:16,440 --> 00:39:20,680
examples of that from like 
actual like old game manuals and

719
00:39:20,680 --> 00:39:23,480
stuff and then a palette. 
I had kind of like a rough 

720
00:39:23,480 --> 00:39:26,080
palette that I of colors I knew 
I wanted to use. 

721
00:39:26,080 --> 00:39:28,120
And I was just like, hey, what 
can you do about this? 

722
00:39:28,120 --> 00:39:30,280
I was like it'd be cool if we 
could do one of each class. 

723
00:39:30,280 --> 00:39:35,080
And then I just explained that 
like there aren't fantasy races 

724
00:39:35,080 --> 00:39:37,720
and stuff in this game. 
Like your what your character 

725
00:39:38,000 --> 00:39:40,600
your look like your whole every 
anything that would fall sort of

726
00:39:40,600 --> 00:39:45,280
under description is totally 
open and the world contain can 

727
00:39:45,280 --> 00:39:48,480
contain all of those things. 
And Helena did a really awesome 

728
00:39:48,480 --> 00:39:52,560
job of just like diving into 
that and being like both these 

729
00:39:52,560 --> 00:39:55,880
the the little names here like 
Sentenbrini for the goat folk 

730
00:39:55,880 --> 00:39:58,040
Cleric and Akron for the 
fighter. 

731
00:39:58,240 --> 00:40:00,000
Those Helena made those names up
too. 

732
00:40:00,000 --> 00:40:02,880
And I actually wanted to work 
those into some of the examples.

733
00:40:02,880 --> 00:40:06,160
So it it was really me just 
saying they're definitely sort 

734
00:40:06,160 --> 00:40:10,120
of like animal folk. 
E Joel Undead. 

735
00:40:10,360 --> 00:40:12,880
Yeah, players, Tacticians play 
as those. 

736
00:40:13,760 --> 00:40:15,280
You know. 
I think I'd give some examples 

737
00:40:15,280 --> 00:40:18,520
of of that in the tactician 
creation part, where it's saying

738
00:40:18,520 --> 00:40:20,960
like. 
You could be like a skeleton 

739
00:40:21,200 --> 00:40:24,400
that was brought back to life, 
but you were too pure of art in 

740
00:40:24,400 --> 00:40:27,600
life to be turned evil and you 
fled from the necromancer. 

741
00:40:27,600 --> 00:40:30,920
So you can just be like a a cool
little good guy skeleton. 

742
00:40:31,400 --> 00:40:34,200
The same way that you know, we 
just mentioned frontal trigger 

743
00:40:34,200 --> 00:40:37,880
the same way in frontal trigger 
a frog knight shows up and 

744
00:40:37,880 --> 00:40:41,560
you're like yo frog knight. 
So I wanted to have that. 

745
00:40:41,560 --> 00:40:43,800
I wanted people to be able to 
lean into that part for their 

746
00:40:43,840 --> 00:40:47,000
for their characters. 
Like, maybe your person's the 

747
00:40:47,000 --> 00:40:49,800
only goat person and that's 
notable. 

748
00:40:49,800 --> 00:40:52,080
Or maybe they come from a 
village with little goat people 

749
00:40:52,080 --> 00:40:55,960
that are all cute. 
But yeah, but but yeah, Helena 

750
00:40:55,960 --> 00:40:59,360
just really like adopted out of 
the park with those those four, 

751
00:40:59,360 --> 00:41:02,200
and I only liked them the worse 
since getting them, which is why

752
00:41:02,200 --> 00:41:04,320
I really just want to lean into 
that. 

753
00:41:04,960 --> 00:41:07,200
The other thing where more 
artists might come into play too

754
00:41:07,200 --> 00:41:11,000
is battle maps and things like 
that. 

755
00:41:11,240 --> 00:41:12,680
I have like real simplified 
ones. 

756
00:41:12,680 --> 00:41:16,840
I'd like to do like ones that 
blend that of like not going the

757
00:41:16,840 --> 00:41:20,360
full abstracted, sort of like 
the hyper detailed battle map, 

758
00:41:20,400 --> 00:41:22,600
but doing something better. 
So I might reach out to some 

759
00:41:22,600 --> 00:41:23,880
battle map artists about that 
too. 

760
00:41:26,520 --> 00:41:28,720
Gotcha. 
Yeah, great art. 

761
00:41:28,720 --> 00:41:31,160
If the whole book looks like 
that, it's gonna look absolutely

762
00:41:31,160 --> 00:41:32,280
fantastic. 
Really. 

763
00:41:32,680 --> 00:41:35,720
I mean, anyone that's listening 
on the podcast, first of all, go

764
00:41:36,360 --> 00:41:38,080
get this on the H font and then 
you'll have all the art you 

765
00:41:38,080 --> 00:41:40,800
want. 
But definitely go check out the 

766
00:41:40,800 --> 00:41:44,360
H page for sure. 
And just see that beautiful art 

767
00:41:44,360 --> 00:41:48,840
from Helena Santana. 
So I love this coming in the 

768
00:41:48,840 --> 00:41:50,200
future versions. 
What's up? 

769
00:41:50,200 --> 00:41:51,760
Oh. 
I was gonna say the thing too 

770
00:41:51,760 --> 00:41:55,440
before we go step off. 
A step away from art is if 

771
00:41:55,480 --> 00:41:57,960
people have followed my like 
previous work, especially with 

772
00:41:57,960 --> 00:42:00,200
Mothership, but in black like 
blood fields of Black Star 

773
00:42:00,200 --> 00:42:01,320
Station. 
I did this a lot. 

774
00:42:01,320 --> 00:42:07,840
Like I'm used to litching out 
and breaking a lot of art, like 

775
00:42:08,280 --> 00:42:12,680
like for blood feels like rock 
Romero did the art just in rocks

776
00:42:12,800 --> 00:42:14,800
style of art, black and white 
art. 

777
00:42:14,800 --> 00:42:20,480
And then I did all the coloring,
glitching it, CRT effects, scan 

778
00:42:20,480 --> 00:42:23,080
lines, those kind of things. 
So that's sort of the other 

779
00:42:23,080 --> 00:42:27,120
component of this is, as you get
into those like areas, the parts

780
00:42:27,120 --> 00:42:29,560
of the book dealing about 
corruption, listing corrupted 

781
00:42:29,560 --> 00:42:32,480
items, If it gets to the point 
that I can have, if I get 

782
00:42:32,480 --> 00:42:35,680
support to the point that I can 
have like weapon art, I'll then 

783
00:42:35,680 --> 00:42:38,840
have that be that hybrid where 
I'm taking someone like Helena's

784
00:42:38,840 --> 00:42:42,560
art and then I'm like crunching 
the crap out of it and like 

785
00:42:42,560 --> 00:42:44,760
making it look all screwy and 
weird. 

786
00:42:44,760 --> 00:42:49,240
So sorry, that's the last bit. 
Oh, no, yeah, that's, you know, 

787
00:42:49,320 --> 00:42:52,320
art sells books, you know, I 
mean, we're human beings are 

788
00:42:52,320 --> 00:42:57,160
very visual, you know, species, 
I guess. 

789
00:42:57,160 --> 00:43:01,400
And I gotta say, the cover, the 
the, the, the cover inside the 

790
00:43:01,400 --> 00:43:02,760
cover here you got here is 
gorgeous. 

791
00:43:02,760 --> 00:43:06,160
So, definitely, definitely 
looking good. 

792
00:43:06,800 --> 00:43:09,880
So we'll get to the future of 
the game later. 

793
00:43:09,880 --> 00:43:12,640
But, you know, starting just, 
you know, with the table of 

794
00:43:12,640 --> 00:43:15,320
contents. 
I mean, obviously you don't need

795
00:43:15,320 --> 00:43:19,760
to read the entire thing, but 
what what would you what do you 

796
00:43:19,760 --> 00:43:21,640
want to say just about like the 
game? 

797
00:43:21,640 --> 00:43:23,520
Do you want to talk about some 
game play a little bit? 

798
00:43:23,760 --> 00:43:26,680
I know we've talked a lot about 
the kind of like theory behind 

799
00:43:27,120 --> 00:43:30,960
what we're doing, but what what 
do you want people to know right

800
00:43:30,960 --> 00:43:35,320
now that might be thinking about
backing this for the actual play

801
00:43:35,320 --> 00:43:38,240
of the game? 
Yeah, I mean, I feel a little 

802
00:43:38,240 --> 00:43:39,560
through what the current one 
has. 

803
00:43:39,560 --> 00:43:42,560
Like I said, it's I guess when I
earlier I did say Rules 

804
00:43:42,560 --> 00:43:45,600
Complete, it's more like 
necessary. 

805
00:43:45,600 --> 00:43:47,880
Rules Complete. 
Like, I see this as being the 

806
00:43:47,880 --> 00:43:51,840
like minimum viable. 
I'm not going to really add 

807
00:43:52,040 --> 00:43:55,520
wolves to it in the future, but 
I am going to, I'm, I'm planning

808
00:43:55,520 --> 00:43:59,960
to like expand out the best year
even more, add more magic items,

809
00:43:59,960 --> 00:44:02,960
add more, you know, those kind 
of sections are going to grow. 

810
00:44:02,960 --> 00:44:04,160
So there's more than what's 
here. 

811
00:44:04,160 --> 00:44:06,520
But I do still think there's a 
really good amount here. 

812
00:44:07,440 --> 00:44:09,960
But yeah, what the game has in 
it right now is it has a little 

813
00:44:09,960 --> 00:44:12,560
bit of lower world set up sort 
of describing that like hey, 

814
00:44:12,560 --> 00:44:16,440
what was the continent of like 
ARM was sort of this cotton 

815
00:44:16,440 --> 00:44:18,960
spanning empire. 
The whole world was under this 

816
00:44:18,960 --> 00:44:24,640
one empire, the empire bomb. 
And then out of nowhere the dark

817
00:44:24,640 --> 00:44:26,640
well rose out of the ocean to 
the north. 

818
00:44:26,640 --> 00:44:28,200
This corruption started 
spreading. 

819
00:44:28,440 --> 00:44:31,040
And then in the time you picked 
up, it's playing this arm is 

820
00:44:31,040 --> 00:44:34,960
sort of fractured and not fallen
in the central part of the 

821
00:44:34,960 --> 00:44:37,960
continent, but all these sort of
little city States and like the 

822
00:44:37,960 --> 00:44:41,760
subcultures of ARM have kind of 
turned away from that empire, 

823
00:44:41,760 --> 00:44:43,800
right? 
Like they can't stop this. 

824
00:44:43,800 --> 00:44:44,840
They can't save this or 
whatever. 

825
00:44:44,840 --> 00:44:48,080
So now it's sort of like a 
fractured, you know, more more 

826
00:44:48,080 --> 00:44:52,000
varied landscape. 
And then it good deals in a 

827
00:44:52,000 --> 00:44:53,880
little of the actual corruption 
side. 

828
00:44:53,880 --> 00:44:56,840
Like, what does that look like? 
The center of the continent is 

829
00:44:56,840 --> 00:44:59,000
more safe still, things are 
pretty normal there. 

830
00:44:59,000 --> 00:45:02,320
And then it gets more chaotic 
and more like, you know, kind of

831
00:45:02,320 --> 00:45:05,640
as you go out to the edges. 
So it has a little bit of lore 

832
00:45:05,640 --> 00:45:08,360
set up, a lot more that's going 
to come in the setting scene. 

833
00:45:09,160 --> 00:45:10,800
OK, I was going to ask. 
Are you going to do, like, 

834
00:45:11,320 --> 00:45:13,720
there's going to be like, parts 
written about the Forgotten 

835
00:45:13,720 --> 00:45:16,800
North and like, yeah, cool. 
Yeah, definitely. 

836
00:45:16,800 --> 00:45:18,960
Yeah. 
This there's going to be the 

837
00:45:19,080 --> 00:45:22,200
there's going to be this like 
the final like art and layout 

838
00:45:22,200 --> 00:45:25,080
version of this rule book. 
There's going to be a setting 

839
00:45:25,080 --> 00:45:29,160
book called the AMI and Almanac 
that is literally going to be 

840
00:45:29,160 --> 00:45:33,960
like X like one part hex crawl, 
one part setting book I guess, I

841
00:45:33,960 --> 00:45:35,600
guess. 
And not really a hexical, but 

842
00:45:35,600 --> 00:45:37,880
like more like it's going to 
show you here's the continent 

843
00:45:37,880 --> 00:45:40,640
and if you were to go out and 
explore it, these are the things

844
00:45:40,640 --> 00:45:44,200
you'd run into the factions. 
But to me, I really like setting

845
00:45:44,200 --> 00:45:49,400
books to have meat to it. 
So it's really going to be like 

846
00:45:50,200 --> 00:45:55,080
about classes, items, enemies, 
factions, adventure books, those

847
00:45:55,080 --> 00:45:57,600
kind of things. 
Let's just war like I don't, I'm

848
00:45:57,600 --> 00:45:59,800
going to always be infusing 
those two things together I 

849
00:45:59,800 --> 00:46:02,800
guess. 
What And that was one of the 

850
00:46:02,800 --> 00:46:08,280
other things that came out in 
play of this, of like one of the

851
00:46:08,280 --> 00:46:13,800
things that came out through 
play testing was the way that it

852
00:46:13,800 --> 00:46:17,280
felt like. 
I feel like people use this term

853
00:46:17,680 --> 00:46:20,240
adoratively. 
Like you remember like splat 

854
00:46:20,240 --> 00:46:25,560
books, the like 3.5 era D&D 
where it was just like it's the 

855
00:46:25,560 --> 00:46:29,840
ultimate monk, the ultimate monk
too, those kind of things. 

856
00:46:30,360 --> 00:46:34,840
As we were play testing this, it
was I was like myself and the 

857
00:46:34,840 --> 00:46:36,560
other players. 
And so if we were like there's 

858
00:46:36,560 --> 00:46:41,560
just a lot of potential because 
the core is so streamlined at 

859
00:46:41,560 --> 00:46:44,440
this point for that. 
Like there's a potential for an 

860
00:46:44,480 --> 00:46:49,600
8 page Zine that's like The 
Ultimate Fighter and it's just 

861
00:46:49,920 --> 00:46:52,440
40 new fighter abilities or 
whatever. 

862
00:46:52,440 --> 00:46:56,160
So I wanted there to be a way 
for me to do some of that stuff 

863
00:46:56,160 --> 00:46:57,760
too. 
So that that's part of it. 

864
00:46:59,360 --> 00:47:02,720
Sorry, real, real quick. 
No cuz you you you kind of touch

865
00:47:02,720 --> 00:47:05,560
on something a little bit here 
cuz someone in chat just asked. 

866
00:47:06,200 --> 00:47:08,400
Hey Kristen, do you think more 
classes will be added as the 

867
00:47:08,400 --> 00:47:11,480
game reaches its final rule set?
For the classes abilities 

868
00:47:11,480 --> 00:47:14,600
available, the only options you 
perceive players having and and 

869
00:47:14,640 --> 00:47:17,400
what you just said sounds like 
there's potential for just a a 

870
00:47:17,400 --> 00:47:20,280
fucking butt load of them. 
Yeah, definitely. 

871
00:47:20,760 --> 00:47:23,760
I think. 
I haven't decided exactly on 

872
00:47:23,760 --> 00:47:25,720
what the core rule book will 
have. 

873
00:47:25,720 --> 00:47:29,960
I envision that the core rule 
book will probably have the four

874
00:47:29,960 --> 00:47:32,800
core classes right now, which 
are fighter, Cleric, Rogue, and 

875
00:47:32,800 --> 00:47:36,240
Mage. 
There's a chance it could 

876
00:47:36,480 --> 00:47:41,440
include a prestige class or like
a number of prestige classes as 

877
00:47:41,440 --> 00:47:42,160
well. 
There's sort of like 

878
00:47:42,160 --> 00:47:44,240
combinations of those multi 
classing. 

879
00:47:44,920 --> 00:47:47,720
But I will say if you back the 
itch, if you do get the itch 

880
00:47:47,720 --> 00:47:51,000
fund now you get those. 
When I mentioned like a campaign

881
00:47:51,000 --> 00:47:53,960
scene and the setting scene, 
those are all part of this. 

882
00:47:53,960 --> 00:47:56,720
They're going to get upload, 
we'll upload them as updates to 

883
00:47:56,720 --> 00:48:00,520
the same purchase essentially on
it because I see that as being 

884
00:48:00,520 --> 00:48:03,440
the core. 
You know, it's the classic 33 

885
00:48:03,440 --> 00:48:07,600
little scenes RPG thing is what 
I'm going for. 

886
00:48:07,920 --> 00:48:11,160
But those will definitely have 
additional classes. 

887
00:48:12,000 --> 00:48:15,440
Prestige classes Which prestige 
classes? 

888
00:48:15,440 --> 00:48:17,560
If I don't know how you know 
someone's listening and isn't 

889
00:48:17,560 --> 00:48:22,680
familiar with D&D in that front 
it's really more it's like a 

890
00:48:22,680 --> 00:48:25,080
hey, this is a class you can 
only get if you have other 

891
00:48:25,080 --> 00:48:28,760
prerequisites but that could be 
like you have you're fit. 

892
00:48:28,760 --> 00:48:32,600
You're in favorable with a 
faction in the world that could 

893
00:48:32,680 --> 00:48:35,560
or it could be like you have 
taken 2 levels of fighter and 

894
00:48:35,560 --> 00:48:37,640
two levels of mage. 
You could take spell sword at 

895
00:48:37,640 --> 00:48:42,360
level 5 and those I actually 
already have some of those made.

896
00:48:42,360 --> 00:48:46,240
We're play testing some actually
which is which has been really 

897
00:48:46,240 --> 00:48:47,840
fun. 
Like we have like a duelist one 

898
00:48:48,160 --> 00:48:51,320
for someone who's gone. 
It's what I think right now the 

899
00:48:51,320 --> 00:48:53,560
prerequisite in play testing is 
fighter four. 

900
00:48:53,560 --> 00:48:57,320
So then at your 5th Tactician 
level or higher, you could take 

901
00:48:57,520 --> 00:49:00,400
as long as you have 4 levels of 
fighter, duelist and then you 

902
00:49:00,400 --> 00:49:02,560
get it. 
Basically access to old school 

903
00:49:02,560 --> 00:49:05,680
of dualist abilities and it 
changes your base stats so you 

904
00:49:05,680 --> 00:49:09,120
get like a base stat boost. 
But yeah, so there will 

905
00:49:09,120 --> 00:49:12,440
definitely be more classes. 
I don't know for sure if the 

906
00:49:12,440 --> 00:49:15,320
core rule book will have 
classes, but the core set that 

907
00:49:15,320 --> 00:49:18,000
you get for backing will have 
them. 

908
00:49:18,680 --> 00:49:21,000
So I can play as a tattooed monk
is what I'm hearing. 

909
00:49:22,480 --> 00:49:24,160
I'm sure they'll, yeah, I'm 
sure. 

910
00:49:24,320 --> 00:49:26,960
It's a 3.5 prestige class, so 
I'm just, you know. 

911
00:49:27,800 --> 00:49:30,240
So it's, you know, real quick 
aside. 

912
00:49:30,360 --> 00:49:34,320
I mean, this is just how the 
brain works and stuff, but it 

913
00:49:34,320 --> 00:49:36,520
really sounds like, and you said
this a little bit in the 

914
00:49:36,520 --> 00:49:41,520
beginning, like here's the thing
about 5 E you know it most of it

915
00:49:41,520 --> 00:49:43,680
sucks. 
But there's a reason a lot of 

916
00:49:43,680 --> 00:49:47,560
people love playing it. 
And it really sounds like one of

917
00:49:47,560 --> 00:49:53,000
the things that you do with this
is take all of the good like 

918
00:49:53,440 --> 00:49:59,960
themes, vibes, like kind of meta
experiences, and try to distill 

919
00:49:59,960 --> 00:50:02,760
out all of the kind of 
mechanical bullshit that's like 

920
00:50:03,080 --> 00:50:05,880
unnecessary. 
Like make take the parts of IV 

921
00:50:05,920 --> 00:50:09,800
combat that are fun and really 
just focus on that and chop off 

922
00:50:09,800 --> 00:50:11,840
all the rest of it. 
Take the social aspects that are

923
00:50:11,840 --> 00:50:14,360
fun and really chop all the off 
all the rest of it. 

924
00:50:14,520 --> 00:50:17,240
Is that something? 
Is that, was that a thought in 

925
00:50:17,240 --> 00:50:18,240
your mind when you're doing 
this? 

926
00:50:18,240 --> 00:50:21,880
Like, D&D is a fun game that 
people like to play, but I if I 

927
00:50:21,880 --> 00:50:24,440
just like chop off all these 
parts that aren't fun, like I'll

928
00:50:24,440 --> 00:50:27,720
have the experience that do I 
kind of want to have without all

929
00:50:27,720 --> 00:50:29,800
of the stuff dragging it down. 
Was that a thought? 

930
00:50:30,600 --> 00:50:33,880
Yeah, I mean, it's definitely, I
can't remember it was before the

931
00:50:33,880 --> 00:50:37,120
stream or earlier in the stream.
But yeah, I mean, so it's it's 

932
00:50:37,120 --> 00:50:40,640
definitely like, this is my 
fantasy heartbreaker, which is 

933
00:50:40,640 --> 00:50:43,600
the joke that like every game 
designer has to make their 

934
00:50:43,600 --> 00:50:46,920
version of basically D&D, right?
This is mine. 

935
00:50:46,920 --> 00:50:49,200
I'm only really interested 
because I mostly do adventure 

936
00:50:49,200 --> 00:50:50,800
writing for nobody follows my 
stuff. 

937
00:50:50,800 --> 00:50:53,760
So it's like I'm only really 
interested in making a system if

938
00:50:53,760 --> 00:50:57,160
it feels like a system that 
doesn't exist if I can't get it 

939
00:50:57,160 --> 00:50:59,920
elsewhere. 
Like I'm not as interested in 

940
00:50:59,920 --> 00:51:04,520
the doing, like what if AC was 
different, but it was still D&D 

941
00:51:04,680 --> 00:51:09,440
mostly or like it was OD&D. 
But one thing you know it has my

942
00:51:09,520 --> 00:51:13,640
house rules in it, so I wanted 
it to be more involved, but that

943
00:51:13,960 --> 00:51:17,360
it really was that. 
It was me saying like me being 

944
00:51:17,360 --> 00:51:21,280
like we have tons of examples of
really memorable that 

945
00:51:21,280 --> 00:51:25,480
traditional grids and mini 
combat, tactical combat thing, 

946
00:51:25,720 --> 00:51:27,560
but I also have all that other 
baggage of it. 

947
00:51:27,560 --> 00:51:30,520
Like you said, it's like it just
takes so much time. 

948
00:51:30,520 --> 00:51:32,080
You know, I'm thinking 
especially when you get to like 

949
00:51:32,600 --> 00:51:35,000
starting to get to this middle 
of this year's long campaign, it

950
00:51:35,000 --> 00:51:37,560
was like, all right, roll for 
initiative. 

951
00:51:37,560 --> 00:51:40,280
Actually, you know what, let's 
go get a snack. 

952
00:51:40,280 --> 00:51:43,320
Let's take a 10 minute break 
because when we get back we're 

953
00:51:43,320 --> 00:51:45,840
going to be in it for a while 
and we're going to dig around. 

954
00:51:45,840 --> 00:51:50,160
And the prep was so heavy as the
GM, it was such a big prep load 

955
00:51:50,160 --> 00:51:54,920
and managing all those enemies. 
And so it it really is sort of a

956
00:51:54,920 --> 00:51:58,960
big part of this is me saying me
trying to find solutions to that

957
00:51:59,920 --> 00:52:01,760
to what I think are a lot of 
those problems. 

958
00:52:01,760 --> 00:52:05,200
And honestly I do like you said,
I think a a lot of the solutions

959
00:52:05,200 --> 00:52:08,960
I came to were get rid of it, 
get rid of it entirely. 

960
00:52:09,840 --> 00:52:12,000
And there have been a lot of 
other games to space and I'm not

961
00:52:12,000 --> 00:52:14,880
the first you know like like one
that especially came to mind is 

962
00:52:14,880 --> 00:52:20,640
like Spencer Campbell and Gila. 
RPGs is doing a lot of diceless 

963
00:52:20,960 --> 00:52:25,520
gridless or like things that are
gridded like rune that solos or 

964
00:52:25,560 --> 00:52:28,680
Dark Souls like RPG was 
basically like hey how can we 

965
00:52:28,680 --> 00:52:32,440
have souls like combat on a grid
with no dice. 

966
00:52:32,440 --> 00:52:36,360
So it's like I've I've taken all
those things and I guess to 

967
00:52:36,360 --> 00:52:40,000
heart as being like maybe these 
are solutions. 

968
00:52:40,000 --> 00:52:43,560
Maybe the solution isn't build a
different, just as complicated 

969
00:52:43,560 --> 00:52:47,680
boat, but just take the the 
important parts I like from that

970
00:52:47,680 --> 00:52:50,480
big one and then get rid of the 
rest. 

971
00:52:53,240 --> 00:52:56,000
Cool. 
Yeah, very cool. 

972
00:52:56,040 --> 00:52:59,160
Like I said, I played a shit 
load of 5E and it is fun. 

973
00:52:59,400 --> 00:53:02,200
It's just all the parts that 
aren't fun that aren't fun, you 

974
00:53:02,200 --> 00:53:03,280
know? 
So. 

975
00:53:03,560 --> 00:53:06,880
Yeah. 
I think the more the I didn't 

976
00:53:06,880 --> 00:53:09,520
know, at least in my experience 
it's just the more that you 

977
00:53:10,440 --> 00:53:12,680
weigh, the more that those weigh
on you. 

978
00:53:13,000 --> 00:53:15,040
And actually like an example of 
this is it. 

979
00:53:15,240 --> 00:53:20,000
This actually went through a big
sort of twist during play 

980
00:53:20,000 --> 00:53:23,440
testing. 
I was like we we got it. 

981
00:53:23,840 --> 00:53:25,720
The the rules are the rules 
they're great. 

982
00:53:25,720 --> 00:53:29,000
They're good. 
And then we hit that levels four

983
00:53:29,000 --> 00:53:31,920
to six in that longer play 
testing campaign. 

984
00:53:32,360 --> 00:53:34,800
And I was like the fights are 
taking too long. 

985
00:53:35,480 --> 00:53:38,480
The health that like the health 
is too high the fights are 

986
00:53:38,480 --> 00:53:42,240
taking too long. 
I don't like, like I want my. 

987
00:53:42,440 --> 00:53:48,840
I envision high level combat in 
this to be like every turn 

988
00:53:49,280 --> 00:53:51,560
matters. 
Like I want it to be high stakes

989
00:53:51,560 --> 00:53:53,400
in the way that like Hunter, 
you're sitting there looking at 

990
00:53:53,400 --> 00:53:59,560
your character sheet going or 
maybe have three to six rounds 

991
00:53:59,560 --> 00:54:01,760
in this fight. 
I got to these, got to add up 

992
00:54:01,760 --> 00:54:05,200
like I got to make this count 
and don't want it to be 4 hours 

993
00:54:05,200 --> 00:54:09,880
later the boss has 400HP left so
we got to where they just took 

994
00:54:09,880 --> 00:54:14,440
longer and I was like I know I 
got to go back and rework this. 

995
00:54:14,440 --> 00:54:17,280
I don't want it to take as long.
So then that's when things 

996
00:54:17,280 --> 00:54:19,480
changed. 
Like I think when you played 

997
00:54:19,480 --> 00:54:21,880
Ryan it was like backstab give 
you a bonus. 

998
00:54:21,880 --> 00:54:24,000
It was like you get plus one 
damage step. 

999
00:54:24,040 --> 00:54:29,440
Now backstab is double damage. 
You used to be able to use any 

1000
00:54:29,440 --> 00:54:32,880
ability on A1 turn cool down. 
Now abilities are once per 

1001
00:54:32,880 --> 00:54:36,320
battle use. 
They hit harder though. 

1002
00:54:36,320 --> 00:54:39,680
Everything scales too with your 
level, which wasn't the way it 

1003
00:54:39,680 --> 00:54:42,760
originally worked. 
So some of those were solutions 

1004
00:54:42,760 --> 00:54:45,120
to be saying, how do I make sure
the stuff you took at level one 

1005
00:54:45,120 --> 00:54:47,600
is still helpful to you at level
7? 

1006
00:54:47,920 --> 00:54:52,040
And how do I make sure the 
combat is almost as fast at 

1007
00:54:52,040 --> 00:54:56,400
level 7 as it is at level one, 
but just at level 7? 

1008
00:54:56,400 --> 00:54:58,640
It should be much more. 
It's much more interesting 

1009
00:54:58,640 --> 00:55:00,840
because you have more equipment,
you have more gear, you're 

1010
00:55:00,840 --> 00:55:06,480
fighting more complex enemies. 
It isn't 25 rounds instead of 

1011
00:55:06,640 --> 00:55:08,760
three. 
I wanted it to still be like 

1012
00:55:08,800 --> 00:55:10,800
it's oh, it's still a five round
fight. 

1013
00:55:11,920 --> 00:55:15,080
It's just really high stakes, 
like pivotal decisions. 

1014
00:55:15,080 --> 00:55:17,960
I guess is the key, because 
that's all those long D&D 

1015
00:55:17,960 --> 00:55:20,360
battles. 
They always come down to that 

1016
00:55:20,360 --> 00:55:22,720
anyway. 
Like the thing you you you come 

1017
00:55:22,720 --> 00:55:29,360
away from the four hour dragon 
fight with one to three T 

1018
00:55:29,360 --> 00:55:32,440
decisions that because that 
player made that, because they 

1019
00:55:32,440 --> 00:55:35,720
didn't cast that spell and they 
had counterspell, you won. 

1020
00:55:36,360 --> 00:55:38,720
You know like that's the memory 
you take away or whatever you 

1021
00:55:38,720 --> 00:55:43,200
take away to like oh because 
because the fight before you had

1022
00:55:43,240 --> 00:55:45,760
climbed up on that and then you 
were able to get right behind 

1023
00:55:45,760 --> 00:55:49,040
the guy that was the you know 
that was amazing. 

1024
00:55:49,360 --> 00:55:54,440
You don't you you don't remember
the other all the hours of just 

1025
00:55:54,440 --> 00:55:55,800
whatever. 
So I was like what if we can 

1026
00:55:55,800 --> 00:55:58,560
have a game where we could get 
those big memorable moments in 

1027
00:55:59,160 --> 00:56:02,800
and even your big big 
complicated fight taking 30 

1028
00:56:02,800 --> 00:56:05,200
minutes to an hour, you know at 
the high end of a really 

1029
00:56:05,200 --> 00:56:09,760
complicated fight being good. 
But yeah, I don't remember. 

1030
00:56:09,760 --> 00:56:12,120
The original question was like I
said, you you guys have a great.

1031
00:56:12,200 --> 00:56:13,720
Answer. 
I was jamming on that, so it's. 

1032
00:56:13,720 --> 00:56:15,080
A great answer. 
Yeah, it's. 

1033
00:56:15,280 --> 00:56:18,440
It's for. 
So long for the sports. 

1034
00:56:18,440 --> 00:56:21,120
Ball for the force, for the 
sports ball people out there, 

1035
00:56:21,120 --> 00:56:23,280
you know, it's it's kind of like
watching the fucking NBA. 

1036
00:56:23,280 --> 00:56:25,080
It like it's like 48 minutes or 
whatever. 

1037
00:56:25,080 --> 00:56:27,200
But really, it's only the last 
three minutes that matter 

1038
00:56:27,920 --> 00:56:31,840
because you can run around all 
day, get to like 150 points 

1039
00:56:31,840 --> 00:56:34,520
somehow at the end, still win by
one and baskets worth 2. 

1040
00:56:34,520 --> 00:56:37,200
Or three so like. 
You know, it's nice to just get 

1041
00:56:37,200 --> 00:56:39,720
to those last 2-3 minutes, 
really get the excitement of the

1042
00:56:39,720 --> 00:56:42,120
play and and and go on. 
You were saying that? 

1043
00:56:42,800 --> 00:56:46,280
I had a question about a 
specific mechanic that I found 

1044
00:56:46,280 --> 00:56:48,680
interesting. 
It's the relationships mechanic.

1045
00:56:48,800 --> 00:56:51,760
Could you talk about that and 
tell us about the relationships 

1046
00:56:51,760 --> 00:56:53,920
mechanic? 
Yeah, that was another sort of 

1047
00:56:54,040 --> 00:56:58,200
like late ish addition that came
really out of play testing. 

1048
00:56:58,200 --> 00:57:01,480
And I I mean I think play 
testing is important always. 

1049
00:57:01,480 --> 00:57:03,360
I think play testing is 
extremely important at the 

1050
00:57:03,360 --> 00:57:05,680
system level. 
And I actually really think the 

1051
00:57:05,680 --> 00:57:07,800
biggest take away I've had as a 
designer for something like this

1052
00:57:07,800 --> 00:57:12,880
is I think play testing, like 
long form play testing is the 

1053
00:57:12,880 --> 00:57:15,200
most important for something 
like the system. 

1054
00:57:15,200 --> 00:57:19,080
Because a lot of those things 
only came out of seeing 

1055
00:57:19,080 --> 00:57:22,360
characters grow, seeing players 
which are like living in the 

1056
00:57:22,360 --> 00:57:24,080
rules. 
Like I said, the way that at the

1057
00:57:24,080 --> 00:57:27,480
beginning with like another game
like you know the beginning with

1058
00:57:27,480 --> 00:57:29,080
D&D you're like I love this, 
it's awesome. 

1059
00:57:29,080 --> 00:57:32,160
But then you get to session 30 
and you go and I like, I hate 

1060
00:57:32,160 --> 00:57:34,200
half this stuff. 
Like a lot of people who are 

1061
00:57:34,200 --> 00:57:36,920
designing games were the 
diehards. 

1062
00:57:36,920 --> 00:57:40,520
We were the die hard D&D people,
but we were just submerged in it

1063
00:57:40,520 --> 00:57:43,000
so long that, you know, the 
Polish sort of started to come 

1064
00:57:43,000 --> 00:57:46,920
off. 
I lost my trans thought in the 

1065
00:57:46,920 --> 00:57:48,160
middle of that though. 
Where was that going? 

1066
00:57:48,360 --> 00:57:52,600
Relationships, relationships. 
This came out of that though, of

1067
00:57:52,600 --> 00:57:55,800
us leaning into that. 
We had a bunch of really cool 

1068
00:57:55,800 --> 00:57:59,520
player dynamics came, but 
character dynamics came up and 

1069
00:57:59,520 --> 00:58:02,080
we were talking about the 
inspirations as we're playing 

1070
00:58:02,080 --> 00:58:03,360
through. 
You know, Fire Emblem is like a 

1071
00:58:03,360 --> 00:58:06,000
game series that I love. 
And Fire Emblem is one of a lot 

1072
00:58:06,000 --> 00:58:10,160
of games that does the little 
relationship like, oh, you have 

1073
00:58:10,160 --> 00:58:13,120
your knight next to your Archer,
and the Archer gets a kill. 

1074
00:58:13,160 --> 00:58:15,560
He gets to do a little combo 
attack and it says like 

1075
00:58:15,560 --> 00:58:19,520
relationship. 
Oh, the relationship, Level B or

1076
00:58:19,520 --> 00:58:22,920
grade B or whatever. 
And being like how what's that? 

1077
00:58:22,920 --> 00:58:25,480
How can I replicate that? 
But once again in the most 

1078
00:58:26,480 --> 00:58:31,280
streamlined, thin, additive way 
that isn't added, I don't want 

1079
00:58:31,280 --> 00:58:33,960
to strap baggage on anytime 
about adding a rule out of strap

1080
00:58:33,960 --> 00:58:35,720
baggage. 
So the relationship is really 

1081
00:58:35,720 --> 00:58:37,920
that. 
It's it's sort of like XP that 

1082
00:58:37,920 --> 00:58:41,760
you earn like hey you you earn 
XP when you complete a bat when 

1083
00:58:41,760 --> 00:58:46,320
you win the battle you can also 
earn relationship points RP and 

1084
00:58:46,320 --> 00:58:49,320
that's decided as a table and 
basically when a when a battle 

1085
00:58:49,320 --> 00:58:54,360
ends the table you go like does 
anyone want to nominate a moment

1086
00:58:55,280 --> 00:58:58,840
for relationship points And 
there could there can be like 

1087
00:58:59,120 --> 00:59:02,320
typically I would say one to 
three points get handed out. 

1088
00:59:03,080 --> 00:59:04,840
I don't have a hard line on that
in the rules. 

1089
00:59:04,840 --> 00:59:06,280
I can't leave that up to the 
table. 

1090
00:59:06,280 --> 00:59:09,320
Just like you know I have no 
control over how you how people 

1091
00:59:09,320 --> 00:59:11,840
play the game. 
So I try not to wield too heavy 

1092
00:59:11,840 --> 00:59:14,480
a hand in writing the rules to 
some extent, you know, but I 

1093
00:59:14,480 --> 00:59:16,000
leave it open. 
But it's probably about one to 

1094
00:59:16,000 --> 00:59:17,880
three of those go around and 
it's where we go and say like, 

1095
00:59:18,200 --> 00:59:23,400
oh Hunter, when you're like 
you're your cleric, Blessed 

1096
00:59:23,400 --> 00:59:27,320
Ryan's fighter at the perfect 
time so he was able to line up 

1097
00:59:27,320 --> 00:59:29,000
this perfect shot and take that 
out. 

1098
00:59:29,280 --> 00:59:31,160
You guys should get a 
relationship point for that. 

1099
00:59:31,520 --> 00:59:34,040
And then there's a part on the 
character sheet where you would 

1100
00:59:34,040 --> 00:59:36,480
write down, you would write to 
like Hunter, you would write 

1101
00:59:36,480 --> 00:59:39,640
down Ryan's character's name and
you would take one RP in your 

1102
00:59:39,640 --> 00:59:42,240
relationship with them. 
When that relationship reached 

1103
00:59:42,240 --> 00:59:46,520
is level one, level 2, Level 3. 
Each level that it you have in 

1104
00:59:46,520 --> 00:59:50,760
it, you can invoke that 
relationship on your turn and it

1105
00:59:50,760 --> 00:59:53,480
gives them one action right 
away. 

1106
00:59:54,320 --> 00:59:57,120
So it's like you literally like 
talk to them and be like and and

1107
00:59:57,120 --> 01:00:00,360
then Ryan gets to be like an 
attack. 

1108
01:00:00,880 --> 01:00:03,000
But because it's an action, they
could use an ability, they could

1109
01:00:03,000 --> 01:00:06,320
use weapon attack, they could 
dash essentially like they could

1110
01:00:06,320 --> 01:00:08,360
use it just to move to get 
better positioning. 

1111
01:00:09,200 --> 01:00:12,040
The higher you level your 
relationship, the more you could

1112
01:00:12,040 --> 01:00:15,280
use that. 
So if you both your characters 

1113
01:00:15,280 --> 01:00:18,600
were a level 4 relationship with
each other, that means in a 

1114
01:00:18,600 --> 01:00:21,360
fight. 
Ryan could give you four 

1115
01:00:21,360 --> 01:00:24,600
additional actions and you could
give Ryan four additional 

1116
01:00:24,600 --> 01:00:27,640
actions. 
It works so you know separately,

1117
01:00:29,200 --> 01:00:31,600
so it compounds that. 
And then anytime you level up, 

1118
01:00:31,600 --> 01:00:36,560
you role play scene, you know, 
it's like, I do, I do actually 

1119
01:00:36,560 --> 01:00:39,080
like even though I'm like an 
OSRI person, I really do like 

1120
01:00:39,200 --> 01:00:41,560
story gaming stuff. 
And there's like hints of that 

1121
01:00:41,560 --> 01:00:46,080
here between relationships and 
flashbacks or another thing in 

1122
01:00:46,080 --> 01:00:47,160
this. 
But relationships have that 

1123
01:00:47,160 --> 01:00:51,560
where it's like, hey, after that
fight, narrate the scene, show 

1124
01:00:51,560 --> 01:00:54,760
us how your two characters broke
closer. 

1125
01:00:54,760 --> 01:00:57,240
And that could be like literally
like we're close friends or like

1126
01:00:57,240 --> 01:00:59,120
we're falling in love. 
Or it could just sort of be like

1127
01:00:59,480 --> 01:01:02,440
how do you like row out as like 
combat? 

1128
01:01:03,560 --> 01:01:05,280
Together, yeah, we went and had 
drinks. 

1129
01:01:05,400 --> 01:01:08,840
The It's interesting you know we
had John Davis on the play Crime

1130
01:01:08,840 --> 01:01:12,880
Wave and he was talking about 
building games like for combat 

1131
01:01:12,880 --> 01:01:15,440
mechanics. 
But within that like these great

1132
01:01:15,440 --> 01:01:17,880
story and role-playing moments 
like emerge even though it's a 

1133
01:01:17,880 --> 01:01:20,640
combat focused game and it's 
interesting that this is another

1134
01:01:20,640 --> 01:01:24,080
game that's like incredibly 
combat focused but like there is

1135
01:01:24,080 --> 01:01:29,800
this like implicit like story 
game going on that like yeah 

1136
01:01:29,800 --> 01:01:32,120
like stuff like that you can 
really play into without needing

1137
01:01:32,120 --> 01:01:35,800
to like over build outside of 
like the focus of combat. 

1138
01:01:36,040 --> 01:01:39,120
I think it works really well. 
It's this is I'm really 

1139
01:01:39,120 --> 01:01:43,160
interested to play this. 
Throw a fireball. 

1140
01:01:43,400 --> 01:01:44,560
And blow a bunch of stuff up, 
so. 

1141
01:01:44,960 --> 01:01:46,280
Sometimes, yeah, that's the 
other thing. 

1142
01:01:46,280 --> 01:01:47,760
We didn't mention that. 
That's the other thing with the 

1143
01:01:47,760 --> 01:01:49,240
patterns. 
So the pattern, the attack 

1144
01:01:49,240 --> 01:01:51,840
patterns, they hit what is under
them. 

1145
01:01:52,480 --> 01:01:55,920
So unless it's not otherwise, 
like that's why positioning is 

1146
01:01:55,920 --> 01:01:58,120
really important. 
And it's been really fun to see 

1147
01:01:58,120 --> 01:02:03,600
that play out because you this 
this really is like the like my 

1148
01:02:03,600 --> 01:02:07,000
major ability hits these three 
squares and I need those to be 

1149
01:02:07,000 --> 01:02:08,880
clear. 
And if they aren't I need to be 

1150
01:02:08,880 --> 01:02:12,920
like, is that OK? 
But I deal three damage to my 

1151
01:02:12,920 --> 01:02:14,520
ally. 
Oh no, it's going to be a I'm 

1152
01:02:14,520 --> 01:02:16,560
hitting my ally in the back. 
They're going to take double 

1153
01:02:16,560 --> 01:02:18,840
damage from this angle. 
Do I need to get to a different 

1154
01:02:18,840 --> 01:02:20,880
angle. 
So that's the thing that's fun 

1155
01:02:22,240 --> 01:02:24,480
too is yeah. 
Like you said you will have 

1156
01:02:24,480 --> 01:02:27,880
those fireball moments ripped. 
Sorry two teammates. 

1157
01:02:28,360 --> 01:02:31,160
Fireball is more important. 
That's way better than, like how

1158
01:02:31,160 --> 01:02:34,120
many times have you been playing
like a dungeon game, 5E or 

1159
01:02:34,120 --> 01:02:37,720
whatever, and you've had like a 
wizard throw fireball and then 

1160
01:02:37,720 --> 01:02:39,640
and then you're like, well, 
dude, everyone's in your way 

1161
01:02:39,640 --> 01:02:41,920
right now and you don't know 
because there's not really this 

1162
01:02:41,920 --> 01:02:45,480
visual representation that's 
like very small the way you have

1163
01:02:45,480 --> 01:02:46,640
it. 
So up here, like here, it's 

1164
01:02:46,640 --> 01:02:49,240
like, it's a decision. 
I'm tactically making a 

1165
01:02:49,240 --> 01:02:50,920
decision, like do I want to hit 
my buddy? 

1166
01:02:51,120 --> 01:02:53,600
Can they take it in five year or
even other games? 

1167
01:02:53,600 --> 01:02:56,080
It's like, oh shit, they're in 
the way well. 

1168
01:02:56,680 --> 01:02:59,200
Yeah, and there isn't even that 
element of. 

1169
01:02:59,560 --> 01:03:01,480
There isn't even that element of
like, Oh, but it's the. 

1170
01:03:01,640 --> 01:03:04,040
It's the rogue. 
The rogue has a really high deck

1171
01:03:04,040 --> 01:03:06,440
save. 
They'll probably be OK. 

1172
01:03:06,480 --> 01:03:09,640
This is like I'm hitting them no
matter what. 

1173
01:03:09,960 --> 01:03:11,400
Yeah. 
So I mean like different. 

1174
01:03:11,400 --> 01:03:14,280
Of course, you know, a ton of 
different games do tons of 

1175
01:03:14,280 --> 01:03:16,560
things. 
Well, like theatre of the mind 

1176
01:03:16,560 --> 01:03:20,600
is a style I've played a ton of 
also, and it adds an openness 

1177
01:03:21,240 --> 01:03:25,280
and like a permeableness. 
It's not a word permeality. 

1178
01:03:25,280 --> 01:03:26,480
I don't know what the word is 
I'm looking for. 

1179
01:03:27,120 --> 01:03:29,360
Permeability. 
To to the combat. 

1180
01:03:29,360 --> 01:03:32,720
That can be really freeing and 
opening. 

1181
01:03:32,920 --> 01:03:38,360
But I do also find that I find 
that taking a more structured 

1182
01:03:38,360 --> 01:03:43,320
combat approach like this lets 
me, you know it gets me like I 

1183
01:03:43,320 --> 01:03:46,320
said those it gets me a 
different kind of feel good then

1184
01:03:46,640 --> 01:03:50,760
I can get out of the other the 
the the more, like you said 

1185
01:03:50,760 --> 01:03:52,880
vague more like, oh you can 
probably see over them and throw

1186
01:03:52,880 --> 01:03:57,680
the fireball but also just a 
nice GM and they do that a lot 

1187
01:03:57,720 --> 01:04:00,400
Like the thing you just said 
like your teammates are in front

1188
01:04:00,400 --> 01:04:01,840
of you. 
Well no, you can probably like, 

1189
01:04:01,840 --> 01:04:04,960
you know you can you can hurl 
that fireball over them or you 

1190
01:04:04,960 --> 01:04:07,560
probably won't hit them. 
Even when I try not to do that I

1191
01:04:07,560 --> 01:04:10,480
still do it. 
So it's nice to be like no black

1192
01:04:10,480 --> 01:04:12,960
and white and red. 
You have the squares. 

1193
01:04:12,960 --> 01:04:14,640
They get it. 
There you go. 

1194
01:04:15,600 --> 01:04:18,520
So the relationships too though 
what's interesting is it 

1195
01:04:18,520 --> 01:04:23,640
definitely feeds this kind of 
story game aspect, right. 

1196
01:04:23,640 --> 01:04:28,200
Like you but like the combat 
feeds you getting the points. 

1197
01:04:28,200 --> 01:04:31,000
You get to you act out the point
how you got the points, but then

1198
01:04:31,000 --> 01:04:33,400
the points feed back into 
combat. 

1199
01:04:33,400 --> 01:04:37,640
So like even when you get away 
from combat, you still get back 

1200
01:04:37,640 --> 01:04:40,040
to combat with it too. 
Which is really interesting, you

1201
01:04:40,040 --> 01:04:44,920
know, because you said before 
that the you only get maybe 3 or

1202
01:04:44,920 --> 01:04:47,440
4 rounds, right? 
And especially on low levels, 

1203
01:04:47,440 --> 01:04:49,560
you don't have good 
relationships with people or as 

1204
01:04:49,560 --> 01:04:53,560
strong of relationships you get 
like, you know, you're turning 

1205
01:04:53,560 --> 01:04:54,400
around. 
That's it. 

1206
01:04:54,400 --> 01:04:57,240
But as you develop these 
crisscrossing relationships with

1207
01:04:57,240 --> 01:05:00,800
the different people in your 
party, like if I have three with

1208
01:05:00,800 --> 01:05:03,680
Hunter and like 3 with somebody 
else and two with somebody else,

1209
01:05:03,880 --> 01:05:10,200
that's like like eight extra 
things I get to do in combat. 

1210
01:05:10,200 --> 01:05:14,000
And if everybody has those, 
you're not just doing, you can 

1211
01:05:14,000 --> 01:05:16,360
get to a point where everybody's
doing something on everybody's. 

1212
01:05:16,360 --> 01:05:18,280
Turn. 
Every round, yeah. 

1213
01:05:18,880 --> 01:05:21,120
And. 
And it all comes from just being

1214
01:05:21,120 --> 01:05:26,400
good buddies, you know? 
Yeah, and I think that's the fun

1215
01:05:26,400 --> 01:05:29,200
thing is it's like, hopefully 
it's it's feeling that and 

1216
01:05:29,200 --> 01:05:33,600
you're feeling like rewarded. 
I wanted to reward you for 

1217
01:05:33,600 --> 01:05:37,200
setting up those moments. 
I want that being like when you 

1218
01:05:37,200 --> 01:05:40,680
choose, you could go and attack,
but instead you choose to take 

1219
01:05:40,680 --> 01:05:44,720
your action to go over to this 
character and use a health 

1220
01:05:44,720 --> 01:05:48,080
potion on them to get them bring
them back because they were just

1221
01:05:48,080 --> 01:05:49,360
about to die. 
They're about to take their 

1222
01:05:49,360 --> 01:05:51,920
final death pip and die or 
whatever you choose to save them

1223
01:05:51,920 --> 01:05:55,120
over maybe the greedy thing that
your character would normally 

1224
01:05:55,120 --> 01:05:57,000
do. 
I want to have a way to reward 

1225
01:05:57,000 --> 01:06:00,320
that and then in turn I want 
that reward to lead to more cool

1226
01:06:00,320 --> 01:06:02,600
stuff like that in the moment. 
Because I think those are the 

1227
01:06:02,600 --> 01:06:05,120
other parts, right? 
Is that's the other part of 

1228
01:06:05,120 --> 01:06:07,480
those rewarding things from 
those combat scenarios is we 

1229
01:06:07,480 --> 01:06:11,080
remember, we remember when that 
bit when someone was able to 

1230
01:06:11,080 --> 01:06:14,360
take out something really 
dangerous in a really dramatic 

1231
01:06:14,360 --> 01:06:15,760
way. 
And we remember when you were 

1232
01:06:15,760 --> 01:06:19,240
able to help the other person in
like a key way, like I said that

1233
01:06:19,320 --> 01:06:23,000
counter spell that would have 
definitely killed them or oh, 

1234
01:06:23,000 --> 01:06:25,920
only because you like threw the 
rope down to me and I can catch 

1235
01:06:25,920 --> 01:06:26,920
it. 
That was the only reason I was 

1236
01:06:26,920 --> 01:06:28,960
able to come back, you know, 
those kind of things, so. 

1237
01:06:33,160 --> 01:06:34,440
Really cool. 
I really want to play this. 

1238
01:06:35,320 --> 01:06:36,360
Sucks. 
You didn't get to play it. 

1239
01:06:36,360 --> 01:06:37,320
I get to play it. 
It was really fun. 

1240
01:06:37,320 --> 01:06:38,400
We should definitely play it 
again. 

1241
01:06:38,800 --> 01:06:39,640
I. 
Mean. 

1242
01:06:39,880 --> 01:06:42,160
I'd love to run it sometime here
in the next. 

1243
01:06:42,840 --> 01:06:47,320
Well, sometime. 
Hey, we said before you you let 

1244
01:06:47,320 --> 01:06:49,240
us know when and we'll be doing 
it so. 

1245
01:06:49,440 --> 01:06:51,440
Very true. 
You are like a priority person, 

1246
01:06:51,440 --> 01:06:54,000
so you know. 
Yeah, friend. 

1247
01:06:54,000 --> 01:06:56,080
Friend of the show. 
Good for good friend of the 

1248
01:06:56,080 --> 01:06:57,920
show. 
Best friend of the show. 

1249
01:06:58,520 --> 01:07:03,120
One of the best friends of the 
show for sure. 

1250
01:07:03,960 --> 01:07:10,240
So basically we've talked about 
pretty much a ton of the game. 

1251
01:07:10,800 --> 01:07:15,760
But can you like just walk us 
through like I want to punch 

1252
01:07:15,760 --> 01:07:21,320
Hunter in the face? 
Like how if I was in the in this

1253
01:07:21,320 --> 01:07:24,320
or and say that face punch is my
base attack, right? 

1254
01:07:24,680 --> 01:07:28,600
Like how would I go about doing 
that or or I think there is an 

1255
01:07:28,600 --> 01:07:30,880
example of playing here. 
Did you want to kind of go 

1256
01:07:30,880 --> 01:07:33,840
through kind of we talked to the
tacticalness of it a lot, the 

1257
01:07:33,840 --> 01:07:35,440
grid of it a lot. 
Do we want to look at that? 

1258
01:07:36,040 --> 01:07:38,240
Yeah we can look at that too. 
And then I'm also good because 

1259
01:07:38,240 --> 01:07:39,960
I'm sure people were being like 
but what about when you're not 

1260
01:07:39,960 --> 01:07:41,600
fighting. 
I can also run over the non 

1261
01:07:41,640 --> 01:07:43,880
found institute if we want to 
hit it. 

1262
01:07:45,080 --> 01:07:47,080
But yeah, we can go through 
that, that example of play 

1263
01:07:47,080 --> 01:07:50,040
because I kind of, I sort of 
sent you the Itch fund packet 

1264
01:07:50,040 --> 01:07:52,920
and sort of everything else. 
But there's an example of 

1265
01:07:52,920 --> 01:07:54,800
playing here. 
I actually originally wrote it 

1266
01:07:55,000 --> 01:08:00,200
for, I originally wrote it for 
the Itch page. 

1267
01:08:00,760 --> 01:08:03,720
And then I was like, this is 
good, this should be in the book

1268
01:08:03,720 --> 01:08:06,560
and I went back into the book. 
So it's now in the rule book. 

1269
01:08:08,040 --> 01:08:12,400
Yeah, I think it it does. 
It was me trying to say once 

1270
01:08:12,400 --> 01:08:15,160
again the whole everything in 
this is very how can I 

1271
01:08:15,160 --> 01:08:18,640
communicate, how can how can we 
get it all in in the littlest 

1272
01:08:18,640 --> 01:08:20,960
package possible in the 
streamline package. 

1273
01:08:21,000 --> 01:08:23,080
So this is really a short 
example of that too. 

1274
01:08:23,080 --> 01:08:28,680
It's saying like if we did A2 
tacticians versus 2 enemies, 

1275
01:08:29,240 --> 01:08:31,920
level 1 fight. 
Let me show you how this works. 

1276
01:08:32,960 --> 01:08:35,200
So yeah, I mean I'll just go 
through it and read it and if 

1277
01:08:35,200 --> 01:08:36,359
you guys have any questions let 
me know. 

1278
01:08:36,359 --> 01:08:41,319
But yeah, so in this case it's 
Akron, which is a level 1 human 

1279
01:08:41,319 --> 01:08:43,160
fighter. 
And then sent Temporini, who I 

1280
01:08:43,160 --> 01:08:47,840
mentioned earlier, level one 
goat folk, goat folk cleric as 

1281
01:08:47,840 --> 01:08:50,160
they navigate this battlefield 
against two goblets. 

1282
01:08:50,160 --> 01:08:53,760
So the battle maps we haven't 
mentioned are really small by 

1283
01:08:53,760 --> 01:08:56,160
like D&D standards. 
They're 8 by 8, which is like a 

1284
01:08:56,160 --> 01:09:00,200
chess board or 12 by 12, which 
is like, you know, that would be

1285
01:09:00,200 --> 01:09:02,880
like you're fighting a dragon. 
Let's give him a little 

1286
01:09:02,880 --> 01:09:06,399
breathing, but you're still not.
You know it's nothing like it's 

1287
01:09:06,399 --> 01:09:10,439
not you're not on a 30 by 30, a 
65 by 65 type of thing 

1288
01:09:10,520 --> 01:09:13,680
typically. 
Although I have run Keep on the 

1289
01:09:13,680 --> 01:09:18,560
Borderlands with Tacticians of 
Om and you can use that dungeon 

1290
01:09:18,560 --> 01:09:22,160
map and it works just fine as 
long as you, but you kind of 

1291
01:09:22,160 --> 01:09:23,680
chunk it off. 
You know, you go like the fight 

1292
01:09:23,680 --> 01:09:28,760
is this part of this dungeon. 
So anyway, so in this case we 

1293
01:09:28,760 --> 01:09:32,640
have the example of play. 
When we play it, we typically 

1294
01:09:32,640 --> 01:09:35,479
just do this where it's a white 
grid with blacked out areas that

1295
01:09:35,479 --> 01:09:39,359
are like that's a rock. 
These are trees, but you can use

1296
01:09:39,359 --> 01:09:42,600
more like high detailed maps 
just to put a grid over them and

1297
01:09:42,600 --> 01:09:45,160
then just decide. 
Just make sure as the GM you're 

1298
01:09:45,160 --> 01:09:48,000
telling them what is an obstacle
and what isn't. 

1299
01:09:49,120 --> 01:09:52,359
But yeah, so basically we're 
going to see how some abilities 

1300
01:09:52,359 --> 01:09:54,880
can combo for them to eat these 
two. 

1301
01:09:54,880 --> 01:09:58,960
So it uses alternating combat. 
So tacticians always act first 

1302
01:09:59,320 --> 01:10:02,640
and it goes in order of speed, 
so Sentenbrini has the highest 

1303
01:10:02,640 --> 01:10:05,440
speed. 
Fighters have a little bit of a 

1304
01:10:05,440 --> 01:10:07,640
low slower speed because they 
hit real hard. 

1305
01:10:08,400 --> 01:10:12,240
So Sentenbrini takes the first 
turn and uses his full movement 

1306
01:10:12,520 --> 01:10:14,240
to. 
You can move diagonal. 

1307
01:10:14,720 --> 01:10:18,640
That's all open as well because 
it's all four of his movement to

1308
01:10:18,640 --> 01:10:23,320
get signed Akron. 
And then at level one you have 

1309
01:10:23,520 --> 01:10:26,520
your base attack, which a cleric
has a certain attack pattern 

1310
01:10:26,520 --> 01:10:29,000
they can do. 
He could have another weapon he 

1311
01:10:29,000 --> 01:10:31,880
bought and equipped and have a 
weapon attack, but then the big 

1312
01:10:31,880 --> 01:10:34,440
sort of heavy hitter thinks you 
have our abilities so you get 

1313
01:10:34,440 --> 01:10:37,160
one per level. 
So in this case, Cinder Brady 

1314
01:10:37,160 --> 01:10:41,360
has one cleric ability which is 
Wrathful Blessing. 

1315
01:10:42,160 --> 01:10:46,760
So that adds the condition Bless
one, and we blessed us as it 

1316
01:10:46,760 --> 01:10:51,120
gives the person you're putting 
it on, plus one damage per your 

1317
01:10:51,120 --> 01:10:55,120
cleric level and plus one speed 
per your cleric level. 

1318
01:10:55,120 --> 01:10:57,440
So in this case that's plus 1 + 
1, right? 

1319
01:10:57,440 --> 01:10:59,080
Because Centenarini is level 
one. 

1320
01:11:00,640 --> 01:11:04,960
That's Centenarini's term. 
Moved, took an action, done. 

1321
01:11:05,880 --> 01:11:08,920
So then the goblins go. 
Both the goblins have the same 

1322
01:11:08,920 --> 01:11:12,320
speed, so the GM just picks an 
order in this case. 

1323
01:11:12,520 --> 01:11:14,720
Typically when I do, if I have 
multiple of the same, I just put

1324
01:11:14,720 --> 01:11:18,280
goblin 1/2 right? 
So goblin one is going to go. 

1325
01:11:18,280 --> 01:11:21,640
In this case, that's the upper 
left goblin. 

1326
01:11:21,920 --> 01:11:28,760
They're going to rush down to 
get in front of Akron and just 

1327
01:11:28,760 --> 01:11:32,360
basically deal damage, just deal
basic damage. 

1328
01:11:35,200 --> 01:11:37,840
Oh hunter, your art might be. 
That might have been the wrong 

1329
01:11:37,840 --> 01:11:41,680
RAC, might be a different 
version of the turn. 

1330
01:11:41,680 --> 01:11:44,520
Yeah, that one looks right. 
So then that goblin comes, just 

1331
01:11:44,520 --> 01:11:48,000
moves 2 squares down, deals one 
damage with base attack. 

1332
01:11:48,000 --> 01:11:50,240
The goblin base attack is just 
right in front of them, they can

1333
01:11:50,240 --> 01:11:52,760
do one damage. 
They also have a net ability 

1334
01:11:52,760 --> 01:11:55,600
that can place but doesn't come 
up in this example. 

1335
01:11:56,800 --> 01:11:58,960
So then after the goblin does 
its turn, we go back to the 

1336
01:11:58,960 --> 01:12:01,320
tacticians. 
So in this case, Akron gets to 

1337
01:12:01,320 --> 01:12:03,920
go well. 
Now in Akron's turn, they can 

1338
01:12:03,920 --> 01:12:05,560
use their ability, their weapon 
attack. 

1339
01:12:05,560 --> 01:12:08,440
They could move twice as you 
know they could move twice 

1340
01:12:08,840 --> 01:12:09,960
those. 
All those kind of standard 

1341
01:12:09,960 --> 01:12:14,840
things apply here. 
But Akron took Lunge at as his 

1342
01:12:14,840 --> 01:12:18,680
level one ability, which Lunge 
attacks basically be 3 squares 

1343
01:12:18,680 --> 01:12:22,480
right in front of you. 
It does twice your level, so for

1344
01:12:22,480 --> 01:12:26,840
him it would do 2 damage, but 
he's been boosted by Sentim 

1345
01:12:26,840 --> 01:12:30,120
Brainy, so he's going to do 3 
damage, and then because his 

1346
01:12:30,120 --> 01:12:33,160
speed has been boosted, he can 
actually get in. 

1347
01:12:33,360 --> 01:12:38,800
Perfect position to get right 
behind the other goblin who 

1348
01:12:38,800 --> 01:12:41,840
hasn't even acted yet and use 
that ability where it's a 

1349
01:12:41,840 --> 01:12:45,160
backstab, so it's double damage,
and because he's attacking 

1350
01:12:45,160 --> 01:12:48,280
directly into the back of both 
enemies, it's double damage both

1351
01:12:48,280 --> 01:12:51,440
of them. 
So they both take six damage and

1352
01:12:51,440 --> 01:12:53,680
die. 
Fight over. 

1353
01:12:54,760 --> 01:12:56,560
Didn't the other goblin didn't 
even get to go. 

1354
01:12:57,080 --> 01:13:03,560
Obviously I made this example, 
but I want to show how smart use

1355
01:13:03,560 --> 01:13:06,880
of positioning, Both the enemy 
positioning and your positioning

1356
01:13:07,640 --> 01:13:09,760
rewards that so that battle 
would be over. 

1357
01:13:09,760 --> 01:13:14,600
They get one XP for successful 
battle, they get one RP for that

1358
01:13:14,600 --> 01:13:16,960
combo, right? 
And I would be like that was a 

1359
01:13:16,960 --> 01:13:18,880
combo. 
You basically like powered him 

1360
01:13:18,880 --> 01:13:21,720
up and he just sliced these 
goblins straight in half and one

1361
01:13:21,720 --> 01:13:22,640
hit. 
That's awesome. 

1362
01:13:23,840 --> 01:13:26,880
But yeah, that's that's kind of 
the, I hope I didn't run through

1363
01:13:26,880 --> 01:13:29,720
it too quickly, but that's 
really the thing it it 

1364
01:13:29,720 --> 01:13:32,640
alternates back and forth as 
tactician enemy, tactician, 

1365
01:13:32,640 --> 01:13:34,640
enemy. 
And the big thing too there that

1366
01:13:34,840 --> 01:13:38,920
that comes into play is because 
action economy is obviously 

1367
01:13:38,920 --> 01:13:43,560
important in a game like this. 
Being outnumbered really changes

1368
01:13:43,560 --> 01:13:47,600
the balance because of that, 
because if you hit the end of 

1369
01:13:47,600 --> 01:13:51,320
that alternating, you don't go 
back to the tacticians and you 

1370
01:13:51,320 --> 01:13:52,960
go through the whole rest of the
enemy list. 

1371
01:13:52,960 --> 01:13:55,360
So say if there's eight enemies 
and four tacticians, it goes 

1372
01:13:55,640 --> 01:13:58,320
back and forth and then four 
enemies in a row go. 

1373
01:13:58,840 --> 01:14:00,640
And as the tacticians, that's 
very scary. 

1374
01:14:02,800 --> 01:14:06,400
The other way happens too. 
It's like once I've, if it's 

1375
01:14:06,400 --> 01:14:10,520
four verse four, once I've taken
two of them out, they're really 

1376
01:14:10,520 --> 01:14:12,400
at a disadvantage to try to take
us down. 

1377
01:14:12,960 --> 01:14:15,560
And I have some mechanics as the
GM for that, like like almost 

1378
01:14:15,560 --> 01:14:19,360
like a morale role. 
There's other other ways that 

1379
01:14:19,360 --> 01:14:23,720
are like, hey, you can, you can 
enemies can flee you as the 

1380
01:14:23,720 --> 01:14:26,160
tacticians can escape. 
There's an escape action that's 

1381
01:14:26,160 --> 01:14:30,280
also really simple, where you 
can be like, we want out, you 

1382
01:14:30,280 --> 01:14:31,640
know? 
It's like it's like the run in 

1383
01:14:31,680 --> 01:14:35,320
battle or like run in Pokémon, 
like like, yeah, see ya. 

1384
01:14:36,080 --> 01:14:38,880
We don't get XP, but we're going
to go come back another day to 

1385
01:14:38,880 --> 01:14:42,000
fight. 
I actually really love the lunge

1386
01:14:42,000 --> 01:14:47,320
ability. 
I on on Twitter, you know, when 

1387
01:14:47,320 --> 01:14:49,800
you tweeted about whether I was 
like, Oh yeah, lunge, I love, I 

1388
01:14:49,800 --> 01:14:52,400
love a high movement. 
So it's fun to see it used so 

1389
01:14:52,400 --> 01:14:56,920
well. 
And I really like that you have 

1390
01:14:56,920 --> 01:14:59,760
backstab damage for everybody. 
Like I think it very much 

1391
01:14:59,760 --> 01:15:03,320
incentivizes that, like that 
kind of tactical, obviously this

1392
01:15:03,320 --> 01:15:06,200
tactical, that tactical play. 
And like, no, not everyone's 

1393
01:15:06,200 --> 01:15:08,240
facing every direction at all 
times. 

1394
01:15:08,480 --> 01:15:11,680
And no, you don't need to be one
class to really take advantage 

1395
01:15:11,680 --> 01:15:15,000
of the fact that your enemy is 
facing away from you like your 

1396
01:15:15,000 --> 01:15:18,560
enemy's facing away from you. 
Yeah, I'm casting. 

1397
01:15:18,560 --> 01:15:21,880
Like, yeah, I'm casting the fire
beam and I'm doing it and the 

1398
01:15:21,880 --> 01:15:23,760
person doesn't even know I'm 
doing it. 

1399
01:15:24,000 --> 01:15:25,640
I'm fucking hitting them. 
I'm. 

1400
01:15:26,160 --> 01:15:29,520
Hitting them, Yeah. 
So it's it's really going going 

1401
01:15:29,520 --> 01:15:30,960
for that. 
But yeah, that the Lunge is 

1402
01:15:30,960 --> 01:15:32,920
actually a good example because 
I think of these two characters 

1403
01:15:32,920 --> 01:15:35,880
from that play test campaign and
a good example of the 

1404
01:15:35,880 --> 01:15:38,560
relationship tied in with that 
is we had a situation very 

1405
01:15:38,560 --> 01:15:42,560
similar to this where it was 
like that is like nearly an 

1406
01:15:42,560 --> 01:15:47,440
ideal lunch scenario. 
Yeah one person moved in, used 

1407
01:15:47,440 --> 01:15:50,480
lunge, then on the next 
character's turn who was also a 

1408
01:15:50,480 --> 01:15:53,920
fighter and had lunch, they 
invoked their relationship to 

1409
01:15:53,920 --> 01:15:57,160
let that person move. 
And then they went in their spot

1410
01:15:57,400 --> 01:16:01,080
and lunged again. 
So it was like 2 Max damaged 

1411
01:16:01,080 --> 01:16:03,920
backstabs and that was the other
thing where then we come out of 

1412
01:16:03,920 --> 01:16:06,080
that going like that was such a 
cool thing. 

1413
01:16:06,080 --> 01:16:09,200
Of course you deserve 
relationship points for that or 

1414
01:16:09,200 --> 01:16:12,720
a relationship point for that. 
So yeah, that's that's the thing

1415
01:16:12,720 --> 01:16:15,880
that that this kind of sort of 
weaponizes the the rules 

1416
01:16:15,960 --> 01:16:18,280
weaponize that in a really fun 
way and play I think. 

1417
01:16:18,880 --> 01:16:21,160
Love to see a group that like 
you're like your table that's 

1418
01:16:21,160 --> 01:16:22,080
been playing this for like a 
year. 

1419
01:16:22,080 --> 01:16:24,320
I'd love to see groups like 
really dialed in. 

1420
01:16:24,400 --> 01:16:26,280
Oh yeah. 
And like understands their 

1421
01:16:26,280 --> 01:16:29,200
abilities and the abilities like
a couple of their friends is 

1422
01:16:29,200 --> 01:16:31,920
like, oh, I totally know how we 
can interplay this and like the 

1423
01:16:31,960 --> 01:16:36,640
actual like very tactical that 
talk you have it's like OK 

1424
01:16:37,400 --> 01:16:39,560
we're, I'm doing this. 
You're doing this. 

1425
01:16:39,560 --> 01:16:41,840
You're doing this. 
Like the actual battle planning.

1426
01:16:42,000 --> 01:16:44,960
I feel like that's another thing
that is very much missing from 

1427
01:16:44,960 --> 01:16:47,440
like a more traditional like 
grid based system and I feel 

1428
01:16:47,440 --> 01:16:51,840
like this is like so like built 
to enjoy those like 

1429
01:16:51,840 --> 01:16:54,000
conversations and planning. 
I feel like it'd be bad at it 

1430
01:16:54,000 --> 01:16:55,560
for a while, but I get better, 
you know? 

1431
01:16:55,920 --> 01:16:58,560
Yeah, and it's fun, yeah. 
And the relationship thing too 

1432
01:16:58,560 --> 01:17:01,160
can also be used to not even 
like against the enemies, but 

1433
01:17:01,160 --> 01:17:02,760
because that backstanding is so 
important. 

1434
01:17:02,760 --> 01:17:06,440
You might on your turn, you 
might be like, I know that this 

1435
01:17:06,480 --> 01:17:10,840
giant spider goes next and they 
overextend and it could get to 

1436
01:17:10,840 --> 01:17:13,960
them and stomp them in the back 
and that our mage is going to 

1437
01:17:13,960 --> 01:17:15,400
die. 
So you can invoke your 

1438
01:17:15,400 --> 01:17:19,600
relationship with the mage to be
like get back or like put your 

1439
01:17:19,600 --> 01:17:22,680
back against a wall, don't 
expose yourself. 

1440
01:17:22,680 --> 01:17:23,800
You know? 
We've had those kind of 

1441
01:17:23,800 --> 01:17:25,720
scenarios too, where you can 
almost use it to help each 

1442
01:17:25,720 --> 01:17:28,120
other. 
Like, not just for offense. 

1443
01:17:28,120 --> 01:17:30,240
You can use it to like, save 
each other, which is fun. 

1444
01:17:31,560 --> 01:17:37,640
You know my brain went to weight
of rules listening to this and 

1445
01:17:37,640 --> 01:17:41,120
kind of a level of reality that 
you can get even though you're 

1446
01:17:41,120 --> 01:17:42,960
on like a tactical grid based 
combat. 

1447
01:17:42,960 --> 01:17:46,520
Cuz we talk about this all the 
time in terms of 5E and stuff 

1448
01:17:46,520 --> 01:17:48,680
like that, where it's like why 
are you making them roll 

1449
01:17:48,680 --> 01:17:50,880
perception? 
Like they can just look in A 

1450
01:17:50,880 --> 01:17:52,720
room? 
And I think I think that can 

1451
01:17:52,720 --> 01:17:56,120
extrapolate to combat too in a 
lot of ways in that like why do 

1452
01:17:56,120 --> 01:17:58,920
you have them do that? 
Why do all of your enemies fight

1453
01:17:58,920 --> 01:18:01,720
to the death every time? 
And I feel like part of that is 

1454
01:18:01,720 --> 01:18:06,360
because the weight of all the 
rules and stuff you have to have

1455
01:18:06,360 --> 01:18:10,280
in your head at any given time 
with 5E takes up so much space, 

1456
01:18:10,280 --> 01:18:18,960
it's hard to have the kind of 
like freedom of thought to play 

1457
01:18:19,120 --> 01:18:21,360
play up the fiction more. 
Do you know what I mean? 

1458
01:18:21,920 --> 01:18:26,920
And like what I just as much in 
combat as out of combat is that 

1459
01:18:26,920 --> 01:18:29,760
idea that, like, goblins aren't 
going to fight to the death. 

1460
01:18:29,760 --> 01:18:31,200
There's not a lot of things that
actually will. 

1461
01:18:31,200 --> 01:18:33,240
Most things will run away, but a
lot of people don't, because 

1462
01:18:33,240 --> 01:18:34,280
that's not how the rules are 
written. 

1463
01:18:34,280 --> 01:18:35,960
You fight, you die, you get the 
XP. 

1464
01:18:35,960 --> 01:18:37,240
Like you're supposed to get the 
XP. 

1465
01:18:37,240 --> 01:18:39,840
How do I didn't get the XP? 
There's so much of that. 

1466
01:18:39,880 --> 01:18:43,480
And the other part of it too is,
is, you know, when we think 

1467
01:18:43,480 --> 01:18:46,760
about movies outside of like you
said, these like Avengers movies

1468
01:18:46,760 --> 01:18:48,600
or Marvel movies with hour long 
combat. 

1469
01:18:48,920 --> 01:18:52,200
Like if you watch John Wick, 
like he just mows through dudes.

1470
01:18:52,200 --> 01:18:55,880
Like he just three guys will 
come in 30 seconds later he's 

1471
01:18:55,880 --> 01:18:57,480
you know, out the door. 
Yeah. 

1472
01:18:57,480 --> 01:19:01,480
So combat, you know, is not so 
bullet spongy. 

1473
01:19:01,480 --> 01:19:04,520
And I feel like a mix of like 
those two thoughts is what came 

1474
01:19:04,520 --> 01:19:06,280
through my head when we went 
through the example and I was 

1475
01:19:06,280 --> 01:19:10,720
talking is that so much of this 
comment like these two goblins 

1476
01:19:10,720 --> 01:19:13,000
roll up and you just do, do, do,
do, do, you're done so and 

1477
01:19:13,000 --> 01:19:15,040
you're moving on. 
And if you, if you're a fighter 

1478
01:19:15,040 --> 01:19:17,120
with a sword and lunge and stuff
like that, that's how quick it 

1479
01:19:17,120 --> 01:19:19,960
could be. 
And then movie and then rolling 

1480
01:19:19,960 --> 01:19:22,880
with the fiction of it because 
you don't have like the burden 

1481
01:19:22,880 --> 01:19:24,520
of everything else. 
So your moves are literally 

1482
01:19:24,520 --> 01:19:26,480
written there. 
It's literally on the grid, on 

1483
01:19:26,480 --> 01:19:28,440
your sheet, you know exactly 
what to do and how far you can 

1484
01:19:28,440 --> 01:19:30,680
go with it. 
So you can play into the fiction

1485
01:19:30,680 --> 01:19:32,800
of that a little bit more, play 
into the RP a little bit more 

1486
01:19:32,800 --> 01:19:34,800
and get the relationship built 
with other people too. 

1487
01:19:34,800 --> 01:19:40,520
So I really like the speed of it
and I really love the just the 

1488
01:19:40,520 --> 01:19:44,960
the lightness of it so that you 
can bring those kind of story 

1489
01:19:44,960 --> 01:19:47,440
elements into something that's 
going to be like super quick 

1490
01:19:47,440 --> 01:19:50,720
tactical combat, which will just
like flesh it out a little bit 

1491
01:19:50,720 --> 01:19:54,160
too. 
It's just really more so I'm 

1492
01:19:54,160 --> 01:19:56,000
working for. 
It feels good, like it's it 

1493
01:19:56,000 --> 01:19:57,880
feels. 
Rewarding, you know, That's 

1494
01:19:57,880 --> 01:20:00,920
definitely a part of it, yeah. 
It's just that augmentative 

1495
01:20:00,920 --> 01:20:02,600
load. 
As the GM and me saying like, 

1496
01:20:02,600 --> 01:20:03,960
how can I take that off? 
How can I take that off? 

1497
01:20:03,960 --> 01:20:07,640
Players like the character sheet
has almost and and it's 

1498
01:20:07,640 --> 01:20:10,600
definitely going to evolve. 
Into its final form but it 

1499
01:20:10,600 --> 01:20:14,160
definitely has a almost like a 
powered by the Apocalypse style 

1500
01:20:14,160 --> 01:20:19,360
playbook thought behind it of I 
want it to be like you have your

1501
01:20:19,360 --> 01:20:21,600
character sheet in front of you.
And the way this game works you 

1502
01:20:21,600 --> 01:20:25,600
shouldn't ever need the book as 
the player or or you only need 

1503
01:20:25,600 --> 01:20:26,520
the book when you're levelling 
up. 

1504
01:20:27,080 --> 01:20:29,320
Oh let me see all the all the 
fighter abilities I can pick 

1505
01:20:29,320 --> 01:20:35,320
from levelled up throwing sheet.
But yeah, it's like a it does 

1506
01:20:35,360 --> 01:20:38,160
help with all that. 
And I guess to segue into 

1507
01:20:38,160 --> 01:20:40,160
touching on a briefly, since 
we've talked a lot about combat,

1508
01:20:40,560 --> 01:20:46,800
the outer combat rule set for is
really that same thing. 

1509
01:20:46,800 --> 01:20:53,640
It's me saying more and more. 
I found that letting a lot of 

1510
01:20:53,640 --> 01:20:58,640
those things, those sort of 
heavier rules fall away led to 

1511
01:20:58,640 --> 01:21:02,560
better, faster, better paced, 
more memorable, more 

1512
01:21:02,560 --> 01:21:07,640
interesting, you know, sessions.
And so it really is a game where

1513
01:21:07,640 --> 01:21:11,040
you're rolling rarely, and 
you're only rolling when 

1514
01:21:11,040 --> 01:21:13,880
succeeding and failing are 
interesting. 

1515
01:21:14,600 --> 01:21:17,120
You are, you are essentially 
supposed to be trained. 

1516
01:21:17,120 --> 01:21:20,080
You were tacticians who went to 
an Academy to learn how to do 

1517
01:21:20,080 --> 01:21:24,520
this. 
So if it if you if it is 

1518
01:21:24,520 --> 01:21:28,760
reasonable, if you are a rogue 
and it is not interesting, if 

1519
01:21:28,760 --> 01:21:31,920
you cannot get into that door, 
you unlock the door. 

1520
01:21:32,920 --> 01:21:38,240
If it is interesting, if you get
in and if you don't get in role 

1521
01:21:38,720 --> 01:21:41,400
and then the roles that uses 4 
stats, there's strength, 

1522
01:21:41,400 --> 01:21:45,360
alacrity, tenacity and 
knowledge. 

1523
01:21:45,640 --> 01:21:49,920
And you get a bonus to those 
based on your classes. 

1524
01:21:49,920 --> 01:21:53,120
So multiclassing a lot of 
characters, multiclass, at least

1525
01:21:53,120 --> 01:21:56,760
in play testing. 
So you know you could have if 

1526
01:21:56,760 --> 01:21:59,280
you have two levels in Mage, 
that's going to give you +4 to 

1527
01:21:59,280 --> 01:22:01,920
knowledge, and if you have two 
levels of fighter, that's going 

1528
01:22:01,920 --> 01:22:05,720
to give you +2 to strength and 
+2 to Tenacity or something. 

1529
01:22:06,880 --> 01:22:08,840
And it's a roll under D20 
system. 

1530
01:22:08,840 --> 01:22:12,200
So you start with an 8 in 
everything you add to those as 

1531
01:22:12,200 --> 01:22:14,960
your plat, you gain class levels
and you're just trying to roll 

1532
01:22:14,960 --> 01:22:18,680
under that. 
So if you have a 12 in strength 

1533
01:22:18,680 --> 01:22:20,920
and you're trying to bust 
something open or strong arm 

1534
01:22:20,920 --> 01:22:24,240
somebody in a non combat, you're
trying to win an arm wrestling 

1535
01:22:24,240 --> 01:22:26,520
contest in the bar, you're going
to roll strength. 

1536
01:22:26,520 --> 01:22:28,520
If you roll under a 12, you 
succeed. 

1537
01:22:30,760 --> 01:22:32,800
And there's advantage and 
disadvantage as well. 

1538
01:22:33,280 --> 01:22:35,520
That was about from the GM 
standpoint, advantage and 

1539
01:22:35,520 --> 01:22:38,960
disadvantage is really the only 
clean thing you're doing to the 

1540
01:22:38,960 --> 01:22:41,440
target. 
I didn't want modified roles I 

1541
01:22:41,440 --> 01:22:47,840
didn't want, I didn't want DCS 
because like I said, all of that

1542
01:22:47,840 --> 01:22:49,600
really adds to it. 
And the idea here is that you 

1543
01:22:49,600 --> 01:22:54,760
are supposed to be like you 
know, you, you are hero 

1544
01:22:54,760 --> 01:22:58,920
characters, you are tacticians, 
you are notable in the in the 

1545
01:22:58,920 --> 01:23:01,320
setting. 
So I I wanted to just kind of 

1546
01:23:02,400 --> 01:23:03,960
streamline out some of that 
stuff. 

1547
01:23:04,160 --> 01:23:05,840
But that's really the the full 
extent of it. 

1548
01:23:06,160 --> 01:23:10,000
You gain battle, you gain XP, 
you get one XP for a successful 

1549
01:23:10,000 --> 01:23:13,880
battle, you get one XP for 
evading a successful or evading 

1550
01:23:13,880 --> 01:23:15,480
a battle. 
And the way typically that works

1551
01:23:15,480 --> 01:23:19,240
is if an adventurer, the GM, had
a battle, you didn't do it, you 

1552
01:23:19,240 --> 01:23:21,720
get XP for it. 
Which means like, not like you 

1553
01:23:21,720 --> 01:23:25,360
didn't go down that hallway like
you found a way around that 

1554
01:23:25,360 --> 01:23:28,600
hallway. 
You you you changed the 

1555
01:23:28,600 --> 01:23:31,680
situation, You know you 
outsmarted you, You diplom 

1556
01:23:31,800 --> 01:23:33,560
diplomacy your way through that 
fight. 

1557
01:23:33,560 --> 01:23:36,000
Not happening. 
If the GM had it in their notes,

1558
01:23:36,000 --> 01:23:37,880
they're going to give you XP at 
the end of the session for 

1559
01:23:37,880 --> 01:23:41,440
evading you. 
You didn't fight, so both 

1560
01:23:41,440 --> 01:23:42,800
fighting and not fighting is 
good here. 

1561
01:23:42,800 --> 01:23:47,120
It is a combat game you are 
going to be fighting often than 

1562
01:23:47,120 --> 01:23:50,600
not, and then you can get bonus 
XP for things that are 

1563
01:23:50,600 --> 01:23:53,040
particularly noteworthy. 
You know, like some big boss 

1564
01:23:53,040 --> 01:23:55,160
monster will probably get. 
It's like you're going to get 

1565
01:23:55,160 --> 01:23:58,440
the one successful X, you're 
going to get one XP for winning 

1566
01:23:58,440 --> 01:24:01,520
the fight, You're going to get 
three more because you just out,

1567
01:24:02,080 --> 01:24:05,280
you know, dragged off the King 
Dragon who's been terrorizing 

1568
01:24:05,280 --> 01:24:10,120
the village. 
And that's that's really how the

1569
01:24:10,120 --> 01:24:14,120
out of combat works. 
It's just the 20s, no modifiers,

1570
01:24:14,560 --> 01:24:18,760
it's it's throwing that 
interesting chance so that the 

1571
01:24:18,760 --> 01:24:22,960
story is branching in ways we 
all can't plan and expect for it

1572
01:24:22,960 --> 01:24:24,760
too. 
But it's very player driven, 

1573
01:24:24,760 --> 01:24:27,360
very, very table driven I guess 
is what I can say outside of 

1574
01:24:27,360 --> 01:24:30,240
that. 
It's there's so many good. 

1575
01:24:32,680 --> 01:24:36,040
It's like incentivizing really 
good style of play. 

1576
01:24:36,080 --> 01:24:37,760
You know, even though we know 
that's mind control. 

1577
01:24:37,760 --> 01:24:44,800
But like incentivizing these 
really excellent parts like or 

1578
01:24:44,960 --> 01:24:47,440
or not incentivizing the parts 
that you don't want. 

1579
01:24:47,440 --> 01:24:50,640
Like the fact that you get XP 
for fighting, we also get XP 

1580
01:24:50,640 --> 01:24:53,160
for. 
Choosing to do it in a different

1581
01:24:53,160 --> 01:24:57,440
way is so interesting because 
again, like no one anyone that 

1582
01:24:57,440 --> 01:25:00,600
argues that 5E isn't a combat 
game. 

1583
01:25:02,440 --> 01:25:06,000
I I I would say that they're 
incorrect in that like the best 

1584
01:25:06,000 --> 01:25:11,200
way to gain XP is to kill shit, 
so you're incentivized to kill 

1585
01:25:11,200 --> 01:25:14,480
things. 
I really love how you have these

1586
01:25:14,480 --> 01:25:17,480
other options to do that. 
But even within the combat and 

1587
01:25:17,480 --> 01:25:23,080
the tactical combat itself, like
the relationship points really 

1588
01:25:24,920 --> 01:25:28,440
incentivize players playing with
each other, playing off of each 

1589
01:25:28,440 --> 01:25:32,800
other, building the party, 
building themselves like and and

1590
01:25:33,120 --> 01:25:35,840
and realistically also coming up
with cool moves. 

1591
01:25:36,080 --> 01:25:39,600
Because I would legit straight 
up be like, hey, you have that 

1592
01:25:39,600 --> 01:25:42,360
ability, I have this ability, 
let's call it this, and I'm 

1593
01:25:42,360 --> 01:25:44,040
definitely going to yell at when
we do it. 

1594
01:25:44,040 --> 01:25:44,960
You know what I mean? 
Yeah. 

1595
01:25:45,160 --> 01:25:47,480
Like, yeah. 
So that's a. 

1596
01:25:47,680 --> 01:25:49,640
Young believing attack. 
Oh, for sure. 

1597
01:25:49,640 --> 01:25:54,080
And that that's come up in in in
play testing 2, that's come up 

1598
01:25:54,080 --> 01:25:57,000
when like everyone's advancing, 
they're all leveling up. 

1599
01:25:57,480 --> 01:25:59,400
It's like, oh, what are you, 
what are you going to take? 

1600
01:25:59,400 --> 01:26:01,600
Like what's the other fighter 
taking maybe in your party? 

1601
01:26:01,600 --> 01:26:05,640
What are you taking, Which I 
think is has shaped up really 

1602
01:26:05,640 --> 01:26:07,800
well, which I like. 
One thing I mentioned is because

1603
01:26:07,800 --> 01:26:12,720
it's in my mind, is the other 
cool side effect of having this 

1604
01:26:12,720 --> 01:26:16,440
stuff be streamlined and fast. 
That came out in that home 

1605
01:26:16,440 --> 01:26:18,720
campaign and this was actually 
something that the players 

1606
01:26:18,720 --> 01:26:23,200
offered as a suggestion, like 
hey, could we do this was they 

1607
01:26:23,200 --> 01:26:26,840
were like, could we eat, play 
multiple characters because the 

1608
01:26:26,840 --> 01:26:32,160
fights go so fast. 
And I was like, yeah, so it's 

1609
01:26:32,160 --> 01:26:35,280
three players, but they each 
play 3 characters. 

1610
01:26:35,280 --> 01:26:41,640
So it's a nine player party and 
the fights still go very fast, 

1611
01:26:43,240 --> 01:26:45,080
like. 
So it's a big like what I mean 

1612
01:26:45,080 --> 01:26:52,200
is we've had big nine PCs versus
like 15 enemy and it's been 40 

1613
01:26:52,200 --> 01:26:54,240
minutes. 
Wow. 

1614
01:26:54,760 --> 01:26:56,280
That's. 
Three hours? 

1615
01:26:56,960 --> 01:26:58,000
Really. 
Short, yeah. 

1616
01:26:59,720 --> 01:27:02,360
So that's been another fun side 
effect too, is there is also, I 

1617
01:27:02,360 --> 01:27:06,400
mean there's plenty of potential
for you to say like, well, you 

1618
01:27:06,400 --> 01:27:08,640
know, just like my wife and I 
play games alone. 

1619
01:27:08,640 --> 01:27:10,120
We don't really have like a Home
group. 

1620
01:27:10,120 --> 01:27:14,280
It's like have your wife roll up
a party, like be the whole 

1621
01:27:14,320 --> 01:27:16,280
party. 
Like you can play it that way. 

1622
01:27:16,280 --> 01:27:18,640
So that's been cool and it was 
cool too because it was not at 

1623
01:27:18,640 --> 01:27:20,640
all my idea. 
My idea was just everyone's 

1624
01:27:20,640 --> 01:27:24,120
going to play one tactic and 
then they were kind of it was 

1625
01:27:24,120 --> 01:27:27,960
titled them being like we're all
interested in the other classes.

1626
01:27:28,800 --> 01:27:32,000
Is there a way I could play them
but they didn't want to give up 

1627
01:27:32,000 --> 01:27:36,120
their current characters. 
So but that is an interesting 

1628
01:27:36,120 --> 01:27:41,080
side effect is it does also you 
can have almost funnel style 

1629
01:27:41,080 --> 01:27:45,440
play without it being a funnel 
but you can have it be like like

1630
01:27:45,440 --> 01:27:47,720
one of the examples is you know 
in that is we have someone who's

1631
01:27:47,720 --> 01:27:51,080
playing like a a mage it's like 
a dominatrix kind of vibe like a

1632
01:27:51,080 --> 01:27:54,120
goth girl dominatrix kind of 
character. 

1633
01:27:54,120 --> 01:27:58,080
And then two basically 
Thundercats like 2 cat men that 

1634
01:27:58,080 --> 01:28:01,760
are that are almost always 
silent and just listen to 

1635
01:28:01,760 --> 01:28:04,600
everything she says. 
And it's like that. 

1636
01:28:04,600 --> 01:28:08,760
The fact that that trio exists 
only because one carrot, one 

1637
01:28:08,760 --> 01:28:12,480
person got to plan that little 
trio of characters is really 

1638
01:28:12,480 --> 01:28:14,880
fun. 
So I don't think I have anything

1639
01:28:14,880 --> 01:28:17,240
about that in this text. 
It will definitely get added to 

1640
01:28:17,240 --> 01:28:19,360
the rule book, though at some 
point that it'll say like, hey, 

1641
01:28:19,440 --> 01:28:22,640
optional rule, like you can play
multiple characters Syrians and 

1642
01:28:22,640 --> 01:28:25,720
not gonna weigh down the game 
nearly as much as it would 

1643
01:28:25,720 --> 01:28:29,680
otherwise. 
Well, Speaking of future stuff, 

1644
01:28:29,680 --> 01:28:30,920
added to the game. 
So what? 

1645
01:28:30,920 --> 01:28:33,200
What do we see as the? 
I'm on the page right now in the

1646
01:28:33,200 --> 01:28:35,520
PDF it says coming in future 
versions, coming in future 

1647
01:28:35,520 --> 01:28:39,920
books. 
So not only the future for the 

1648
01:28:39,920 --> 01:28:43,040
content of the game, but what's 
the future for the Itch Fund? 

1649
01:28:43,040 --> 01:28:46,760
I know you said you were going 
to kind of slow fund it and and 

1650
01:28:46,760 --> 01:28:49,360
what has now become the Luke 
Gearing Wolves of the Coast 

1651
01:28:49,360 --> 01:28:52,120
style that a couple of people 
have done, which I mean Lou 

1652
01:28:52,120 --> 01:28:56,520
Gearing just you know breaking 
ground again, but I mean you're 

1653
01:28:56,520 --> 01:28:59,600
already at 85% funded on your 
initial goal for and it's been 

1654
01:28:59,600 --> 01:29:04,560
out for like 12 hours. 
Yeah, which is extremely 

1655
01:29:04,560 --> 01:29:06,720
surprising, honestly. 
Like it blowing me away and in a

1656
01:29:06,720 --> 01:29:09,960
really good way. 
It's funding. 

1657
01:29:10,040 --> 01:29:11,760
Yeah. 
So I mean they had the reason I 

1658
01:29:11,760 --> 01:29:14,360
went the avenue way that I did 
with hedge funding is especially

1659
01:29:14,360 --> 01:29:19,040
being freelance, more smaller, 
adventure writing, digging into 

1660
01:29:19,040 --> 01:29:23,080
a system and turning on into the
game that I would like it to be.

1661
01:29:24,240 --> 01:29:28,320
Either means a big financial 
risk, especially like I just 

1662
01:29:28,360 --> 01:29:32,400
moved out of my home country. 
I just all these things like 

1663
01:29:32,400 --> 01:29:38,240
other life expenses. 
It's a big risk to put it all on

1664
01:29:38,240 --> 01:29:42,520
the plate on Kickstarter with a 
box set for a game I don't know 

1665
01:29:42,520 --> 01:29:46,760
if anyone wants or has played 
and those kind of things. 

1666
01:29:46,760 --> 01:29:49,480
So the Itch Fund is really 
saying, hey, what if you could 

1667
01:29:49,480 --> 01:29:53,960
get the three core books for 
$15.00 right now? 

1668
01:29:53,960 --> 01:29:55,240
You're going to get the rule 
book. 

1669
01:29:56,040 --> 01:29:58,960
You could totally take us to the
table and play and then each 

1670
01:29:58,960 --> 01:30:02,320
month that price is going to go 
up by $5 and I'm going to update

1671
01:30:02,440 --> 01:30:05,840
what's there. 
So that's kind of the plan is 

1672
01:30:05,840 --> 01:30:08,240
like right now. 
Yeah, like you said, I'm at 85% 

1673
01:30:08,240 --> 01:30:09,720
of my first goal. 
I'm going to raise the goal. 

1674
01:30:09,720 --> 01:30:12,480
I didn't really know where to 
hit the. 

1675
01:30:12,480 --> 01:30:15,720
The big thing people should know
at the hedge fund is everything 

1676
01:30:15,920 --> 01:30:21,400
here is going towards either art
layout or buying me personal 

1677
01:30:21,400 --> 01:30:26,800
life runway to like time because
it costs money to be alive 

1678
01:30:26,800 --> 01:30:29,080
unfortunately. 
Yeah, unfortunately. 

1679
01:30:29,800 --> 01:30:33,840
To dedicate more of my time to 
to this and making it. 

1680
01:30:36,800 --> 01:30:39,160
But yeah, I mean that's that's 
really the the plan. 

1681
01:30:39,160 --> 01:30:42,240
The point with the hedge fund is
saying, hey, how I want to be 

1682
01:30:42,240 --> 01:30:45,360
able to Commission lots of art. 
I want to be able to get 

1683
01:30:45,760 --> 01:30:49,080
professional layout from this. 
I'm already working with Jared, 

1684
01:30:49,080 --> 01:30:52,480
who I know has been on stuff. 
Jared is doing the editing on it

1685
01:30:52,480 --> 01:30:54,680
and has been really helpful. 
Jared Crater has been really 

1686
01:30:54,680 --> 01:30:57,880
helpful on the dev side because 
they have a lot of product 

1687
01:30:57,880 --> 01:31:02,280
development work as well, right.
And that's a big thing. 

1688
01:31:02,280 --> 01:31:05,600
It's like, you know, when you're
in that designer mindset, it's 

1689
01:31:05,600 --> 01:31:08,440
like you fluctuate back and 
forth between pie in the sky 

1690
01:31:08,440 --> 01:31:11,720
ideas and everything I do is 
absolute garbage. 

1691
01:31:11,720 --> 01:31:16,720
Why should anyone listen to it? 
And what I wanted to do is like 

1692
01:31:16,720 --> 01:31:19,160
if I want tech I want 
technicians to be built into 

1693
01:31:19,160 --> 01:31:22,480
something that I think it could 
be and I want it to last then I 

1694
01:31:22,480 --> 01:31:25,520
need that needs to happen slow 
because the other way there's 

1695
01:31:25,520 --> 01:31:28,320
just too many pitfalls too much 
stress on me, too much whatever 

1696
01:31:28,320 --> 01:31:31,800
too much. 
I did one calculation wrong and 

1697
01:31:31,800 --> 01:31:34,280
this is what that helps. 
It really is that sort of video 

1698
01:31:34,280 --> 01:31:40,320
game early access idea of here's
what we have I'm giving you a a 

1699
01:31:40,320 --> 01:31:43,760
game you can take to the table 
but I want to turn it into more 

1700
01:31:44,600 --> 01:31:47,640
help me do that. 
But yeah, but the I've talked a 

1701
01:31:47,640 --> 01:31:50,640
little bit about it that's kind 
of the the road map for it is 

1702
01:31:50,640 --> 01:31:53,440
that each I'm going to be doing 
monthly updates each month the 

1703
01:31:53,440 --> 01:31:56,920
price will go up $5.00 but 
whatever you buy in you're going

1704
01:31:56,920 --> 01:32:00,280
to get those. 
The core set sort of the core 

1705
01:32:00,280 --> 01:32:05,160
set is the rule book which we've
been going through And then a 

1706
01:32:05,160 --> 01:32:08,560
starter campaign that's going to
be like levels one to four, one 

1707
01:32:08,560 --> 01:32:13,360
to five, tentatively called 
early graduation right now. 

1708
01:32:13,360 --> 01:32:16,760
And then the AMI and Almanac, 
which is like I said the 

1709
01:32:16,760 --> 01:32:19,840
aesthetic book it's going to 
have the setting book especially

1710
01:32:19,840 --> 01:32:22,560
is going to have a lot of magic 
items, enemies, classes, 

1711
01:32:22,560 --> 01:32:25,880
factums, lore that's going to 
really build out the. 

1712
01:32:26,520 --> 01:32:30,080
So the idea at the end is if you
buy in now you're you're going 

1713
01:32:30,080 --> 01:32:32,080
to, I'm going to be updating all
those of the itch you're going 

1714
01:32:32,080 --> 01:32:36,800
to have digitally these three 
scenes that from their current, 

1715
01:32:36,800 --> 01:32:39,200
the current form of that rule 
book all the way to that final 

1716
01:32:39,200 --> 01:32:43,600
form and that's the plan. 
And then from there I have even 

1717
01:32:43,600 --> 01:32:45,800
more pie in the sky playing 
rooms, but I'm not going to get,

1718
01:32:46,240 --> 01:32:48,680
you know, too far ahead of 
myself. 

1719
01:32:49,080 --> 01:32:52,600
But it's just really the way 
that as a solo creator with not 

1720
01:32:53,720 --> 01:32:59,320
much expendable income, I can 
reasonably get people playing 

1721
01:32:59,320 --> 01:33:03,840
and excited and get to do things
like this where I rant to you 

1722
01:33:03,840 --> 01:33:06,360
guys about the game that I've 
making that I really like and 

1723
01:33:06,400 --> 01:33:10,360
passionate about and also felt 
mitigate the risk. 

1724
01:33:10,360 --> 01:33:15,280
Because I mean you guys probably
know I mean one anyone project 

1725
01:33:15,280 --> 01:33:20,560
can tank anyone creator like I I
don't mean in terms of like it's

1726
01:33:20,560 --> 01:33:27,480
bad, you're tanked. 
I mean like 1 wrong gamble and 

1727
01:33:28,200 --> 01:33:31,040
you really can be that paper 
thin sometimes on a lot of 

1728
01:33:31,040 --> 01:33:33,080
people that are solo or small 
team creators. 

1729
01:33:33,080 --> 01:33:36,640
So this all helps in that. 
It helps to me saying I don't 

1730
01:33:36,640 --> 01:33:42,600
have to take $500 out of savings
art and hope it pays off. 

1731
01:33:43,600 --> 01:33:46,960
I know it pays off. 
Like I have that $500 and now I 

1732
01:33:46,960 --> 01:33:48,720
can put it into awesome art and 
get that. 

1733
01:33:48,720 --> 01:33:52,200
So, but yeah, that's the big 
plan, that that's the plan right

1734
01:33:52,200 --> 01:33:56,040
now and then eventual pie in the
sky plans would be like a box 

1735
01:33:56,040 --> 01:33:58,960
set Kickstarter for a physical 
print run. 

1736
01:33:59,920 --> 01:34:02,600
You know, I won't go into 
everything else, but like I 

1737
01:34:02,600 --> 01:34:04,360
said, Jared has done a lot of 
product development. 

1738
01:34:04,360 --> 01:34:08,160
So, you know, I may have dreamed
about cool things like 

1739
01:34:08,160 --> 01:34:11,320
translucent cards that you could
hold over your battle map with 

1740
01:34:11,320 --> 01:34:16,040
your attack pattern on it and, 
you know, those kind of things. 

1741
01:34:16,040 --> 01:34:17,960
But I'm not going to get ahead 
of myself, you know, I'm going 

1742
01:34:17,960 --> 01:34:19,720
to take one goal at a time, so 
that. 

1743
01:34:19,720 --> 01:34:21,000
Is pretty cool. 
That does sound pretty cool 

1744
01:34:21,000 --> 01:34:22,960
though, so. 
Yeah, that's the idea. 

1745
01:34:22,960 --> 01:34:25,680
The idea is you would have that 
that box set and that's you're 

1746
01:34:25,680 --> 01:34:27,680
going to be like, I have a 
complete world, I have a 

1747
01:34:27,680 --> 01:34:31,240
complete setting here, I have a 
complete game and I have an 

1748
01:34:31,240 --> 01:34:33,360
adventure that I can bring 
that's going to get me. 

1749
01:34:33,680 --> 01:34:37,760
You know, I would say my plan is
probably like 5 to 8 sessions 

1750
01:34:38,720 --> 01:34:41,280
for that campaign. 
Like a like a proper, like you 

1751
01:34:41,280 --> 01:34:44,200
know, you could play that whole 
play, that whole adventure and 

1752
01:34:44,200 --> 01:34:46,520
feel satisfied with your time 
with AAM. 

1753
01:34:47,760 --> 01:34:50,120
And then beyond that I'd like to
do things like and other 

1754
01:34:50,120 --> 01:34:52,600
adventures, right. 
Other things I'm interested to 

1755
01:34:52,600 --> 01:34:56,080
see like people who buy it and 
pick it up, like what are they 

1756
01:34:56,080 --> 01:34:57,640
interested in? 
What do they want to see? 

1757
01:34:57,640 --> 01:35:01,400
Do people want more, more and 
setting and maybe zoomed in like

1758
01:35:01,400 --> 01:35:05,680
oh hey, it'd be cool to get a a 
short scene that's just fog 

1759
01:35:05,680 --> 01:35:09,520
mount or just like this like the
lake tricene area and like the 

1760
01:35:09,520 --> 01:35:13,080
little subcultures there. 
Or are people more like we want 

1761
01:35:13,280 --> 01:35:15,640
we like we want adventures. 
Like I want a proper adventure, 

1762
01:35:15,640 --> 01:35:17,560
not like a tool kit, I want like
an adventure. 

1763
01:35:18,440 --> 01:35:20,800
So that's the other thing that 
itch funding does is it helps 

1764
01:35:20,800 --> 01:35:22,880
give me more feedback. 
It helps give me like what 

1765
01:35:22,880 --> 01:35:26,840
people are interested in like. 
Really like comment sections, 

1766
01:35:26,840 --> 01:35:28,960
man, they'll they'll come alive,
you know, They'll let they'll 

1767
01:35:28,960 --> 01:35:31,400
let you know so well. 
Yeah, and there is one at the 

1768
01:35:31,400 --> 01:35:33,240
bottom. 
There's a little like I like the

1769
01:35:33,240 --> 01:35:36,040
Community Board type thing set 
up on on the it's front page 

1770
01:35:36,040 --> 01:35:37,960
here. 
But that's the big thing is I 

1771
01:35:38,080 --> 01:35:41,760
really would like this to be a 
game that three to five years 

1772
01:35:41,760 --> 01:35:47,560
from now I'm still making stuff,
but I don't want to spend three 

1773
01:35:47,560 --> 01:35:52,200
to five years making it and then
realize I wasted all that time, 

1774
01:35:53,360 --> 01:35:55,600
which this is. 
This is the sort of mitigation 

1775
01:35:55,600 --> 01:35:58,440
of that, you know. 
And even on the page I'm I'm 

1776
01:35:58,440 --> 01:36:00,600
very upfront. 
I'm just like this just 

1777
01:36:00,600 --> 01:36:05,480
financially makes this stuff 
less of a risk, which is huge, 

1778
01:36:05,640 --> 01:36:07,840
you know, especially for people 
who aren't creators. 

1779
01:36:07,840 --> 01:36:10,560
They might not know that. 
It's like, I mean sometimes it 

1780
01:36:10,920 --> 01:36:13,800
it can be that depending on what
someone's whole other life 

1781
01:36:13,800 --> 01:36:16,360
situation is, it might be like 
there might be people who have 

1782
01:36:16,360 --> 01:36:19,640
an awesome game that's finished 
and they just don't have $250 to

1783
01:36:19,640 --> 01:36:25,280
run the to the print run it. 
It really is like thin like 

1784
01:36:25,280 --> 01:36:26,760
that, you know? 
That's the difference. 

1785
01:36:26,760 --> 01:36:30,760
The difference, A $250 print run
could turn into $1500 in retail 

1786
01:36:30,760 --> 01:36:34,760
sales for that game and that 
changes that person's whole 

1787
01:36:34,760 --> 01:36:37,120
creative life for at least a 
while. 

1788
01:36:38,040 --> 01:36:40,280
But you can't. 
So that's the big thing and with

1789
01:36:40,280 --> 01:36:42,760
itch funding, I didn't know what
to expect because it's very it's

1790
01:36:42,760 --> 01:36:44,760
all over the place. 
You know I've seen awesome 

1791
01:36:44,760 --> 01:36:48,080
adventures and awesome books. 
Itch fund and not getting much 

1792
01:36:48,080 --> 01:36:50,000
traction. 
I've seen things come out of 

1793
01:36:50,000 --> 01:36:51,880
nowhere but I thought were 
really cool. 

1794
01:36:51,880 --> 01:36:54,720
But I could see, I could have 
seen going completely under the 

1795
01:36:54,720 --> 01:36:58,400
radar normally and then they 
suddenly are like, it's $18,000.

1796
01:36:58,400 --> 01:37:00,240
Me being like whoa, where did 
that come? 

1797
01:37:00,480 --> 01:37:05,560
So it's not as I guess it's not 
as you know, study well studied 

1798
01:37:05,560 --> 01:37:07,880
and tried and true a space as 
Kickstarter. 

1799
01:37:08,440 --> 01:37:12,080
So I didn't know what to expect.
But I do know that people who 

1800
01:37:12,080 --> 01:37:14,680
use H tend to be pretty die hard
and pretty dialed in. 

1801
01:37:15,040 --> 01:37:17,320
And that's really what I was 
hoping too was like the people 

1802
01:37:17,320 --> 01:37:18,920
who are going to pick it up now 
who are going to see these 

1803
01:37:18,920 --> 01:37:21,440
screenshots, I don't hide that. 
It's basically, it looks like a 

1804
01:37:21,440 --> 01:37:23,840
word doc, right. 
It's a Google market. 

1805
01:37:23,840 --> 01:37:26,840
So it looks like I don't find 
that and I know the people who 

1806
01:37:26,840 --> 01:37:29,080
are going to pick up a game that
looks like that or probably the 

1807
01:37:29,080 --> 01:37:32,440
kind of people who are going to 
give me that feedback or they're

1808
01:37:32,440 --> 01:37:34,480
going to say, like, I'd love 
some adventures in this. 

1809
01:37:35,320 --> 01:37:38,560
So that really is important to 
me too, that it's like, can I 

1810
01:37:38,560 --> 01:37:41,520
cultivate the community around 
this like I'm from Mothership to

1811
01:37:41,520 --> 01:37:43,120
Mothership space. 
I think Mothership has one of 

1812
01:37:43,120 --> 01:37:47,480
the best communities among RPGs,
especially among its creators 

1813
01:37:47,480 --> 01:37:49,720
and players and being 
accessible. 

1814
01:37:49,720 --> 01:37:53,080
And I I want to make that in my 
own little son of them. 

1815
01:37:53,440 --> 01:37:59,080
Yeah, I do love like the spheres
of like that space, like 

1816
01:37:59,080 --> 01:38:01,160
Mothership has it. 
I think a few other games have 

1817
01:38:01,160 --> 01:38:05,240
these like really great groups 
that are like like they really 

1818
01:38:05,240 --> 01:38:08,120
promote creation within that 
space and I think that's like 

1819
01:38:08,120 --> 01:38:10,880
very, very valuable. 
I mean a lot of cool stuffs come

1820
01:38:10,880 --> 01:38:12,000
from it. 
You have cool stuffs to come 

1821
01:38:12,000 --> 01:38:14,400
from it so. 
Well, and the thing, yeah, the 

1822
01:38:14,400 --> 01:38:16,720
thing too. 
I know I keep harping back on 

1823
01:38:16,720 --> 01:38:20,200
play testing, but actually the 
play test, Ryan, that you were 

1824
01:38:20,200 --> 01:38:22,360
in, I think it was either that 
session or one other session. 

1825
01:38:23,160 --> 01:38:25,920
You know, it was the one that 
you were in, two of the four 

1826
01:38:25,920 --> 01:38:29,280
players. 
I think home brewed something 

1827
01:38:29,280 --> 01:38:33,280
after that like just leaving the
session and they were like oh 

1828
01:38:33,480 --> 01:38:37,960
what would a like what would a 
oh what's that like a Dragoon 

1829
01:38:38,280 --> 01:38:40,840
from Final Fantasy they're like 
who's attractive look in the 

1830
01:38:40,840 --> 01:38:43,480
system they like see little 
grids they made And I was like 

1831
01:38:44,320 --> 01:38:47,800
and that's happened pretty often
in play tests where I was like I

1832
01:38:47,800 --> 01:38:52,320
love I love to think that the 
thing that I made cultivate to 

1833
01:38:52,320 --> 01:38:54,400
that in other people. 
So that's hopefully another 

1834
01:38:54,400 --> 01:38:57,280
thing I see, like I see in the 
each funding is like, hey, it's 

1835
01:38:57,280 --> 01:39:01,040
feedback, it's that, but I want 
people an ONGV system that feels

1836
01:39:01,400 --> 01:39:04,880
accessible to make things for 
and I think that it does at 

1837
01:39:04,880 --> 01:39:07,920
least, well, you know it does. 
You, you, you, you do the thing 

1838
01:39:07,920 --> 01:39:09,560
too with your with the grids and
stuff like that. 

1839
01:39:09,560 --> 01:39:12,760
They're super clean, super easy.
It reminds me a little bit in 

1840
01:39:12,760 --> 01:39:15,800
the design sense, kind of like 
like bastards, right? 

1841
01:39:15,800 --> 01:39:20,000
Like the way that Mikey did the 
the dungeon layout and kind of 

1842
01:39:20,000 --> 01:39:24,280
like the layout of the Zine 
encouraged this encouraged 

1843
01:39:24,280 --> 01:39:27,720
people to adopt that layout and 
keep going it. 

1844
01:39:27,720 --> 01:39:30,040
So so much of the bastard stuff 
looks like so much of the 

1845
01:39:30,040 --> 01:39:33,200
bastard stuff because the design
was chosen and you have 

1846
01:39:33,200 --> 01:39:35,840
something that's as simple as 
like making a move on just like 

1847
01:39:35,880 --> 01:39:37,800
what amounts to really a three 
by three grid. 

1848
01:39:39,400 --> 01:39:42,120
It's super easy to be like let 
me let me drop a three by three 

1849
01:39:42,120 --> 01:39:43,520
grid and I can take my red 
marker. 

1850
01:39:43,520 --> 01:39:45,400
I can take my blue marker and I 
can come up with all bunch of 

1851
01:39:45,400 --> 01:39:48,520
characters by just making like 3
little the three of these and 

1852
01:39:48,520 --> 01:39:51,840
and it really lends to the 
simplicity of my. 

1853
01:39:53,080 --> 01:39:57,280
I have my my green, blue and red
pens right here for that reason,

1854
01:39:58,200 --> 01:40:00,800
but. 
The simplicity just feeds into a

1855
01:40:00,800 --> 01:40:04,560
level of depth that you know far
exceeds, I think the the sum of 

1856
01:40:04,560 --> 01:40:05,960
its parts, which is really, 
really cool. 

1857
01:40:06,720 --> 01:40:08,240
Yeah, it's. 
It really is leaning into. 

1858
01:40:08,240 --> 01:40:11,480
It's leaning into what Hunter 
like Hunters seem to like. 

1859
01:40:11,480 --> 01:40:13,920
You sort of seem to like Glob 
onto it. 

1860
01:40:14,080 --> 01:40:17,720
It's leaning into that idea, 
that old video game idea of what

1861
01:40:17,720 --> 01:40:20,920
you saw on the screen wasn't 
what you envisioned in your 

1862
01:40:20,920 --> 01:40:23,880
head. 
And that was kind of the cool 

1863
01:40:23,880 --> 01:40:26,480
part of it. 
So it is that, you know, it's 

1864
01:40:26,480 --> 01:40:30,840
like, hey, how can I you can 
make an attack pattern that lets

1865
01:40:30,840 --> 01:40:35,480
you envision this awesome attack
even though the attack pattern 

1866
01:40:35,480 --> 01:40:40,000
is 3 red squares on a thing. 
And I think that that's really 

1867
01:40:40,000 --> 01:40:42,400
fun. 
Oh yeah, it's super fun. 

1868
01:40:43,000 --> 01:40:45,800
So the itch fund right now is at
$865. 

1869
01:40:45,800 --> 01:40:48,320
It's it's only been up, like I 
said for I don't even think 12 

1870
01:40:48,320 --> 01:40:50,160
hours. 
So you're By the time this 

1871
01:40:50,160 --> 01:40:52,560
episode would actually hit the 
podcast, which would be like 

1872
01:40:52,560 --> 01:40:55,520
tomorrow morning. 
Good chance that this funds to 

1873
01:40:55,520 --> 01:40:57,760
its first level, which would be 
exciting. 

1874
01:40:59,080 --> 01:41:01,440
It's very exciting, yeah. 
And where can. 

1875
01:41:01,560 --> 01:41:05,440
People, it's, I mean, 1000 bucks
is definitely the first step, 

1876
01:41:05,440 --> 01:41:06,800
but I feel like we can keep 
going. 

1877
01:41:06,960 --> 01:41:13,480
You got time on this so anyone 
listening highly recommend this 

1878
01:41:13,480 --> 01:41:15,280
I was. 
Going to say it's going to be at

1879
01:41:15,280 --> 01:41:18,720
this $15 price for one month. 
So it's going to be like mid 

1880
01:41:18,720 --> 01:41:21,520
February and even the and it 
will go up to $5 then. 

1881
01:41:21,520 --> 01:41:24,480
But yeah, this is, it's going to
be at this sort of lowest early 

1882
01:41:24,480 --> 01:41:27,520
access price for the next 30 
days and that's when it'll have 

1883
01:41:27,520 --> 01:41:29,680
the little gold ticker and all 
that stuff. 

1884
01:41:30,200 --> 01:41:30,920
Nice. 
Yeah, there we go. 

1885
01:41:31,000 --> 01:41:33,680
Sorry to interrupt. 
No, yeah, I mean like I said, I 

1886
01:41:33,680 --> 01:41:35,440
got, I got a chance to play this
before. 

1887
01:41:35,440 --> 01:41:37,760
You'll definitely see it here on
the show at some point, probably

1888
01:41:37,760 --> 01:41:40,520
sooner than later. 
You know Christian, one of the 

1889
01:41:40,520 --> 01:41:41,760
best friends at the shows that 
we have. 

1890
01:41:41,760 --> 01:41:45,640
Really great person, great dev 
editor, great freelancer, great 

1891
01:41:45,640 --> 01:41:49,360
designer. 
Definitely go back this game so 

1892
01:41:49,360 --> 01:41:53,520
Christian can make more awesome 
stuff and if you have stuff to 

1893
01:41:53,520 --> 01:41:58,800
make, reach out to and where can
people find this and you and and

1894
01:41:58,800 --> 01:42:03,080
all the rest of your stuff. 
Yeah you can find this on if you

1895
01:42:03,080 --> 01:42:06,760
go to itch dot IO search 
tacticians of om AHM you 

1896
01:42:06,760 --> 01:42:09,120
definitely find it. 
You can also go to I think it 

1897
01:42:09,120 --> 01:42:13,360
dot LY slash tacticians. 
I made that for a TikTok. 

1898
01:42:13,360 --> 01:42:15,360
I did a. 
TikTok. 

1899
01:42:16,280 --> 01:42:20,880
That should also take you there.
And yeah, other than that you 

1900
01:42:20,880 --> 01:42:24,600
can find everything that I do 
both freelance and personal 

1901
01:42:24,600 --> 01:42:27,240
project at 
meatcastlegameware.com. 

1902
01:42:28,960 --> 01:42:31,760
I'm on if you search really if 
you search Meat Castle on most 

1903
01:42:31,760 --> 01:42:33,480
social media I'm on, you're 
going to find it. 

1904
01:42:34,360 --> 01:42:37,840
It's there's occasionally a few 
other people with that name but 

1905
01:42:37,880 --> 01:42:40,880
I'm mostly the Meat Castle 
person but especially Meat 

1906
01:42:40,880 --> 01:42:43,880
Castle game Ware. 
So it's Meat Castle GW I think 

1907
01:42:43,880 --> 01:42:51,080
on 
twittermeatcastle@meatcastlegameware.com

1908
01:42:51,080 --> 01:42:53,440
on Blue Sky because they let you
be tricky with it. 

1909
01:42:54,160 --> 01:42:57,000
I'm on Tumblr as well. 
I do like a weekly play by Blog 

1910
01:42:57,000 --> 01:42:59,640
of Luke Gehring's The Aisle on 
on Tumblr. 

1911
01:42:59,640 --> 01:43:00,880
That's really fun. 
Yeah. 

1912
01:43:00,880 --> 01:43:04,040
So I'm definitely around for 
sure. 

1913
01:43:04,800 --> 01:43:06,600
Cool. 
I'm gonna find your Tumblr right

1914
01:43:06,600 --> 01:43:10,160
now. 
Yeah, I I'm on Tumblr. 

1915
01:43:10,520 --> 01:43:13,880
My old, you know, elder 
millennial brain broke as soon 

1916
01:43:13,880 --> 01:43:15,840
as I open it up. 
Because there's so much going on

1917
01:43:15,840 --> 01:43:18,280
and I I'm trying, but I'll get 
there, I think. 

1918
01:43:18,280 --> 01:43:20,120
I'm Christian. 
I'm Christian Sorrell on Tumblr 

1919
01:43:20,120 --> 01:43:22,320
if anyone wants. 
To find there you go. 

1920
01:43:22,760 --> 01:43:25,680
So as I said, fine Christian for
all of the stuffs because 

1921
01:43:25,680 --> 01:43:28,760
everything they do is fantastic.
Also a wonderful person back 

1922
01:43:28,760 --> 01:43:31,280
their stuff back this game. 
It was super fun to play. 

1923
01:43:31,360 --> 01:43:35,120
Like I said, you'll be seeing it
again and that is us for today. 

1924
01:43:35,120 --> 01:43:37,600
We will see you all another 
time. 

1925
01:43:37,680 --> 01:43:39,320
Christian, thank you so much for
being here. 

1926
01:43:39,840 --> 01:43:41,160
And we'll. 
Start having meet and thanks for

1927
01:43:41,520 --> 01:43:43,480
for letting me rant. 
And thanks everyone of course. 

1928
01:43:44,600 --> 01:43:47,320
Yeah, we'll see you later. 
Bye. 

1929
01:43:48,880 --> 01:43:49,080
Bye.
