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Hello and welcome to the Weekly 
Scroll podcast. 

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My name is Ryan and today we are
going to be doing an episode 2 

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of the Liminal Horror writing 
Seminar with Josh Demansky. 

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How you doing today, Josh? 
I'm. 

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Doing well. 
Good, good, good. 

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So So what? 
What is? 

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For those that didn't watch the 
first one, go watch it. 

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It's great. 
It is on all the links. 

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We'll make sure that it's linked
below. 

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But what is, what is #2 here? 
What is the plan for today? 

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Sure. 
Yeah. 

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So if you're just joining us for
this this second episode, I 

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suppose the little horror 
writing seminar series is 

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infrequent that we're going to 
be doing it, but the idea is 

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that we want to support other 
folk with making their own limo 

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horror content either for use at
their table or direct 

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publication. 
Either way, these these hints 

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and tips are supposed to sort of
give up behind the curtain that 

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the stuff that we're thinking 
about as we develop our own 

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modules and then in theory help 
you develop yours as well. 

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If you were here for the first 
one that covered adapting 

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existing stories into content 
that you can use at your table. 

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The idea being that modern 
horror, it's not always easy to 

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convert stuff like old modules 
or like a movie you saw on 

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television and then bring those 
to your tables, even if they 

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have really cool ideas. 
So if you haven't seen that 

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first episode, most of that 
stuff is still pretty good in 

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terms of the the knowledge that 
we impart. 

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A lot of that is going to what 
we're talking about today builds

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off of those original ideas. 
So go ahead and go watch that at

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your leisure. 
The VOD is on the weekly Scrolls

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channel somewhere in there. 
This second episode we're going 

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to be talking about is short 
form content. 

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And I don't really like using 
that word, but I don't have a 

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better term for it. 
But I'll talk a little bit about

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what I mean in a second here. 
But the idea is, is that, you 

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know, smaller stuff as opposed 
to big large modules. 

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But before we get to that, a few
things first for those that 

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follow along with the the 
Liminal Horror line. 

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There is a reason that we're 
doing this, you know, now as 

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opposed to literally whenever 
the 1st is. 

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That Hungry Hollow, our first 
hardcover module is making its 

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way backers right now from the 
backer kit, but it should be 

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available through Space Pango 
Inc imminently. 

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We are giving it a couple weeks 
for folks to get theirs and to 

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yeah, to deal with the any of 
the issues with shipping and 

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whatnot. 
But the idea is by the end of 

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the month we'll see. 
I, I, I think we're going to hit

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that. 
But so the book came out great 

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as far as I'm concerned. 
We do a quick flip through here 

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and I 6 by 9. 
I'm pretty happy with how the 

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the printing came out and all 
that shit. 

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So if you missed out of the 
backer kit, you will be able to 

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get your hands on one of these 
soon, as well as some of the 

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other modules that we have 
present on space Penguin, 

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including the bloom. 
And there's one night at the 

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shelter we're in. 
And I think we're getting a few 

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more like third party stuff 
coming in the future. 

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So keep an eye out. 
But the second thing here, the 

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first illuminal horror writing 
seminar was done to support the 

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twisted classics game jam over 
on ditch dot IO. 

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The idea being that we wanted 
people to create, you know, what

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we call twisted Classics here, 
which are reimaginings of other 

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stories brought up speed and 
kind of twisted for a modern 

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horror that Jam has completed as
of a few weeks ago. 

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I think at this point we got 
like 32 entries, I think 

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something like that. 
Some really, really cool stuff 

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there from our third party 
community. 

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We did just select our winner. 
That's in Extremis, I believe. 

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So you say it, if I remember 
correctly, but that is basically

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event horizon on a boat in the 
middle of the Great Lakes. 

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It's super fucking cool. 
We had a lot of thoughts on who 

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we were going to, you know, 
bring as our winner and then an 

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extremis comes out at the blows 
us all out of the water. 

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And so that has a limited copies
available through Neighbor Cops.

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They only had a handful of them.
I don't know if they're still 

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available, but they are printed 
if you want to get an early look

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at that. 
We are going to do another print

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run sometime in the future, but 
we're kind of figuring that out 

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behind the scenes. 
But go check out the other 

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entries through the H dot IO 
page, especially if you're 

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looking for more like little 
horror stuff to bring to your 

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games. 
And then finally, mostly the 

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reason we're here today, we have
opened up a new game jam that 

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submissions open tomorrow, but 
you can go back the page right 

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now. 
It is the Horrors of the 

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Americas jam. 
The idea for this one. 

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So we're going to run from, you 
know, next Monday, the 7th 

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through early 2025, probably a 
couple months into 2025. 

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There's no huge rush to get 
stuff in, but the idea is we 

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want to see a lot of like little
pieces, little bits and bobs 

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that you could bring to your 
table. 

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They could be small adventures. 
They could be just creatures, 

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maybe locations to explore, all 
the fun good stuff in little 

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bite sized chunks. 
We want to see everybody making 

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that for our community. 
And then in the end we're going 

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to take what we can fit and 
bring it into a, you know, maybe

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200 page soft cover, 6 by 9 book
through print on demand. 

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Can't guarantee that every entry
is going to make it into it, 

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especially if the size doesn't 
work out. 

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But the idea is we're in the 
previous game jam, Twisted 

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Classics, we wanted to bring the
one project per inch. 

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That was sort of the goal in the
Horror of the Americas Jam. 

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We want to bring everyone's 
project to print. 

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So go find the page, go join us 
on the Illuminal Horror Discord 

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server to help talk about your 
ideas. 

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And hopefully this, you know, 
writing seminar will kind of 

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help you guys along when you 
start making your own. 

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But with that in mind, want to 
talk quickly about what I mean 

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by short form horror? 
There's a few angles to this. 

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The 1st is sort of on basic 
level, the things that you can 

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prep to spend sort of the least 
amount of time doing prep for 

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your home sessions. 
You know, if you can read page 

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of content in an hour, maybe 
that gets you two or three 

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sessions. 
The things to sort of focus on. 

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So you're not like spending ages
and ages just to bring something

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for 1/3 hour session. 
However, if you want to publish 

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that, then these tips will help 
you if you want to give that to 

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someone for them to use their 
own home games or campaigns. 

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And then the idea being that 
most of the stuff is kind of 

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focused on like the one shot. 
Some of the things we're going 

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to talk about are definitely, 
you know, good for longer things

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like two or three sessions. 
But the idea is, is that they're

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these pieces of short form 
content are mostly 

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self-contained, easy to pick up,
easy to use. 

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And like I've got here, the key 
is, is that they're quick to 

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use. 
We want people to be able to 

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pick them up. 
It's you for your home game or 

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the future GM who is picking 
these up for their own sessions.

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Do 10 minutes worth of reading 
and it'd be good to go. 

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So what I mean by this, this 
could be, you know, tables could

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be plot hooks, various creatures
and NPC's, resident artifacts, 

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factions, or full on scenarios. 
And I'll kind of be talking 

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about each one of these things 
in turn as we go on here. 

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I will note that if you are 
watching us live at the moment, 

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the idea is, is that this is 
supposed to be sort of 

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conversational. 
I don't want to just talk at the

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screen the entire time. 
If you guys have questions, 

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please shout them out in the 
chat and then we will kind of, 

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you know, talk about them as 
they come up as well, you know, 

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going through each of these 
topics here. 

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So if you're watching live, give
us a hand. 

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Shout out some questions. 
Now before we dive in, I want to

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talk about resources. 
These are things that you can go

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look at right now that I think 
are really good examples of what

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short form horror content we 
have. 

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Some from a liminal horror 
perspective. 

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You know, the first here is the 
Vanished. 

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The Vanished is something I 
wrote a couple years ago. 

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Copy of it right here. 
It was previously a submission 

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to the One Page Dungeon contest.
It got one of the winner circles

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awards for that. 
I think it was in 2021 or 2022, 

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I don't really remember off the 
top of my head. 

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But then I went through and 
expanded it for the Fear bundle 

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through the Lost Bay. 
So you can get like a poster 

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form of it if you can still get 
that bundle. 

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But the digital version of this 
is available as well. 

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But the idea being that this is 
office based horror. 

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It is a small dungeon and it's 
all contained out of one page. 

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This is easy enough for minimum 
one session, potentially 2 

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sessions depending on how long 
your group takes. 

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Then the one that we just worked
on recently is called Recursive 

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Transit. 
That was my entry to this year's

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One Page Dungeon contest and 
they just announced the winners 

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on that. 
The Recursive Transit took home 

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the best in theme and another 
winner Circle award. 

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So you know, I think it's a 
pretty good one page dungeon, 

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but so do a a panel of judges 
too. 

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So that's available digitally. 
You can find it in the Twisted 

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classic jam collection because I
submitted it. 

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That's part of that as well. 
We are going to be doing a full 

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liminal horror conversion of 
that in the future. 

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So keep your eyes peeled if you 
want stats because right now 

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it's pretty system agnostic. 
Another couple of things here as

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part of the jam support we just 
released a couple of weeks ago. 

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I think at this point it's 
hasn't been too long, but the 

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project is called Case Files 
Volume one with these are at 

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their three little bite sized 
pieces of, you know, horror 

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content. 
We got affection, we have a 

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creature, and we have a full on 
scenario as three of those 

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there. 
The idea being is, is that those

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are specifically examples of 
things that we would love to see

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for this coming jam. 
So go check those out. 

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They're only available digitally
at the moment. 

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And then a few more things here.
I think it's two years ago now. 

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It's been a little bit, but we 
did the tails for the Voided 

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Kickstarter project that was 
bringing 3 pamphlets from, you 

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know, our friends. 
Basically to come in and make, 

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you know, little trifle 
pamphlets for liminal horror. 

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We had Zach Hazard, Valpin, 
Evelyn Bro, and Matt Morris come

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and make them. 
These are all really, really 

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good examples of Liminal Horror 
trifle pamphlets. 

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We do have the chair in printed 
format. 

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The other two you can get 
digitally through their 

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respective itch dot IO pages, 
but the chair specifically is 

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one location. 
You're in this house, you're 

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trapped in there and you're 
trying to figure your way out 

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and there's a creepy fucking 
chair that your players are 

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going to want to sit in to deal 
with. 

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And then finally, there is 
Liminal High School. 

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That is another project from 
Evelyn. 

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The idea being that while 
Liminal Horror itself is focused

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on, you know, mainly adults, you
know, dealing with the whores, 

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Illumina High School takes that 
and brings your characters to 

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high school. 
The reason I want to recommend 

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this is because it's primarily 
at the moment at like 8 or 9 

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pages and it's a series of 
tables that you can roll on for 

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generating characters and 
scenarios and stuff. 

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I know Evelyn is working on an 
expansion currently, but this is

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another really good example of 
just like short form tables that

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can inspire your own sessions. 
Here I did want to break down a 

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bunch of other things that are 
not directly related to liminal 

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horror specifically, but are 
really good examples of the type

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of stuff I'm talking about here 
from kind of across the 

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spectrum. 
I will be discussing why I'm 

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choosing each of these as well. 
So the first is The Haunting of 

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Epsilon 14. 
Epsilon Epsilon 14. 

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This is a trifold pamphlet. 
It's her mothership. 

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For the longest time this was 
like the best thing they had for

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their starter adventures. 
I know they did a series of 

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pamphlets early on. 
This is the best of them. 

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This is also like one of the 
best trifle pamphlets I've ever 

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read, just in terms of how it 
uses its space and what it gives

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you for tools. 
All trifle pamphlets are brain 

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00:12:58,920 --> 00:13:00,440
works. 
You know they're never going to 

226
00:13:00,440 --> 00:13:02,840
give you everything because you 
only have 2 pages to do it. 

227
00:13:03,240 --> 00:13:07,640
So the goal is to do just enough
where the GM can take it and add

228
00:13:07,640 --> 00:13:09,600
just a little bit and run their 
sessions. 

229
00:13:09,600 --> 00:13:15,200
So it's on 14 has a creature, 
just one that sort of causes 

230
00:13:15,200 --> 00:13:16,600
have. 
They're very easy to track. 

231
00:13:17,160 --> 00:13:21,000
There are 10 different NPCS. 
That's probably the biggest 

232
00:13:21,000 --> 00:13:24,280
thing to kind of get over when 
you are a new GM trying to run 

233
00:13:24,280 --> 00:13:28,040
it is managing all these people.
But there are some tips and such

234
00:13:28,040 --> 00:13:32,840
to figure that out. 
But primarily, it uses its space

235
00:13:32,840 --> 00:13:40,000
in a very, very clever manner 
where the text for the layout is

236
00:13:40,000 --> 00:13:43,040
built directly into the map of 
the station itself. 

237
00:13:43,360 --> 00:13:46,240
So you don't need to waste space
with this one having both a map 

238
00:13:46,240 --> 00:13:48,680
and text. 
It's all like perfectly fit and 

239
00:13:48,680 --> 00:13:50,560
perfectly written to be within 
that. 

240
00:13:51,280 --> 00:13:54,680
You know that framing here. 
So go check this out if you 

241
00:13:54,680 --> 00:13:56,480
haven't seen it. 
If you're especially interested 

242
00:13:56,480 --> 00:13:59,040
in trifle pamphlets, I said this
is one of the best I've ever 

243
00:13:59,040 --> 00:14:01,320
found and I I love trifle 
pamphlets. 

244
00:14:03,560 --> 00:14:06,480
Continuing forward on sort of 
the mothership train of things, 

245
00:14:06,480 --> 00:14:09,360
we got a couple more here. 
The first is the Dissonant 

246
00:14:09,360 --> 00:14:11,360
Whisperers adventure anthology 
book. 

247
00:14:11,880 --> 00:14:17,080
Think you can still get this? 
This is a collection of about 62

248
00:14:17,080 --> 00:14:20,480
page adventures. 
Maybe like a third of them are 

249
00:14:20,480 --> 00:14:22,320
for mothership. 
About half of them are sort of 

250
00:14:22,320 --> 00:14:24,840
just system agnostic. 
And then there's stuff like this

251
00:14:24,840 --> 00:14:27,280
much for Mark Borg. 
I think there's a couple for 

252
00:14:27,280 --> 00:14:30,680
Electric Bastion Land, some for 
like BXD and D and stuff. 

253
00:14:32,520 --> 00:14:33,880
I think I've run about a dozen 
of these. 

254
00:14:34,400 --> 00:14:39,880
This is the book that got me 
into a bunch of different 

255
00:14:39,880 --> 00:14:41,880
systems back in. 
I think it was 2020. 

256
00:14:42,840 --> 00:14:46,040
It is the reason I write. 
That's because I bought this 

257
00:14:46,040 --> 00:14:47,920
book and I started looking at 
these systems. 

258
00:14:49,320 --> 00:14:51,760
So I, I cannot recommend this 
enough. 

259
00:14:51,920 --> 00:14:55,680
There are some fantastic 
adventures in here and like I 

260
00:14:55,680 --> 00:14:57,200
said, I'm going to just flip the
one randomly. 

261
00:14:57,760 --> 00:14:59,760
This is, you know, two page 
spread. 

262
00:15:00,040 --> 00:15:02,840
We've got your basic texting 
information you can hear, you 

263
00:15:02,840 --> 00:15:04,560
get your creature and then 
you've got your map all 

264
00:15:04,560 --> 00:15:07,200
contained within 2 pages. 
You know, this is a full letter 

265
00:15:07,200 --> 00:15:08,480
size. 
So it's a little bigger than 

266
00:15:08,480 --> 00:15:11,200
what we're looking for in terms 
of the, the GM. 

267
00:15:11,200 --> 00:15:15,440
But either way, like if you have
never read this before, I, I, 

268
00:15:15,480 --> 00:15:18,640
this is one of like 3 products I
would recommend anybody pick up 

269
00:15:18,640 --> 00:15:20,200
because it's like fucking 
fantastic. 

270
00:15:21,520 --> 00:15:26,520
This is also where a lot of 
future mothership projects have 

271
00:15:26,520 --> 00:15:29,280
spun out of because it was this 
big creative endeavor with a 

272
00:15:29,280 --> 00:15:32,200
bunch of people kind of working 
together to do this in like I 

273
00:15:32,200 --> 00:15:34,400
think it's like 2 weeks or 
something crazy. 

274
00:15:35,720 --> 00:15:37,480
And then that kind of spawned a 
whole bunch of other really cool

275
00:15:37,480 --> 00:15:40,120
mothership projects as well as 
those people continue to 

276
00:15:40,120 --> 00:15:43,080
collaborate. 
I've run this one to incident at

277
00:15:43,080 --> 00:15:47,720
Muto station a nice little, 
what's even 34567? 

278
00:15:47,720 --> 00:15:50,560
Here's like 10 locations here, 
all pretty simple. 

279
00:15:50,560 --> 00:15:51,920
You got a really fucked up 
creature. 

280
00:15:52,880 --> 00:15:56,040
One of the best sessions I've 
ever run was was this adventure 

281
00:15:56,040 --> 00:15:57,280
right here. 
So if you're going to pick this 

282
00:15:57,280 --> 00:15:59,120
up and you're going to look at 
1, you know, the incident at 

283
00:15:59,120 --> 00:16:06,840
Muto Station gold standard 
continuing forward on the 

284
00:16:06,880 --> 00:16:09,680
mothership train, we have Whole 
breach. 

285
00:16:10,480 --> 00:16:14,520
Whole Breach is basically the 
spiritual successor to the 

286
00:16:14,520 --> 00:16:16,360
Distant whispers, at least on 
the mothership side. 

287
00:16:16,360 --> 00:16:19,240
It's a lot of that those teams 
that had formed back in that 

288
00:16:19,240 --> 00:16:22,960
original book came to continue 
to collaborate to do, you know, 

289
00:16:22,960 --> 00:16:25,800
Whole Breach stunned through 
anodyne printware here. 

290
00:16:25,800 --> 00:16:32,200
It's Ian Houston's brand, just 
another just bunch of short like

291
00:16:32,680 --> 00:16:36,680
six to 10 page adventures. 
Everything is designed so 

292
00:16:36,680 --> 00:16:40,440
perfectly to be able to use at 
the table in like the spread 

293
00:16:40,440 --> 00:16:43,760
formats that they have here. 
The layout is fucking fantastic.

294
00:16:43,920 --> 00:16:50,360
The adventures they hit hard. 
I got everyone think 4 things 

295
00:16:50,360 --> 00:16:53,760
from this book and a little mini
campaign they did last year went

296
00:16:53,760 --> 00:16:55,560
phenomenal. 
Like I I absolutely love this. 

297
00:16:55,560 --> 00:16:58,760
Again, one of like 3 things I 
would recommend everybody pick 

298
00:16:58,760 --> 00:17:02,440
up, especially if you like 
sci-fi and horror Just from a 

299
00:17:02,440 --> 00:17:05,160
formatting and writing 
perspective is another but gold 

300
00:17:05,160 --> 00:17:10,640
standard. 
This is fantastic to branch off 

301
00:17:10,640 --> 00:17:14,680
into fantasy for a little bit. 
The Mary Meshman, who many folks

302
00:17:14,680 --> 00:17:17,920
know from their Knock series of 
adventure book, not adventure of

303
00:17:18,520 --> 00:17:21,720
blog collections. 
They put out the folklore best 

304
00:17:21,720 --> 00:17:25,040
theory I think last year 
sometime fairly recently here. 

305
00:17:25,920 --> 00:17:27,640
But what this is, you know, it 
is the best area. 

306
00:17:27,640 --> 00:17:30,200
It sounds like it, but it's as 
the name applies. 

307
00:17:30,200 --> 00:17:33,040
It's all based off folklore 
creatures and taking those and 

308
00:17:33,040 --> 00:17:36,240
adapting them for old school 
essentials effectively. 

309
00:17:36,240 --> 00:17:39,440
So that type of fantasy, you 
know, DND fantasy. 

310
00:17:39,440 --> 00:17:44,800
But there are a number of really
cool examples in here. 

311
00:17:44,800 --> 00:17:47,720
I want to see if I can pull one 
open where you know they'll do a

312
00:17:47,720 --> 00:17:52,440
page on a monster, sometimes 4 
to 6 pages, but then you will 

313
00:17:52,440 --> 00:17:59,000
occasionally get full adventures
included as well where they'll 

314
00:17:59,000 --> 00:18:02,680
give you the here we go. 
This is a good one. 

315
00:18:08,600 --> 00:18:14,600
Oh, I cannot say what this says,
but Lou are cool. 

316
00:18:16,760 --> 00:18:20,000
So this creature is a massive 
snail, effectively. 

317
00:18:20,040 --> 00:18:23,160
So you get your first little 
introductory page here kind of 

318
00:18:23,160 --> 00:18:27,600
detailing what this creature is.
You get like the stats, you get 

319
00:18:27,600 --> 00:18:30,280
a nice piece of art here. 
And then for the next page, they

320
00:18:30,280 --> 00:18:33,200
give you a full adventure where 
you need to go inside the snail 

321
00:18:33,200 --> 00:18:35,560
itself and you know, as a 
dungeon. 

322
00:18:37,640 --> 00:18:43,080
So yeah, that that's just it's 5
pages and there's so much that 

323
00:18:43,080 --> 00:18:44,760
they give you within those 5 
pages right here. 

324
00:18:44,760 --> 00:18:49,080
And this is book is just a full 
of examples like that you could 

325
00:18:49,080 --> 00:18:51,800
run, you know, three sessions, 
which is just those 5 pages. 

326
00:18:51,800 --> 00:18:54,360
And that takes you 15 minutes to
read if you're doing, you know, 

327
00:18:54,360 --> 00:18:56,240
a little bit of prep, maybe a 
little more than that if you 

328
00:18:56,240 --> 00:19:00,520
want to get the stats down. 
But highly recommended, 

329
00:19:00,520 --> 00:19:03,040
especially if you're running 
like fantasy games and campaigns

330
00:19:04,000 --> 00:19:05,840
and you need, you know, extra 
shit to throw in there. 

331
00:19:05,840 --> 00:19:09,440
But this is this is one of the 
things that honestly inspired 

332
00:19:09,440 --> 00:19:12,240
the horse of the America Jam and
how we want to present it as is 

333
00:19:12,240 --> 00:19:19,280
this book here, here, then we've
got the monster Rover Hall, 

334
00:19:19,280 --> 00:19:24,160
another best theory, gold 
standard, best theory hands 

335
00:19:24,160 --> 00:19:30,000
down. 
It's a big book, but you get it 

336
00:19:30,000 --> 00:19:33,920
is very usable. 
This is one of the biggest 

337
00:19:33,920 --> 00:19:35,800
pieces of inspiration for the 
best theory that we're writing 

338
00:19:35,800 --> 00:19:37,240
for the Little Horror deluxe 
edition. 

339
00:19:37,760 --> 00:19:40,560
How to take basic creatures and 
give them more. 

340
00:19:40,640 --> 00:19:43,280
You know, we can do stats all 
day long, but that's not 

341
00:19:43,280 --> 00:19:46,000
necessarily the most useful 
thing in the world, especially 

342
00:19:46,000 --> 00:19:47,720
if you're looking at this 
creature and we, you know, we 

343
00:19:47,720 --> 00:19:50,840
can tell you it's a horrid thing
across from another dimension. 

344
00:19:50,840 --> 00:19:52,640
But you know, how do you use 
that at the table? 

345
00:19:52,720 --> 00:19:58,520
Well, you give it a bunch of 
extra shit so we can look in 

346
00:19:58,520 --> 00:20:00,040
here. 
This is the biscuit Gollum. 

347
00:20:00,920 --> 00:20:03,920
So they give you the stats, they
give you a little picture, they 

348
00:20:03,920 --> 00:20:07,920
give you each of these pages 
sort of custom designed to fit 

349
00:20:07,920 --> 00:20:11,920
one of these creatures, but they
give you a whole bunch of roll 

350
00:20:11,920 --> 00:20:13,880
tables and stuff that are really
useful, especially if you like 

351
00:20:13,880 --> 00:20:15,400
that emergent narrative at the 
table. 

352
00:20:16,280 --> 00:20:19,960
So you've got 1D10 why this 
biscuit golem must die. 

353
00:20:20,600 --> 00:20:23,360
So that's your adventure Hawks 
right there. 

354
00:20:23,560 --> 00:20:25,760
Somebody is telling you they 
need to, you need to kill this 

355
00:20:25,760 --> 00:20:27,400
biscuit golem. 
So you got 10 reasons why you 

356
00:20:27,400 --> 00:20:30,000
might do that and pick the 
wander roll on the table that 

357
00:20:30,000 --> 00:20:31,760
might, you know, affect your 
group the best. 

358
00:20:32,440 --> 00:20:37,800
You've got a menu right here. 
So this is the various ways that

359
00:20:40,520 --> 00:20:45,000
each different biscuit Gollum 
variation here and the various 

360
00:20:45,000 --> 00:20:48,800
effects that those, the magics 
that have within them, you know,

361
00:20:48,800 --> 00:20:51,360
can kind of contain here. 
And then you got a couple of 

362
00:20:51,360 --> 00:20:53,120
extra other tables here. 
You know, what is the biscuit 

363
00:20:53,120 --> 00:20:55,480
Gollum doing? 
Who made this biscuit column? 

364
00:20:55,600 --> 00:20:59,960
So you take this one creature, 
you roll on 4 tables, you take 

365
00:20:59,960 --> 00:21:01,680
the results. 
There's your adventure right 

366
00:21:01,680 --> 00:21:03,120
there. 
Maybe you need to pull on a 

367
00:21:03,120 --> 00:21:05,080
house or location. 
But once you have those four 

368
00:21:05,080 --> 00:21:06,960
things, that's all you need to 
start building. 

369
00:21:07,400 --> 00:21:11,160
And that's, this is one example 
in, you know, like a 400 page 

370
00:21:11,160 --> 00:21:15,920
book here. 
So another one of the things, if

371
00:21:15,920 --> 00:21:18,160
you do not have this, you don't 
necessarily need to get 

372
00:21:18,160 --> 00:21:20,320
physical. 
I like the physical copy, but 

373
00:21:21,040 --> 00:21:27,920
such a good best theory to 
quickly kind of touch on a few 

374
00:21:27,920 --> 00:21:31,120
other things here. 
If you like one page dungeons or

375
00:21:31,120 --> 00:21:34,320
one page adventures, a triloma 
adventures are, you know, pretty

376
00:21:34,320 --> 00:21:38,840
much the gold standard. 
There are a ton of them at this 

377
00:21:38,840 --> 00:21:42,600
point. 
I think there's 3 or 4 volumes 

378
00:21:42,600 --> 00:21:44,520
or something. 
It's oh, there we go yeah, 

379
00:21:45,040 --> 00:21:50,720
there's one of the volumes. 
I don't know the physical. 

380
00:21:50,840 --> 00:21:54,440
I missed out on the good quality
print on demand when they went 

381
00:21:54,440 --> 00:21:58,320
back and drive through our PG 
kind of changed the quality for 

382
00:21:58,320 --> 00:22:00,280
their print books and I was sad 
I missed it. 

383
00:22:00,600 --> 00:22:05,360
But I've run a few of them. 
I even did there was a like a 

384
00:22:05,360 --> 00:22:08,080
circus adventure that I 
converted to new agents of the 

385
00:22:08,080 --> 00:22:11,280
Odd, which is very close to 
liminal horror. 

386
00:22:11,600 --> 00:22:12,880
So there is some application 
there. 

387
00:22:12,880 --> 00:22:17,520
But those are just really good 
one page adventures. 

388
00:22:18,880 --> 00:22:22,680
And then we've got from the 
Merck work team or like 

389
00:22:22,680 --> 00:22:24,520
Stockholm Cartel, there are two 
books. 

390
00:22:24,520 --> 00:22:26,440
There are thoughts and prayers 
and they're cut purse. 

391
00:22:26,760 --> 00:22:28,440
I don't think you can get 
thoughts and prayers anymore. 

392
00:22:28,440 --> 00:22:30,440
You can still get Cut purse. 
I just checked out their website

393
00:22:30,440 --> 00:22:35,800
the other day. 
What these are their other 

394
00:22:35,800 --> 00:22:39,000
convention books effectively 
where the folks in Stockholm 

395
00:22:39,000 --> 00:22:41,080
Cartel just, they just write a 
bunch of shit for their home 

396
00:22:41,080 --> 00:22:44,840
games and then they hand it over
to nor who takes it and put them

397
00:22:44,840 --> 00:22:46,000
together. 
These little collections. 

398
00:22:46,000 --> 00:22:49,520
They don't want a year of the 
last two years, but the idea 

399
00:22:49,520 --> 00:22:51,880
being that these are supposed to
be their convention exclusives, 

400
00:22:51,880 --> 00:22:54,920
but they go and they sell, you 
know, whatever's left on their 

401
00:22:54,920 --> 00:22:58,120
their website. 
But it is a collection of a 

402
00:22:58,120 --> 00:23:00,320
bunch of stuff. 
You know, it's adventures. 

403
00:23:00,320 --> 00:23:02,800
It's, you know, we got a little 
like 2 page spread adventure 

404
00:23:02,800 --> 00:23:05,120
here. 
It's a skull fungus, I think 

405
00:23:05,240 --> 00:23:09,480
piece of art. 
There are a curated collection 

406
00:23:09,480 --> 00:23:13,800
of public domain art which you 
can go find and use for your own

407
00:23:14,400 --> 00:23:17,160
adventures and stuff. 
I do really like this one that's

408
00:23:17,160 --> 00:23:23,120
like gross looking dwarfs and 
then you will find, let me see 

409
00:23:23,120 --> 00:23:25,520
if I can find one here. 
I know that they've done like 

410
00:23:25,800 --> 00:23:29,080
short form fiction here where 
somebody's just writing a little

411
00:23:29,080 --> 00:23:34,240
story within 2 pages and then 
you get like items of weapons 

412
00:23:34,240 --> 00:23:35,800
for the whole bunch of art and 
stuff here. 

413
00:23:36,400 --> 00:23:39,520
Cut purse is the same way. 
This is the one I know you can 

414
00:23:39,520 --> 00:23:43,600
get, but this one's a little, I 
think it's a razor graph print. 

415
00:23:43,600 --> 00:23:46,960
But here is, you know, a bunch 
of monsters and a cool piece of 

416
00:23:46,960 --> 00:23:57,320
art we have was a little 
scenario based on thieves and Oh

417
00:23:57,320 --> 00:24:00,080
yeah, dozen short adventure 
seeds and events and along with 

418
00:24:00,080 --> 00:24:02,440
a really cool piece of art. 
And I guarantee most you could 

419
00:24:02,440 --> 00:24:04,360
do something that looks just as 
cool because this is pretty 

420
00:24:04,360 --> 00:24:08,720
simple, all things considered. 
But again, if you want to look 

421
00:24:08,720 --> 00:24:12,160
at short form content, that is, 
you know, Mark Borg and the 

422
00:24:12,160 --> 00:24:14,440
stuff that Stockholm Cartel does
is very much, you know, horror 

423
00:24:14,440 --> 00:24:16,880
adjacent at the very least or or
specific. 

424
00:24:18,240 --> 00:24:20,080
Another really good thing to get
your hands on. 

425
00:24:21,520 --> 00:24:26,360
And then the final two just real
quick rebound transmissions are 

426
00:24:26,360 --> 00:24:28,240
a series of pamphlets known by 
Stella Condry. 

427
00:24:28,960 --> 00:24:31,640
They are from othership. 
I think there are 13 of them at 

428
00:24:31,640 --> 00:24:34,040
this point. 
Another one of the things I 

429
00:24:34,040 --> 00:24:36,640
missed out on the print for, but
you can still get all the 

430
00:24:36,640 --> 00:24:37,720
digitals. 
I think they're free at the 

431
00:24:37,720 --> 00:24:41,000
moment. 
Just a ton of really good 

432
00:24:41,000 --> 00:24:42,400
example. 
I love the stuff that still 

433
00:24:42,400 --> 00:24:44,560
does. 
And I think this was one a month

434
00:24:44,560 --> 00:24:50,360
for a year, something like that.
But it's adventures, it's NPCS, 

435
00:24:50,360 --> 00:24:52,880
it's just little bits and bobs 
for your mother ship campaigns. 

436
00:24:52,880 --> 00:24:55,360
But again, it's a really good 
example of what you can do with 

437
00:24:55,440 --> 00:24:58,200
the limited format there and 
what you cram into, you know, A 

438
00:24:58,200 --> 00:25:01,200
trifle pamphlet. 
Then final thing here. 

439
00:25:02,120 --> 00:25:05,200
If you guys have not ever come 
across Nature may of Highland 

440
00:25:05,200 --> 00:25:08,960
Paranormal Society and you want 
to write short form content, go 

441
00:25:08,960 --> 00:25:13,960
correct that immediately. 
Nate Treme is credited as being 

442
00:25:13,960 --> 00:25:15,720
the progenitor of the trifold 
dungeon. 

443
00:25:16,080 --> 00:25:18,520
You know, using the trifold 
pamphlet that is at least for 

444
00:25:18,520 --> 00:25:21,240
Sean McCoy gets it for the 
mothership stuff and I have 

445
00:25:21,240 --> 00:25:24,400
never found anybody who did it 
earlier than Nate Treme, but 

446
00:25:24,400 --> 00:25:29,160
Nate does a Patreon that I don't
think it's every month, but 

447
00:25:29,160 --> 00:25:30,920
something comes out pretty 
frequently. 

448
00:25:31,080 --> 00:25:33,760
You know, a little short 
adventures like 5 room dungeons,

449
00:25:34,400 --> 00:25:38,440
pamphlets and whole 9 yards. 
There some really great stuff. 

450
00:25:38,440 --> 00:25:41,040
I've read a bunch of neat stuff 
before in the past, always a 

451
00:25:41,040 --> 00:25:43,760
good time. 
But again, a very, very good 

452
00:25:43,760 --> 00:25:47,960
examples of what you can cram 
into just tiny spaces because 

453
00:25:47,960 --> 00:25:51,560
need loves doing small form 
stuff like postcard dungeons. 

454
00:25:51,560 --> 00:25:53,960
I've seen a few of those. 
They're all fucking fantastic. 

455
00:25:54,440 --> 00:26:00,600
So if you need to look at 
anything to bring your own, you 

456
00:26:00,600 --> 00:26:03,640
know, horrors of the Americas 
ideas, this is a really great 

457
00:26:03,640 --> 00:26:05,360
place to start. 
You know everything that we have

458
00:26:05,360 --> 00:26:07,760
listed here. 
There's just so much more as 

459
00:26:07,760 --> 00:26:09,360
well. 
These are the ones that I you 

460
00:26:09,360 --> 00:26:13,200
know, I thought of immediately. 
And if you need more, if you 

461
00:26:13,200 --> 00:26:16,600
need more stuff to look at, come
tag us on the discord and find 

462
00:26:16,600 --> 00:26:18,200
us. 
We can always provide more 

463
00:26:18,200 --> 00:26:20,920
information and stuff to find to
help you guys along. 

464
00:26:25,520 --> 00:26:28,360
All right now getting into the 
actual like tips and tricks 

465
00:26:28,360 --> 00:26:29,760
here. 
Well, first we're going to start

466
00:26:29,760 --> 00:26:33,920
with tables. 
Now again, I don't really want 

467
00:26:33,920 --> 00:26:35,960
to spend a ton of time on all 
these things. 

468
00:26:35,960 --> 00:26:38,000
We're we're trying to wrap this 
up pretty quick. 

469
00:26:38,000 --> 00:26:40,840
So if you have questions on 
these topics, get them out now 

470
00:26:40,840 --> 00:26:43,080
while I'm currently talking 
about them, so we can hit the 

471
00:26:43,080 --> 00:26:44,520
minute before I move on to the 
next slide. 

472
00:26:45,680 --> 00:26:49,560
So there's really just one main 
tip here. 

473
00:26:49,560 --> 00:26:51,800
I'll talk about that in a SEC. 
But what do you mean by tables 

474
00:26:52,240 --> 00:26:55,840
in the context of the middle 
horror is a lot of things. 

475
00:26:55,880 --> 00:26:58,720
You know you can use them for 
your void crawl. 

476
00:26:59,960 --> 00:27:02,720
I don't have one of those on 
hand. 

477
00:27:02,840 --> 00:27:04,680
Damn. 
Well I got the Hungry Hollow 

478
00:27:04,680 --> 00:27:05,560
one. 
Where did I put that? 

479
00:27:11,280 --> 00:27:13,320
I will talk a little bit more 
specifically about the void 

480
00:27:13,320 --> 00:27:19,080
crawl in just a second here 
because it marks one of my tips.

481
00:27:25,040 --> 00:27:26,680
Yep. 
So the void crawl is our 

482
00:27:26,680 --> 00:27:29,960
overloaded encounter die system.
It's just, you know, it's a 

483
00:27:29,960 --> 00:27:31,760
standard encounter die and we 
added a bunch of shit to it to 

484
00:27:31,800 --> 00:27:33,840
make other things happen during 
a session here. 

485
00:27:34,360 --> 00:27:37,160
But if you have never read one 
of our modern adventures, you 

486
00:27:37,160 --> 00:27:39,440
know, the last two I think that 
we did void crawls. 

487
00:27:39,440 --> 00:27:43,720
We've started to add them in 
where it's a, you know, D6 

488
00:27:43,720 --> 00:27:45,560
encounter check. 
And then there are a bunch of 

489
00:27:45,560 --> 00:27:47,360
subtables that you can use as 
needed. 

490
00:27:48,200 --> 00:27:50,440
If you're writing your own void 
crawl, you're going to encounter

491
00:27:50,440 --> 00:27:55,480
something very similar. 
So that's a good table. 

492
00:27:55,720 --> 00:27:59,000
Maybe you want to have random 
items or Fallout is another one 

493
00:27:59,000 --> 00:28:01,960
specific to mother Terminal 
horror. 

494
00:28:03,280 --> 00:28:05,120
Maybe if you're writing a 
creature, you want to do some 

495
00:28:05,120 --> 00:28:07,240
different variations. 
So you put them in a little 

496
00:28:07,240 --> 00:28:08,720
table there that somebody can 
roll on. 

497
00:28:09,080 --> 00:28:12,000
And then with creatures, you can
have their behaviors, you know, 

498
00:28:12,000 --> 00:28:14,480
are they friendly to your group?
Are they antagonistic? 

499
00:28:15,040 --> 00:28:17,440
And then you can always do, you 
know, fun little character 

500
00:28:17,440 --> 00:28:20,880
details either for your 
investigators, you know, like 

501
00:28:21,520 --> 00:28:24,240
bonds that you may have the 
equipment, you may have stuff 

502
00:28:24,240 --> 00:28:27,320
from basic character creation, 
or if you're trying to make like

503
00:28:27,320 --> 00:28:31,600
NPCS and maybe you want like a 
spark tape full of bunch of 

504
00:28:31,600 --> 00:28:34,440
details you can quickly pull 
together when you need an NPC. 

505
00:28:34,800 --> 00:28:36,920
So that's sort of what I mean by
tables here. 

506
00:28:37,080 --> 00:28:41,280
And the general advice here is 
that this is going to apply to 

507
00:28:41,280 --> 00:28:45,280
all of them. 
It is always, always going to be

508
00:28:45,280 --> 00:28:49,480
better if you focus on your best
ideas. 

509
00:28:52,320 --> 00:28:57,280
You do not feel compelled to 
expand your tables simply for 

510
00:28:57,280 --> 00:28:59,240
the sake of it. 
You know, you don't necessarily 

511
00:28:59,240 --> 00:29:02,000
need to be 20 table. 
I'll talk about that in a minute

512
00:29:02,000 --> 00:29:05,080
here. 
But especially if you're writing

513
00:29:05,080 --> 00:29:07,360
this for publication for your 
home games, do whatever, you 

514
00:29:07,360 --> 00:29:10,560
know, I don't really care. 
But if if you're going to send 

515
00:29:10,560 --> 00:29:13,640
this out and give it to somebody
to use and run, you want to put 

516
00:29:13,640 --> 00:29:17,480
your best ideas forward. 
You know, if you got six really 

517
00:29:17,480 --> 00:29:22,600
good ideas, but you're like, I 
want to do AD 10 table, maybe 

518
00:29:22,600 --> 00:29:24,880
don't do that. 
You maybe just make that the D6.

519
00:29:26,520 --> 00:29:28,840
There are always to adapt it to 
make those ideas a little bit 

520
00:29:28,840 --> 00:29:31,800
more universal. 
But you, you shouldn't ever feel

521
00:29:31,800 --> 00:29:34,800
compelled just to fill that 
number for the sake of it, 

522
00:29:35,280 --> 00:29:38,840
because you you don't want 6 
good ideas and or shit ideas 

523
00:29:39,000 --> 00:29:41,760
because you know, there's a 40% 
chance that somebody who's using

524
00:29:41,760 --> 00:29:43,520
your table is going to roll the 
shit ideas. 

525
00:29:44,000 --> 00:29:51,200
So again, if you can make your 
table contained and it makes 

526
00:29:51,200 --> 00:29:55,000
sense for the context of your 
adventure, put your best ideas 

527
00:29:55,760 --> 00:30:02,440
forward. 
Now as part of this, this is 

528
00:30:02,440 --> 00:30:04,800
sort of the first, you know, 
bullet tip here. 

529
00:30:06,000 --> 00:30:09,080
When you're designing your 
tables, consider how many times 

530
00:30:09,080 --> 00:30:11,000
this table actually going to be 
used. 

531
00:30:12,400 --> 00:30:16,520
Now I'll give an example or 
avoid crawls. 

532
00:30:19,040 --> 00:30:21,840
Boyd crawls the D6 table. 
You're rolling that every 15 

533
00:30:21,840 --> 00:30:25,280
minutes or so. 
During the daytime you only 

534
00:30:25,280 --> 00:30:27,760
count the first 3 results and 
during night or like dangerous 

535
00:30:27,760 --> 00:30:31,560
situations, you count all, all 
six. 

536
00:30:32,400 --> 00:30:34,600
In Hungry Hollow, we built one 
that's sort of the nothing 

537
00:30:34,600 --> 00:30:36,440
happens. 
So there's really only 5 entries

538
00:30:36,440 --> 00:30:38,480
on this table. 
But we, we kind of adapted to 

539
00:30:38,480 --> 00:30:41,680
what we think is best for the, 
the particular adventure that 

540
00:30:41,680 --> 00:30:44,160
we're writing. 
I want to focus on one of these 

541
00:30:44,160 --> 00:30:46,920
things, the day encounter that's
a result of one on the boy 

542
00:30:46,920 --> 00:30:53,680
crawl. 
So day encounters are typically 

543
00:30:53,840 --> 00:30:57,760
strange things that are 
happening that might devolve 

544
00:30:57,760 --> 00:30:59,920
into, you know, chaos and 
violence, but they're not 

545
00:30:59,920 --> 00:31:03,800
inherently built around that. 
They're just, you know, if 

546
00:31:03,800 --> 00:31:05,440
you're in a populated area, 
that's sort of the strange 

547
00:31:05,440 --> 00:31:09,280
encounters with the residents 
there or things that cue your 

548
00:31:09,280 --> 00:31:11,960
investigators that something 
weird is happening, but they're 

549
00:31:11,960 --> 00:31:14,280
not immediately like 
threatening, even if they might 

550
00:31:14,400 --> 00:31:16,800
fold into threatening things 
later on. 

551
00:31:16,920 --> 00:31:23,480
So the day encounter is A1 on 
the void crawl table. 

552
00:31:24,360 --> 00:31:29,120
So when you are in the session, 
let's say you have a three hour 

553
00:31:29,120 --> 00:31:33,240
session, if you are sort of 
religious to our prescriptive 

554
00:31:33,600 --> 00:31:38,760
use here and you're rolling that
every 20 minutes, that's three 

555
00:31:38,760 --> 00:31:41,680
rolls an hour. 
If you're doing a six or three 

556
00:31:41,680 --> 00:31:45,480
hour session, that's 9 rolls per
session. 

557
00:31:46,880 --> 00:31:51,720
If you are, you know, rolling 
that D6, you're looking for one 

558
00:31:51,720 --> 00:31:54,680
for your day encounters, you 
have 9 rolls. 

559
00:31:55,440 --> 00:31:58,280
You might only hit that once a 
session, maybe twice a session 

560
00:31:58,280 --> 00:32:00,920
based on the math is A1 in six 
chance you're only making 9 

561
00:32:00,920 --> 00:32:02,720
rolls for the Boyd crawl across 
the session. 

562
00:32:03,600 --> 00:32:08,480
So hunger Hollow is built for 
about 6 sessions. 

563
00:32:08,960 --> 00:32:10,640
That's sort of the basis that we
use for it. 

564
00:32:10,640 --> 00:32:12,920
And when I ran it, I did 10 I 
think. 

565
00:32:12,920 --> 00:32:14,800
So it probably extends a little 
bit more. 

566
00:32:15,280 --> 00:32:20,320
But that's the idea is that, you
know, we built the doom clock 

567
00:32:20,320 --> 00:32:23,160
for one each session. 
So our, our ideal is 6 sessions 

568
00:32:23,160 --> 00:32:27,640
here. 
So how many? 

569
00:32:28,080 --> 00:32:34,840
How's math work? 
I don't know if if you assume 2 

570
00:32:35,680 --> 00:32:39,400
encounters per session, 2 day 
encounters per session and you 

571
00:32:39,400 --> 00:32:44,000
have 6 sessions that we're 
planning on running for at a 

572
00:32:44,000 --> 00:32:48,040
maximum, you're only going to 
have 12 day encounters, you 

573
00:32:48,040 --> 00:32:49,480
know, depending on how fate 
works for you. 

574
00:32:49,480 --> 00:32:51,960
But you know, we're talking 
averages here for writing here. 

575
00:32:53,160 --> 00:32:58,120
So The thing is, do we need 12 
items on the list as a result? 

576
00:32:58,360 --> 00:33:01,400
No, we can get away with less. 
We did D10 because it's kind of 

577
00:33:01,400 --> 00:33:04,960
fun to do D 10s here. 
But each of these is written in 

578
00:33:04,960 --> 00:33:06,280
such a way to be a little 
generic. 

579
00:33:06,440 --> 00:33:10,960
You know, we have an encounter 
with the the sheriff here, the 

580
00:33:10,960 --> 00:33:15,640
mayor out visiting. 
Things that make that will 

581
00:33:15,640 --> 00:33:17,440
change. 
The situation around these will 

582
00:33:17,440 --> 00:33:19,760
change depending on the context 
with which they're rolled 

583
00:33:19,760 --> 00:33:22,320
within. 
Even if you are rolling the seam

584
00:33:22,320 --> 00:33:24,800
entry twice, it's going to be 
different based because of where

585
00:33:24,800 --> 00:33:28,320
the encounter occurs. 
So even if you might have 12 day

586
00:33:28,320 --> 00:33:30,560
encounters, you don't need 12 
entries. 

587
00:33:30,600 --> 00:33:32,840
You can just write them to be a 
little more generic. 

588
00:33:33,000 --> 00:33:35,840
Keep your best ideas forward and
don't cram that table. 

589
00:33:35,840 --> 00:33:38,320
You know, we also don't have 
room to put 12 because the way 

590
00:33:38,320 --> 00:33:41,880
we did layout. 
So keep that in mind. 

591
00:33:42,560 --> 00:33:45,600
Think of how often you're going 
to be rolling on these tables. 

592
00:33:45,960 --> 00:33:49,120
You know, if it's just the 
creature behavior, how many 

593
00:33:49,120 --> 00:33:51,120
times are they going to 
encounter this creature you 

594
00:33:51,120 --> 00:33:55,360
know, is, is it one big monster 
for the entire adventure? 

595
00:33:55,600 --> 00:33:58,040
Is it like zombies where you're 
going to find a billion of them?

596
00:33:59,280 --> 00:34:02,720
If it's one creature you're 
trying to do 3 sessions, maybe 

597
00:34:02,720 --> 00:34:05,320
you only need like AD 4 table or
behavior D6. 

598
00:34:05,600 --> 00:34:07,200
It doesn't need to be 
complicated. 

599
00:34:08,840 --> 00:34:10,960
You don't need to just fill 
ideas like I said. 

600
00:34:10,960 --> 00:34:14,320
So think about it, how often 
really use it, how many times 

601
00:34:14,320 --> 00:34:17,480
you need to roll, how does the 
math work out for your designed 

602
00:34:17,480 --> 00:34:19,400
scope here? 
And then design your tables 

603
00:34:19,400 --> 00:34:23,719
around it. 
Now, tables are versatile. 

604
00:34:24,239 --> 00:34:27,199
You can have your simple, you 
know, D6D8D10, what have you. 

605
00:34:27,440 --> 00:34:29,440
You could also do weighted 
tables, you know, your two 

606
00:34:29,440 --> 00:34:31,719
D62D82D10 and so on and so 
forth. 

607
00:34:31,719 --> 00:34:34,960
Those create the distribution 
curves when you're rolling those

608
00:34:34,960 --> 00:34:37,280
dice that heavily favor sort of 
the center results. 

609
00:34:39,120 --> 00:34:44,679
These work really well for like 
behavior tables where you know, 

610
00:34:44,679 --> 00:34:47,560
if you're, you're encountering a
citizen, they're generally going

611
00:34:47,560 --> 00:34:50,159
to be pretty, you know, neutral 
or friendly to you. 

612
00:34:50,159 --> 00:34:53,280
But on occasion, maybe you find 
an asshole, you know, not 

613
00:34:53,280 --> 00:34:55,480
everyone's an asshole. 
So there's a lower result on 

614
00:34:55,480 --> 00:34:56,760
your table. 
You know, you put that on the 

615
00:34:56,760 --> 00:34:59,520
other two as opposed to the, you
know, the six right, the center.

616
00:35:00,920 --> 00:35:04,640
So you can use that to your 
advantage, even with small, even

617
00:35:04,640 --> 00:35:08,840
like D fours, you can use the 
waiting if, if your creature, 

618
00:35:08,840 --> 00:35:12,200
your MPC's, you're going to 
react commonly in one way and 

619
00:35:12,200 --> 00:35:13,760
then less commonly in another 
ways. 

620
00:35:14,680 --> 00:35:17,240
Sit on your tables to, you know,
help facilitate it. 

621
00:35:18,760 --> 00:35:21,920
And then some of the final thing
is like, does your table need to

622
00:35:21,920 --> 00:35:25,200
be there at all? 
You don't need to have 

623
00:35:25,200 --> 00:35:28,200
randomization. 
You know, sometimes you can just

624
00:35:28,200 --> 00:35:30,520
say, you know this, the zombie 
is going to try and kill you. 

625
00:35:30,560 --> 00:35:35,440
You don't have to make it 
variable if it's easier for the 

626
00:35:35,440 --> 00:35:37,800
GM to run it in a very specified
way. 

627
00:35:37,840 --> 00:35:39,360
You just state it. 
We don't need, we don't need 

628
00:35:39,360 --> 00:35:43,640
this to be random all the time. 
So consider your purpose, 

629
00:35:45,040 --> 00:35:48,120
consider how much it's going to 
be used, and consider how you 

630
00:35:48,120 --> 00:35:51,320
might better design those tables
to suit your intended outcomes. 

631
00:35:52,080 --> 00:35:53,240
That's sort of the long and 
short here. 

632
00:35:56,200 --> 00:36:03,160
Now moving on. 
All right, so next one here, 

633
00:36:03,600 --> 00:36:07,800
Plot hooks. 
So what do I mean by plot hook? 

634
00:36:08,160 --> 00:36:14,280
And this is in general, plot 
hook is sort of the basic 

635
00:36:14,640 --> 00:36:16,920
introductory matter for your 
scenarios. 

636
00:36:18,520 --> 00:36:24,520
They tell you what the horror 
is, why it's threatening, how 

637
00:36:24,560 --> 00:36:27,440
the investigators get involved, 
and that's important, and then 

638
00:36:27,440 --> 00:36:31,120
the consequence of inaction. 
So the way I like to think about

639
00:36:31,120 --> 00:36:37,280
this is if you ever watch 
X-Files or Supernatural before 

640
00:36:37,280 --> 00:36:40,400
the title sequence, both of 
those shows too, is a little 

641
00:36:40,400 --> 00:36:44,040
prologue where it introduces the
monster and you know, most of 

642
00:36:44,040 --> 00:36:45,200
the time the thing kills 
someone. 

643
00:36:45,440 --> 00:36:47,560
That's that's standard affair 
there. 

644
00:36:47,560 --> 00:36:51,720
So you introduce the threat, 
something creepy is going on 

645
00:36:51,720 --> 00:36:56,120
here and it's killing people. 
Pretty basic 1 And that sort of 

646
00:36:56,120 --> 00:36:59,000
naturally gives incentive for 
the investigators. 

647
00:36:59,320 --> 00:37:01,520
If they don't stop this 
creature, it's going to keep 

648
00:37:01,520 --> 00:37:04,040
killing people. 
You know, you can adapt that as 

649
00:37:04,040 --> 00:37:06,560
you see it fit, but that's sort 
of a easy basic structure there.

650
00:37:07,600 --> 00:37:12,760
So plot hooks, why I want to 
specify this out here is 1. 

651
00:37:12,760 --> 00:37:13,760
You can write them for the 
people. 

652
00:37:14,480 --> 00:37:16,240
That's pretty good. 
Give them basic ideas. 

653
00:37:16,240 --> 00:37:19,240
This is really just, you know, 
at any standard, it was our 

654
00:37:19,360 --> 00:37:20,760
adventure. 
It's going to have like your 

655
00:37:20,760 --> 00:37:22,960
list of hooks. 
That's not quite what I'm 

656
00:37:22,960 --> 00:37:24,600
talking about in this context 
here. 

657
00:37:24,920 --> 00:37:29,840
This is more of like ideas and 
concepts that you can write out 

658
00:37:30,000 --> 00:37:34,360
that can be adapted for your 
table very easily, or you can 

659
00:37:34,360 --> 00:37:36,000
hand it to somebody else to run 
it. 

660
00:37:36,720 --> 00:37:39,840
A good plot hook. 
You might not need anything 

661
00:37:39,840 --> 00:37:42,000
else. 
If you can somebody one of these

662
00:37:42,000 --> 00:37:44,600
things and it's got, you know, 
the basic structure that you're 

663
00:37:44,600 --> 00:37:45,680
going to need to run the 
adventure. 

664
00:37:46,920 --> 00:37:49,880
It's in modern horror. 
Maybe you just need the setting.

665
00:37:50,680 --> 00:37:53,000
And then there you go. 
There's your depenture, maybe a 

666
00:37:53,000 --> 00:37:55,160
couple of NPCS, you know, 15 
minutes worth of prep. 

667
00:37:55,680 --> 00:37:59,240
Piece of cake. 
So what makes for a good hook? 

668
00:38:00,440 --> 00:38:04,920
Ideally, these are going to be 
relatively easy to adapt if 

669
00:38:04,920 --> 00:38:07,640
we're writing them for use for 
other people. 

670
00:38:07,640 --> 00:38:08,920
This is a little more specific 
here. 

671
00:38:08,920 --> 00:38:11,280
If you're writing them for use 
for your own campaign, it's 

672
00:38:11,280 --> 00:38:14,880
really just like additional 
complications or scenarios you 

673
00:38:14,880 --> 00:38:16,480
want to introduce to your 
players. 

674
00:38:16,840 --> 00:38:19,920
So having them be easily 
adaptable is only going to be 

675
00:38:19,920 --> 00:38:22,960
beneficial so that you can bring
them in when your players do 

676
00:38:22,960 --> 00:38:25,520
something, you know, out left 
field, like we're going to leave

677
00:38:25,520 --> 00:38:27,680
the main city and go to 
Springfield. 

678
00:38:27,680 --> 00:38:30,560
It's like, OK, well, the horror 
is here, but good luck. 

679
00:38:30,840 --> 00:38:33,440
And so, but there you go. 
You've got this plot that's 

680
00:38:33,440 --> 00:38:35,480
ready to go. 
You can say, oh, this bad thing 

681
00:38:35,480 --> 00:38:41,160
is happening in Springfield. 
Oh, look at that now. 

682
00:38:41,160 --> 00:38:44,840
Good thing for a plot too, is 
that you should have these be 

683
00:38:44,840 --> 00:38:49,000
things that your characters, 
that the players are, you know, 

684
00:38:49,000 --> 00:38:51,320
controlling are going to feel 
motivated to get involved with 

685
00:38:52,000 --> 00:38:53,960
this. 
This ties a little bit into sort

686
00:38:53,960 --> 00:38:58,720
of a session zero thing where, 
you know, when we as players sit

687
00:38:58,720 --> 00:39:00,800
down, they're sort of like the 
unspoken agreement that we are 

688
00:39:00,800 --> 00:39:04,080
here to play the game. 
So the the players you should 

689
00:39:04,080 --> 00:39:06,720
know theoretically have the 
social contract of engaging the 

690
00:39:06,720 --> 00:39:08,880
things that your champs are 
going to present to them. 

691
00:39:09,840 --> 00:39:13,040
But it makes it a little easier 
if there is sort of an inherent 

692
00:39:13,040 --> 00:39:16,160
incentive like I talked about 
about the prologue section here,

693
00:39:16,560 --> 00:39:18,280
you know, people are dying and 
you're investigators are the 

694
00:39:18,280 --> 00:39:19,760
only ones that could do 
something about it. 

695
00:39:20,040 --> 00:39:24,520
Usually pretty good plot hook. 
I like the the environment is 

696
00:39:24,520 --> 00:39:28,000
like tangibly changing as sort 
of like one of the motivations 

697
00:39:28,000 --> 00:39:30,400
there where things are going to 
be fucked if you don't go and 

698
00:39:30,400 --> 00:39:34,440
help out, stuff like that. 
So what the players might know 

699
00:39:34,440 --> 00:39:36,600
that they want to win to get 
involved was a good plot hooks 

700
00:39:36,600 --> 00:39:39,960
always going to drive the 
characters to action as well. 

701
00:39:42,120 --> 00:39:45,640
You're also going to want the 
implied escalation of tension. 

702
00:39:45,640 --> 00:39:48,360
You know, horror at your table 
is all about managing tension. 

703
00:39:48,360 --> 00:39:53,680
That's the primary thing to do. 
And again, that killing example 

704
00:39:54,200 --> 00:39:56,200
you if you don't stop the 
creature, more people are going 

705
00:39:56,200 --> 00:39:57,240
to die. 
You know that is your 

706
00:39:57,240 --> 00:39:58,520
escalation. 
So it's going to keep on 

707
00:39:58,520 --> 00:40:01,080
happening until you know The 
thing is either done killing 

708
00:40:01,080 --> 00:40:03,880
people or you know, it just 
continues onward. 

709
00:40:03,880 --> 00:40:07,600
So that's easy. 
Again, I love the. 

710
00:40:08,280 --> 00:40:10,880
The environment is changing 
thing because once you reach a 

711
00:40:10,880 --> 00:40:12,360
certain point, you can't go 
back. 

712
00:40:12,960 --> 00:40:15,600
You know, if, if the entire town
is like burnt down or fucked up,

713
00:40:15,600 --> 00:40:17,360
then there you go. 
As you're in state, you've 

714
00:40:17,360 --> 00:40:19,560
escalated to that point. 
Maybe you could have prevented 

715
00:40:19,560 --> 00:40:21,760
it if you had acted. 
You know that that kind of deal 

716
00:40:21,760 --> 00:40:25,960
here. 
And then when you're writing for

717
00:40:26,040 --> 00:40:28,320
someone else, when you're ready 
for publication, would you want 

718
00:40:28,320 --> 00:40:33,560
your plot hook to be, is good 
enough to inspire your 

719
00:40:33,560 --> 00:40:37,400
facilitator that you're handing 
it to, to convey the information

720
00:40:37,400 --> 00:40:39,840
that they need to, you know, 
we're, we're writing these pop 

721
00:40:39,840 --> 00:40:42,000
hooks for your own use and for 
other investigators. 

722
00:40:42,520 --> 00:40:45,200
They're not necessarily the type
of hooks that you're giving 

723
00:40:45,200 --> 00:40:47,880
directly to your players, but 
they can be. 

724
00:40:47,880 --> 00:40:50,840
And what I mean by this is 
you're giving it to the 

725
00:40:50,840 --> 00:40:53,560
facilitator who can then sort of
disseminate the information 

726
00:40:53,560 --> 00:40:58,960
where you might have the Super 
cool idea that you can give to 

727
00:40:58,960 --> 00:41:01,480
the, the, you know, facilitator 
or GM. 

728
00:41:02,240 --> 00:41:06,880
But if they have no way to hook 
in the players from your idea, 

729
00:41:06,880 --> 00:41:08,760
then it's, you know, kind of a 
useless idea. 

730
00:41:08,760 --> 00:41:10,640
It's not really going to see 
time at the table. 

731
00:41:11,480 --> 00:41:14,720
So keep that in mind. 
So it's more of like, keep in 

732
00:41:14,720 --> 00:41:17,520
mind your audience, we're 
writing for yourself and for the

733
00:41:17,520 --> 00:41:19,800
facilitators, but they need to 
be able to take those and use 

734
00:41:19,800 --> 00:41:26,040
those ideas. 
So this might be the foundation 

735
00:41:26,040 --> 00:41:27,800
of a scenario. 
We're going to talk about 

736
00:41:27,800 --> 00:41:32,360
scenarios later. 
Or I think writing some really 

737
00:41:32,360 --> 00:41:34,360
good self-contained plot hooks 
is also good. 

738
00:41:34,960 --> 00:41:37,440
You know, break, you do four of 
them and hand them to somebody. 

739
00:41:37,440 --> 00:41:38,720
There you go. 
They have four options for what 

740
00:41:38,720 --> 00:41:41,320
they want to run. 
They just need to bring in, like

741
00:41:41,320 --> 00:41:43,280
I said, Springfield, you're good
to go. 

742
00:41:44,320 --> 00:41:47,160
So keep that right. 
Multiple uses for this. 

743
00:41:47,160 --> 00:41:48,640
This is sort of more of a 
general one. 

744
00:41:51,840 --> 00:41:56,600
Moving on. 
All right, creatures. 

745
00:41:57,800 --> 00:42:00,000
There's a few different types of
creatures that you're going to 

746
00:42:00,080 --> 00:42:03,120
be writing for your again, your 
home sessions and publications. 

747
00:42:03,960 --> 00:42:06,040
This is another one where the 
monster overhaul is going to be 

748
00:42:06,040 --> 00:42:09,000
very good point to reference 
because that book is fantastic. 

749
00:42:10,400 --> 00:42:13,400
I've sort of broken this down 
into two different types and how

750
00:42:13,400 --> 00:42:17,520
to approach them and think about
them when you are writing your 

751
00:42:17,520 --> 00:42:20,280
own again, either for 
publication or for home use. 

752
00:42:21,000 --> 00:42:23,000
There are the lesser horrors and
the greater horrors. 

753
00:42:23,440 --> 00:42:26,080
The lesser horrors are, you 
know, the basics. 

754
00:42:27,960 --> 00:42:29,880
There are things that are 
inherently threatening, that's 

755
00:42:29,880 --> 00:42:32,320
sort of the idea behind them, 
but they are going to be 

756
00:42:32,320 --> 00:42:36,520
encountered in number or they're
easy to defeat when they're by 

757
00:42:36,520 --> 00:42:38,600
themselves, only threatening 
when they're in groups. 

758
00:42:38,920 --> 00:42:41,480
Again, I think of zombies as a 
really good lesser horror 

759
00:42:42,120 --> 00:42:46,040
because again, one zombie alone 
can be a threat depending on the

760
00:42:46,040 --> 00:42:48,880
situation, but it's really like 
the mobs that you need to worry 

761
00:42:48,880 --> 00:42:51,160
about. 
And then there's the greater 

762
00:42:51,160 --> 00:42:53,080
horrors. 
The greater horrors are more of 

763
00:42:53,080 --> 00:42:57,520
like this one thing is going to 
be the focus of your or scenario

764
00:42:57,520 --> 00:43:01,360
or this one big bad evil 
creature is sort of lording a 

765
00:43:01,360 --> 00:43:04,200
bunch of other Lasser horrors. 
So you build up and eventually 

766
00:43:04,200 --> 00:43:06,400
you need to defeat this thing, 
but for now you're dealing with 

767
00:43:06,400 --> 00:43:08,600
the smaller ones. 
So that's sort of the separation

768
00:43:08,600 --> 00:43:12,080
here where, you know, in the 
Cthulhu Mythos, the greater 

769
00:43:12,080 --> 00:43:14,400
horrors might be like the gods 
or whatever that they talk about

770
00:43:14,400 --> 00:43:18,480
there, but this is situationally
dependent of what you might 

771
00:43:18,480 --> 00:43:19,800
consider greater and lesser 
here. 

772
00:43:20,480 --> 00:43:25,000
So when it comes to the lesser 
horrors, you generally don't 

773
00:43:25,000 --> 00:43:27,880
need a whole lot here. 
Lumina horrors, very light 

774
00:43:27,880 --> 00:43:29,640
system. 
The stat blocks are, you know, 

775
00:43:29,640 --> 00:43:32,520
tiny. 
So when you're writing them, 

776
00:43:33,520 --> 00:43:37,240
basic description, some stats, 
human attack, you know, they're 

777
00:43:37,240 --> 00:43:38,760
going to swipe the chair, use 
for weapon. 

778
00:43:38,760 --> 00:43:44,720
You know, D6 is pretty easy and 
lesser horrors usually don't 

779
00:43:44,720 --> 00:43:48,480
have special abilities, but they
might have like one or two 

780
00:43:48,600 --> 00:43:50,400
depending on what they are 
specifically. 

781
00:43:51,640 --> 00:43:54,560
You know, zombies bite, spread 
an infection upon dealing 

782
00:43:54,560 --> 00:43:56,240
critical damage. 
You know, that's that's a pretty

783
00:43:56,240 --> 00:43:59,080
easy 1. 
So that that's their one special

784
00:43:59,080 --> 00:44:01,560
move, but otherwise they just 
like launched you and throw 

785
00:44:01,560 --> 00:44:05,240
their hands. 
Another thing that we look for, 

786
00:44:05,280 --> 00:44:08,560
a lot of these luster horrors 
are quick bullets, you know, but

787
00:44:08,560 --> 00:44:12,840
you'll find them written into 
both of the the horizines where 

788
00:44:12,960 --> 00:44:14,840
they're given a drive, a 
behavior, and a tactic. 

789
00:44:15,520 --> 00:44:18,160
Again, this is useful 
information to have, especially 

790
00:44:18,160 --> 00:44:20,560
if you're just presenting 
creatures without any other 

791
00:44:20,560 --> 00:44:24,040
additional context around them. 
Not always necessary. 

792
00:44:24,040 --> 00:44:28,360
Again, the drive, behavior, 
tactics of zombies are sort of 

793
00:44:28,360 --> 00:44:31,000
intrinsic to the the genre that 
they're in. 

794
00:44:31,480 --> 00:44:34,560
Zombies want to feed, Zombies 
are going to try and feed and 

795
00:44:34,560 --> 00:44:37,560
they're dumb as fuck. 
So you might not necessarily 

796
00:44:37,560 --> 00:44:40,080
need to get as detailed as that 
listing all these things out if 

797
00:44:40,080 --> 00:44:41,680
it's sort of intrinsic to the 
creature themselves. 

798
00:44:41,680 --> 00:44:46,720
But keep in mind, as you're 
working on them, providing those

799
00:44:46,720 --> 00:44:50,720
small little bits of information
might be useful to drive an 

800
00:44:50,720 --> 00:44:52,560
entire session's worth of 
content. 

801
00:44:52,920 --> 00:44:55,280
So you never know. 
Just consider that when you're 

802
00:44:55,280 --> 00:44:59,480
writing. 
Now, the greater horrors, like I

803
00:44:59,480 --> 00:45:01,680
said, these are usually like the
central focus. 

804
00:45:02,960 --> 00:45:05,480
I'll talk about Haunting of 
Epsilon 14 here. 

805
00:45:05,960 --> 00:45:09,040
A little bit of a spoiler, but 
the monster here, there is one 

806
00:45:09,040 --> 00:45:12,080
monster I would consider this, 
you know, sort of be the greater

807
00:45:12,080 --> 00:45:14,720
horror here. 
That creature is going to go 

808
00:45:14,720 --> 00:45:16,800
around, it's going to kill 
people and it is a pain in the 

809
00:45:16,800 --> 00:45:19,800
ass to kill, but because of its 
little special conditions. 

810
00:45:20,400 --> 00:45:22,840
So that is your central focus 
for the scenario here. 

811
00:45:23,120 --> 00:45:25,160
We don't need more monsters than
that because that's good enough 

812
00:45:25,160 --> 00:45:32,680
for just as one. 
But for information design, this

813
00:45:32,680 --> 00:45:37,000
is mostly focused on 
publication, but again, it's 

814
00:45:37,000 --> 00:45:38,840
going to be helpful for your 
home games and things to think 

815
00:45:38,840 --> 00:45:40,640
about. 
But you want to give enough 

816
00:45:40,640 --> 00:45:43,440
information for a facilitator to
be able to base a session or 

817
00:45:43,440 --> 00:45:45,320
campaign around these greater 
horrors. 

818
00:45:46,480 --> 00:45:49,240
Again, whether they're 
overlording above lesser or 

819
00:45:49,240 --> 00:45:51,840
being the central focus. 
Like it's, it's on 14 here. 

820
00:45:52,920 --> 00:45:57,120
So beyond just the stats, there 
are some things to think about. 

821
00:45:58,400 --> 00:46:01,160
How does the creature interact 
with the setting if it's not 

822
00:46:01,160 --> 00:46:03,400
like beaked into a setting in 
and of itself? 

823
00:46:04,680 --> 00:46:07,560
What happens if you take this 
creature and introduce it to, 

824
00:46:07,560 --> 00:46:09,760
you know, before we're talking 
about the Americas here. 

825
00:46:09,760 --> 00:46:12,040
So, you know, we'll take this 
creature and put it in a 

826
00:46:12,040 --> 00:46:14,320
Canadian town. 
How does it, how's it going to 

827
00:46:14,320 --> 00:46:17,000
interact with that town? 
Yeah, again, that's, that's 

828
00:46:17,000 --> 00:46:20,680
going to drive your plot hooks. 
That's going to drive the reason

829
00:46:20,680 --> 00:46:22,560
the investigators get involved 
as how this creature is 

830
00:46:22,560 --> 00:46:24,400
interacting because that's 
that's our hoax right there. 

831
00:46:26,400 --> 00:46:28,640
Another good thing to consider 
is how was its presence 

832
00:46:28,640 --> 00:46:30,960
foreshadowed? 
Do people go missing? 

833
00:46:31,200 --> 00:46:34,640
Is there strange yellow goop 
that appears in random places? 

834
00:46:35,560 --> 00:46:37,880
These are your clues. 
You know, invest. 

835
00:46:37,880 --> 00:46:41,640
Liberal horror is inherently an 
investigation game, even though 

836
00:46:42,000 --> 00:46:45,960
we say that the goal of a 
liberal horror scenario isn't to

837
00:46:45,960 --> 00:46:47,560
solve the mystery, it's to 
survive it. 

838
00:46:48,160 --> 00:46:51,600
But these foreshadowing bits are
your clues. 

839
00:46:51,600 --> 00:46:54,240
This is how you inform the 
player of the thing that they're

840
00:46:54,240 --> 00:46:56,880
going to face. 
Information includes our tool 

841
00:46:56,880 --> 00:47:00,400
kits in this case here. 
So having something baked in 

842
00:47:00,920 --> 00:47:04,080
that leads you to be prepared 
gives you the information you 

843
00:47:04,080 --> 00:47:07,520
need to go eventually face these
horrors for shattering. 

844
00:47:07,720 --> 00:47:11,680
Great for that. 
Maybe there's like a big, you 

845
00:47:11,680 --> 00:47:14,520
know, cuckoo monster that is 
infecting residents. 

846
00:47:14,520 --> 00:47:17,320
So the foreshadowing is that 
there are infected people. 

847
00:47:17,320 --> 00:47:20,200
You know, we can even be like 
real blunt about it doesn't have

848
00:47:20,200 --> 00:47:22,920
to be like secret hidden things.
You have to, you know, into it. 

849
00:47:24,280 --> 00:47:27,040
And then does your creature have
any variations? 

850
00:47:27,120 --> 00:47:30,320
You know, does it? 
We want to, we're designing 

851
00:47:30,320 --> 00:47:33,240
these to be widely applicable to
a number of, you know, different

852
00:47:33,240 --> 00:47:36,720
uses here. 
So maybe there is an Arctic 

853
00:47:36,720 --> 00:47:40,000
variation that has white fur, 
you know, like bears. 

854
00:47:40,520 --> 00:47:43,000
If your creature is a bear, 
there's a different bear for 

855
00:47:43,000 --> 00:47:50,960
every Biome. 
Maybe it changes over time, 

856
00:47:50,960 --> 00:47:57,800
where if it is metamorphosizing.
So let's say that the threat of 

857
00:47:57,800 --> 00:48:00,080
the scenario is that this 
creature is growing and that 

858
00:48:00,080 --> 00:48:02,760
eventually it's going to become 
something new. 

859
00:48:02,760 --> 00:48:05,480
You know, this little larva 
becomes a giant butterfly that 

860
00:48:05,480 --> 00:48:09,840
terrorizes the town and then it 
turned them off, man, Something 

861
00:48:09,840 --> 00:48:14,440
like that. 
Where Or maybe it changes when 

862
00:48:14,440 --> 00:48:19,040
it's damaged or changes its 
tactics, where if you, you know,

863
00:48:19,040 --> 00:48:22,840
do critical damage to this 
creature, it might retreat back 

864
00:48:22,840 --> 00:48:25,640
into its nest to heal you think 
of like a vampire that's good 

865
00:48:25,640 --> 00:48:30,400
one where vampires, you know, 
need to rest in their coffin to 

866
00:48:30,400 --> 00:48:32,760
sort of heal our wounds. 
And like a traditional sense 

867
00:48:32,760 --> 00:48:34,440
there. 
So if you critical damage to 

868
00:48:34,440 --> 00:48:38,320
vampires could disappear if you 
haven't killed it yet, so it 

869
00:48:38,320 --> 00:48:40,120
runs away to heal. 
So that that's a variation. 

870
00:48:40,120 --> 00:48:41,800
That's sort of the things that 
we're talking about here. 

871
00:48:42,880 --> 00:48:46,200
These are versatile things. 
These make scenarios more 

872
00:48:46,200 --> 00:48:48,600
interesting. 
It gives you more dynamics, it 

873
00:48:48,600 --> 00:48:52,000
gives you tactics, if we want to
use that term here. 

874
00:48:53,000 --> 00:48:56,320
But the specifying these 
variations is a good cue to your

875
00:48:56,320 --> 00:49:00,440
GMs again, about how we use them
and how we think about how they 

876
00:49:00,440 --> 00:49:04,880
want to use them. 
You know, if a vampire has to go

877
00:49:04,880 --> 00:49:08,200
to its coffin to heal, that's 
going to tell you something 

878
00:49:08,200 --> 00:49:13,040
about how to run that vampire 
where you, a vampire's not going

879
00:49:13,040 --> 00:49:16,920
to necessarily run straight to a
crowd and go and try and kill 

880
00:49:16,920 --> 00:49:18,160
people. 
It's going to be a little 

881
00:49:18,160 --> 00:49:20,320
deceptive because it is 
vulnerable. 

882
00:49:20,840 --> 00:49:24,120
So it's going to lure its victim
into the dark alleyway before 

883
00:49:24,120 --> 00:49:28,320
feasting upon its neck just to 
kind of limit the threat there. 

884
00:49:29,680 --> 00:49:31,360
So again, variations, keep that 
mind. 

885
00:49:31,600 --> 00:49:34,520
And then finally, because this 
is a little horror, does your 

886
00:49:34,520 --> 00:49:36,760
greater horror have any custom 
fallout? 

887
00:49:37,360 --> 00:49:39,800
I love doing this. 
You know, you don't even do more

888
00:49:39,800 --> 00:49:41,480
than just one. 
And you don't need to do this 

889
00:49:41,480 --> 00:49:43,320
for every creature in your 
scenario here. 

890
00:49:43,320 --> 00:49:47,800
But maybe this, this one 
specific horror puts an 

891
00:49:47,800 --> 00:49:51,120
infection into the character 
that slowly twists them and 

892
00:49:51,120 --> 00:49:53,160
turns them to be a servant of 
the horror. 

893
00:49:53,520 --> 00:49:56,320
You know, that vampire example 
is another good one where 

894
00:49:57,240 --> 00:50:00,160
vampire, I think they're sires, 
can create a thrall. 

895
00:50:01,200 --> 00:50:02,400
That's a good way to use the 
fallout. 

896
00:50:03,080 --> 00:50:05,400
You don't necessarily need to 
design every fallout of your 

897
00:50:05,400 --> 00:50:07,600
scenario around us, but this one
creatures got this one cool 

898
00:50:07,600 --> 00:50:09,960
specific one. 
Just keep that in mind. 

899
00:50:10,600 --> 00:50:16,080
Another fun way to imply 
behavior as well. 

900
00:50:17,040 --> 00:50:19,440
You know, if it's if this 
creature directly grants this 

901
00:50:19,440 --> 00:50:22,600
fallout and that is favorable 
for the creature going to want 

902
00:50:22,600 --> 00:50:24,960
to do it. 
You know, a vampire is going to 

903
00:50:24,960 --> 00:50:28,480
want a thrall because it does, 
you know, the easy tasks for 

904
00:50:28,480 --> 00:50:31,760
them at you know, a thrall can 
go harvest other victims to 

905
00:50:31,760 --> 00:50:34,040
bring back to the head vampire 
stuff like that. 

906
00:50:38,040 --> 00:50:41,720
And then to quickly talk about 
how to create these creatures. 

907
00:50:42,520 --> 00:50:45,920
This is information that is 
present in the investigators 

908
00:50:45,920 --> 00:50:47,880
edition of Liberal horror. 
I did want to quickly cover it 

909
00:50:47,880 --> 00:50:51,800
here just in sort of to support 
what we talked about in that 

910
00:50:51,800 --> 00:50:55,920
previous slide here. 
So when you're making your 

911
00:50:55,920 --> 00:50:58,920
creatures, one of the hardest 
things here is some stats. 

912
00:50:58,920 --> 00:51:01,200
Like I said, stats are kind of 
limited here. 

913
00:51:01,680 --> 00:51:05,280
That is a pro and a con pro 
being you don't have a whole ton

914
00:51:05,280 --> 00:51:07,760
to worry about. 
Con being like figuring out what

915
00:51:07,760 --> 00:51:09,920
you should worry about is kind 
of challenging sometimes. 

916
00:51:11,120 --> 00:51:15,000
So keep keep these things in 
mind if you're designing ability

917
00:51:15,000 --> 00:51:17,360
scores, 10 is going to be your 
average baseline. 

918
00:51:17,680 --> 00:51:19,960
That's sort of the average when 
you roll 3D6 for your 

919
00:51:19,960 --> 00:51:22,160
characters. 
Think about that in context of 

920
00:51:22,160 --> 00:51:25,880
the creatures as well. 
If it is less than 10 or less 

921
00:51:25,880 --> 00:51:28,720
than six in this case, that's 
probably pretty weak. 

922
00:51:29,000 --> 00:51:32,080
You know, if you're, if a 
character has low strength, 

923
00:51:32,080 --> 00:51:34,280
they're probably going to die 
pretty quickly. 

924
00:51:35,440 --> 00:51:40,640
So again, the zombie example, 
zombies don't have a whole lot 

925
00:51:40,640 --> 00:51:43,880
of good stats in general. 
They are threatening when they 

926
00:51:43,880 --> 00:51:46,320
are brought together, a big 
group that's sort of the the the

927
00:51:46,320 --> 00:51:48,160
draw there. 
So they stumble around, they're 

928
00:51:48,160 --> 00:51:51,920
not very dexterous, their 
muscles are decaying, so they're

929
00:51:51,920 --> 00:51:55,760
not very strong. 
And it's not really hard to hit 

930
00:51:55,760 --> 00:51:58,120
a zombie. 
The key to the zombie is it 

931
00:51:58,120 --> 00:52:00,400
doesn't die unless you destroy 
the brain, you know, in the 

932
00:52:00,400 --> 00:52:02,400
traditional sense. 
So that might be one of the 

933
00:52:02,400 --> 00:52:05,200
special abilities. 
So it's stats might be dog shit,

934
00:52:05,840 --> 00:52:07,000
but it's got that little fun 
thing. 

935
00:52:07,000 --> 00:52:14,360
You got to destroy the brain 
getting into the higher end. 14 

936
00:52:14,360 --> 00:52:17,760
or higher is going to be some 
noteworthy in some context. 

937
00:52:18,520 --> 00:52:21,080
You know a creature that has 14 
strength is a pretty strong 

938
00:52:21,080 --> 00:52:25,360
creature, except means at a 
minimum you're have to hit it 3 

939
00:52:25,360 --> 00:52:31,080
or 4 times with a basic attack 
in order to kill it in combat. 

940
00:52:31,080 --> 00:52:34,120
Only lasts a couple of rounds. 
So a creature with a 14 strength

941
00:52:34,120 --> 00:52:36,320
can be pretty fucking hard to 
beat unless you find some other 

942
00:52:36,320 --> 00:52:39,800
creative way to get around that.
And then anything with an 18 or 

943
00:52:39,800 --> 00:52:41,960
higher is going to be 
extraordinary in some context. 

944
00:52:41,960 --> 00:52:44,120
That is the very maximum that an
investigator can get. 

945
00:52:44,120 --> 00:52:46,520
But there are creatures that can
exceed 18. 

946
00:52:47,160 --> 00:52:50,560
We typically keep those for like
the big bosses, you know, dead 

947
00:52:50,560 --> 00:52:54,520
gods, formidable creatures, huge
monstrosities, Conzilla and 

948
00:52:54,520 --> 00:52:56,800
stuff. 
So anything above 18 is going to

949
00:52:56,800 --> 00:53:00,160
be extraordinary, especially 
considering that the stats are 

950
00:53:00,160 --> 00:53:06,040
associated with saves. 
If you have a save of 18, that 

951
00:53:06,040 --> 00:53:09,960
means you only have a 10% chance
of failure on any given action 

952
00:53:09,960 --> 00:53:11,800
that it undergoes. 
That is, you know difficult or 

953
00:53:11,800 --> 00:53:14,440
dangerous. 
And if it is 20 than that is 

954
00:53:14,600 --> 00:53:16,960
assumed success. 
And so we only use 20 in like 

955
00:53:16,960 --> 00:53:22,120
very rare situations. 
So keep in mind now creatures 

956
00:53:22,120 --> 00:53:25,000
also a hip protection and again,
this is something we try to beat

957
00:53:25,000 --> 00:53:28,600
into folks where hip protection 
is not your beat points, it is 

958
00:53:28,600 --> 00:53:30,760
your ability to avoid serious 
harm. 

959
00:53:31,520 --> 00:53:36,280
It is close to stamina or your 
ability to be bruised and keep 

960
00:53:36,280 --> 00:53:38,480
going. 
You're bigger, what have you, 

961
00:53:40,920 --> 00:53:43,240
because HP is recoverable with 
just a few moments worth of 

962
00:53:43,240 --> 00:53:46,960
rest. 
So 3 was average. 

963
00:53:46,960 --> 00:53:49,800
You know most investigators have
AD 6, so you're looking at 3:00 

964
00:53:49,800 --> 00:53:51,560
or so. 
If you have 6. 

965
00:53:51,560 --> 00:53:54,680
It's a pretty sturdy creature 
again that you need to all we do

966
00:53:54,680 --> 00:53:58,240
two hits with a basic weapon to 
exceed HP of 6. 

967
00:53:58,880 --> 00:54:00,760
And then anything about 10 is 
going to be a serious fucking 

968
00:54:00,760 --> 00:54:06,200
threat because of, you know, 
sort of the disadvantage that 

969
00:54:06,200 --> 00:54:08,480
the investigators are always 
going to be at when it comes to 

970
00:54:08,480 --> 00:54:10,080
sort of dealing with horrors 
here. 

971
00:54:12,040 --> 00:54:15,440
If you're adding armor, most of 
the time the armor is going to 

972
00:54:15,440 --> 00:54:17,680
be 0. 
You know, it does range up to 

973
00:54:17,680 --> 00:54:20,960
we, we say a maximum of three. 
Sometime it exceeds that as per 

974
00:54:20,960 --> 00:54:23,320
particularly rare creatures, but
it's a good baseline. 

975
00:54:24,360 --> 00:54:27,520
Zero to 3 is like a good range 
for the type of armor that a 

976
00:54:27,720 --> 00:54:31,840
investigator might get between 
like a security leather coat 

977
00:54:31,840 --> 00:54:34,960
that can absorb and blow to, you
know, full on like ballistic 

978
00:54:34,960 --> 00:54:37,280
gear. 
Something abstracted to 0 to 3. 

979
00:54:38,400 --> 00:54:44,080
When it comes to damage. 
If a investigators on arm do 

980
00:54:44,080 --> 00:54:48,520
they have a damage assumed D4? 
Any sort of basic weapon bumps 

981
00:54:48,520 --> 00:54:50,160
you up to AD 6 for the most 
part. 

982
00:54:50,160 --> 00:54:52,200
So D6 is really good baseline 
for your creatures. 

983
00:54:52,920 --> 00:54:55,520
Again, if it's just a zombie 
like whaling, its arms around 

984
00:54:55,840 --> 00:54:59,320
the little dragging grips and 
throws are probably going to be 

985
00:55:00,160 --> 00:55:02,480
D4. 
If it's a bite like from a 

986
00:55:02,480 --> 00:55:05,160
zombie, pump that up like AD 6 
or D8 because that's usually 

987
00:55:05,160 --> 00:55:08,080
like where zombies get 
threatening and you know, you 

988
00:55:08,080 --> 00:55:11,480
can kind of adjust accordingly. 
A creature with sharp claws is 

989
00:55:11,480 --> 00:55:13,920
probably going to deal at least 
D6 minimum damage because 

990
00:55:13,920 --> 00:55:16,360
that's, you know, different from
just like a stray below from a 

991
00:55:16,360 --> 00:55:20,880
fist. 
We typically keep that contained

992
00:55:20,880 --> 00:55:24,720
about D10. 
When you get up to D12, that is 

993
00:55:24,720 --> 00:55:26,760
an enhanced attack. 
And those are usually based on 

994
00:55:26,760 --> 00:55:28,640
certain circumstances. 
Situations. 

995
00:55:28,920 --> 00:55:31,720
Not a whole lot of weapons are 
dealing D12, Not a whole lot of 

996
00:55:31,720 --> 00:55:35,160
creatures are dealing that 
either, unless there are like 

997
00:55:35,160 --> 00:55:38,000
the altered gods or whatever. 
Because the D12 can kill 

998
00:55:38,160 --> 00:55:41,240
investigated one hit, you know, 
drains their HP and hits into 

999
00:55:41,240 --> 00:55:43,880
their strength. 
Maybe not prank their strength 

1000
00:55:43,880 --> 00:55:47,280
to 0 on just a single hit alone,
but enough to trigger a wound 

1001
00:55:47,280 --> 00:55:48,800
which might result their death 
anyway. 

1002
00:55:49,280 --> 00:55:53,640
Keep that in mind. 
And then you don't have to do 

1003
00:55:53,640 --> 00:55:55,480
this for every creature. 
This is fun for like your 

1004
00:55:55,480 --> 00:55:59,600
greater horrors is to give them 
a critical damage trigger where 

1005
00:56:00,720 --> 00:56:02,760
investigators in the middle 
horror are a little sturdier 

1006
00:56:02,760 --> 00:56:06,480
than most folks tend to assume. 
But that's not always the case 

1007
00:56:06,640 --> 00:56:08,160
because of critical damage 
triggers. 

1008
00:56:08,600 --> 00:56:12,160
So this is the case where 
instead of the creature wounding

1009
00:56:12,440 --> 00:56:17,160
investigator, they trigger 
something special where we are 

1010
00:56:17,160 --> 00:56:21,200
currently writing one of the 
adventures for the hardcover for

1011
00:56:21,200 --> 00:56:25,440
the deluxe edition where it is 
pulling the the endomycin from 

1012
00:56:25,440 --> 00:56:28,960
the bloom and using that again 
in an adventure where if that 

1013
00:56:28,960 --> 00:56:31,240
creature, you know, the flush 
hydra, I think we also call it 

1014
00:56:31,440 --> 00:56:34,000
if that deals critical damage to
you, it's picking you up and 

1015
00:56:34,080 --> 00:56:38,000
fucking sticking you to its maw 
bodies that you know comprises 

1016
00:56:38,000 --> 00:56:41,280
its form, regardless of what 
your strength is at that point. 

1017
00:56:41,280 --> 00:56:45,560
So you got to be careful. 
Again, probably not good to do 

1018
00:56:45,560 --> 00:56:47,600
this for every single creature 
because that's going to get real

1019
00:56:47,600 --> 00:56:49,720
annoying and you're just going 
to blow through investigators. 

1020
00:56:49,720 --> 00:56:54,680
But for your big significant 
threats, something that you can 

1021
00:56:54,680 --> 00:56:57,280
Telegraph, you know, make it 
known that this is of like a big

1022
00:56:57,280 --> 00:56:58,600
fucker. 
You don't want to screw with 

1023
00:56:59,400 --> 00:57:00,560
critical damage. 
There's fun. 

1024
00:57:01,000 --> 00:57:04,160
This also works the opposite as 
well if the creature takes 

1025
00:57:04,160 --> 00:57:06,520
critical damage. 
I talked about this earlier in 

1026
00:57:06,520 --> 00:57:11,200
Behaviors where you can specify 
a new change based on it taking 

1027
00:57:11,200 --> 00:57:17,000
critical damage and then sort of
as a CHEAT SHEET here if you 

1028
00:57:17,000 --> 00:57:19,360
want to avoid it being hit or 
taking serious harm. 

1029
00:57:19,360 --> 00:57:23,040
Even more HP if you wanted to be
able to soak up the image like 

1030
00:57:23,040 --> 00:57:25,960
it's like a big rock creature or
something, maybe you give it 

1031
00:57:26,000 --> 00:57:28,720
armor or high strength in order 
to do so. 

1032
00:57:29,440 --> 00:57:33,120
If it's a physically powerful, 
you can give it high strength. 

1033
00:57:33,360 --> 00:57:35,840
You can or even larger damage 
damage die. 

1034
00:57:36,160 --> 00:57:39,040
Maybe if if it's like a big 
troll that's going to bike 

1035
00:57:39,440 --> 00:57:42,600
pulverize you, if it punches 
you, maybe that's where you go 

1036
00:57:42,600 --> 00:57:47,160
to D12 or D10 or something like 
that, where the the goal for a 

1037
00:57:47,160 --> 00:57:49,720
troll is not really to battle it
straight. 

1038
00:57:49,720 --> 00:57:52,240
It's to figure out how to get 
around not being hit. 

1039
00:57:52,600 --> 00:57:54,760
You know, so you can give that 
thing big damage because if you 

1040
00:57:54,760 --> 00:57:56,360
get hit, you're just you're just
dead. 

1041
00:57:58,880 --> 00:58:01,400
Get the creatures quick, give it
high dexterity tech. 

1042
00:58:01,400 --> 00:58:04,080
Saves are kind of rare in the 
middle horror admittedly, but it

1043
00:58:04,080 --> 00:58:08,520
is good to the stats. 
Like tell a story. 

1044
00:58:09,360 --> 00:58:12,560
You might not necessarily use 
your decks at any point in time,

1045
00:58:12,560 --> 00:58:16,800
but that gives the invest or the
facilitator a clue about how to 

1046
00:58:16,800 --> 00:58:19,560
use that creature. 
You know a creature with 18 

1047
00:58:19,560 --> 00:58:23,920
decks is going to be a lightning
fast, so it might jut in and out

1048
00:58:23,920 --> 00:58:26,280
of situations in order to 
combat. 

1049
00:58:26,280 --> 00:58:29,840
So again, use the stats as a 
narrative tool as well. 

1050
00:58:31,040 --> 00:58:33,880
And then, you know, if The thing
is weird, you can give it high 

1051
00:58:33,880 --> 00:58:38,240
control or give it some ability 
that deals stress damage 

1052
00:58:38,240 --> 00:58:39,920
directly. 
I think we got a bunch of these 

1053
00:58:39,920 --> 00:58:43,400
in the Bureau specifically where
these creatures are like 

1054
00:58:43,400 --> 00:58:45,960
inherently corrupting forces 
that you're facing. 

1055
00:58:45,960 --> 00:58:48,840
So instead of like trying to 
strangle you to death, they are 

1056
00:58:48,840 --> 00:58:50,960
trying to convert you to also be
corrupted. 

1057
00:58:50,960 --> 00:58:53,120
So they deal stress damage 
primarily. 

1058
00:58:53,440 --> 00:58:55,160
And that like fucks your 
character up and gives you fall 

1059
00:58:55,160 --> 00:58:57,280
out. 
To keep this in mind. 

1060
00:58:57,720 --> 00:59:00,080
Again, these this most of this 
is all directly in the 

1061
00:59:00,080 --> 00:59:02,280
Investigators edition of Liberal
Horror and it's stuff that we 

1062
00:59:02,280 --> 00:59:05,360
talk about all the time. 
So should be pretty simple 

1063
00:59:05,360 --> 00:59:09,040
process. 
I did pull a couple of quick 

1064
00:59:09,040 --> 00:59:10,480
examples here. 
I'm not going to really spend a 

1065
00:59:10,480 --> 00:59:14,520
whole ton of time on these, but 
these are from what we call the 

1066
00:59:14,520 --> 00:59:16,640
legacy edition of the little 
Horwitz first scene that came 

1067
00:59:16,640 --> 00:59:20,400
out. 
Don't think many of these got 

1068
00:59:20,400 --> 00:59:23,240
adapted, but these are really 
good examples of like the lesser

1069
00:59:23,240 --> 00:59:25,720
horrors that we talked about 
where they've got your basic 

1070
00:59:25,720 --> 00:59:28,800
stats that got your like little 
bits of motivation how to use 

1071
00:59:28,800 --> 00:59:31,920
them. 
You'd go, you know, I could take

1072
00:59:31,920 --> 00:59:36,280
frogmen based session around it 
because OK, we know frogmen, we 

1073
00:59:36,280 --> 00:59:39,320
know frogmen are probably going 
to be in amphibious situations 

1074
00:59:39,320 --> 00:59:41,320
like a swamp location. 
Maybe I bring it down to 

1075
00:59:41,320 --> 00:59:43,840
Louisiana, bring the frogmen in 
there. 

1076
00:59:45,080 --> 00:59:47,560
They can create mist, clouds and
illusions. 

1077
00:59:47,600 --> 00:59:50,000
That's one of their abilities 
here listed in the bullets that 

1078
00:59:50,000 --> 00:59:55,400
gives me my my hook. 
People are going missing in this

1079
00:59:55,600 --> 00:59:57,600
fog that's mysteriously 
appearing. 

1080
00:59:58,960 --> 01:00:01,360
OK, so we get the fog. 
We've got the frogmen as remain 

1081
01:00:01,360 --> 01:00:02,960
antagonist. 
We've got our location, we've 

1082
01:00:02,960 --> 01:00:05,640
got our hook. 
One creature, this is the, this 

1083
01:00:05,640 --> 01:00:08,120
is the Buster horror, you know, 
this is the small bit that we 

1084
01:00:08,120 --> 01:00:11,520
can take and use. 
And again, we got the behavior 

1085
01:00:11,520 --> 01:00:15,000
too, to remain hidden, to free 
their master to inherit the 

1086
01:00:15,000 --> 01:00:18,040
Earth. 
That last one is key here. 

1087
01:00:18,560 --> 01:00:21,640
They're going to start, they're 
going to use their fault to 

1088
01:00:21,640 --> 01:00:23,640
their advantage. 
They're going to start taking 

1089
01:00:23,640 --> 01:00:25,200
people because they want that 
town. 

1090
01:00:25,360 --> 01:00:28,440
They want to inherit the Earth. 
So they're consuming the, excuse

1091
01:00:28,440 --> 01:00:32,600
me, they're consuming the town. 
So you've got your whole 

1092
01:00:32,600 --> 01:00:35,680
adventure right there. 
One creature you just need to 

1093
01:00:35,680 --> 01:00:38,440
pull spend PCs and pull town, 
you know, again, 15 minutes 

1094
01:00:38,440 --> 01:00:40,040
worth of prep. 
There you go. 

1095
01:00:44,280 --> 01:00:47,720
Now these are actually a 
combination We have both the 

1096
01:00:47,720 --> 01:00:49,320
lesser and sort of the greater 
horrors here. 

1097
01:00:49,360 --> 01:00:51,160
This these are from the bloom 
directly, if you haven't seen 

1098
01:00:51,160 --> 01:00:55,400
them, the we call now the 
creatures hosts in this case, 

1099
01:00:55,400 --> 01:00:57,840
but they are hosting a fungal 
infection that is, you know, 

1100
01:00:57,840 --> 01:01:04,160
turning them effectively into 
zombies where there are a number

1101
01:01:04,160 --> 01:01:10,120
of smaller ones we talked about 
here where the this is sort of a

1102
01:01:10,120 --> 01:01:13,240
pretty good breakdown of the 
various stages of information 

1103
01:01:13,240 --> 01:01:15,320
you can provide. 
I would even go a step further 

1104
01:01:15,320 --> 01:01:16,720
with some of the greater horrors
here. 

1105
01:01:16,720 --> 01:01:19,040
This was for the context of the 
module that had a lot of the 

1106
01:01:19,040 --> 01:01:21,760
supporting information here. 
But if you're just sort of 

1107
01:01:22,240 --> 01:01:24,120
giving a creature on its own, 
you're going to want to give a 

1108
01:01:24,120 --> 01:01:25,640
little bit more than what we're 
showing here. 

1109
01:01:25,840 --> 01:01:29,040
But but your basic hosts are 
just, you know, simple 

1110
01:01:29,040 --> 01:01:31,120
creatures. 
You know, your deer, your bear, 

1111
01:01:31,120 --> 01:01:32,680
which is always a fun one, and 
like Cougars. 

1112
01:01:32,680 --> 01:01:34,920
So things that are threatening 
that are now infected, the 

1113
01:01:34,920 --> 01:01:36,680
fungus that wants to infect you 
as well. 

1114
01:01:36,680 --> 01:01:39,640
So these threatening animals are
even more threatening. 

1115
01:01:40,160 --> 01:01:43,240
And then you get humans, which 
are, of course, basically 

1116
01:01:43,240 --> 01:01:46,960
zombies. 
So with just this one type of 

1117
01:01:46,960 --> 01:01:50,360
creature, the host, we have, you
know, four different variants 

1118
01:01:50,360 --> 01:01:52,600
here. 
We've got a cool little, you 

1119
01:01:52,600 --> 01:01:55,040
know, I call it the neural 
override, but that's the zombie 

1120
01:01:55,040 --> 01:01:57,920
effect where they reanimate 
unless their strength is reduced

1121
01:01:57,920 --> 01:01:59,880
to 0. 
So you got to really like, pound

1122
01:01:59,880 --> 01:02:02,480
these fuckers in the ground. 
You can't just like, make them 

1123
01:02:02,480 --> 01:02:04,280
take critical damage to drop out
of combat. 

1124
01:02:05,520 --> 01:02:08,000
That's the case across all the 
board here. 

1125
01:02:08,080 --> 01:02:10,760
I always double tap when you're 
dealing with hosts. 

1126
01:02:13,040 --> 01:02:15,840
And then we've got like, like, 
is it the crater horror, the 

1127
01:02:16,200 --> 01:02:18,720
flush hydra, the anthromycin? 
This is the thing that is 

1128
01:02:18,720 --> 01:02:21,640
intrinsically baked into the 
Void Crawl as well. 

1129
01:02:21,640 --> 01:02:23,400
It is roaming around the 
setting. 

1130
01:02:23,640 --> 01:02:29,680
It is five people combined into 
a racking like creature bound 

1131
01:02:29,680 --> 01:02:33,440
together through fungus that's 
coming to fuck your shit up. 

1132
01:02:33,880 --> 01:02:37,240
This is the creature you run 
from because it will kill you if

1133
01:02:37,240 --> 01:02:41,000
you stay in combat for more than
a round or two, especially 

1134
01:02:41,000 --> 01:02:43,840
because it can slam the ground 
and deal blast damage. 

1135
01:02:43,840 --> 01:02:46,600
So we can hit your entire party 
for D10 if you get close. 

1136
01:02:47,480 --> 01:02:51,240
So I'm again, you can find this 
in the bloom. 

1137
01:02:51,280 --> 01:02:53,480
I think it's a pretty good 
examples of some some ways to 

1138
01:02:53,480 --> 01:02:55,400
make interesting creatures from 
basic ideas. 

1139
01:02:55,440 --> 01:02:58,560
You know, these are just 
zombies, but we've, you know, 

1140
01:02:58,560 --> 01:03:00,080
spice them up a little bit in a 
creative way. 

1141
01:03:00,640 --> 01:03:04,200
And this is the entire center of
the bloom is based around this, 

1142
01:03:04,520 --> 01:03:11,960
you know, set of pages here. 
Yeah, to quickly it into 

1143
01:03:11,960 --> 01:03:14,360
resident artifacts. 
These are our magic items. 

1144
01:03:14,480 --> 01:03:15,720
You know what? 
We call them that because it's a

1145
01:03:15,720 --> 01:03:19,960
fun name, but resident artifacts
are seemingly mundane objects 

1146
01:03:19,960 --> 01:03:22,760
that are connected to 
paranatural forces, resident 

1147
01:03:22,760 --> 01:03:25,040
energies, and other planes of 
existence. 

1148
01:03:26,680 --> 01:03:32,600
They typically take the form of 
iconic imagery and are wieldable

1149
01:03:32,600 --> 01:03:36,120
in a utilitarian manner. 
So we also have distant 

1150
01:03:36,120 --> 01:03:41,320
artifacts, which are basically 
the same thing, but they're not 

1151
01:03:41,320 --> 01:03:43,200
things you can use. 
They're more of like objects 

1152
01:03:43,200 --> 01:03:45,320
that want to fuck you up to 
when. 

1153
01:03:45,320 --> 01:03:47,480
I'm not really going to cover 
that in here, but find them in 

1154
01:03:47,480 --> 01:03:52,880
the deluxe edition. 
So, you know, present artifacts.

1155
01:03:52,880 --> 01:03:56,120
These are magic items for all 
intents and purposes. 

1156
01:03:56,320 --> 01:03:59,840
The way I like to describe them 
is they are the things that 

1157
01:03:59,840 --> 01:04:03,400
grant humans inhuman abilities 
in some respect. 

1158
01:04:03,720 --> 01:04:07,680
I think they're just fun to 
include, and they are vectors 

1159
01:04:07,680 --> 01:04:14,320
for adventure effectively, where
they're tools to help you, you 

1160
01:04:14,320 --> 01:04:16,680
know, defeat the horrors they 
are. 

1161
01:04:17,000 --> 01:04:20,640
They spawn in places that the 
horrors do as well, based on the

1162
01:04:20,640 --> 01:04:23,440
same kind of weird otherworldly 
energies that create the horrors

1163
01:04:23,440 --> 01:04:27,160
to begin with. 
And they put a target on your 

1164
01:04:27,160 --> 01:04:30,160
character's back. 
You know, if they're using these

1165
01:04:30,160 --> 01:04:31,880
things out in public, they're 
going to attract law 

1166
01:04:31,880 --> 01:04:34,040
enforcement, they're going to 
attract the Bureau, and the 

1167
01:04:34,040 --> 01:04:36,000
bureau's going to want those 
president artefacts. 

1168
01:04:36,040 --> 01:04:39,400
So the players and their 
investigators have to be careful

1169
01:04:39,400 --> 01:04:43,880
with how they use these things. 
So they are useful, but they are

1170
01:04:43,880 --> 01:04:48,080
also a vector for tension. 
And so we can build that into 

1171
01:04:48,280 --> 01:04:51,800
the artifacts themselves. 
So ideally, just a basic 

1172
01:04:51,800 --> 01:04:53,840
description. 
Tell us what it looks like. 

1173
01:04:55,320 --> 01:04:57,360
It's a pencil, you know, you 
could just describe like a 

1174
01:04:57,360 --> 01:04:58,480
pencil. 
You don't really need to get 

1175
01:04:58,480 --> 01:05:04,200
that detailed into it or book or
like Airpod case with you. 

1176
01:05:04,200 --> 01:05:05,720
Pull these out and they do 
special things. 

1177
01:05:05,720 --> 01:05:07,040
You know, you can get a little 
creative with it. 

1178
01:05:07,040 --> 01:05:12,040
You don't have to be super, you 
know, stupid. 

1179
01:05:12,200 --> 01:05:14,920
I don't know. 
So give us a little basic 

1180
01:05:14,920 --> 01:05:17,240
description. 
Tell us what it looks like, what

1181
01:05:17,240 --> 01:05:21,080
we like to have for wizard or 
facts, at least on our end, is 

1182
01:05:21,440 --> 01:05:24,920
some sort of activation trigger.
We you need to think of this in 

1183
01:05:24,920 --> 01:05:28,560
the context of how they're used 
within the game's mechanics. 

1184
01:05:28,920 --> 01:05:34,960
So if we're talking into like a 
stricter combat, you have 

1185
01:05:34,960 --> 01:05:38,400
actions that you can do on your 
turn in combat. 

1186
01:05:38,400 --> 01:05:39,880
You know, it's pretty standard 
for RPGs. 

1187
01:05:39,880 --> 01:05:42,120
And we don't really branch too 
far outside that for little 

1188
01:05:42,120 --> 01:05:45,080
horror either. 
So an artifact is going to take 

1189
01:05:45,080 --> 01:05:46,600
your action, you know, 
activating it. 

1190
01:05:46,600 --> 01:05:50,080
So usually we won't, we want 
something a little like not time

1191
01:05:50,080 --> 01:05:51,160
consuming. 
That's not really the way to 

1192
01:05:51,160 --> 01:05:53,080
think about it, but something 
you have to do where it's not 

1193
01:05:53,080 --> 01:05:57,120
just like intrinsic, but some of
these things are. 

1194
01:05:57,480 --> 01:06:01,440
So maybe you have a magic ring 
that you put on that your 

1195
01:06:01,440 --> 01:06:04,040
activation is really just 
putting the ring on and then you

1196
01:06:04,040 --> 01:06:06,520
have this ability that is always
on or maybe a pendant that you 

1197
01:06:06,520 --> 01:06:09,880
wear that gives you stability. 
So some of them can be, but the 

1198
01:06:09,920 --> 01:06:12,040
idea is, is that we want, we 
want a little bit of tinkering. 

1199
01:06:12,040 --> 01:06:14,480
We want a little bit of mystery 
around it because they're not 

1200
01:06:14,480 --> 01:06:19,760
always going to be obvious, but 
we don't want to make it so bad 

1201
01:06:20,320 --> 01:06:22,800
that the investigator or the 
player will never figure out how

1202
01:06:22,800 --> 01:06:25,800
to use them. 
And the idea that I, I like to 

1203
01:06:25,800 --> 01:06:31,880
say is that these objects 
contain a palpable energy. 

1204
01:06:32,280 --> 01:06:35,000
And if you have them in your 
presence long enough, you're 

1205
01:06:35,000 --> 01:06:38,360
going to figure out how to use 
them sort of naturally, like the

1206
01:06:38,400 --> 01:06:40,160
the objects will tell you 
themselves. 

1207
01:06:40,640 --> 01:06:43,720
But if you want to use them 
quickly or immediately, you got 

1208
01:06:43,720 --> 01:06:47,000
to take her a little bit. 
So give us an activation gives 

1209
01:06:47,000 --> 01:06:50,040
us how it's used, even if that 
is just put the ring on. 

1210
01:06:50,840 --> 01:06:53,160
And then finally the effect. 
This is what we want the 

1211
01:06:53,160 --> 01:06:57,960
artifact do most of the time. 
I think these artifacts are 

1212
01:06:57,960 --> 01:07:01,080
going to have fairly mundane 
effects that the players can 

1213
01:07:01,080 --> 01:07:06,240
then use an interesting manner. 
The two of the examples that I 

1214
01:07:06,240 --> 01:07:07,880
have here I'm going to talk 
about in a second are fairly 

1215
01:07:07,880 --> 01:07:11,680
mundane, all things considered, 
but they are vectors for 

1216
01:07:11,680 --> 01:07:14,280
creation. 
Players can do creative things 

1217
01:07:14,280 --> 01:07:16,960
with them. 
That's what we want. 

1218
01:07:16,960 --> 01:07:21,280
We want to encourage here. 
But if you want to, you can ramp

1219
01:07:21,280 --> 01:07:23,200
up that. 
You can make it more powerful. 

1220
01:07:23,200 --> 01:07:26,880
Maybe an artifact that lets you 
cast lightning from your fingers

1221
01:07:26,880 --> 01:07:30,080
or something like that. 
But the more powerful, the more 

1222
01:07:30,080 --> 01:07:33,680
strange, the bigger toll it's 
going to have. 

1223
01:07:34,200 --> 01:07:37,000
Typically this is a stress on 
your character, so they have to 

1224
01:07:37,000 --> 01:07:40,720
pay for use of this with the 
body. 

1225
01:07:41,040 --> 01:07:44,720
Maybe it takes HP directly, 
maybe it takes strength 

1226
01:07:44,720 --> 01:07:47,920
directly, something like that. 
If if the ability is so 

1227
01:07:47,920 --> 01:07:49,880
powerful, that would 
fundamentally change your 

1228
01:07:49,880 --> 01:07:53,400
character in some way. 
Even in fact, you know, stress 

1229
01:07:53,400 --> 01:07:57,960
is the easy one. 
So the two examples I have here 

1230
01:07:58,440 --> 01:08:00,640
are Bronze Angel and the 
Drachma. 

1231
01:08:01,640 --> 01:08:05,960
Got to say that wrong. 
So these two are available as 

1232
01:08:05,960 --> 01:08:08,960
part of the case file Volume 1. 
I think the two different 

1233
01:08:08,960 --> 01:08:12,640
entries here. 
Little things that your 

1234
01:08:12,640 --> 01:08:15,240
investigators can find, but 
they're wielded by NPCS in this 

1235
01:08:15,240 --> 01:08:17,359
case. 
But again, you can always RIP 

1236
01:08:17,359 --> 01:08:18,560
these out and use them for your 
home game. 

1237
01:08:18,640 --> 01:08:20,520
We got a shit load of these all 
over the place. 

1238
01:08:20,520 --> 01:08:22,479
We got some and every one of the
modules. 

1239
01:08:23,000 --> 01:08:26,120
I don't think the mall has that,
but maybe I don't remember. 

1240
01:08:29,040 --> 01:08:33,399
But the Bronze Angel is just, 
you know, bronze statue. 

1241
01:08:33,399 --> 01:08:36,279
It's about, you know, a foot 
tall, give or take. 

1242
01:08:36,479 --> 01:08:37,920
And it's got a weeping Angel on 
it. 

1243
01:08:37,920 --> 01:08:40,040
And the idea is, is that you 
hold the statue, you have to 

1244
01:08:40,040 --> 01:08:43,359
raise it above your head and 
that light will bend around you 

1245
01:08:43,880 --> 01:08:46,800
to drape you in shadows. 
So from a mechanical design 

1246
01:08:46,800 --> 01:08:52,200
perspective, you, you cannot use
this infinitely. 

1247
01:08:53,040 --> 01:08:56,040
You can't keep this bronze 
statue above your head for all 

1248
01:08:56,200 --> 01:08:58,279
ball really all that long. 
That's sort of the mechanical 

1249
01:08:58,279 --> 01:09:01,960
effect of the activation here. 
So it's use is going to be 

1250
01:09:01,960 --> 01:09:05,760
limited, but if you're really 
creative with it, it can be 

1251
01:09:05,760 --> 01:09:10,040
really effective. 
So light is bending around the 

1252
01:09:10,040 --> 01:09:12,359
user. 
If you're out in broad daylight,

1253
01:09:12,359 --> 01:09:14,080
it's not going to mean a whole 
lot. 

1254
01:09:14,680 --> 01:09:17,160
If you're sitting in a dim room 
or in a dark room and you hold 

1255
01:09:17,160 --> 01:09:18,880
this with your head, you're 
going to be invisible 

1256
01:09:18,880 --> 01:09:21,680
functionally. 
So maybe this helps you get away

1257
01:09:21,680 --> 01:09:25,000
from a creature, maybe this 
helps you ambush someone, or 

1258
01:09:25,000 --> 01:09:29,920
maybe you just use the bronze 
statue as a weighted object and 

1259
01:09:29,920 --> 01:09:31,080
beat the fuck out of somebody 
with it. 

1260
01:09:31,080 --> 01:09:33,479
Like there you go, there's a 
written artifact. 

1261
01:09:35,040 --> 01:09:41,160
Now the other one, the way of 
reading this is it's an ancient 

1262
01:09:41,160 --> 01:09:43,680
silver coin stamped the face of 
a ruler that never existed. 

1263
01:09:43,680 --> 01:09:47,520
So this coin is from somewhere 
else where that is maybe make an

1264
01:09:47,520 --> 01:09:48,600
adventure about it, I don't 
know. 

1265
01:09:50,040 --> 01:09:53,319
Or it could just be some strange
otherworldly coin or some custom

1266
01:09:53,319 --> 01:09:55,200
thing. 
But the idea is that there's a 

1267
01:09:55,200 --> 01:09:56,600
mystery. 
We don't we don't know who this 

1268
01:09:56,600 --> 01:10:00,000
ruler is, but they never existed
as far as any historical record 

1269
01:10:00,000 --> 01:10:02,920
has of on earth. 
Again, this is a very simple 

1270
01:10:02,920 --> 01:10:04,920
one. 
You're testing feet. 

1271
01:10:05,400 --> 01:10:09,200
Flip the coin on head. 
Any simple task you perform 

1272
01:10:09,200 --> 01:10:11,320
immediately afterwards is 
automatically successful. 

1273
01:10:12,040 --> 01:10:14,880
By simple task here, this is up 
to GM discretion. 

1274
01:10:14,920 --> 01:10:18,400
I really mean like picking a 
lock or hopping offense, 

1275
01:10:18,760 --> 01:10:22,880
Something that might be a little
tricky that you want to do, but 

1276
01:10:22,880 --> 01:10:24,440
something that lasts a few 
seconds. 

1277
01:10:25,440 --> 01:10:28,880
Nothing particularly complicated
here, but again, up to gym 

1278
01:10:28,880 --> 01:10:30,600
discretion. 
What they defined to be a simple

1279
01:10:30,600 --> 01:10:32,800
task and leaving that open. 
I trust you guys to be able to 

1280
01:10:32,800 --> 01:10:34,240
figure that out. 
If you're using this in your own

1281
01:10:34,240 --> 01:10:37,960
session, the idea is, is that 
luck has a cost. 

1282
01:10:39,280 --> 01:10:43,320
Every time you use it cost D6 
stress and you got a 50% chance 

1283
01:10:43,400 --> 01:10:48,880
of it being successful. 
So you're paying the toll. 

1284
01:10:49,520 --> 01:10:58,040
But if you put the coin hit 
lands, you know, on heads, you 

1285
01:10:58,040 --> 01:10:59,800
might have something impactful, 
but you're paying for it. 

1286
01:11:00,720 --> 01:11:03,440
D6 stress. 
If you get all six, that's 

1287
01:11:03,440 --> 01:11:06,000
almost guaranteed to trigger 
control save. 

1288
01:11:06,280 --> 01:11:08,000
So you have to be careful. 
You have to manage this 

1289
01:11:08,000 --> 01:11:09,320
resource. 
You have to use it sparingly 

1290
01:11:09,320 --> 01:11:12,160
because it's going to fuck your 
character up if you become too 

1291
01:11:12,160 --> 01:11:15,560
reliant on it. 
So you have a powerful fact and 

1292
01:11:15,560 --> 01:11:20,680
you have a harsh cost that 
promotes interesting choices. 

1293
01:11:20,800 --> 01:11:25,720
So if yeah, again, and you can 
run the entire sessions based, 

1294
01:11:25,720 --> 01:11:29,120
simply run this coin or the 
bronze Angel or any of these 

1295
01:11:29,120 --> 01:11:30,840
recent artifacts. 
That's the idea. 

1296
01:11:30,840 --> 01:11:33,560
We want them to be interesting. 
We want them to be applicable. 

1297
01:11:33,560 --> 01:11:36,480
We want players and people to do
interesting things with them. 

1298
01:11:42,120 --> 01:11:46,520
All right, in PCs. 
So everybody has got different 

1299
01:11:46,520 --> 01:11:49,080
opinions on how to write in PCs.
Here are mine. 

1300
01:11:49,920 --> 01:11:52,760
So when it comes to NPCS, you 
have two types. 

1301
01:11:52,760 --> 01:11:54,720
You have your background and 
your key NPCS. 

1302
01:11:54,960 --> 01:11:57,680
Your background are folks in the
background. 

1303
01:11:57,680 --> 01:12:01,520
That's pretty self-explanatory. 
You maybe they're just like in 

1304
01:12:01,520 --> 01:12:03,320
the crowd, like literally in the
background. 

1305
01:12:03,360 --> 01:12:07,280
Or maybe they have one scene 
like shop owner, gas station 

1306
01:12:07,280 --> 01:12:10,600
clerk, where your investigator 
go up and they talk to them for 

1307
01:12:10,600 --> 01:12:12,960
5 minutes and then they go away 
and then you never have to worry

1308
01:12:12,960 --> 01:12:14,440
about that PC again. 
You throw them in the trash. 

1309
01:12:15,440 --> 01:12:17,760
Key and PCs are the ones that 
are big players. 

1310
01:12:18,200 --> 01:12:20,720
They are the people who are 
going to be, you know, driving 

1311
01:12:20,720 --> 01:12:24,880
the action behind the camera is 
probably the best way to think 

1312
01:12:24,880 --> 01:12:28,200
about it. 
Behind the scenes where these 

1313
01:12:28,200 --> 01:12:31,520
are, these are NBCS with the 
agency and motivation. 

1314
01:12:31,520 --> 01:12:33,680
But I'll talk about that in a 
second here. 

1315
01:12:33,680 --> 01:12:36,200
So when it comes to your 
background characters, you don't

1316
01:12:36,200 --> 01:12:40,040
really need a whole lot here. 
Give him a roll. 

1317
01:12:41,240 --> 01:12:43,880
What I mean by that is just a 
way to relate the setting. 

1318
01:12:44,880 --> 01:12:46,800
I can really think of that as 
your job. 

1319
01:12:46,840 --> 01:12:48,040
You know, most this is modern 
horror. 

1320
01:12:48,040 --> 01:12:50,160
Most people have a job here. 
And that's going to be the most 

1321
01:12:50,160 --> 01:12:53,400
useful thing for, you know, GMs 
or yourself. 

1322
01:12:54,880 --> 01:12:57,440
You know, a Carpenter is going 
to have carpentry skills that 

1323
01:12:57,440 --> 01:13:00,000
kind of gives you a wide range 
of things that they can do. 

1324
01:13:00,000 --> 01:13:05,800
So give a job. 
But that might be maybe the role

1325
01:13:05,800 --> 01:13:08,080
is simply, you know, to be a red
shirt. 

1326
01:13:08,800 --> 01:13:11,120
You know, think of the Star Trek
reference where it's like I'm 

1327
01:13:11,240 --> 01:13:13,480
making this background character
because they are going to be 

1328
01:13:13,480 --> 01:13:16,720
killed by the horror. 
So that's that's their primary 

1329
01:13:16,720 --> 01:13:18,040
purpose. 
That's how they're going to 

1330
01:13:18,040 --> 01:13:19,920
relate the setting of how the 
investigators are going to 

1331
01:13:19,920 --> 01:13:21,600
relate to them because they're 
going to find that body later. 

1332
01:13:22,160 --> 01:13:24,760
So you don't necessarily need to
always do profession just 

1333
01:13:24,760 --> 01:13:26,160
depends on how you want to use 
these. 

1334
01:13:27,120 --> 01:13:30,600
And again, sometimes it can be 
like an archetype, like the wise

1335
01:13:30,600 --> 01:13:33,520
old man, maybe only have one 
interaction with this little 

1336
01:13:33,800 --> 01:13:37,800
coop that's sitting up in a like
a cabin by the lake that you're 

1337
01:13:37,800 --> 01:13:40,640
investigating. 
He doesn't need to have a job. 

1338
01:13:40,640 --> 01:13:42,560
He's just there to be creepy old
man. 

1339
01:13:42,560 --> 01:13:46,240
So give him that archetype and 
then a quick description. 

1340
01:13:46,520 --> 01:13:48,240
And when it comes background 
characters, you don't need much.

1341
01:13:48,240 --> 01:13:49,560
Your players are going to forget
about them. 

1342
01:13:50,400 --> 01:13:53,560
So give them one thing to focus 
on, or maybe two or three. 

1343
01:13:54,920 --> 01:13:56,720
It could be a part of their 
feature. 

1344
01:13:56,720 --> 01:13:58,720
It's a wise old man. 
He's got this long beard that 

1345
01:13:58,720 --> 01:14:01,760
goes down to his chest and he's 
wearing broken glasses. 

1346
01:14:02,200 --> 01:14:03,880
Or you can give my personality 
quirk. 

1347
01:14:04,040 --> 01:14:07,120
And again, the West old man his 
his archetype is his personality

1348
01:14:07,120 --> 01:14:10,000
quirk. 
One quick little thing that your

1349
01:14:10,000 --> 01:14:12,440
players can latch onto to 
remember this person because 

1350
01:14:12,440 --> 01:14:14,760
maybe they do come up later. 
You know, these background 

1351
01:14:14,760 --> 01:14:16,800
characters are really good to be
victims for you know the 

1352
01:14:16,800 --> 01:14:19,640
horrors, because you might have 
that one interaction with them 

1353
01:14:19,640 --> 01:14:22,320
that's like super impactful. 
They are. 

1354
01:14:22,400 --> 01:14:24,600
You never know who your players 
are going to latch onto when it 

1355
01:14:24,600 --> 01:14:26,360
comes to your the characters 
that you create. 

1356
01:14:26,800 --> 01:14:30,960
So it's good like fodder when 
you to have this one really 

1357
01:14:30,960 --> 01:14:33,840
memorable moment with the wise 
old man who's, you know what I'm

1358
01:14:33,840 --> 01:14:37,200
saying, crazy things up in the 
cabin and then a session later 

1359
01:14:37,200 --> 01:14:38,680
he's dead by the side of the 
lake. 

1360
01:14:39,040 --> 01:14:40,000
There you go. 
There's motivation. 

1361
01:14:40,000 --> 01:14:42,040
We got to find out who killed 
this wise old man because we 

1362
01:14:42,040 --> 01:14:44,880
loved him. 
But again, all you, you didn't 

1363
01:14:44,880 --> 01:14:47,880
really need much. 
You got the basics right there. 

1364
01:14:48,560 --> 01:14:51,360
He's a dude sitting on a cabin. 
He's got a big old beard and 

1365
01:14:51,360 --> 01:14:53,000
he's memorable and then he's 
dead. 

1366
01:14:53,960 --> 01:14:55,120
Cool. 
We don't need to spend a whole 

1367
01:14:55,120 --> 01:14:56,680
lot of time prepping that or 
writing that. 

1368
01:14:58,040 --> 01:15:00,040
When it comes to your key MPCS, 
though, this is this is where 

1369
01:15:00,040 --> 01:15:01,160
you want to spend a little more 
time. 

1370
01:15:02,520 --> 01:15:06,400
Like I said, they it depends on 
how complicated you want your 

1371
01:15:06,400 --> 01:15:09,280
scenarios to be at your own 
table or how you want to hand 

1372
01:15:09,280 --> 01:15:12,200
them to GMs. You don't want to 
make too many of these people 

1373
01:15:12,600 --> 01:15:16,680
because your players and your 
character, their characters only

1374
01:15:16,680 --> 01:15:20,440
really going to be able to focus
on a handful and maybe a dozen 

1375
01:15:20,440 --> 01:15:24,080
across a, you know, a arc of 
like 6 sessions or so. 

1376
01:15:25,320 --> 01:15:27,920
But these are also people that 
are going to be making things 

1377
01:15:27,920 --> 01:15:31,000
happen even if the investigators
do not interact with them. 

1378
01:15:31,760 --> 01:15:33,240
Like a town's mayor, it's a good
one. 

1379
01:15:33,360 --> 01:15:34,960
The mayor's always going to be 
fucking around. 

1380
01:15:35,080 --> 01:15:38,080
The sheriff, the sheriff is 
going to be trying to solve 

1381
01:15:38,080 --> 01:15:39,600
these crimes in the background 
as well. 

1382
01:15:40,880 --> 01:15:43,800
And these are people that they, 
maybe they help you, maybe 

1383
01:15:43,800 --> 01:15:47,040
they're antagonistic. 
Some of them you can build them 

1384
01:15:47,040 --> 01:15:50,000
sort of intrinsically there. 
You know, they are a secondary 

1385
01:15:50,000 --> 01:15:52,480
villain to add complications. 
So we know we like to do that 

1386
01:15:52,480 --> 01:15:55,760
with the Bureau these days where
the Bureau, you know, they are a

1387
01:15:55,760 --> 01:15:58,160
federal, you know, investigative
force, but they're not really 

1388
01:15:58,160 --> 01:16:01,280
supposed to be all like, good. 
So they're there for their own 

1389
01:16:01,280 --> 01:16:03,360
purposes. 
And it does not matter what your

1390
01:16:03,360 --> 01:16:05,360
investigators are doing, they're
going to be doing the wrong 

1391
01:16:05,360 --> 01:16:07,440
thing. 
Maybe your goals are aligned 

1392
01:16:07,680 --> 01:16:10,160
when the Bureau was involved. 
But for the most part, if your 

1393
01:16:10,160 --> 01:16:12,000
investigators are involved, they
want to suppress that 

1394
01:16:12,000 --> 01:16:13,440
information. 
So they don't want your 

1395
01:16:13,440 --> 01:16:15,720
investigators alerting these 
things and getting out there to,

1396
01:16:15,840 --> 01:16:18,000
you know, disseminate the the 
unknown. 

1397
01:16:18,840 --> 01:16:22,800
So the bureau's going to be, you
know, if you set an agent in 

1398
01:16:22,800 --> 01:16:26,120
there, that is a secondary 
antagonist in most respects. 

1399
01:16:27,120 --> 01:16:29,400
So keep that in mind. 
These are people that move and 

1400
01:16:29,400 --> 01:16:31,560
shake and change and add 
complication to things. 

1401
01:16:32,080 --> 01:16:35,520
So when you're building these 
NPCS, you don't need a whole lot

1402
01:16:35,520 --> 01:16:37,320
either. 
You really just need give a 

1403
01:16:37,320 --> 01:16:39,680
basic description, you know, 
instead of like the one 

1404
01:16:39,680 --> 01:16:43,520
memorable feature, maybe even 
two or three, you know, red hair

1405
01:16:43,520 --> 01:16:47,440
or glasses and always wears a 
shirt and tie, something like 

1406
01:16:47,440 --> 01:16:51,160
that. 
Just the things that are easy to

1407
01:16:51,160 --> 01:16:52,720
remember. 
Again, your players are going to

1408
01:16:52,720 --> 01:16:55,160
be interacting with these people
in theory multiple times. 

1409
01:16:55,600 --> 01:16:57,440
So just stuff to differentiate 
them. 

1410
01:16:59,560 --> 01:17:00,920
Each of these people should have
a drive. 

1411
01:17:01,560 --> 01:17:03,800
This is what they want. 
This is something that is 

1412
01:17:03,880 --> 01:17:07,200
outwardly desirable for them. 
You know, the sheriff wants law 

1413
01:17:07,200 --> 01:17:10,360
and order, the mayor wants to 
win re election, the Bureau 

1414
01:17:10,360 --> 01:17:12,560
agent wants to suppress 
information and defeat the 

1415
01:17:12,560 --> 01:17:14,280
horrors without anybody knowing 
it. 

1416
01:17:14,720 --> 01:17:16,640
Basic drives. 
This is going to be how those 

1417
01:17:16,640 --> 01:17:18,040
characters interact with their 
environments. 

1418
01:17:18,040 --> 01:17:20,160
This is going to be what pushes 
the characters to do the things 

1419
01:17:20,160 --> 01:17:21,600
that they want to do instead of 
these drives. 

1420
01:17:22,960 --> 01:17:27,800
That's always fun to do. 
A secret secrets are these are 

1421
01:17:27,800 --> 01:17:31,520
things that the investigators 
may never learn, but they you 

1422
01:17:31,520 --> 01:17:35,880
were handing them to the 
facilitators to help influence 

1423
01:17:35,880 --> 01:17:39,880
how they behave. 
You know, they might be hidden 

1424
01:17:39,880 --> 01:17:43,720
motivations, they might be 
complications a just interesting

1425
01:17:43,720 --> 01:17:45,920
things that can create a 
different dynamic for these 

1426
01:17:45,920 --> 01:17:48,560
characters. 
You know, we had secrets for the

1427
01:17:48,560 --> 01:17:51,280
two Bureau agents in the Bloom 
where again the little spoilers 

1428
01:17:51,280 --> 01:17:56,680
here, but they are corrupted by 
the same thing that screwed over

1429
01:17:56,680 --> 01:17:59,320
or the Bureau as an agency in 
the Bureau of the module. 

1430
01:18:00,160 --> 01:18:03,360
They have this inherent like 
otherworldly corruption that is 

1431
01:18:03,360 --> 01:18:06,520
working through their system 
here that is made worse by their

1432
01:18:06,520 --> 01:18:11,960
connection to Coldwater Lake. 
So these Bureau agents, they are

1433
01:18:11,960 --> 01:18:16,400
outwardly acting as Bureau 
agents undercover though, So not

1434
01:18:16,400 --> 01:18:19,880
quite outwardly acting, but but 
again, under the surface, they 

1435
01:18:19,880 --> 01:18:23,400
have this unknowable drive. 
Like they don't even control 

1436
01:18:23,400 --> 01:18:25,400
this corruption. 
It's just pushing them to do 

1437
01:18:25,400 --> 01:18:26,880
things that people don't 
understand. 

1438
01:18:28,080 --> 01:18:31,520
So that's the secret. 
You might never uncover that 

1439
01:18:31,520 --> 01:18:34,680
over the course of the module, 
that might never become 

1440
01:18:34,680 --> 01:18:36,800
apparent. 
But that's that's telling you as

1441
01:18:36,800 --> 01:18:39,880
a facilitator in AGM how to take
these characters and put them 

1442
01:18:39,880 --> 01:18:41,640
into like complicated 
situations. 

1443
01:18:43,040 --> 01:18:46,480
And then I like to have in some 
inherent interactivity. 

1444
01:18:47,400 --> 01:18:51,600
If you want to create a sense of
community within your 

1445
01:18:51,600 --> 01:18:53,400
communities, this is a great way
to do it. 

1446
01:18:54,200 --> 01:18:57,600
Making MPCS fucking hate each 
other or make them love each 

1447
01:18:57,600 --> 01:19:01,520
other, you know, I'll give them 
reasons to interact. 

1448
01:19:01,680 --> 01:19:05,160
You know, in the bloom, we have 
Cassandra down in the diner. 

1449
01:19:05,480 --> 01:19:07,920
Everybody loves Cassandra. 
So everybody going to talk about

1450
01:19:07,920 --> 01:19:09,280
how they love Cassandra at the 
diner. 

1451
01:19:09,400 --> 01:19:11,920
And so that motivates her 
character be like, maybe we 

1452
01:19:11,920 --> 01:19:13,480
should go to the diner and make 
Cassandra. 

1453
01:19:13,600 --> 01:19:16,800
And then Cassandra's got like 
all of the gossip on the town so

1454
01:19:16,800 --> 01:19:19,000
Cassandra can disseminate other 
information to you. 

1455
01:19:19,400 --> 01:19:23,200
So simply by this little bit of 
interaction, you are creating 

1456
01:19:23,200 --> 01:19:25,800
this web of information that 
could be leveraged in the 

1457
01:19:25,800 --> 01:19:29,720
session. 
You know, if the sheriff, you 

1458
01:19:29,720 --> 01:19:33,400
know, hates the guy down by the 
dock and wants him gone, maybe 

1459
01:19:34,440 --> 01:19:37,440
there's a reason for that. 
If you learn that information, 

1460
01:19:37,440 --> 01:19:41,160
go talk to the guy at the dock. 
Guy at the dock might know more 

1461
01:19:41,160 --> 01:19:42,920
about the horrors that's going 
on here. 

1462
01:19:44,160 --> 01:19:46,120
So again, you're, you're 
creating your webs by 

1463
01:19:46,120 --> 01:19:48,680
interacting here or interweaving
your key and PCs. 

1464
01:19:49,920 --> 01:19:51,680
So keep that in mind. 
It's great. 

1465
01:19:51,920 --> 01:19:54,520
It works, you know, pretty 
consistently, especially if 

1466
01:19:54,520 --> 01:19:56,760
you're 1 little bullet point. 
That's all you really need. 

1467
01:19:56,920 --> 01:19:59,720
You need a whole lot more than 
that, just a way to quickly 

1468
01:19:59,720 --> 01:20:01,320
connect these characters to each
other. 

1469
01:20:01,360 --> 01:20:06,400
So and so was dating who but is 
having an affair with XY and Z. 

1470
01:20:06,400 --> 01:20:08,600
This is Twin Peaks that you're 
building here. 

1471
01:20:13,680 --> 01:20:16,200
All right, so we got a couple of
examples of NPCS here. 

1472
01:20:16,200 --> 01:20:18,480
This is background NPCS. 
You know, this list comes from 

1473
01:20:18,480 --> 01:20:21,040
the bloom as well. 
So just so I'm not going to 

1474
01:20:21,040 --> 01:20:23,280
spend much time here, but a 
quick, you know, we got to lean 

1475
01:20:23,280 --> 01:20:25,720
up here. 
A digital nomad who's in her 

1476
01:20:25,720 --> 01:20:29,400
early 30s, bleached hair. 
And the fun thing is, you know, 

1477
01:20:29,400 --> 01:20:31,880
that little quirk, the unearned 
sense of entitlement. 

1478
01:20:32,720 --> 01:20:34,360
I bet you know, I can read that 
sentence to you. 

1479
01:20:34,360 --> 01:20:35,920
You know exactly who that 
character is. 

1480
01:20:36,040 --> 01:20:39,960
Just, you know, a sentence 
effectively and a name. 

1481
01:20:39,960 --> 01:20:41,760
That's all you really need. 
You can run that character right

1482
01:20:41,760 --> 01:20:43,920
now. 
And then we just got a few more.

1483
01:20:43,920 --> 01:20:47,120
You know, we knew Wes, the 
camper beard and swept back hair

1484
01:20:47,120 --> 01:20:49,680
beneath the baseball cap with a 
pleasant disposition and just 

1485
01:20:49,920 --> 01:20:51,440
absolutely overburdened with 
equipment. 

1486
01:20:52,000 --> 01:20:53,600
Again, I can hand that character
to you. 

1487
01:20:53,600 --> 01:20:54,680
I guarantee you know how to use 
them. 

1488
01:20:55,760 --> 01:20:57,760
We don't need much. 
And then that gives you a scene 

1489
01:20:57,760 --> 01:21:01,200
that gives you a background ABC.
Maybe they become an associate, 

1490
01:21:01,360 --> 01:21:03,280
join on your party. 
But again, you just have those 

1491
01:21:03,280 --> 01:21:05,120
core character elements. 
You just need those little 

1492
01:21:05,120 --> 01:21:06,520
architectural bits and you're 
good to go. 

1493
01:21:09,480 --> 01:21:12,640
And then this is an example of 
one of the more advanced ones, 

1494
01:21:12,640 --> 01:21:18,360
the key NPCS here. 
So Thomas is a, a priest, if you

1495
01:21:18,360 --> 01:21:19,960
want to call him that. 
I don't think that's even the 

1496
01:21:19,960 --> 01:21:24,840
term I want to use. 
But one of the leaders of this 

1497
01:21:24,840 --> 01:21:26,440
branch of the church is 
celestial science. 

1498
01:21:27,680 --> 01:21:30,040
We talk about who the church is 
a little bit in the bloom 

1499
01:21:30,040 --> 01:21:32,000
itself. 
Again, this is from the bloom. 

1500
01:21:32,960 --> 01:21:35,120
The, you know, they're 
Scientologists. 

1501
01:21:35,120 --> 01:21:36,640
I'm not really getting a sugar 
coat out. 

1502
01:21:36,840 --> 01:21:41,840
It's not quite Scientology and 
the way that you know 

1503
01:21:41,960 --> 01:21:45,000
specifically, but it's very much
inherently sort of based around 

1504
01:21:45,000 --> 01:21:49,400
that type of organization where 
it's a religion, but it's also a

1505
01:21:49,400 --> 01:21:51,800
business venture. 
But the Church of Celestial 

1506
01:21:51,800 --> 01:21:54,320
Science is going to be featured 
a little bit more in the deluxe 

1507
01:21:54,320 --> 01:21:58,760
edition. 
They are secondary antagonists. 

1508
01:21:59,680 --> 01:22:02,200
They drive a lot of the 
underlying stuff we're currently

1509
01:22:02,200 --> 01:22:08,240
writing, but they, the Church of
Celestial Science, are a group 

1510
01:22:08,400 --> 01:22:13,320
who are in worship to another 
worldly entity. 

1511
01:22:13,840 --> 01:22:18,280
The catch is that otherworldly 
entity is real in the world. 

1512
01:22:18,280 --> 01:22:21,640
A little horror, you know? 
And as opposed to whatever 

1513
01:22:21,640 --> 01:22:23,160
bullshit the Scientologists 
believe. 

1514
01:22:23,600 --> 01:22:27,160
Like these people pedal some 
bullshit, but their bullshit 

1515
01:22:27,160 --> 01:22:29,400
isn't necessarily all like 
bullshit. 

1516
01:22:30,240 --> 01:22:34,160
So usually more of them later. 
But that that's sort of the 

1517
01:22:34,160 --> 01:22:37,160
basics of what this character is
and who he's what he's here for.

1518
01:22:37,400 --> 01:22:42,640
So the church thinks that 
something in cold water is going

1519
01:22:42,640 --> 01:22:45,760
to be beneficial for their 
religion, whether that be a 

1520
01:22:45,760 --> 01:22:48,440
connection with some other 
worldly entity that they're, you

1521
01:22:48,440 --> 01:22:51,440
know, paying service to or 
something of the sort. 

1522
01:22:51,840 --> 01:22:54,120
It's up for you to decide. 
Realistically, we've kind of 

1523
01:22:54,120 --> 01:22:56,160
left that open, but that's sort 
of the basic threads that you 

1524
01:22:56,160 --> 01:23:00,520
could pull from. 
So he's here to do that and also

1525
01:23:00,520 --> 01:23:04,000
gained membership. 
You know, cold water had a 

1526
01:23:04,000 --> 01:23:06,720
traumatic event about a year 
ago, according to like the the 

1527
01:23:06,720 --> 01:23:10,320
module itself. 
And people are looking for 

1528
01:23:10,480 --> 01:23:12,600
something to bring them together
to guidance. 

1529
01:23:12,600 --> 01:23:14,400
So here comes the Church of 
Illustrial Science. 

1530
01:23:14,480 --> 01:23:18,760
They come in, they prey upon 
these, you know, folk who 

1531
01:23:18,760 --> 01:23:22,960
experienced something that they 
can't quite explain and giving 

1532
01:23:22,960 --> 01:23:25,920
them something to focus on this 
this new religion that they're 

1533
01:23:25,920 --> 01:23:28,600
bringing in, bringing in 
community. 

1534
01:23:28,600 --> 01:23:33,680
And that's the key here. 
The church in this module is 

1535
01:23:33,800 --> 01:23:37,400
beneficial, but they are here 
for a reason that isn't quite 

1536
01:23:37,400 --> 01:23:40,600
beneficial to the town. 
And it's all based around the 

1537
01:23:40,600 --> 01:23:44,440
minister here. 
You as players may never 

1538
01:23:44,440 --> 01:23:46,800
encounter him. 
He is intertwined a little bit 

1539
01:23:46,800 --> 01:23:50,480
with the mayor. 
The mayor's social connections 

1540
01:23:50,480 --> 01:23:52,600
are directly connected to the 
Church of Celestial Science. 

1541
01:23:52,600 --> 01:24:01,440
I don't think it's quite the way
backwards here, but yeah, that's

1542
01:24:01,440 --> 01:24:04,480
sort of the long and short of it
where we've got you, get you a 

1543
01:24:04,480 --> 01:24:07,160
little bit of information. 
He's here to spread the truth of

1544
01:24:07,160 --> 01:24:10,640
the search and to increase its 
membership. 

1545
01:24:11,600 --> 01:24:14,520
And like I said, he believes 
that the bloom is an extension 

1546
01:24:14,520 --> 01:24:17,280
of the entity which was the 
church seeks to communicate. 

1547
01:24:18,200 --> 01:24:21,360
So you've got outward motivation
to gain membership. 

1548
01:24:21,800 --> 01:24:25,000
Then the secret motivation is to
learn more, to leverage this 

1549
01:24:25,000 --> 01:24:27,320
membership to gain information 
that's going to be beneficial to

1550
01:24:27,320 --> 01:24:30,600
the organization. 
There you go. 

1551
01:24:30,800 --> 01:24:34,120
Maybe you focus entirely upon 
this as your secondary 

1552
01:24:34,120 --> 01:24:36,320
antagonist here. 
Maybe you get the sheriff to 

1553
01:24:36,320 --> 01:24:40,960
help you out earlier in the 
module, but the priest comes and

1554
01:24:40,960 --> 01:24:43,080
adds the complication later on 
when things are starting to get 

1555
01:24:43,080 --> 01:24:45,600
bad, when cold water started to 
get overtaken. 

1556
01:24:45,600 --> 01:24:49,240
At least the region itself, so 
you don't need a whole lot. 

1557
01:24:49,720 --> 01:24:52,640
This is it. 
Get your stats, you get four or 

1558
01:24:52,640 --> 01:24:55,240
five bullet points, and that's 
your motivation. 

1559
01:24:55,240 --> 01:24:57,480
That's your drive. 
You can create chaos with this 

1560
01:24:57,480 --> 01:25:07,960
NPC now. 
So I did talk about the church 

1561
01:25:07,960 --> 01:25:09,560
already. 
That is an example of one of the

1562
01:25:09,560 --> 01:25:11,800
factions that we have here where
I put in the deluxe edition. 

1563
01:25:11,800 --> 01:25:15,720
We'll talk about another one in 
a second here, but you can 

1564
01:25:15,720 --> 01:25:17,880
create your own factions. 
This is really fun. 

1565
01:25:18,000 --> 01:25:22,600
I love creating factions. 
I did a couple and one for case 

1566
01:25:22,600 --> 01:25:24,720
files you can go look at now. 
That's kind of a supplementary 

1567
01:25:24,720 --> 01:25:29,720
one. 
But factions, you know, these 

1568
01:25:29,720 --> 01:25:31,480
are groups and organizations 
that may come in contact with 

1569
01:25:31,480 --> 01:25:33,080
the investigators. 
And that's sort of key here 

1570
01:25:33,320 --> 01:25:39,760
where you you want to create 
these for use. 

1571
01:25:39,760 --> 01:25:43,080
You know, you can have Jeff 
Bezos at Amazon and have them as

1572
01:25:43,080 --> 01:25:47,080
a faction, but like, 
realistically, how are you going

1573
01:25:47,080 --> 01:25:51,280
to use that at the table? 
You know, and Amazon is just a 

1574
01:25:51,280 --> 01:25:54,080
service that delivers packages 
to you. 

1575
01:25:54,680 --> 01:25:58,320
If you're using them as a 
faction, what's the point of 

1576
01:25:58,320 --> 01:26:00,040
writing them if they're not 
going to directly interact with 

1577
01:26:00,040 --> 01:26:01,280
your investigators in some 
manner? 

1578
01:26:01,280 --> 01:26:04,160
And maybe it's fine just that 
they deliver packages. 

1579
01:26:04,160 --> 01:26:06,800
We don't need to spend a whole 
lot of attention writing them. 

1580
01:26:06,800 --> 01:26:10,040
So a quick column, you know, 
detailing Amazon. 

1581
01:26:10,040 --> 01:26:11,720
They deliver packages. 
Cool. 

1582
01:26:12,240 --> 01:26:18,680
But maybe you want a little bit 
more so your factions here can 

1583
01:26:18,680 --> 01:26:20,640
be allies. 
You know, it's going to have 

1584
01:26:20,640 --> 01:26:22,320
allied factions. 
We're writing at least one of 

1585
01:26:22,320 --> 01:26:25,200
them into the book here. 
Or they might be foes. 

1586
01:26:25,440 --> 01:26:26,880
You know, most of the time 
they're going to be foes because

1587
01:26:26,880 --> 01:26:28,600
that's what creates interesting 
situations. 

1588
01:26:29,080 --> 01:26:32,920
But so at a basic level, like I 
said, you need two things. 

1589
01:26:33,680 --> 01:26:35,360
You do this description. 
Who are they? 

1590
01:26:35,360 --> 01:26:36,440
How do they present to the 
world? 

1591
01:26:36,840 --> 01:26:41,040
And what are their goals? 
Amazon is a online digital 

1592
01:26:41,040 --> 01:26:43,440
storefront. 
Their goal is to make money. 

1593
01:26:44,480 --> 01:26:45,680
That's it. 
That's perfect action. 

1594
01:26:45,800 --> 01:26:49,280
Realistically, you you can, you 
can do thirteen of those, 

1595
01:26:49,520 --> 01:26:51,840
introduce them into your 
campaign and you're good to go, 

1596
01:26:51,840 --> 01:26:55,920
you know, but maybe you want a 
little bit more, maybe you want 

1597
01:26:55,920 --> 01:26:57,920
them to, like I said, to 
directly interact with your 

1598
01:26:57,920 --> 01:27:00,240
investigators. 
So you got to fill in some 

1599
01:27:00,240 --> 01:27:02,160
details here. 
And again, this is for your own 

1600
01:27:02,160 --> 01:27:03,960
use or to hand to somebody else 
to use. 

1601
01:27:05,920 --> 01:27:07,880
So first, who works for this 
faction? 

1602
01:27:08,200 --> 01:27:11,840
Who are the key personnel? 
And this is both in a macro and 

1603
01:27:11,840 --> 01:27:17,400
micro sense, who drives the 
primary operation of the faction

1604
01:27:17,520 --> 01:27:20,840
and who are your investigators 
most likely to interact with? 

1605
01:27:21,720 --> 01:27:26,880
So I like to think of having 
like your boss, your middle 

1606
01:27:26,880 --> 01:27:30,160
management and then your basic 
workers as a good structure. 

1607
01:27:30,160 --> 01:27:31,600
Put a couple of them in each of 
them. 

1608
01:27:31,880 --> 01:27:35,040
The boss is like the people who 
run the thing behind the scenes.

1609
01:27:35,240 --> 01:27:38,080
Maybe the goal is to find a 
defeat this boss in the end, you

1610
01:27:38,080 --> 01:27:40,120
know, and sort of like a 
monstrous way, who knows? 

1611
01:27:40,480 --> 01:27:46,720
Your middle managers are people 
who you're these primarily serve

1612
01:27:46,720 --> 01:27:49,360
as the like antagonistic forces 
that your characters are going 

1613
01:27:49,360 --> 01:27:51,440
to be interacting with of those 
middle managers. 

1614
01:27:51,440 --> 01:27:53,760
They are the bosses that are 
going to be localized to your 

1615
01:27:53,760 --> 01:27:55,720
locations and not necessarily 
the big boss. 

1616
01:27:56,520 --> 01:27:58,480
And then the foot soldiers are 
the basic workers. 

1617
01:27:58,480 --> 01:28:04,280
What have you are, you know, you
throw them as cannon fodder to 

1618
01:28:04,280 --> 01:28:09,280
your investigators, but they are
the people who are, if you're 

1619
01:28:09,280 --> 01:28:11,920
having a faction set up in this 
manner, those basic workers are 

1620
01:28:11,920 --> 01:28:14,520
going to be the one that you as 
investigators interact with the 

1621
01:28:14,520 --> 01:28:18,160
most. 
But again, they directly report 

1622
01:28:18,160 --> 01:28:20,400
up that chain of command. 
So building that into your 

1623
01:28:20,400 --> 01:28:25,800
faction, great to have right off
the bat from there, what's the 

1624
01:28:25,800 --> 01:28:27,920
base of operation? 
Where are they located? 

1625
01:28:28,320 --> 01:28:31,880
Do they have one main office and
then several satellite offices? 

1626
01:28:32,120 --> 01:28:33,840
Do they have a base of operation
at all? 

1627
01:28:35,120 --> 01:28:39,000
Is this faction working out of a
van or do they have sleeper 

1628
01:28:39,000 --> 01:28:42,960
agents and instead of like a 
like a centralized location? 

1629
01:28:43,440 --> 01:28:47,480
All good things to think about. 
This is going to help dictate. 

1630
01:28:47,480 --> 01:28:50,960
Like if their base of operation 
is in Boston, MA and they have 

1631
01:28:50,960 --> 01:28:53,560
satellite offices on the East 
Coast, this faction is not 

1632
01:28:53,560 --> 01:28:56,360
really going to be present in 
California unless there's some 

1633
01:28:56,360 --> 01:28:57,960
special circumstance that brings
them there. 

1634
01:28:58,080 --> 01:28:59,640
So that helps drive play as 
well. 

1635
01:28:59,640 --> 01:29:01,960
Exception where they are and how
they might relate to your 

1636
01:29:01,960 --> 01:29:06,120
investigators. 
From there, what do they have at

1637
01:29:06,120 --> 01:29:10,000
their disposal for resources and
how do they use those resources 

1638
01:29:10,120 --> 01:29:14,120
to achieve their goals? 
What's their basic operation? 

1639
01:29:14,920 --> 01:29:18,000
Are they secretive? 
Do they send people undercover 

1640
01:29:18,000 --> 01:29:20,280
to find things or do they come 
in with force? 

1641
01:29:20,280 --> 01:29:22,400
You know, like a private 
security firm that comes and 

1642
01:29:22,400 --> 01:29:24,480
claims the thing that they want 
at gunpoint? 

1643
01:29:25,960 --> 01:29:27,840
Again, this is this is your 
interactivity right here. 

1644
01:29:28,560 --> 01:29:31,360
All the other stuff is really 
high level stuff, this resources

1645
01:29:31,360 --> 01:29:33,040
and methods. 
This is how they interact with 

1646
01:29:33,040 --> 01:29:34,960
your investigators on a basic 
level. 

1647
01:29:36,560 --> 01:29:39,080
And then you can get a little 
more detailed here. 

1648
01:29:39,520 --> 01:29:42,200
Relationships is always good to 
build those web of information, 

1649
01:29:42,240 --> 01:29:45,280
especially when it comes if 
you've got 3 factions at like 1 

1650
01:29:45,280 --> 01:29:48,320
city, tell me how they relate to
each other because they're going

1651
01:29:48,320 --> 01:29:50,280
to be in contact with each other
because that's fun, you know? 

1652
01:29:51,800 --> 01:29:55,640
Then this gives us opportunity 
for your players to leverage the

1653
01:29:55,640 --> 01:29:58,160
faction relationships. 
It's another dynamic to the game

1654
01:29:58,160 --> 01:30:01,760
here, you're not just fighting 
the zombies in the streets, 

1655
01:30:01,960 --> 01:30:05,280
you're trying to get 
corporations creating zombies to

1656
01:30:05,280 --> 01:30:08,600
disappear by manipulating other 
two corporations into attacking 

1657
01:30:08,600 --> 01:30:12,560
them. 
So you can affect your goals as 

1658
01:30:12,560 --> 01:30:15,760
characters and as players by 
manipulating this bubble of 

1659
01:30:15,760 --> 01:30:17,680
information that we're creating 
with these factions here. 

1660
01:30:19,160 --> 01:30:24,480
And then how do these factions 
interact with your investigators

1661
01:30:24,560 --> 01:30:28,840
directly? 
Are they purely going to be 

1662
01:30:28,840 --> 01:30:30,800
antagonistic? 
You know, like the one that 

1663
01:30:30,800 --> 01:30:35,680
creates the zombies is not 
really could be handed out jobs 

1664
01:30:35,680 --> 01:30:37,400
because they're trying to kill 
your characters. 

1665
01:30:38,080 --> 01:30:42,160
So that's fine most of the time.
Most of the time factions can be

1666
01:30:42,160 --> 01:30:44,360
purely antagonistic, but 
sometimes maybe you work for 

1667
01:30:44,360 --> 01:30:46,520
them. 
You know, I'll talk about it in 

1668
01:30:46,520 --> 01:30:48,800
a second here, but the Bureau 
hands up contracts. 

1669
01:30:48,800 --> 01:30:53,360
Maybe you're Co opted into like 
some formal investigations for 

1670
01:30:53,360 --> 01:30:58,400
like a federal agency. 
Maybe the factions are looking 

1671
01:30:58,400 --> 01:31:00,120
for information. 
They're going to pay for it, 

1672
01:31:00,400 --> 01:31:02,640
giving you incentive to go and 
find them and interact with 

1673
01:31:02,640 --> 01:31:05,200
them. 
But again, this is this is how 

1674
01:31:05,200 --> 01:31:07,760
you build in that interactions 
is how you make your faction 

1675
01:31:07,760 --> 01:31:10,280
useful is by already kind of 
figuring out how they're going 

1676
01:31:10,280 --> 01:31:13,800
to approach the investigators. 
Like I said, I can really just 

1677
01:31:13,800 --> 01:31:17,400
be ignoring them entirely. 
You know, most of the time these

1678
01:31:17,400 --> 01:31:20,200
big factions of corporations 
like Amazon does not care about 

1679
01:31:20,200 --> 01:31:22,200
me. 
I don't really need to build in 

1680
01:31:22,200 --> 01:31:23,920
that interaction. 
You can just kind of say Amazon 

1681
01:31:23,920 --> 01:31:26,000
doesn't give a shit about even 
their own employees. 

1682
01:31:26,480 --> 01:31:30,080
So think about it. 
This is going to help dictate 

1683
01:31:30,080 --> 01:31:33,760
how anybody you or you know, the
perspective GM is going to use 

1684
01:31:33,760 --> 01:31:38,720
at the table. 
So we got the Bureau here 

1685
01:31:40,240 --> 01:31:42,360
starting to come close to my 
time here. 

1686
01:31:42,520 --> 01:31:43,920
I do want to get through this 
pretty quickly. 

1687
01:31:43,920 --> 01:31:44,920
Thanks. 
I got a couple more things. 

1688
01:31:44,920 --> 01:31:48,200
I'm going to call her today. 
Start priming your questions so 

1689
01:31:48,200 --> 01:31:53,040
we can get to them at the end. 
The Bureau is a should be 

1690
01:31:53,040 --> 01:31:55,320
familiar organization to anybody
who's read any of our official 

1691
01:31:55,320 --> 01:31:58,440
modules. 
The Bureau is just a stand in, 

1692
01:31:58,520 --> 01:32:02,360
you know, they are the 
paranormal federal agency. 

1693
01:32:02,840 --> 01:32:05,000
They can be whatever you want 
them to be. 

1694
01:32:05,000 --> 01:32:07,640
And this is by design. 
We we've given them some 

1695
01:32:07,640 --> 01:32:10,640
specifications here, but the 
idea is, is that use them in 

1696
01:32:10,640 --> 01:32:14,600
place of the FBI or the CIA or 
the Bureau of control or Delta 

1697
01:32:14,600 --> 01:32:16,760
Green or what have you. 
Like the Bureau is is 

1698
01:32:16,760 --> 01:32:23,200
intentionally sort of generic, 
but they are designed to be the 

1699
01:32:23,200 --> 01:32:25,480
federal force that handles these
things because we know that the 

1700
01:32:25,480 --> 01:32:27,280
government knows that these 
things exists and they're trying

1701
01:32:27,280 --> 01:32:28,760
to hide them. 
So the Bureau is there to do 

1702
01:32:28,760 --> 01:32:31,680
that. 
So just real quick on what I've 

1703
01:32:31,680 --> 01:32:35,080
got up here, we got a little bit
of basic information here. 

1704
01:32:35,080 --> 01:32:37,960
This is just a whole faction of 
two page spread. 

1705
01:32:37,960 --> 01:32:40,840
This is going to give you enough
to run entire adventures. 

1706
01:32:40,840 --> 01:32:42,840
But like I said, these are 
secondary antagonists. 

1707
01:32:43,160 --> 01:32:45,120
So you want something else to 
kind of supplement this. 

1708
01:32:46,240 --> 01:32:50,800
So the Bureau wants to protect 
mankind from threats of the 

1709
01:32:50,800 --> 01:32:53,960
unknown. 
And that's sort of like the 

1710
01:32:53,960 --> 01:32:55,720
outward general stated 
appearance. 

1711
01:32:55,720 --> 01:32:57,600
This just means that they're 
going to want to control 

1712
01:32:57,600 --> 01:33:02,240
everything and everything that 
has to deal with the sort of 

1713
01:33:02,240 --> 01:33:04,120
unknown forces here. 
And they're going to do whatever

1714
01:33:04,120 --> 01:33:06,960
they want to do it, you know, 
even if that is in violation of 

1715
01:33:06,960 --> 01:33:09,160
the civil liberties that you 
have as citizens or whatever 

1716
01:33:09,160 --> 01:33:11,760
solid country you are present. 
And the Bureau is going to 

1717
01:33:11,760 --> 01:33:14,480
disregard all that to do what 
they want because that's what 

1718
01:33:14,480 --> 01:33:17,880
they can do. 
And then we've given key 

1719
01:33:17,880 --> 01:33:19,760
personnel for the Bureau. 
You know, we got the Bureau 

1720
01:33:19,760 --> 01:33:23,120
director here, the director's E 
we got a couple of scientists 

1721
01:33:23,120 --> 01:33:26,480
and division heads. 
And then we've got a couple of 

1722
01:33:27,160 --> 01:33:31,240
smaller folk who your characters
might come into more interaction

1723
01:33:31,240 --> 01:33:34,800
with just real quick, like Anna 
Reyes, the head of operations 

1724
01:33:34,800 --> 01:33:38,160
and acquisitions, probably going
to be the person in the field 

1725
01:33:38,160 --> 01:33:41,480
coordinating the effort to 
acquire the resident artifact 

1726
01:33:41,480 --> 01:33:43,840
that your character has. 
So think of it like that. 

1727
01:33:45,720 --> 01:33:47,840
Then real quick, they have a 
headquarters. 

1728
01:33:48,720 --> 01:33:51,240
If you've read the Bureau, their
headquarters is the monolith. 

1729
01:33:51,240 --> 01:33:56,800
It's located in Seattle, big 
spooky building that people 

1730
01:33:56,800 --> 01:34:01,400
can't really see. 
But they also operate field 

1731
01:34:01,400 --> 01:34:02,600
offices. 
That's sort of the key there. 

1732
01:34:02,600 --> 01:34:05,840
Bureau agents can be anywhere. 
Even if it's not the United 

1733
01:34:05,840 --> 01:34:07,840
States, they can. 
They will go where they want to 

1734
01:34:07,840 --> 01:34:12,400
go and establish field offices 
there, the resources and 

1735
01:34:12,400 --> 01:34:13,840
methods. 
They are a government agency. 

1736
01:34:13,840 --> 01:34:16,960
They have effectively unlimited 
money and unlimited resources, 

1737
01:34:16,960 --> 01:34:20,320
but they're going to be mired by
bureaucracy. 

1738
01:34:20,760 --> 01:34:22,400
That's the big thing. 
They can do whatever they want, 

1739
01:34:22,400 --> 01:34:23,800
but they got to do the paperwork
for it. 

1740
01:34:24,520 --> 01:34:30,440
So, but then they work like any 
standard fictional federal 

1741
01:34:30,440 --> 01:34:31,760
agent. 
They're going to go investigate.

1742
01:34:31,760 --> 01:34:34,280
They're going to flash their 
badges when they need to or go 

1743
01:34:34,280 --> 01:34:40,000
undercover, whatever it takes to
get the job done. 

1744
01:34:40,000 --> 01:34:44,280
The the Bureau has built in 
allies and adversaries here. 

1745
01:34:44,520 --> 01:34:47,920
They have, you know, they're 
limited by the manpower. 

1746
01:34:47,920 --> 01:34:50,160
And even if they have 
theoretically unlimited money, 

1747
01:34:51,400 --> 01:34:53,840
they still don't necessarily 
have everything they always need

1748
01:34:53,840 --> 01:34:55,760
always. 
So they might hire out. 

1749
01:34:55,880 --> 01:34:57,720
There's the Bloodstorm group, 
which is effectively a 

1750
01:34:57,720 --> 01:34:59,320
paramilitary group that we're 
writing. 

1751
01:35:00,200 --> 01:35:02,040
They'll contract them to do more
dangerous jobs. 

1752
01:35:02,040 --> 01:35:04,880
So, you know, like go and root 
out the mold that exists in this

1753
01:35:04,880 --> 01:35:07,400
building so we don't have to 
send our own agents to do it. 

1754
01:35:08,400 --> 01:35:12,800
And then because the Bureau is 
government agency, they're going

1755
01:35:12,800 --> 01:35:15,200
to be opposed to basically 
everyone else. 

1756
01:35:15,800 --> 01:35:20,120
Anybody who deals with anything 
paranormal, the Bureau is going 

1757
01:35:20,120 --> 01:35:23,040
to have their hands in. 
So the Bureau was investigating 

1758
01:35:23,040 --> 01:35:24,800
the Church of Celestial Science,
Big one. 

1759
01:35:24,800 --> 01:35:27,600
They haven't pulled anything, 
you know, like formal charges 

1760
01:35:27,600 --> 01:35:30,040
yet, but maybe that's something 
you do in your campaign. 

1761
01:35:30,880 --> 01:35:32,760
But you know that they're 
investigating them because they 

1762
01:35:32,760 --> 01:35:35,280
have to. 
And then there are, you know, 

1763
01:35:35,280 --> 01:35:37,840
the other factions that we're 
writing for the Doc edition as 

1764
01:35:37,840 --> 01:35:42,040
well, where they're kind of 
intently involved with arresting

1765
01:35:42,040 --> 01:35:44,560
some of these people or at least
monitoring them in some form. 

1766
01:35:45,880 --> 01:35:49,400
And then, like I said earlier, 
the Bureau might give your 

1767
01:35:49,400 --> 01:35:54,280
players a contract. 
They, I guess that the resources

1768
01:35:54,280 --> 01:35:57,520
reach is not unlimited. 
So they used contractors like 

1769
01:35:57,520 --> 01:36:01,520
Bloodstone to do work, 
especially if that work is 

1770
01:36:01,520 --> 01:36:03,720
monotonous and boring. 
And they don't want to send 

1771
01:36:03,720 --> 01:36:05,840
their agents or waste their time
to do so. 

1772
01:36:05,840 --> 01:36:11,520
So let's say you one of your 
scenarios, you successfully 

1773
01:36:11,520 --> 01:36:18,240
solved the crime and you noticed
by the Bureau afterwards, they 

1774
01:36:18,240 --> 01:36:19,960
come to clean up, they come talk
to you and they're like, oh, 

1775
01:36:19,960 --> 01:36:22,480
we're impressed by you. 
Maybe the hire you on for the 

1776
01:36:22,480 --> 01:36:24,640
next job to do something boring 
and put you in a dangerous 

1777
01:36:24,640 --> 01:36:25,800
situation. 
They don't want to put their own

1778
01:36:25,800 --> 01:36:29,040
agents in, so they got a bunch 
of different contracts they can 

1779
01:36:29,040 --> 01:36:31,840
give you, you know, resident 
artifact hunts, destroying 

1780
01:36:32,120 --> 01:36:34,240
limited threats to humanity and 
so on and so forth. 

1781
01:36:34,240 --> 01:36:37,040
So while, like I said, they're 
primarily a secondary 

1782
01:36:37,040 --> 01:36:40,000
antagonist, maybe they see value
in your group. 

1783
01:36:40,040 --> 01:36:42,400
We got some versatility we can 
build in here, and that's all 

1784
01:36:42,400 --> 01:36:44,400
based on how they're interacting
with the players. 

1785
01:36:48,320 --> 01:36:51,920
All right, so the last one I 
have here could talk about 

1786
01:36:51,920 --> 01:36:53,600
scenarios. 
I got to kind of be quick about 

1787
01:36:53,600 --> 01:36:56,240
this because I have a practical 
example and we got about 15 

1788
01:36:56,240 --> 01:37:00,680
minutes left here. 
This is like pulling it all 

1789
01:37:00,680 --> 01:37:02,760
together. 
You don't need to write 

1790
01:37:02,760 --> 01:37:05,720
scenarios with your information 
here, but this is how to take 

1791
01:37:05,720 --> 01:37:07,800
that information and put it in a
way that kind of makes sense 

1792
01:37:07,800 --> 01:37:12,200
here. 
The most important thing when 

1793
01:37:12,200 --> 01:37:18,480
you are planning a session, this
is sort of anecdotal evidence. 

1794
01:37:18,480 --> 01:37:20,960
I have run a shit load of stuff 
in the last few years. 

1795
01:37:20,960 --> 01:37:24,720
I run a lot of one shots 
unlimited campaigns. 

1796
01:37:26,080 --> 01:37:29,080
I've run convention games. 
I used to do once COVID started,

1797
01:37:29,080 --> 01:37:31,480
I was doing any online 
convention I could get a part 

1798
01:37:31,480 --> 01:37:33,360
of. 
And all of these things are sort

1799
01:37:33,360 --> 01:37:35,840
of useful things that I've kind 
of learned of the course of that

1800
01:37:36,640 --> 01:37:40,920
in a standard three to four hour
session, your group of like four

1801
01:37:40,920 --> 01:37:43,480
players, it gets a little more 
if they, the more players you 

1802
01:37:43,480 --> 01:37:44,760
get, the more time things are 
going to take. 

1803
01:37:44,880 --> 01:37:49,000
So the three to four set hour 
session of about four players, 

1804
01:37:49,720 --> 01:37:54,680
you're really only going to have
time to do 6 to 12 things. 

1805
01:37:55,920 --> 01:37:58,960
All four to six of those are 
going to be meaningful 

1806
01:37:58,960 --> 01:38:04,040
interactions. 
So what I mean by things, a 

1807
01:38:04,040 --> 01:38:06,360
thing might be an encounter 
might be investigating your 

1808
01:38:06,360 --> 01:38:08,720
room, it might be a conversation
with an NPC, it might be 

1809
01:38:08,720 --> 01:38:11,240
overcoming a trap. 
You know, just you know, the 

1810
01:38:11,240 --> 01:38:13,120
stuff that you encounter over 
the course of your 

1811
01:38:13,120 --> 01:38:16,080
investigation, you're only going
to time do about at most about a

1812
01:38:16,080 --> 01:38:17,760
dozen of them. 
Maybe you get lucky and do a few

1813
01:38:17,760 --> 01:38:20,560
more, but keep in mind this is 
sort of like an average. 

1814
01:38:20,560 --> 01:38:26,040
And what I mean by meaningful 
interactions, these are the 

1815
01:38:26,040 --> 01:38:30,200
things that take up time. 
They, you know, if you go into a

1816
01:38:30,200 --> 01:38:33,240
dungeon room and it's empty, you
look around, you maybe waste 3 

1817
01:38:33,240 --> 01:38:35,560
minutes talking about a punch 
group and then you're gone. 

1818
01:38:35,760 --> 01:38:37,120
That's not really meaningful 
interaction. 

1819
01:38:37,120 --> 01:38:38,160
The room is just there and it's 
empty. 

1820
01:38:38,840 --> 01:38:42,720
But if it takes five, 1015 
minutes, that's something a 

1821
01:38:42,720 --> 01:38:44,880
little bit more meaningful, 
something you should prepare 

1822
01:38:44,880 --> 01:38:47,520
for. 
So if a trap is there and you're

1823
01:38:47,520 --> 01:38:50,760
trying to find a way to get 
around without triggering it, 

1824
01:38:50,880 --> 01:38:52,920
that's a meaningful interaction.
It's going to take a time at 

1825
01:38:52,920 --> 01:38:55,080
your table. 
So when you're building your 

1826
01:38:55,080 --> 01:38:57,960
scenarios, this is a good 
general rule to keep in mind. 

1827
01:38:59,800 --> 01:39:04,400
If you want a single location to
be the focus of one session, 

1828
01:39:04,640 --> 01:39:06,600
give 10 rooms, Give it a dozen 
rooms. 

1829
01:39:08,080 --> 01:39:13,920
There is a piece of advice from 
the Stockholm Cartel guys when 

1830
01:39:13,920 --> 01:39:18,080
designing a dungeon, give it 13 
rooms and leave half of them 

1831
01:39:18,080 --> 01:39:21,120
empty. 
So again, that's similar advice 

1832
01:39:21,120 --> 01:39:22,200
here. 
You're only going to really be 

1833
01:39:22,200 --> 01:39:26,320
able to do a dozen rooms again, 
if we talk about the context of 

1834
01:39:26,320 --> 01:39:30,520
dungeon here. 
So that's all you really need 

1835
01:39:30,560 --> 01:39:33,000
for one session. 
If you don't want three sessions

1836
01:39:33,000 --> 01:39:35,880
in a town, give the town is one 
big one. 

1837
01:39:36,160 --> 01:39:38,360
Give 2 detailed locations and 
then a bunch of big smaller 

1838
01:39:38,360 --> 01:39:39,960
ones. 
You know, you don't need to give

1839
01:39:39,960 --> 01:39:42,280
the Panera Bread like a detailed
description. 

1840
01:39:42,280 --> 01:39:44,200
I can just kind of be there. 
They can stop in the Panera 

1841
01:39:44,200 --> 01:39:45,800
ready to get lunch. 
Cool. 

1842
01:39:45,800 --> 01:39:47,240
You don't need to be more 
worried than that. 

1843
01:39:47,240 --> 01:39:54,800
So keep it contained if you want
to do small or keep the 

1844
01:39:54,800 --> 01:39:58,600
objective straightforward. 
And for one shots, the thing I 

1845
01:39:58,600 --> 01:40:01,800
do with one shots is always make
your end objective clearer in 

1846
01:40:01,800 --> 01:40:04,920
terms of like the players need 
to know what their goal is. 

1847
01:40:05,680 --> 01:40:08,440
This doesn't necessarily mean it
needs to be like specific. 

1848
01:40:08,440 --> 01:40:11,800
It just needs to be clear. 
So if you are, we wake up and 

1849
01:40:11,800 --> 01:40:14,800
you're in a spooky house, you 
don't know how you got there. 

1850
01:40:14,800 --> 01:40:18,120
Your goal is to escape it. 
That's very clear, you know, and

1851
01:40:18,120 --> 01:40:20,160
it keeps the players moving 
forward because you're going to 

1852
01:40:20,160 --> 01:40:22,640
want to keep them moving forward
if you want to finish this by 

1853
01:40:22,640 --> 01:40:25,960
the end of your session here. 
Limited overhead. 

1854
01:40:25,960 --> 01:40:28,400
And what I mean by this is if 
you were writing this for 

1855
01:40:28,400 --> 01:40:32,720
yourself or you're writing this 
to give to someone else, there 

1856
01:40:32,720 --> 01:40:37,200
is a certain amount of text you 
will find in adventures for 

1857
01:40:37,200 --> 01:40:41,520
RPGs, especially trad RPGs, that
is fucking useless. 

1858
01:40:42,200 --> 01:40:45,960
This old background lore that 
doesn't necessarily give the GM 

1859
01:40:45,960 --> 01:40:48,000
really anything to work with at 
the table. 

1860
01:40:48,440 --> 01:40:51,080
So if you're writing this for a 
single session, you're writing 

1861
01:40:51,080 --> 01:40:53,920
this for short for horror. 
Get rid of the useless junk. 

1862
01:40:54,160 --> 01:40:57,200
Focus on the things that are 
going to be most impactful for 

1863
01:40:57,200 --> 01:40:59,120
the table, the things you need 
to worry about. 

1864
01:41:00,440 --> 01:41:04,520
OK, so like there's a ghost 
that's terrorizing this town. 

1865
01:41:05,760 --> 01:41:09,240
You will tell that. 
OK, so a ghost is a woman who's 

1866
01:41:11,080 --> 01:41:12,840
who was killed by an adulterous 
husband. 

1867
01:41:12,840 --> 01:41:15,560
So she goes after, you know, 
adulterers and kills them. 

1868
01:41:16,160 --> 01:41:19,080
Good background more. 
I don't really need to know that

1869
01:41:19,080 --> 01:41:23,800
this woman had a mother, father,
three brothers, and a sister 

1870
01:41:23,800 --> 01:41:26,880
that died 100 years ago because 
you're never going to deal with 

1871
01:41:26,880 --> 01:41:29,400
that. 
So cut your overhead. 

1872
01:41:29,400 --> 01:41:31,880
Don't worry about it. 
Give give the core ideas, keep 

1873
01:41:31,880 --> 01:41:35,360
the preserved ideas. 
Save yourself time, save 

1874
01:41:35,360 --> 01:41:37,000
yourself prep, save yourself 
reading. 

1875
01:41:37,000 --> 01:41:40,360
Save your the person you're 
handing this to all of that time

1876
01:41:40,360 --> 01:41:42,840
as well and just edit your shit 
down. 

1877
01:41:42,840 --> 01:41:47,200
You don't need to go 
overboarding creatures when 

1878
01:41:47,200 --> 01:41:49,960
you're doing this. 
These scenarios, one sometimes 

1879
01:41:49,960 --> 01:41:53,280
enough and if you're trying to 
do a single session or short 

1880
01:41:53,280 --> 01:41:58,160
form content, maybe three, you 
don't need to like 16, that's 

1881
01:41:58,160 --> 01:41:59,760
just going to be too many. 
You can, you cannot have 

1882
01:41:59,760 --> 01:42:02,000
meaningful interactions with 
that many creatures within the 

1883
01:42:02,000 --> 01:42:04,040
span of your one or three 
sessions. 

1884
01:42:04,080 --> 01:42:07,720
So you can have versatile 
creatures, you can design, you 

1885
01:42:07,720 --> 01:42:09,560
know, different forms of zombies
or what have you. 

1886
01:42:09,560 --> 01:42:12,000
But we are trying to get this to
the table quickly. 

1887
01:42:12,000 --> 01:42:14,360
We're trying to use this quickly
and we're only really worrying 

1888
01:42:14,360 --> 01:42:17,640
about a few sessions here. 
So you don't go overboard again,

1889
01:42:17,720 --> 01:42:20,760
keep it contained. 
And then you always want to make

1890
01:42:20,760 --> 01:42:23,520
sure the source of tension, 
because that is going to drive 

1891
01:42:23,520 --> 01:42:25,480
your players forward. 
There's no tension. 

1892
01:42:25,480 --> 01:42:26,800
You're going to get an analysis 
paralysis. 

1893
01:42:26,800 --> 01:42:28,560
You're going to have players who
are sitting there doing nothing 

1894
01:42:28,920 --> 01:42:31,160
and you're going to waste time. 
You know, for the horror 

1895
01:42:31,160 --> 01:42:34,640
scenario here, you do. 
The tension doesn't have to be 

1896
01:42:34,640 --> 01:42:36,480
present at all times. 
You just want to make sure it's 

1897
01:42:36,480 --> 01:42:39,000
there because this is you're 
chasing your characters up a 

1898
01:42:39,000 --> 01:42:41,200
treaty or forcing the action. 
This is, this is a horror 

1899
01:42:41,200 --> 01:42:44,240
writing, you know, this isn't, 
you know, a, a folk tale 

1900
01:42:44,240 --> 01:42:47,160
adventure where you're, you 
know, making hot cocoa and 

1901
01:42:47,280 --> 01:42:50,160
gathering on a campfire, unless 
you're in a camping scenario. 

1902
01:42:51,760 --> 01:42:55,360
So keep it contained. 
Make sure you have a source of 

1903
01:42:55,360 --> 01:42:58,880
tension and cut the overhead. 
That's really it. 

1904
01:43:01,440 --> 01:43:04,840
I do want to walk through a 
scenario that I've written here 

1905
01:43:05,960 --> 01:43:07,520
trying to keep it contained on 
time. 

1906
01:43:07,520 --> 01:43:10,200
I think we can go a little bit 
over time as long as Ryan 

1907
01:43:10,200 --> 01:43:14,520
doesn't have anything else to 
do. 

1908
01:43:14,560 --> 01:43:18,000
So we're going to wrap all these
up, bring it all together and I 

1909
01:43:18,000 --> 01:43:20,400
got an example scenario. 
This is Second Dawn. 

1910
01:43:20,400 --> 01:43:24,200
This is one of the three things 
that I have put in the His Files

1911
01:43:24,200 --> 01:43:26,120
Volume 1. 
You can give this a free, it's 

1912
01:43:26,120 --> 01:43:28,360
downloadable. 
This is every one of these 

1913
01:43:28,360 --> 01:43:29,920
things I've talked about, all 
contained into one. 

1914
01:43:30,360 --> 01:43:32,600
We've got affection in here, 
we've got creatures that we can 

1915
01:43:32,600 --> 01:43:34,320
deal with here. 
We've got a limited location and

1916
01:43:34,320 --> 01:43:35,720
we have an escalating sense of 
tension. 

1917
01:43:37,360 --> 01:43:39,600
I'm going to be quick about this
because you guys guys can go 

1918
01:43:39,600 --> 01:43:43,280
read this on your own. 
Second Dawn spawned from 

1919
01:43:43,600 --> 01:43:46,480
watching an episode of X-Files. 
There is it's in the second 

1920
01:43:46,480 --> 01:43:49,200
season. 
The episode is called 3, but the

1921
01:43:49,200 --> 01:43:53,640
idea is is not X-Files episode. 
There are vampire lifestylers. 

1922
01:43:53,680 --> 01:43:57,000
They're called This is the 90s 
is the vampire the Masquerades 

1923
01:43:57,000 --> 01:44:02,240
and people doing it for real, 
that they're killing people in 

1924
01:44:02,240 --> 01:44:06,440
the investigation. 
This is one that early in the 

1925
01:44:06,440 --> 01:44:09,480
second season. 
So it's I think the one of the 

1926
01:44:09,480 --> 01:44:12,320
first times in the series that 
Bowler is on its own without 

1927
01:44:12,320 --> 01:44:15,040
Scully in the background because
she's recovering from events 

1928
01:44:15,040 --> 01:44:16,320
that happened earlier in the 
season. 

1929
01:44:18,040 --> 01:44:23,760
So the idea was is like there 
was something funky going on 

1930
01:44:24,080 --> 01:44:30,920
about these vampire lifestyles. 
Some it's like it's never 

1931
01:44:30,920 --> 01:44:33,720
confirmed that they're actually 
vampires, but that's the 

1932
01:44:33,720 --> 01:44:36,440
implication that the episode 
wants you to think. 

1933
01:44:36,680 --> 01:44:38,640
And that's the weird things that
are happening are kind of 

1934
01:44:38,640 --> 01:44:43,760
stylized in that manner. 
And it's really open-ended in 

1935
01:44:43,760 --> 01:44:45,120
the ending. 
Like it's not like a good 

1936
01:44:45,120 --> 01:44:47,200
resolution. 
The bad stuff happens and nobody

1937
01:44:47,200 --> 01:44:48,840
gets any closure. 
And I was like, great. 

1938
01:44:48,840 --> 01:44:52,000
All right, So that that core, 
that episode right there is 

1939
01:44:52,400 --> 01:44:54,720
perfect for liberal horror. 
It's exactly what we've done. 

1940
01:44:55,360 --> 01:44:59,640
So I wrote it. 
So the second dog is now we're 

1941
01:44:59,640 --> 01:45:01,920
taking this idea, we're taking 
this one bite sized piece of 

1942
01:45:01,920 --> 01:45:04,360
television and we're bringing it
into liberal horror and we're 

1943
01:45:04,360 --> 01:45:06,440
going to change it because I'm 
not just going to copyright it 

1944
01:45:06,440 --> 01:45:07,400
because I want to do my own 
thing. 

1945
01:45:07,720 --> 01:45:10,800
So what it was second dog. 
We've got this faction here. 

1946
01:45:11,280 --> 01:45:13,200
They are a group of vampire 
lifestylers. 

1947
01:45:13,400 --> 01:45:15,600
There are three mean ones. 
There's a Laura, Everett and 

1948
01:45:15,600 --> 01:45:20,520
Emeris who the the fun thing is 
here is it's like they're 

1949
01:45:20,520 --> 01:45:23,200
Twilight fans who think they're 
really vampires. 

1950
01:45:25,560 --> 01:45:29,480
But then a fourth member joins 
their group, Victoria. 

1951
01:45:31,240 --> 01:45:34,360
After this 4th member joins 
their group, they start killing 

1952
01:45:34,360 --> 01:45:36,160
people doing ritualistic 
murders. 

1953
01:45:37,720 --> 01:45:40,080
The Bureau ignores this because 
I think it's a mundane serial 

1954
01:45:40,080 --> 01:45:42,240
killer. 
But The thing is, is they kill. 

1955
01:45:42,560 --> 01:45:44,240
There's a pattern. 
They kill 6 people, then they 

1956
01:45:44,240 --> 01:45:47,040
leave, they disappear. 
And they've been doing this for 

1957
01:45:47,040 --> 01:45:49,960
about a year. 
Every like 3 months or so they 

1958
01:45:49,960 --> 01:45:53,320
pop up. 
So this is like the the 9th 

1959
01:45:53,320 --> 01:45:55,320
month or what have you. 
You can kind of specify what you

1960
01:45:55,320 --> 01:46:04,360
want in your sessions, but we 
have in your basic description 

1961
01:46:04,360 --> 01:46:06,880
of our key personnel are 4 MPCS 
that we're going to be dealing 

1962
01:46:06,880 --> 01:46:08,720
with here. 
The ritual that they're doing 

1963
01:46:08,720 --> 01:46:10,320
when they sacrifice all these 
people because they think 

1964
01:46:10,320 --> 01:46:13,360
they're really vampires. 
So they they are consuming the 

1965
01:46:13,360 --> 01:46:15,800
blood and trying to gain the 
life force power of their 

1966
01:46:15,800 --> 01:46:17,520
victims. 
That's sort of long and short of

1967
01:46:17,520 --> 01:46:19,360
it. 
We know here the base of 

1968
01:46:19,360 --> 01:46:23,440
operations at the moment, the 
scenario set in Portland, OR 

1969
01:46:23,480 --> 01:46:27,960
they are staying in a abandoned 
or semi abandoned warehouse 

1970
01:46:27,960 --> 01:46:31,320
space there that this were taken
over and that get that gives you

1971
01:46:31,360 --> 01:46:35,280
your they are working out of 
this place and all the murders 

1972
01:46:35,280 --> 01:46:37,960
happen around it. 
So that that gives you your your

1973
01:46:37,960 --> 01:46:39,560
map. 
You know, you can start putting 

1974
01:46:39,560 --> 01:46:43,280
pins on the board and you know, 
doing your location analysis 

1975
01:46:43,280 --> 01:46:45,200
here to figure out that they're 
only killing people within this 

1976
01:46:45,200 --> 01:46:47,040
area. 
So we only need to focus on this

1977
01:46:47,040 --> 01:46:50,400
one area. 
I talked a little bit about here

1978
01:46:50,400 --> 01:46:53,000
about the resources and methods.
This is how they take their 

1979
01:46:53,000 --> 01:46:55,720
victims. 
I do mention that the Bureau is 

1980
01:46:55,720 --> 01:46:58,800
present at some point. 
The they're not really paying 

1981
01:46:58,800 --> 01:46:59,880
that much attention to it 
though. 

1982
01:46:59,880 --> 01:47:03,120
And then I give you ways to use 
them. 

1983
01:47:04,160 --> 01:47:06,120
You can take this and make it 
the primary focus. 

1984
01:47:06,120 --> 01:47:08,680
This is probably two or three 
sessions worth of content. 

1985
01:47:08,680 --> 01:47:11,080
I don't think this is a single 
session, just given the scope of

1986
01:47:11,080 --> 01:47:13,560
it. 
And then there are what given 

1987
01:47:13,560 --> 01:47:17,960
here for players or perp, and 
best for GM's is clues. 

1988
01:47:19,400 --> 01:47:21,360
Because we're doing this in a 
limited format. 

1989
01:47:22,280 --> 01:47:24,200
These clues are general. 
Put them anywhere you need them.

1990
01:47:25,840 --> 01:47:28,520
When you find the location your 
investigator interested in, 

1991
01:47:28,520 --> 01:47:30,240
they're looking into it. 
Maybe one of these clues makes 

1992
01:47:30,240 --> 01:47:31,480
sense. 
Pull it out, put it to the 

1993
01:47:31,480 --> 01:47:33,200
location, do what you wish for 
that. 

1994
01:47:34,200 --> 01:47:37,280
First of all, it's not specific 
and I can keep this contained to

1995
01:47:37,440 --> 01:47:42,240
half of a column on one page 
instead of, you know, bulking up

1996
01:47:42,240 --> 01:47:46,360
the actual location themselves. 
The key with the second Dawn, 

1997
01:47:47,160 --> 01:47:51,920
one of them is really a vampire.
So Victoria, the newest group 

1998
01:47:51,920 --> 01:47:55,280
that has the newest member that 
has joined the group is really a

1999
01:47:55,280 --> 01:47:56,680
vampire. 
She's not hasn't been one for 

2000
01:47:56,680 --> 01:47:59,600
very long. 
And what she's trying to do is I

2001
01:48:02,040 --> 01:48:05,800
can kind of flip that next page.
She is keeping herself safe. 

2002
01:48:06,080 --> 01:48:08,240
She's not a particularly strong 
vampire, not a particularly 

2003
01:48:08,240 --> 01:48:11,280
powerful 1. 
So she is using manipulating 

2004
01:48:11,280 --> 01:48:15,040
these other three into thinking 
that they're really vampires so 

2005
01:48:15,040 --> 01:48:17,920
that she can get them to harvest
the blood of the victims to 

2006
01:48:17,920 --> 01:48:19,840
bring them back so she can 
consume it. 

2007
01:48:20,760 --> 01:48:24,040
That's your adventure. 
So the idea is that this starts 

2008
01:48:24,080 --> 01:48:27,760
out with ritualistic murders. 
You Start learning clues, you're

2009
01:48:27,880 --> 01:48:30,960
clued in the first thing you 
think of when you're an 

2010
01:48:30,960 --> 01:48:32,880
investigator. 
Oh, there's vampires here. 

2011
01:48:33,360 --> 01:48:35,960
The more you learn, the more 
you're like, oh, they're not 

2012
01:48:35,960 --> 01:48:38,240
really vampires, They're people.
And then you get to the end and 

2013
01:48:38,240 --> 01:48:40,560
like, oh, nevermind, there's 
really a vampire there. 

2014
01:48:42,800 --> 01:48:46,360
So you get that arc of your 
investigation as you're going 

2015
01:48:46,360 --> 01:48:48,480
across this here. 
And so this spread that we've 

2016
01:48:48,480 --> 01:48:52,280
got up here are 4 NPCS. 
One of them is like a proper 

2017
01:48:52,280 --> 01:48:54,200
creature. 
We give them a stats of giving 

2018
01:48:54,200 --> 01:48:56,880
them interesting complications. 
Each of them has a little secret

2019
01:48:56,880 --> 01:48:59,600
about what they are dealing with
with the group. 

2020
01:48:59,600 --> 01:49:01,720
And that's going to imply other 
things that happened in the 

2021
01:49:01,720 --> 01:49:07,520
adventure where Alaura does not 
like that Victoria has come in, 

2022
01:49:07,520 --> 01:49:08,960
she's doing threatened for 
power. 

2023
01:49:09,200 --> 01:49:11,400
So maybe Alaura is going to be 
an ally in the future. 

2024
01:49:11,480 --> 01:49:14,440
It's disillusioned with the bad 
things that Victoria is doing. 

2025
01:49:15,480 --> 01:49:23,160
Everett is the financier using a
trust fund to supply the group 

2026
01:49:23,160 --> 01:49:25,120
with a means to continue to move
around. 

2027
01:49:25,480 --> 01:49:27,120
But the problem is his trust 
fund has run out. 

2028
01:49:27,120 --> 01:49:30,280
He hasn't told anybody. 
So he's getting sloppy and 

2029
01:49:30,800 --> 01:49:33,480
stealing things and leaving 
clues that you can follow for 

2030
01:49:33,480 --> 01:49:40,800
your investigators. 
Emirates is mildly psychic, so 

2031
01:49:40,800 --> 01:49:44,360
they have some inherent ability 
due to some connection with an 

2032
01:49:44,360 --> 01:49:47,520
out of the worldly force, but 
that sort of drives their 

2033
01:49:47,520 --> 01:49:54,960
tension within the group because
Emerys cannot read thoughts and 

2034
01:49:54,960 --> 01:49:59,080
feelings of Victoria, but can 
read that of the others. 

2035
01:49:59,960 --> 01:50:03,880
So if they were all vampires, 
they shouldn't be able to read 

2036
01:50:03,880 --> 01:50:05,680
any of them. 
So there you have this 

2037
01:50:05,680 --> 01:50:09,640
underlying tension here just by 
nature of this, this kind of 

2038
01:50:09,640 --> 01:50:12,600
psychic ability existing and 
then Victoria, or here's a 

2039
01:50:12,600 --> 01:50:14,240
vampire. 
And I didn't do anything 

2040
01:50:14,240 --> 01:50:16,280
particularly crazy with the 
other stats here. 

2041
01:50:16,280 --> 01:50:19,600
It's a pretty classic vampire 
can't go out and light, you 

2042
01:50:19,600 --> 01:50:23,440
know, affected by, you know, 
your typical silver and what 

2043
01:50:23,440 --> 01:50:28,040
have you formidable creature. 
You know, you're going to have 

2044
01:50:28,040 --> 01:50:30,680
to be really smart when you 
approach this. 

2045
01:50:30,680 --> 01:50:32,240
Once you figure out the 
Victoria, it's actually a 

2046
01:50:32,240 --> 01:50:36,000
vampire and very capable of 
taking out your investigators. 

2047
01:50:39,200 --> 01:50:40,640
So again, this is just two pages
here. 

2048
01:50:40,640 --> 01:50:43,000
We've got a whole lot to work 
off of the adventure already. 

2049
01:50:43,000 --> 01:50:45,560
And then we get into the setting
itself, and this is just a 

2050
01:50:45,560 --> 01:50:46,880
little section of downtown 
Portland. 

2051
01:50:47,800 --> 01:50:49,240
I've given a bunch of locations 
here. 

2052
01:50:49,520 --> 01:50:51,360
You can keep your entire 
adventure contained within this 

2053
01:50:51,360 --> 01:50:53,520
area. 
I have flagged key spots. 

2054
01:50:53,840 --> 01:50:55,760
Anything else in these buildings
you can fill in yourself. 

2055
01:50:55,760 --> 01:50:57,160
I don't really need to give this
to you. 

2056
01:50:58,760 --> 01:51:01,320
More restaurants, more bars, 
more locations and stuff. 

2057
01:51:01,640 --> 01:51:03,240
We're dealing with the real 
world here. 

2058
01:51:03,240 --> 01:51:05,440
Your players know the real 
world. 

2059
01:51:05,440 --> 01:51:07,240
They've been in the city, 
theoretically. 

2060
01:51:08,160 --> 01:51:10,720
So we, you don't always as a 
writer, you don't need to give 

2061
01:51:10,720 --> 01:51:13,600
everybody everything because 
they know it. 

2062
01:51:13,680 --> 01:51:15,600
I don't need to describe a 
corner store because you've 

2063
01:51:15,600 --> 01:51:18,160
probably been to one. 
You know, I guess 7-11 has got 

2064
01:51:18,160 --> 01:51:20,000
soda and it's got stacks and a 
counter. 

2065
01:51:20,480 --> 01:51:22,280
Cool. 
Write those three things down 

2066
01:51:22,280 --> 01:51:23,520
there. 
You don't really need to worry 

2067
01:51:23,520 --> 01:51:25,760
about it. 
This isn't like some medieval 

2068
01:51:25,840 --> 01:51:29,960
bar or Tavern that your players 
have never seen in real life. 

2069
01:51:29,960 --> 01:51:31,440
These are places that they could
all the time. 

2070
01:51:31,440 --> 01:51:33,600
So we got, you know, a section 
of downtown, a whole 

2071
01:51:33,600 --> 01:51:37,200
neighborhood in 2 pages. 
Well, you don't need more than 

2072
01:51:37,200 --> 01:51:38,440
this. 
Yeah. 

2073
01:51:38,440 --> 01:51:40,480
This is this is two or three 
sessions worth of content. 

2074
01:51:40,560 --> 01:51:45,440
This is, you know, 6 pages. 
But when we got our locations 

2075
01:51:45,440 --> 01:51:47,400
here, we've got some interesting
things. 

2076
01:51:47,480 --> 01:51:49,640
Yeah, a basic description. 
And then a bunch of them have 

2077
01:51:49,640 --> 01:51:52,880
like little bits and pieces. 
The murders are happening all 

2078
01:51:52,880 --> 01:51:55,120
around this neighborhood of 
giving you a little doom clock 

2079
01:51:56,400 --> 01:51:58,840
here. 
The vampires are going to take 6

2080
01:51:58,840 --> 01:52:00,240
victims and then disappear 
forever. 

2081
01:52:00,280 --> 01:52:03,240
That's your tension. 
If you do not find them out, by 

2082
01:52:03,240 --> 01:52:05,520
the time that they claim their 
six victim, they're gone and 

2083
01:52:05,560 --> 01:52:07,560
you'll never see them again. 
Well, theoretically. 

2084
01:52:07,560 --> 01:52:08,560
And then pop up three months 
later. 

2085
01:52:08,560 --> 01:52:10,800
Then you can go try and chase 
them down if you really want to 

2086
01:52:10,800 --> 01:52:14,680
continue with it. 
But each of these victims has 

2087
01:52:14,680 --> 01:52:16,640
clues associated with them. 
They have a location that 

2088
01:52:16,640 --> 01:52:18,880
they're found. 
And that will start driving you 

2089
01:52:18,880 --> 01:52:20,480
around the map as you're 
investigating. 

2090
01:52:20,840 --> 01:52:22,600
There's only going to be more 
bodies piling up. 

2091
01:52:22,600 --> 01:52:25,720
There's your central tension. 
And you can start figuring out 

2092
01:52:25,720 --> 01:52:28,520
things by just tracking where 
the murders are happening and 

2093
01:52:28,520 --> 01:52:30,520
tracking locations. 
Maybe your investigators now 

2094
01:52:30,520 --> 01:52:33,200
want to set a trap and try and 
get those vampires for 

2095
01:52:33,200 --> 01:52:36,960
themselves or find out more. 
Maybe they can talk to some NPCS

2096
01:52:36,960 --> 01:52:38,200
that leads them to another 
location. 

2097
01:52:39,840 --> 01:52:42,120
This is all built in. 
This is, you know, 6 pages. 

2098
01:52:43,320 --> 01:52:44,360
There you go. 
That's all you need. 

2099
01:52:48,520 --> 01:52:50,960
And again, I'd recommend going 
in finding this that's available

2100
01:52:50,960 --> 01:52:52,520
for free. 
You can go ahead and give it a 

2101
01:52:52,520 --> 01:52:54,840
read. 
I think it's pretty good. 

2102
01:52:57,720 --> 01:53:02,400
That brings us to the end of our
seminar here. 

2103
01:53:03,520 --> 01:53:05,320
We are starting to run on time. 
I do want to get to some 

2104
01:53:05,320 --> 01:53:07,280
questions that we have here and 
we've got a handful of them 

2105
01:53:07,280 --> 01:53:10,880
waiting for us. 
I got to keep this contained 

2106
01:53:10,880 --> 01:53:12,320
though, so let's try and do 
quick. 

2107
01:53:16,560 --> 01:53:19,600
Oh, you're muted on my end if 
you can still hear me. 

2108
01:53:20,400 --> 01:53:24,120
I got a couple of crowds here. 
So let me let me just pick a 

2109
01:53:24,120 --> 01:53:27,400
couple. 
I think one of them you touched 

2110
01:53:27,400 --> 01:53:29,920
on already. 
So so how do you best determine 

2111
01:53:29,920 --> 01:53:33,240
the size and scope of a product 
project and what are some 

2112
01:53:33,240 --> 01:53:35,400
practices to stay within that 
scope? 

2113
01:53:36,600 --> 01:53:38,600
Yeah, I think I touched a little
touched a little bit about this 

2114
01:53:38,600 --> 01:53:40,960
earlier talking about the 
scenario here. 

2115
01:53:44,360 --> 01:53:46,600
It's really just your intended 
use. 

2116
01:53:47,600 --> 01:53:49,880
You could this this advice is 
going to be a kind of applicable

2117
01:53:49,880 --> 01:53:52,280
across the board. 
You can do like 6 to 12 things, 

2118
01:53:52,280 --> 01:53:57,040
six locations in a single 
building, what have you. 10 is a

2119
01:53:57,040 --> 01:54:02,200
good nice number per session. 
If you want 3 sessions, maybe 

2120
01:54:02,200 --> 01:54:04,600
need 30 things, that's probably 
a little bit much. 

2121
01:54:04,600 --> 01:54:07,000
But you know, that might just be
rooms or what have you with 

2122
01:54:07,000 --> 01:54:10,440
simple locations. 
So one session you can get 

2123
01:54:10,440 --> 01:54:15,880
building or town or anything 
like that. 10 is a good number. 

2124
01:54:16,040 --> 01:54:19,040
Keep it contained. 
You do also want to write some 

2125
01:54:19,040 --> 01:54:21,040
stuff in there that the players 
will never encounter because you

2126
01:54:21,040 --> 01:54:23,520
want Rd. agents so you don't 
know where things are going to 

2127
01:54:24,160 --> 01:54:26,920
go. 
But if you're writing 45 

2128
01:54:26,920 --> 01:54:29,200
locations for a single 
adventure, they're never going 

2129
01:54:29,200 --> 01:54:30,720
to see them. 
Don't bother with it. 

2130
01:54:30,800 --> 01:54:32,960
Keep it contained. 
But that's really the long and 

2131
01:54:32,960 --> 01:54:33,520
short of it. 
It's. 

2132
01:54:33,520 --> 01:54:35,400
We don't need to get more 
complicated than that. 

2133
01:54:39,080 --> 01:54:42,040
I think you did touch on a bunch
of these already. 

2134
01:54:42,160 --> 01:54:43,960
What? 
What are some good ways to use 

2135
01:54:43,960 --> 01:54:47,560
tropes while keeping short form 
horror feeling fresh? 

2136
01:54:49,040 --> 01:54:50,640
Yeah, I did. 
This is another one that I did 

2137
01:54:50,640 --> 01:54:55,400
briefly talk about, about how I 
took The X-Files episode and 

2138
01:54:55,480 --> 01:54:58,800
twisted it. 
Tropes are good love tropes. 

2139
01:54:59,000 --> 01:55:01,680
Super easy to bring to your 
table, very easy for your 

2140
01:55:01,680 --> 01:55:03,680
players to get engaged with 
because they're probably already

2141
01:55:03,680 --> 01:55:08,200
familiar with those tropes. 
I think it's like we've seen the

2142
01:55:08,200 --> 01:55:10,440
tropes. 
There's there's not a whole lot 

2143
01:55:10,440 --> 01:55:13,560
of things you're going to do 
that are 100% wholly unique. 

2144
01:55:13,560 --> 01:55:16,120
So go ahead and borrow those 
tropes, steal those stories. 

2145
01:55:16,600 --> 01:55:18,640
But I've never seen your version
of that story. 

2146
01:55:18,920 --> 01:55:20,160
I've seen your version of that 
trope. 

2147
01:55:20,560 --> 01:55:25,440
So just think about like you 
might like that base story, take

2148
01:55:25,440 --> 01:55:28,200
that core idea, bring it to your
table and then put a twist on 

2149
01:55:28,200 --> 01:55:32,720
it. 
You know, the easy one was like 

2150
01:55:32,720 --> 01:55:36,240
the zombies are infected with 
Cordyceps instead of whatever 

2151
01:55:36,240 --> 01:55:38,800
the brain disease that's 
typically affecting zombies. 

2152
01:55:39,400 --> 01:55:42,480
That's a spin. 
And that that just that nature 

2153
01:55:42,480 --> 01:55:46,720
of it, making it fungus based 
changes how everything interacts

2154
01:55:46,720 --> 01:55:49,400
outward from there. 
You, you've taken your basic 

2155
01:55:49,400 --> 01:55:54,040
trope of zombies, you've given 
it just a tiny little spin and 

2156
01:55:54,200 --> 01:55:56,280
that already changes how they 
interact because they're not 

2157
01:55:56,280 --> 01:55:58,200
trying to just spread by bite, 
they're trying to spread a 

2158
01:55:58,200 --> 01:56:00,200
fungal infection. 
So their behavior is going to 

2159
01:56:00,200 --> 01:56:02,880
change if we're talking The Last
of Us, because that's actually 

2160
01:56:02,880 --> 01:56:05,000
Cordyceps. 
The Cordyceps grows on them and 

2161
01:56:05,000 --> 01:56:06,760
bursts out of them in a fungal 
form. 

2162
01:56:06,760 --> 01:56:09,800
And that gives you your 
secondary zombie, your clicker 

2163
01:56:09,800 --> 01:56:13,480
who use echolocation because the
the Cordyceps is on their face. 

2164
01:56:15,280 --> 01:56:17,160
So use your tropes and put a 
spin on it. 

2165
01:56:17,200 --> 01:56:19,720
I think that that's the long and
short of it there. 

2166
01:56:20,000 --> 01:56:22,400
Do something creative with them.
But tropes are good. 

2167
01:56:25,440 --> 01:56:29,160
Again, I think that X-Files one 
addresses this question, but I 

2168
01:56:29,160 --> 01:56:30,960
wanted to say it. 
Do you have any examples of 

2169
01:56:30,960 --> 01:56:34,160
short form media? 
Like a movie plot might map to a

2170
01:56:34,160 --> 01:56:37,040
full adventure, but what analogy
relates to a short form? 

2171
01:56:37,040 --> 01:56:41,960
And I think like I said that you
with the that X-Files TV episode

2172
01:56:42,400 --> 01:56:45,040
kind of answers that a little 
bit as a kind of shorter form 

2173
01:56:45,040 --> 01:56:50,440
than a full movie. 
Yeah, you know, existing media. 

2174
01:56:51,640 --> 01:56:57,560
You've got just not even talking
about TV for a second here. 

2175
01:56:57,560 --> 01:57:03,160
Or movies if you find there are 
tons of authors that do short 

2176
01:57:03,160 --> 01:57:06,160
story, short story collections. 
Stephen King does them, Edgar 

2177
01:57:06,160 --> 01:57:08,160
Allan Poe. 
If you want to subject yourself 

2178
01:57:08,160 --> 01:57:10,400
to reading HP Lovecraft, you can
do that. 

2179
01:57:11,760 --> 01:57:16,000
Look up the folk who wrote Love,
Crafty and Stuff back in the 

2180
01:57:16,000 --> 01:57:20,480
day. 
They all typically worked for 

2181
01:57:20,480 --> 01:57:23,440
these like science fiction 
magazines and like weird science

2182
01:57:23,440 --> 01:57:25,720
and horror stuff. 
They're all writing short 

2183
01:57:25,720 --> 01:57:28,200
stories, you know, even if you 
don't want to deal with the, you

2184
01:57:28,200 --> 01:57:31,040
know, abhorrent shit that 
Lovecraft was saying and writing

2185
01:57:31,560 --> 01:57:34,280
his contemporaries, they're all 
doing a lot of the same stuff. 

2186
01:57:34,280 --> 01:57:36,840
It's all really good for the 
most part, and it's all really 

2187
01:57:36,840 --> 01:57:38,840
inspiring. 
So read those little short 

2188
01:57:38,840 --> 01:57:42,720
stories, you know, there's 100 
year old book that your players 

2189
01:57:42,720 --> 01:57:45,200
never even heard of written from
an author contemporary of 

2190
01:57:45,400 --> 01:57:47,520
Lovecraft. 
You might be able to RIP that 

2191
01:57:47,520 --> 01:57:50,080
directly and just bring it to 
the modern horror. 

2192
01:57:51,000 --> 01:57:56,000
But beyond that, in sort of the 
modern context here, looking at 

2193
01:57:56,000 --> 01:57:59,040
television and TV and movies are
really easy way to do it. 

2194
01:57:59,480 --> 01:58:02,280
The X-Files, such a great 
example for a little horror 

2195
01:58:02,280 --> 01:58:06,200
because the nature of the 
episode of television, it has to

2196
01:58:06,200 --> 01:58:09,120
meet that, you know, 45 minutes 
or whatever to meet the hour 

2197
01:58:09,120 --> 01:58:11,280
time block. 
So they have to keep things 

2198
01:58:11,280 --> 01:58:14,360
contained. 
There's typically one creature 

2199
01:58:14,360 --> 01:58:16,920
that's the focus of it. 
They have a contained location 

2200
01:58:16,920 --> 01:58:19,960
for almost every single episode.
They all follow like a same 

2201
01:58:19,960 --> 01:58:22,240
similar story arc. 
And once you watch three of 

2202
01:58:22,240 --> 01:58:26,080
them, you know how it works. 
Supernatural is another good 

2203
01:58:26,080 --> 01:58:27,680
one. 
Supernatural gets a little, a 

2204
01:58:28,280 --> 01:58:30,640
little out there when it gets 
into later, later seasons. 

2205
01:58:30,920 --> 01:58:34,640
But those first like 3 or 4, you
know, they go to a location, 

2206
01:58:34,640 --> 01:58:35,760
they find a horror, they fight 
it. 

2207
01:58:36,320 --> 01:58:38,040
That's great. 
That's that's all you really 

2208
01:58:38,040 --> 01:58:41,400
need. 
And then honestly, any horror 

2209
01:58:41,400 --> 01:58:43,840
movie is going to be kind of the
constrained by this nature. 

2210
01:58:43,960 --> 01:58:49,920
Alien is kept within the ship. 
Saw is like, you know, you're in

2211
01:58:49,920 --> 01:58:51,920
that one location where they 
torture the shit out of you. 

2212
01:58:53,200 --> 01:58:55,440
The movies, they have like 2 
hours to kind of give it to you.

2213
01:58:55,440 --> 01:58:57,200
So a lot of time those movies 
are going to be contained. 

2214
01:58:57,840 --> 01:59:00,080
So strong inspiration from 
anything. 

2215
01:59:00,160 --> 01:59:03,040
Look at some media, find some 
horror stuff, steal their ideas,

2216
01:59:03,040 --> 01:59:06,720
make them your own. 
But again, X-Files, go watch 

2217
01:59:06,720 --> 01:59:08,680
X-Files. 
That's the perfect. 

2218
01:59:10,520 --> 01:59:14,080
Let me grab one more. 
Once again, I think that your 

2219
01:59:14,080 --> 01:59:17,320
presentation was incredibly 
thorough because you pretty much

2220
01:59:17,320 --> 01:59:20,240
answered all these questions, 
but is there anything you should

2221
01:59:20,240 --> 01:59:24,360
include in short form horror 
pieces that makes it easier for 

2222
01:59:24,360 --> 01:59:33,200
facilitators to run the game? 
I know I don't think there is a 

2223
01:59:33,240 --> 01:59:38,840
right answer for this. 
You just it's it's really like 

2224
01:59:39,320 --> 01:59:42,440
what you want to cut is more 
about it. 

2225
01:59:42,440 --> 01:59:48,680
So the example that I've got is 
impossible link landscapes by 

2226
01:59:48,680 --> 01:59:53,200
our dream or Delta Green 
impossible landscapes, one of 

2227
01:59:53,200 --> 01:59:59,600
the best RPG books ever written.
Not easy to the table. 

2228
01:59:59,600 --> 02:00:05,920
It is 30 to 50% too long and. 
It trips people up. 

2229
02:00:05,960 --> 02:00:08,480
People are buying this book. 
They see, like there is such a 

2230
02:00:08,480 --> 02:00:12,080
good campaign contained within 
that books, but it's so fucking 

2231
02:00:12,080 --> 02:00:16,600
hard to get that book to the 
table because it was written for

2232
02:00:16,600 --> 02:00:18,600
people who wanted to tell a 
story and not necessarily 

2233
02:00:18,600 --> 02:00:21,800
support an adventure that's easy
to run. 

2234
02:00:22,120 --> 02:00:24,240
You can see it as you flip 
through the pages of that book. 

2235
02:00:24,280 --> 02:00:27,320
They're just doing their version
of The King in Yellow, which I 

2236
02:00:27,360 --> 02:00:30,480
love The King in Yellow. 
I can't get that to my team. 

2237
02:00:32,200 --> 02:00:35,800
So yeah, cut the shit. 
I mean that. 

2238
02:00:35,800 --> 02:00:39,320
That's really it. 
It's like, keep your core 

2239
02:00:39,320 --> 02:00:42,320
concepts focused on the things 
that are immediately impactful 

2240
02:00:42,320 --> 02:00:44,760
at the table. 
That doesn't mean have no lore. 

2241
02:00:44,760 --> 02:00:47,040
That doesn't mean have no like 
narrative or story. 

2242
02:00:47,040 --> 02:00:51,280
You can still have all those 
things, but focus on the core 

2243
02:00:51,480 --> 02:00:54,160
concept. 
You know, I like to have a doom 

2244
02:00:54,160 --> 02:00:55,400
clock. 
I'm not going to say every 

2245
02:00:55,400 --> 02:00:57,840
adventure needs a doom clock, 
because it doesn't. 

2246
02:00:57,960 --> 02:01:00,560
Doom clock is your timeline. 
If the investigators don't 

2247
02:01:00,560 --> 02:01:02,000
intercede, it's the things that 
happen. 

2248
02:01:02,360 --> 02:01:05,400
It's the horrors trying to 
achieve their goals. 

2249
02:01:06,000 --> 02:01:08,560
That's a good one that that is 
built in tension right there. 

2250
02:01:08,560 --> 02:01:11,600
You've got like 6 steps. 
The horrors made apparent by the

2251
02:01:11,600 --> 02:01:14,240
end of it. 
Cool if if that helps you 

2252
02:01:14,240 --> 02:01:16,040
structure your adventure in your
own writing. 

2253
02:01:16,600 --> 02:01:18,720
Make a new clock for everything.
Maybe you don't even use it in 

2254
02:01:18,720 --> 02:01:20,760
the final publication, but it's 
good to think about those type 

2255
02:01:20,760 --> 02:01:25,880
of things. 
But it's really just the number 

2256
02:01:25,880 --> 02:01:30,880
one thing you should include is 
Dawn Static features. 

2257
02:01:31,560 --> 02:01:34,240
These are not video games. 
These are not things waiting for

2258
02:01:34,240 --> 02:01:35,400
your players to interact with 
them. 

2259
02:01:35,600 --> 02:01:38,240
They are moving and shaking. 
That leads into the tension that

2260
02:01:38,240 --> 02:01:40,360
leads into your MPCS, that leads
into your creatures. 

2261
02:01:40,360 --> 02:01:42,040
They don't have motivations, 
they don't have things that they

2262
02:01:42,040 --> 02:01:43,840
want to do. 
You just don't really need to 

2263
02:01:43,840 --> 02:01:47,240
get that complicated with it. 
You know, for a single session, 

2264
02:01:48,040 --> 02:01:49,200
a creature killing things is 
good. 

2265
02:01:49,760 --> 02:01:51,360
You know, an underlying 
corruption. 

2266
02:01:51,360 --> 02:01:56,320
Vampires don't need to be more 
detailed than that. 

2267
02:01:56,880 --> 02:01:58,720
Keep it easy, keep it simple, 
keep it straightforward. 

2268
02:01:59,200 --> 02:02:01,720
Give that source attention. 
Cup of shit. 

2269
02:02:02,880 --> 02:02:06,840
Yeah, I like, I like one thing 
you said it's it's, you know, 

2270
02:02:06,840 --> 02:02:09,200
you're playing a game, you're 
not telling a story. 

2271
02:02:09,200 --> 02:02:10,440
Like you are not telling the 
story. 

2272
02:02:10,440 --> 02:02:12,080
The players actions are telling 
a story. 

2273
02:02:12,080 --> 02:02:15,880
So like I've definitely read 
adventures that I'm like, you 

2274
02:02:16,120 --> 02:02:17,360
could have just written a book 
here. 

2275
02:02:17,360 --> 02:02:20,360
Like that's clearly what you 
wanted to do, but you're playing

2276
02:02:20,360 --> 02:02:21,800
the game. 
So if you're writing adventure, 

2277
02:02:21,800 --> 02:02:25,000
make it gameable. 
You know, ask the questions, 

2278
02:02:25,000 --> 02:02:29,960
don't give the answers. 
And you guys do that a lot or 

2279
02:02:29,960 --> 02:02:32,800
you, you do it extremely well 
with Liminal Horror. 

2280
02:02:33,760 --> 02:02:36,640
So it's nice to get these 
seminars to to kind of get 

2281
02:02:36,640 --> 02:02:39,680
people to where you guys are. 
Yeah, No, that's the thing where

2282
02:02:39,680 --> 02:02:43,240
it's like, I don't have the 
answers to the things that are 

2283
02:02:43,240 --> 02:02:44,040
all right. 
And that's by design. 

2284
02:02:45,200 --> 02:02:47,400
You know, it's like the the big 
example here, because we've 

2285
02:02:47,400 --> 02:02:51,440
we've put it in two modules, is 
in the bloom of the Bureau. 

2286
02:02:51,440 --> 02:02:53,040
There's this thing called the 
Coldwater Lake incident. 

2287
02:02:53,680 --> 02:02:56,320
I don't know what that is. 
I, I intentionally don't know 

2288
02:02:56,320 --> 02:02:58,240
what this thing is that I'm not 
telling anybody what it is 

2289
02:02:58,240 --> 02:03:00,320
because it's, it's more fun to 
just think of it as like this 

2290
02:03:00,320 --> 02:03:01,440
thing that happened that nobody 
knows. 

2291
02:03:02,320 --> 02:03:04,760
So there is no answer. 
We don't need an answer because 

2292
02:03:04,880 --> 02:03:07,880
it's an event in the past that 
has sort of triggered these 

2293
02:03:08,800 --> 02:03:10,120
horrible things that are 
happening now. 

2294
02:03:10,960 --> 02:03:14,760
But knowing what happened during
that incident doesn't really 

2295
02:03:14,760 --> 02:03:17,880
affect what's happening now. 
You know, the cold water leak 

2296
02:03:17,880 --> 02:03:20,640
incident brought the corruption 
into the monolith of the Bureau.

2297
02:03:20,640 --> 02:03:24,880
And I like fucked the Bureau up,
doesn't matter what happened 

2298
02:03:25,320 --> 02:03:26,880
during it. 
No, because your players are 

2299
02:03:26,880 --> 02:03:30,040
dealing with the fucked up model
heads at the moment. 

2300
02:03:30,400 --> 02:03:33,280
Like who cares if I found out 
that this this one artifact that

2301
02:03:33,280 --> 02:03:35,080
they brought back that's 
connected to some other worldly 

2302
02:03:35,080 --> 02:03:38,360
force is causing the corruption.
They can't do anything about 

2303
02:03:38,360 --> 02:03:40,480
that. 
That happened in the past. 

2304
02:03:41,000 --> 02:03:43,440
It's cool information, it's a 
little bit of lore, but it's not

2305
02:03:43,440 --> 02:03:47,240
gameable. 
And then even in the bloom, the 

2306
02:03:47,240 --> 02:03:50,200
bloom happens a year later. 
The townsfolk don't know what 

2307
02:03:50,200 --> 02:03:51,600
happened because the Bureau 
covered it up. 

2308
02:03:51,600 --> 02:03:53,640
The bureau's never going to tell
you because they covered it up. 

2309
02:03:54,040 --> 02:03:56,280
The Bureau agents who are there 
don't actually really know what 

2310
02:03:56,280 --> 02:03:57,400
happened either. 
The ones that you might have 

2311
02:03:57,400 --> 02:04:01,440
direct interaction with. 
And the core concept, the horror

2312
02:04:01,680 --> 02:04:04,200
isn't actually involved with 
what happened during the cold 

2313
02:04:04,200 --> 02:04:06,960
water lake incident. 
So it's like it's a cool thing. 

2314
02:04:07,360 --> 02:04:10,280
There is no answer because it 
doesn't matter, right? 

2315
02:04:13,600 --> 02:04:15,640
Leaving those questions open is 
is good. 

2316
02:04:15,760 --> 02:04:16,800
You don't need to have the 
answers. 

2317
02:04:16,800 --> 02:04:19,720
And it's, that's the great thing
about horror and even like 

2318
02:04:19,720 --> 02:04:22,960
fantasy and whatnot, it's like 
they're great most of the time, 

2319
02:04:22,960 --> 02:04:24,160
especially if you're asking 
questions. 

2320
02:04:24,160 --> 02:04:27,200
But if you've created a good 
foundation and you've got a good

2321
02:04:27,280 --> 02:04:30,520
bunch of gamable stuff and it 
all makes sense, you can leave 

2322
02:04:30,520 --> 02:04:32,520
things, some things open. 
Something's mysterious. 

2323
02:04:32,800 --> 02:04:34,320
That saves you a lot of time 
writing too. 

2324
02:04:34,800 --> 02:04:37,320
Yeah. 
Yeah, I mean just like both, 

2325
02:04:37,320 --> 02:04:40,520
both actually and abstractly. 
Like as soon as you see the 

2326
02:04:40,520 --> 02:04:44,040
monster, the monster is less 
scary because you'll always make

2327
02:04:44,040 --> 02:04:46,400
it worse in your mind. 
And that is actually seeing a 

2328
02:04:46,400 --> 02:04:49,920
monster or like use that, like 
knowing what like actually 

2329
02:04:49,920 --> 02:04:51,520
happened. 
It's always going to be worse 

2330
02:04:51,520 --> 02:04:53,400
and until you're given the 
answer. 

2331
02:04:55,640 --> 02:04:58,400
But yeah, so that's I think 
that's the bulk of the 

2332
02:04:58,400 --> 02:05:00,080
questions. 
I think all the other ones are 

2333
02:05:00,080 --> 02:05:03,320
are kind of like I've been 
touched on already. 

2334
02:05:04,200 --> 02:05:07,200
So that I think, I think that's 
us, I think. 

2335
02:05:07,840 --> 02:05:11,480
OK, so if you guys are watching 
this live and you think of some 

2336
02:05:11,480 --> 02:05:15,640
stuff after we kind of go off or
you are catching the the VOD 

2337
02:05:15,840 --> 02:05:18,840
sometime later when this hits 
YouTube and you get to the point

2338
02:05:18,840 --> 02:05:20,800
we have a burning question. 
We just didn't cover it over the

2339
02:05:20,800 --> 02:05:22,720
extent of it. 
I'll come to the little horror 

2340
02:05:22,720 --> 02:05:25,000
Discord server. 
There are links all over the 

2341
02:05:25,000 --> 02:05:26,360
place. 
If you can't find it. 

2342
02:05:27,320 --> 02:05:29,080
We have a channel specifically 
there that's called seminar 

2343
02:05:29,080 --> 02:05:31,920
questions. 
Go ahead and dump your questions

2344
02:05:31,920 --> 02:05:35,000
into that Channel there. 
Now that the seminar is over, 

2345
02:05:35,880 --> 02:05:38,600
when we got some time we'll come
through and try and answer those

2346
02:05:38,920 --> 02:05:42,240
as well. 
And also about to prepare, but 

2347
02:05:43,240 --> 02:05:45,920
if there are things you want to 
see us talk about specifically, 

2348
02:05:45,920 --> 02:05:49,280
if there's topics you expect us 
to cover or would love to see us

2349
02:05:49,280 --> 02:05:51,840
cover, please shout them out in 
that seminar questions channel. 

2350
02:05:51,840 --> 02:05:52,880
We're taking ideas. 
I've got. 

2351
02:05:52,880 --> 02:05:54,520
I've got a thought on what I 
want to do with the third one, 

2352
02:05:54,520 --> 02:05:56,240
but you know that that's going 
to be months in the future. 

2353
02:05:56,240 --> 02:05:59,120
So always open to change. 
If there's something that's 

2354
02:05:59,120 --> 02:06:00,840
going to be helpful, please come
to us. 

2355
02:06:00,840 --> 02:06:03,800
We, we're trying to help this 
community Foster and grow. 

2356
02:06:03,800 --> 02:06:06,160
That's the whole point of doing 
a little seminars here too as 

2357
02:06:06,160 --> 02:06:08,240
well. 
So we want to hear from you. 

2358
02:06:10,480 --> 02:06:12,000
Absolutely. 
I mean, these are these are 

2359
02:06:12,000 --> 02:06:14,480
great. 
I know that I just kind of sit 

2360
02:06:14,480 --> 02:06:16,040
in the. 
Background a lot during it, but 

2361
02:06:16,040 --> 02:06:18,560
it it's really fun to learn and 
to get all this information 

2362
02:06:18,560 --> 02:06:21,200
because I actually get all these
things like sent to me and then 

2363
02:06:21,200 --> 02:06:23,080
I get to to peruse it at my own 
time. 

2364
02:06:24,160 --> 02:06:26,480
So it's nice to have that and we
always appreciate you guys come 

2365
02:06:26,480 --> 02:06:28,320
on the show. 
You know, we love Lamont horror 

2366
02:06:28,320 --> 02:06:31,520
and we love, you know, Josh and 
and Galvin archive. 

2367
02:06:31,520 --> 02:06:36,360
So it's really fantastic to not 
only be a part of the community,

2368
02:06:36,360 --> 02:06:38,360
but to be able to engage with 
you guys as much. 

2369
02:06:38,360 --> 02:06:40,960
So these are always great. 
Like Josh said, we want to do 

2370
02:06:40,960 --> 02:06:45,880
more of these and, and, and we 
will always be a space that you 

2371
02:06:45,880 --> 02:06:48,840
guys will be able to do that on 
as long as you as long as as 

2372
02:06:48,840 --> 02:06:52,840
long as you want us. 
So we'll we'll be here for that.

2373
02:06:53,400 --> 02:06:55,240
As Josh said, the links to 
everything will be below. 

2374
02:06:55,240 --> 02:06:58,040
I'll make sure that he sends me 
all of those so I remember to 

2375
02:06:58,040 --> 02:07:01,240
put him in. 
If you aren't here right now, 

2376
02:07:01,240 --> 02:07:04,720
this is a VOD or a pod for you. 
So just click below to where 

2377
02:07:04,720 --> 02:07:07,960
they always are as they have 
been like for like 200 episodes 

2378
02:07:08,240 --> 02:07:10,800
and we'll make sure you have 
those and I'll get Josh to send 

2379
02:07:10,800 --> 02:07:14,400
me a link to the an invite link 
to the discord as well. 

2380
02:07:14,960 --> 02:07:17,480
If that's the thing, so you guys
can just click on the VOD of the

2381
02:07:17,480 --> 02:07:21,760
pod below for that. 
And I think that's it. 

2382
02:07:21,760 --> 02:07:25,400
Keep an eye out on Space Penguin
for Hungry Hollow when that 

2383
02:07:25,400 --> 02:07:28,680
comes out. 
And as we do, Garrett will be on

2384
02:07:28,680 --> 02:07:31,320
every month talking. 
So we will make sure that you 

2385
02:07:31,320 --> 02:07:34,120
know when we know that it is 
available. 

2386
02:07:34,480 --> 02:07:40,560
Josh, any any, any, any last 
words to wrap up the the writing

2387
02:07:40,560 --> 02:07:44,960
Seminar 2? 
No, just some shilling. 

2388
02:07:46,200 --> 02:07:48,760
Chill, chill. 
Away, so keep an eye out in the 

2389
02:07:48,760 --> 02:07:50,600
future, especially for liminal 
horror stuff. 

2390
02:07:50,920 --> 02:07:56,720
We should have another. 
Module from some folks. 

2391
02:07:56,720 --> 02:07:59,200
It's the winner of the Twisted 
Classics competition. 

2392
02:07:59,200 --> 02:08:00,960
We're going to try and get that 
in the print for a wider 

2393
02:08:00,960 --> 02:08:03,360
audience soon. 
That should drop in a maybe like

2394
02:08:03,360 --> 02:08:04,880
a month or two. 
It's it's coming up soon. 

2395
02:08:04,880 --> 02:08:06,000
We got it. 
We got to figure out how we're 

2396
02:08:06,000 --> 02:08:08,160
doing with that. 
A lot of third party folk are 

2397
02:08:08,160 --> 02:08:10,000
also making their things, so 
keep an eye out. 

2398
02:08:10,000 --> 02:08:13,520
We got some fun stuff coming. 
Next year is when the deluxe 

2399
02:08:13,520 --> 02:08:16,760
edition is coming officially. 
We're we're targeting March for 

2400
02:08:16,760 --> 02:08:19,400
the crowdfunding and we want to 
be done before we start 

2401
02:08:19,400 --> 02:08:22,040
crowdfunding so we can hit print
as soon as possible. 

2402
02:08:22,040 --> 02:08:24,920
So by this time next year, you 
should have your books in your 

2403
02:08:24,920 --> 02:08:28,080
hand if you come and get them. 
But we're going to watch the the

2404
02:08:28,080 --> 02:08:31,760
pre Backpage where the fuck it's
called sometimes the next couple

2405
02:08:31,760 --> 02:08:32,880
of months. 
Keep an eye out for that. 

2406
02:08:33,440 --> 02:08:39,920
And for folk who like horror, 
November is Mothership month. 

2407
02:08:41,960 --> 02:08:44,400
There are a bunch of really cool
projects going on, a bunch of 

2408
02:08:44,400 --> 02:08:46,240
folks that I really like who are
doing stuff there. 

2409
02:08:46,240 --> 02:08:48,280
Keep an eye out for that. 
I do have something coming up in

2410
02:08:48,280 --> 02:08:51,280
one of those things as an add 
on. 

2411
02:08:52,280 --> 02:08:55,000
So come follow me on social 
media and I'll, you know, shout 

2412
02:08:55,000 --> 02:08:56,560
to the heavens about it when it 
comes time. 

2413
02:08:56,560 --> 02:08:58,920
But that is coming up in a few 
weeks. 

2414
02:09:00,240 --> 02:09:02,600
And we are, we, we're, we're 
doing something for that. 

2415
02:09:02,600 --> 02:09:06,400
We're we're still figuring out. 
We have a lot of mothership 

2416
02:09:06,400 --> 02:09:09,200
people in our, in our small 
weekly scroll community that we 

2417
02:09:09,200 --> 02:09:11,320
are bouncing some ideas and 
stuff off. 

2418
02:09:11,320 --> 02:09:18,520
So definitely be prepared for a 
a big chunk of our November 

2419
02:09:19,000 --> 02:09:21,680
stuff for you to be mothership 
related. 

2420
02:09:22,440 --> 02:09:25,960
And if you're listening to this 
afternoon November, it's not 

2421
02:09:25,960 --> 02:09:27,000
applicable to you. 
You're fine. 

2422
02:09:27,080 --> 02:09:30,040
It's cool, but I think it's it. 
Yeah. 

2423
02:09:30,040 --> 02:09:30,960
Go watch. 
Go watch some watch. 

2424
02:09:31,800 --> 02:09:38,000
Get get Mothership 1 E We're 
done. 

2425
02:09:38,120 --> 02:09:41,160
That is Illuminal horror writing
seminar 2, writing short form 

2426
02:09:41,160 --> 02:09:42,800
horror. 
Once again, Josh, thanks for 

2427
02:09:42,800 --> 02:09:45,880
coming on. 
Thanks for having us here today 

2428
02:09:45,880 --> 02:09:49,800
with you. 
And we will see you all for the 

2429
02:09:49,800 --> 02:09:51,600
next one. 
Bye.

