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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I'm experiencing existential

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dread. 
And joining us today on this 

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special episode, we have Josh 
Domansky of Liminal Horror. 

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How you doing today, Josh? 
Oh, just living the dream. 

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Aren't, aren't we fucking all 
right now? 

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The world is totally fine. 
Nothing's on fire and 

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everything's gravy, right? 
So, yeah. 

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So if if you're looking at us on
the Youtubes or live right now, 

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you'll notice this is not a 
normal window because this is 

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not a normal episode. 
As I said, we're going to have 

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Josh de Mansion today. 
We're going to be talking about 

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Liminal Horror Deluxe Edition. 
We've talked about Luminal 

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Horror bunch, we've had Josh on 
a bunch for, if you haven't seen

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any of the writing seminars, you
should definitely go check those

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out. 
Go check out the APS for it. 

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I'll make sure to at this point 
I should almost make a playlist 

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of just all the Luminal Horror 
stuff. 

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But today we're talking about 
the upcoming project Luminal 

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Horror Deluxe Edition, something
that's been in the works for a 

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while that I've been looking 
forward to for a long time. 

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And Josh is here to chat about 
that a little bit. 

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So let's chat about it a little 
bit. 

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About it, yeah. 
So we, we've been working on 

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this while, at least in terms of
the writing, I think we're going

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on almost two years at this 
point from when we started. 

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We ended up having to take a 
break for a few months to get, 

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you know, the parthenogenesis of
hungry hollow out. 

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But we've kind of been pushing 
this along for a while here. 

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So, you know, we have the backer
kit page that is, you know, you 

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can follow along right now. 
Presumably by the time this hits

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YouTube, it'll be a little 
closer to when we launch the the

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actual backer kit, which is 15th
I believe. 

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But we wanted to take the 
opportunity to kind of do a 

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little deeper dive into what 
this book is going to be than 

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what you'll end up seeing on 
like the page itself. 

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So we've got some a little bit 
of a breakdown of the parts 

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here. 
I brought some of the sample 

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layout to kind of show off just 
so that folks can kind of, you 

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know, we run through this, we 
chat a little bit about it, and 

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then we can get a pretty good 
idea about what you're backing 

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if the page itself doesn't 
convince you for some reason. 

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Awesome. 
I mean, I'm, I'm sold right now,

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so. 
I was sold a long time ago, but 

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for those that might not not be,
I'm very excited to to see this 

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and hear what people have to say
for it so. 

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All right, shall we get into it?
Yes, we are. 

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We are, we are. 
Look at, look at, look at this, 

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look at this. 
Yes, all right. 

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I have no idea what the screen 
looks like. 

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So, oh, First off, we got our 
new our new logos. 

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We've got Zach Hazard on as our 
primary artist and art director 

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for Liminal Horror going 
forward, fucking kicking ass at 

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a lot of stuff here. 
And these are some logos that he

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came up with that's going to be 
the new sort of face of Liminal 

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Horror, at least as we push into
the future. 

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Amazing decision. 
Yeah, Zach has been a part of 

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the horror from the start. 
He did the the first cover for 

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the original Zenia Liminal 
horror. 

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I think that may have been the 
first piece of tabletop RPG art 

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that he's ever done, but I don't
know if I can verify that, at 

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least in an official capacity. 
And so Zach has kind of been a 

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part of, you know, everything on
going forward from there to I'm 

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pretty sure every major release 
has something from him in it, if

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I'm not mistaken. 
So, you know, I don't know, 6 to

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8 months ago, we've kind of made
the decision we're going to 

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bring him on as our director, 
kind of push forward, be 

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officially part of the team 
rather than just kind of like 

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unofficially part of the team. 
And he was always going to do 

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the art for the deluxe edition 
anyway. 

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So it just kind of ended up 
working out real nice. 

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Especially in our favor, because
this shit fucking rocks. 

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Very much so. 
Let me get back into that. 

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All right, so getting it to what
we're doing here. 

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The the base system for the 
little horror has been out a 

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while. 
I the first scene came out in 

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2021 to rules light survival 
horror RPG. 

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You know, we we have a website, 
you can get it for free. 

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You can get the PDF for the the 
scene for free and you can 

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currently get the the base scene
at Space Penguin Inc who we 

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swapped to I think a couple of 
years ago at this point. 

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So from basically the very 
start, the idea was is always to

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kind of build upon that scene. 
You know, Goblin Archives is the

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one who wrote the original 
Liminal Horror. 

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I didn't join on the team for 
another 6 or so months, I think 

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after the original scene 
released. 

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But basically from the start, 
you know, as soon as I joined 

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on, we were, we've been talking 
about ways in which to elevate 

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the system and bring it forward.
The initial way that we started 

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doing this was through a series 
of modules and scenes, you know,

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get supplementary material out, 
get people playing it. 

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So you see the mall, the Bureau 
of the Bloom are, you know, sort

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of the first three of those, 
those big scenes that we've put 

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out there. 
We later began the process of 

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upgrading to what becomes the 
Deluxe edition. 

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We had started that prior to the
introduction of the The 

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Investigators, additional 
liminal horror. 

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This was sort of a stop gap 
where we had already started 

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working on, you know, what is 
now known as the deluxe edition.

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We'd written basically rewritten
the original scene to tidy it 

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up, fix a few things, but not 
really not really diverge from 

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it in any series capacity. 
We added wounds to it. 

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That's sort of the biggest deal 
there. 

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And then I think a few things 
were kind of clarified in the 

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scene. 
So everything in the 

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Investigators edition is 
basically what the same as what 

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was in the core, but it's a 
little better. 

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So we moved into the scene. 
We'd already begin the 

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transition there. 
So we came up the idea to do, 

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you know, the deluxe edition. 
The first thought was to sort of

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follow along in the footsteps of
Mothership. 

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You know, the folks at Tuesday 
Night Games have better been a 

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huge inspiration for us, 
especially on like listening in 

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front the module front and how 
they sort of build a community 

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and run their business and 
whatnot. 

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So it was an easy model. 
You know, by the time the little

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part of the Mothership box set 
hits Kickstarter, we're kind of 

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like, what does our box set look
like? 

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You know the a problem, I guess 
one of the things that 

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Mothership continues to struggle
with, though, is its formatting.

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Whereas I really love Mothership
scenes. 

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I think it works for the 
aesthetic. 

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I think it works for the box and
everything like that that comes 

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together. 
Mothership does a, I'm not going

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to say poor job. 
That's a really bad way to 

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describe it. 
Because of their limited format,

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they don't have a lot of space 
in which to explain how the game

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is meant to be played. 
It's, you know, totally fine for

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somebody who like me, who was 
already kind of used to that 

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culture of play, who comes in 
and plays Mothership, I 

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immediately know how this game 
is meant to be played. 

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But, you know, I go on Reddit 
every day and I see people kind 

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of struggling with some of the 
basic aspects of the system 

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there, especially if they're 
coming in from first time. 

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And a lot of that has to do 
with, you know, the constrained 

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space. 
The Warden Operation Manual for 

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Mothership is is one of the best
RPG books I've ever owned. 

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It still has like 2 or 3 
sections in it that I really 

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wish were present or sections 
that could be present to help 

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kind of better Orient people for
running the game and especially 

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like making their own content 
for the game that they could 

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bring to their tables. 
So we'd seen that. 

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We really like that box set, but
we were like, if we do the same 

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thing, if we copy this design, 1
is going to be a production 

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nightmare and two box. 
So yeah. 

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And two, we'll be limiting 
ourselves. 

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You know, we wanted to make 
something that was better than 

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the original scene for the 
middle horror. 

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So, you know, hardcover was an 
easy choice. 

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You know, we we've taken that 
base and we've expanded it. 

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The big thing here is the deluxe
edition isn't a second edition. 

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You know, that was never the 
intention. 

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Everything that we have written 
so far is going to be compatible

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going forward. 
We want to support the same core

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system, whether you have the 
first scene for Liminal Horror, 

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the Investigator's Edition, the 
Box edition, or using the free 

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rules on the website or trying 
to maintain, you know, that 

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compatibility or whatever. 
So nothing, nothing is obsolete.

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But the key here with this 
deluxe edition is that we wanted

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to focus really heavily on 
getting you to the table. 

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You know everything. 
This book is designed to get 

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horror at your table, whether 
that makes it easier for you, 

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whether that's giving you the 
tools to learn how to run horror

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effectively or just pitching the
system in a way that's easier to

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pick up. 
So we we've designed the book as

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a toolkit. 
We'll kind of talk a little bit 

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about the sections here. 
I'll go through that as we we 

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progress, but the idea is, like 
I said, heavily focused. 

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Get the shit to the table as 
opposed to being a book that 

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sits in your collection and 
collects dust. 

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One thing, so the the 
Investigator's edition is now 

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the base edition of the game, 
right? 

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Like that is going to be like or
that currently is the core now. 

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Yeah, yeah. 
So the the original Zine we 

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can't reproduce because of some 
of our contractual obligations 

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what we've had previously. 
So we'd moved to the 

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Investigator Edition as the base
one. 

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Like I said, it was a clean up 
primarily, but it also kind of 

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freed us from some of those 
concerns. 

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But the key here, what I think 
is where you were leading the 

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Investigators Edition is going 
to be a game that you can still 

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take and bring to your table and
run. 

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The way that we think about it 
is the deluxe edition is the 

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thing you read at home. 
You know, you have it there. 

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It's got all this reference that
helps you build your scenarios, 

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that helps you learn the game. 
And then when you come and run 

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your game for your Home group, 
you're just snagging the scene 

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and running down to sitting at 
the table. 

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So you don't have this fucking 
tome sitting there with you. 

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You can just, you know, run 
clean from the scene. 

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So the idea is that this this 
will live on the, you know, the 

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investigator edition. 
We're going to continue to have 

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it in existence. 
It's a cheap alternative to a a 

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fairly expensive book, and it's 
again, not obsolete. 

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We want you to hold on to your 
scenes. 

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Perfect, because I have two of 
those. 

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So yeah, I think. 
I have like 6 of them at this 

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point. 
All right, let's see here. 

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So quick breakdown when we got 
inside, we don't have an exact 

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page count yet. 
We're going to be probably north

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of 350 pages for this total book
here. 

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It's going to make a lot more 
sense when I start talking about

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what we've included because it's
it's always like this is the 350

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page rules like game. 
You know, it's a, it's a kind of

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a goofy fucking thing to say. 
But you know what's here on the 

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Weekly Scroll? 
We love those 350 page bugs. 

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Yeah, no girls here. 
Yeah, so the the core system 

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again, it's we're we're, we're 
keeping that approachability. 

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We want you to be able to pick 
the game up and, you know, be 

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ready to run in like 1/2 hour 
with characters, you know, you 

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can quickly learn the rules and 
all that stuff. 

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Everything is still preserved. 
It's still the same as the scene

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was. 
And then we just added a lot of 

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stuff onto it. 
So I'll talk a little bit about 

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the sections that we have here. 
But the the book is broadly 

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broken down into the 
Investigator's guide, the 

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Facilitator's guide, the Catalog
of the Strange, the Haunted 

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00:12:08,520 --> 00:12:11,280
Pacific Northwest, and a series 
of appendices. 

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So first up is the 
Investigator's Guide. 

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I don't really need to spend a 
whole lot of time talking about 

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this one because this is just 
the original scene. 

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You know, it's a most of it 
again is the text that we had 

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already had set up and ready for
the Investigators edition. 

224
00:12:28,560 --> 00:12:30,280
You know, it's like 40 or so 
pages of it. 

225
00:12:30,280 --> 00:12:32,280
It gets you the basics, it gives
you the character creation, 

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gives you the mechanics of the 
game to play. 

227
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And then we have introduced ways
to kind of quickly get to the 

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table. 
The 1st is we have, you know, 

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the standard, the horror 
character generation. 

230
00:12:45,040 --> 00:12:47,560
Do you get a background and then
you there's a whole bunch of 

231
00:12:47,560 --> 00:12:50,440
role tables you can get to get 
more details and blah, blah, 

232
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blah, blah, blah. 
So it's you can spend, you know,

233
00:12:52,320 --> 00:12:54,880
half hour just crafting a 
character and making the your 

234
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best sort of, you know, horror 
protagonist that you desire. 

235
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We've also provided a series 
archetypes in the book here. 

236
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Anybody who has read our modules
would already be familiar with 

237
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this. 
These are a little bit more 

238
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robust backgrounds. 
It's in a sense we give you a 

239
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couple of lines of text and some
items and join those together in

240
00:13:18,480 --> 00:13:20,640
a theme. 
So you're able to, if you need 

241
00:13:20,640 --> 00:13:23,760
to play in 5 minutes, roll 
stats, grab an archetype you can

242
00:13:23,760 --> 00:13:26,240
get playing, you know, that 
gives you the basics to get your

243
00:13:26,240 --> 00:13:28,880
character going and pushing 
forward into the face of the 

244
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horrors as opposed to custom 
crafting someone specific. 

245
00:13:32,480 --> 00:13:34,200
So we've got those two options 
to play. 

246
00:13:35,120 --> 00:13:39,200
We expanded the equipment list a
little bit so you can spend your

247
00:13:39,520 --> 00:13:42,040
character's money on stuff right
at the start again, if you want 

248
00:13:42,040 --> 00:13:44,040
to get into the nitty gritty 
about the things that you have 

249
00:13:44,040 --> 00:13:46,200
on you. 
And then the big thing, though, 

250
00:13:46,200 --> 00:13:50,720
one of the changes is that we 
have reworked magic and you 

251
00:13:50,720 --> 00:13:52,080
know, we're now calling it 
rituals. 

252
00:13:53,000 --> 00:13:58,840
In the original release of 
Liminal Horror, the magic system

253
00:13:58,840 --> 00:14:02,000
there was, I believe it was 
pulled from Maze Rats. 

254
00:14:02,320 --> 00:14:03,560
I don't remember off the top of 
my head. 

255
00:14:03,560 --> 00:14:06,400
It's been a little bit since 
I've looked at it, but it was 

256
00:14:06,400 --> 00:14:08,680
kind of this this free form sort
of magic system here where 

257
00:14:08,680 --> 00:14:11,600
players could wield magic if 
they so desired and you kind of,

258
00:14:11,760 --> 00:14:14,760
you know, rolled on some tables 
to generate a spell with 

259
00:14:14,760 --> 00:14:18,760
rituals. 
Well, first we we cut that from 

260
00:14:18,760 --> 00:14:24,760
the Investigators edition. 
At that time, the magic didn't 

261
00:14:24,760 --> 00:14:27,720
make a whole lot of sense with 
where the middle horror had been

262
00:14:27,720 --> 00:14:29,640
going. 
You know, we had already done 

263
00:14:29,640 --> 00:14:33,040
the the first two scenes, you 
know, the Bureau and the mall 

264
00:14:33,400 --> 00:14:37,560
and Magic wasn't really fitting 
into that world in a, you know, 

265
00:14:37,680 --> 00:14:42,240
great capacity, I should say. 
So when we came back to do this 

266
00:14:42,240 --> 00:14:46,600
deluxe edition here, we'd seen 
people like asking for it was 

267
00:14:46,600 --> 00:14:48,640
one of the one of the most 
common questions for people who 

268
00:14:48,640 --> 00:14:51,040
had the original to the 
investigators, like where did 

269
00:14:51,040 --> 00:14:52,480
Magic go? 
And it's like, well, we didn't 

270
00:14:52,480 --> 00:14:58,120
really like it, so we got it. 
But we have we've reintroduced 

271
00:14:58,120 --> 00:15:01,480
it, we've kind of reorganized it
again. 

272
00:15:01,480 --> 00:15:06,520
And it's this ritual system here
where I guess it kind of follows

273
00:15:06,520 --> 00:15:08,760
fault of Arns magic system. 
That's probably the single 

274
00:15:08,760 --> 00:15:12,520
biggest piece of inspiration. 
I guess maybe a little bit of 

275
00:15:12,560 --> 00:15:16,160
what Karen had been doing too. 
But you get a spell title, you 

276
00:15:16,160 --> 00:15:19,280
get a one sentence description 
and then you get kind of free 

277
00:15:19,280 --> 00:15:21,200
form from there. 
So we give you a little bit more

278
00:15:21,200 --> 00:15:23,720
direction there as opposed to 
like randomly generating the 

279
00:15:23,720 --> 00:15:25,400
name of a spell and kind of 
working with it. 

280
00:15:26,400 --> 00:15:32,920
And then rituals are kind of 
dangerous where it's not like 

281
00:15:32,960 --> 00:15:36,680
free to cast. 
You are expending your head 

282
00:15:36,680 --> 00:15:39,640
protection effectively in order 
to wield these rituals. 

283
00:15:39,640 --> 00:15:41,920
And then you can you can try and
make it a little bit more 

284
00:15:41,920 --> 00:15:45,920
powerful by risking more HP to 
do so and so on and so forth. 

285
00:15:45,920 --> 00:15:49,800
But again, they're probably 
going to be fairly rare in play,

286
00:15:49,800 --> 00:15:52,680
especially the type of play that
we're trying to encourage. 

287
00:15:52,680 --> 00:15:55,160
But you know, we did it. 
We added the system back in here

288
00:15:55,160 --> 00:15:58,280
and you got to, I don't know, I 
think 50 spells or whatever. 

289
00:15:58,720 --> 00:16:01,760
That's rough with. 
I think we've played we've 

290
00:16:01,760 --> 00:16:05,720
played it on the stream what, 
like four times at this point 

291
00:16:05,720 --> 00:16:07,680
maybe. 
I don't remember ever. 

292
00:16:07,680 --> 00:16:10,880
I don't remember anyone ever 
using magic like Nope through 

293
00:16:11,000 --> 00:16:13,640
any of those streams at all. 
If I I mean I didn't I didn't 

294
00:16:13,640 --> 00:16:17,360
play in the shelter would in 
liminal horror side but I I 

295
00:16:17,360 --> 00:16:18,920
don't remember anyone ever using
magic. 

296
00:16:20,280 --> 00:16:21,520
Yeah. 
Again, it's not really something

297
00:16:21,520 --> 00:16:23,920
that we write into it because 
this is, it's not a fantasy 

298
00:16:23,920 --> 00:16:26,680
system, you know, where we're 
trying to do modern survival 

299
00:16:26,680 --> 00:16:28,200
horror. 
So things got to be a little 

300
00:16:28,200 --> 00:16:30,360
more grounded. 
That's also the reason that we 

301
00:16:30,360 --> 00:16:35,440
moved to rituals instead of 
magic because of the idea that 

302
00:16:36,480 --> 00:16:38,760
if you think if I call Cthulhu 
because that's, you know, that's

303
00:16:39,280 --> 00:16:41,200
the elephant in the room, 
whatever, we're talking horror 

304
00:16:41,200 --> 00:16:43,880
systems. 
You might have an ancient cult 

305
00:16:43,880 --> 00:16:46,480
that has opened the book and is 
trying to do this ritual in 

306
00:16:46,480 --> 00:16:48,520
there to some of the demon or 
something like that. 

307
00:16:48,520 --> 00:16:54,520
So we wanted to make space for 
that option without making magic

308
00:16:54,520 --> 00:16:57,240
like a thing that characters are
expected to wield. 

309
00:16:57,240 --> 00:17:01,000
I. 
Mean rituals it's vibe here too 

310
00:17:01,000 --> 00:17:05,000
for for the liminal horror 
versus calling it magic. 

311
00:17:05,000 --> 00:17:08,440
It makes you definitely feels 
like the source is more like 

312
00:17:08,480 --> 00:17:12,880
occult and and you know, it's 
kind of satanic ish a little bit

313
00:17:12,880 --> 00:17:17,440
more than just like arcane like 
yeah, pulling from the the ether

314
00:17:17,440 --> 00:17:18,359
or something. 
So. 

315
00:17:19,079 --> 00:17:22,200
Yeah, yeah. 
So find a spell book from a 

316
00:17:22,200 --> 00:17:24,440
cult, maybe you get a little 
magic in there. 

317
00:17:24,720 --> 00:17:27,599
That's how you kind of wield it.
Again, it works very similar to 

318
00:17:27,599 --> 00:17:29,480
kind of the other stuff that 
we've got in the system too. 

319
00:17:29,480 --> 00:17:32,360
So it's a little more unified 
mechanically the very least. 

320
00:17:35,040 --> 00:17:39,800
Let's see. 
All right, so getting me into 

321
00:17:39,800 --> 00:17:43,040
our second section here, our 
facilitator's guide. 

322
00:17:44,120 --> 00:17:46,760
This was my baby. 
You know, I've had my hands in 

323
00:17:46,760 --> 00:17:49,520
the entire book, but this is the
one thing that was like straight

324
00:17:49,520 --> 00:17:51,040
from my brain down onto the 
page. 

325
00:17:53,160 --> 00:17:56,080
This is our our G Ms. guide. 
You know, that sort of makes 

326
00:17:56,080 --> 00:17:58,880
sense here. 
It's broken into 3 sections 

327
00:17:58,880 --> 00:18:02,360
here, but the general idea is 
that it is a series of essays 

328
00:18:02,360 --> 00:18:05,720
and advice for running 
investigations and creating your

329
00:18:05,720 --> 00:18:08,320
own, you know, kind of scenarios
here for Abdominal Horror, 

330
00:18:11,200 --> 00:18:13,080
again, we broke it down into 
running an investigation, 

331
00:18:13,080 --> 00:18:14,640
creating a mystery, and adapting
a mystery. 

332
00:18:14,640 --> 00:18:19,440
That's broadly the first section
is, you know, getting a little 

333
00:18:19,440 --> 00:18:23,440
more nitty gritty into the 
system itself, talking about how

334
00:18:23,440 --> 00:18:26,600
to best utilize it, how to use 
your setting, so on and so 

335
00:18:26,600 --> 00:18:29,840
forth. 
Creating a mystery is I wouldn't

336
00:18:29,840 --> 00:18:33,000
call it a step by step process 
of creating a scenario, but if 

337
00:18:33,000 --> 00:18:36,000
you used it as a step by step 
process, I think you would be in

338
00:18:36,000 --> 00:18:38,280
pretty good shape if you're 
trying to make your own stuff to

339
00:18:38,280 --> 00:18:41,880
bring to the table and then 
adapting the mystery. 

340
00:18:42,000 --> 00:18:47,240
What we wanted to include here 
was one built in system 

341
00:18:47,240 --> 00:18:51,120
conversions. 
You know, you can take one of 

342
00:18:51,120 --> 00:18:53,360
the ones for examples. 
We, we have a conversion notes 

343
00:18:53,360 --> 00:18:57,360
for mothership where if you 
know, it's a quick, you know, 

344
00:18:57,360 --> 00:19:00,000
rough and dirty mechanical 
conversion here. 

345
00:19:00,120 --> 00:19:02,240
We ended up adding that into our
appendices. 

346
00:19:02,240 --> 00:19:06,320
But we, we expanded on that idea
a little bit for this, adapting 

347
00:19:06,320 --> 00:19:13,040
the mystery section where we 
don't want to just talk about 

348
00:19:13,080 --> 00:19:15,840
mechanical conversions, you 
know, changing the stats from 

349
00:19:15,840 --> 00:19:18,880
one system to the next. 
The section here is really about

350
00:19:19,120 --> 00:19:22,720
taking any existing story and 
bringing it to your table, 

351
00:19:22,880 --> 00:19:26,960
whether that's you have like a 
book that you really like or a 

352
00:19:26,960 --> 00:19:29,880
movie that you've seen or again,
you pull up a Call Cthulhu 

353
00:19:29,880 --> 00:19:32,920
module. 
So that section there is is kind

354
00:19:32,920 --> 00:19:35,040
of like, you know, it's only a 
handful of pages. 

355
00:19:35,040 --> 00:19:36,960
So it's not the most robust 
thing in the world. 

356
00:19:36,960 --> 00:19:40,720
But we are talking about using 
these frameworks of things that 

357
00:19:40,720 --> 00:19:43,560
you draw inspiration from and 
adapting that for the middle 

358
00:19:43,560 --> 00:19:47,960
horror. 
But one of the big things that 

359
00:19:47,960 --> 00:19:54,440
we really wanted to focus on 
here was providing the support 

360
00:19:54,480 --> 00:19:58,200
that you do not see in most RPG 
books. 

361
00:20:00,040 --> 00:20:04,160
One of the big things here, a 
section that took me quite a 

362
00:20:04,160 --> 00:20:07,440
while to kind of figure out that
I don't think I've ever seen in 

363
00:20:07,440 --> 00:20:11,360
any tabletop book before, is how
to write clues. 

364
00:20:13,040 --> 00:20:19,160
Oh, that's a good one. 
So let me shit, I lost it. 

365
00:20:19,160 --> 00:20:20,680
I was, I have pulled up 
somewhere else. 

366
00:20:20,680 --> 00:20:30,000
But so it's one of these things 
that is kind of critical to a 

367
00:20:30,000 --> 00:20:35,600
lot of systems, you know, call 
Cthulhu, Delta Green, even like 

368
00:20:35,600 --> 00:20:38,760
Brindlewood Bay or you know, the
car from Brindlewood systems 

369
00:20:38,840 --> 00:20:42,120
where they're they're heavily 
reliant on you following a 

370
00:20:42,120 --> 00:20:46,560
series of clues in some regard. 
But those books don't do a great

371
00:20:46,560 --> 00:20:48,840
job of telling you how to write 
the clues. 

372
00:20:50,400 --> 00:20:54,280
So and they they kind of expect 
that the the GM is already kind 

373
00:20:54,280 --> 00:20:57,760
of a grossed in that, you know, 
culture and already has an 

374
00:20:57,760 --> 00:20:59,600
understanding what what makes an
effective clue. 

375
00:20:59,600 --> 00:21:04,600
So we breakdown the various 
types of clues that you can 

376
00:21:04,600 --> 00:21:07,360
provide because it's not always,
you know, the bloody handprint 

377
00:21:07,360 --> 00:21:08,760
or whatever. 
There are other things that 

378
00:21:08,760 --> 00:21:11,520
count as clues. 
And then we talked a little bit 

379
00:21:11,520 --> 00:21:16,360
about how to utilize them and 
what makes for sort of a bad 

380
00:21:16,360 --> 00:21:20,960
clue, at least in terms of 
promoting the type of gameplay 

381
00:21:20,960 --> 00:21:26,800
that liminal horror encourages. 
So a lot of our section is on 

382
00:21:26,800 --> 00:21:28,320
that. 
Stuff like that. 

383
00:21:28,320 --> 00:21:32,280
At least I know we've got a 
pretty detailed breakdown on how

384
00:21:32,280 --> 00:21:34,360
to make monsters for Liminal 
horror. 

385
00:21:35,280 --> 00:21:38,360
We talked about the Doom clock. 
You know, it's something that we

386
00:21:38,360 --> 00:21:42,040
put in a lot of our modules and 
adventures, and we did do a 

387
00:21:42,040 --> 00:21:45,000
great job of explaining it. 
So here's a detailed breakdown 

388
00:21:45,000 --> 00:21:46,320
of a Doom Clock and how to make 
one. 

389
00:21:47,200 --> 00:21:51,880
We have a bunch of random 
encounter generation methods. 

390
00:21:52,000 --> 00:21:54,960
We picked three of them that we 
kind of like because it's going 

391
00:21:54,960 --> 00:21:57,040
to vary depending on the type of
scenario you want. 

392
00:21:58,080 --> 00:22:00,080
So we detailed and describe how 
to utilize those. 

393
00:22:00,080 --> 00:22:02,040
And again, hopefully gives 
people a better understanding of

394
00:22:02,040 --> 00:22:03,840
some of the stuff that we put in
our modules too. 

395
00:22:05,160 --> 00:22:11,320
But again, this is, yeah, just 
incredibly thorough series of 

396
00:22:12,000 --> 00:22:14,880
tips and advice about how to 
run, you know, horror games in 

397
00:22:14,880 --> 00:22:16,160
general. 
To be honest, we wanted to 

398
00:22:16,160 --> 00:22:19,360
extend just beyond or beyond 
just luminal horror itself. 

399
00:22:19,360 --> 00:22:27,960
All right, so moving right along
here, all of them examples of 

400
00:22:27,960 --> 00:22:29,640
stuff that were put in the book 
a little later here. 

401
00:22:29,640 --> 00:22:32,720
Those are the two sections. 
We're kind of quick, but so our 

402
00:22:32,720 --> 00:22:35,200
third section here is the 
catalog of the strange. 

403
00:22:36,240 --> 00:22:38,760
This is our, our, you know, 
toolkit of ideas to kind of RIP 

404
00:22:38,760 --> 00:22:40,600
and steal for your own 
adventures. 

405
00:22:40,600 --> 00:22:43,440
Here. 
It's, you know, variety of weird

406
00:22:43,440 --> 00:22:45,800
and horrific entities. 
You get a bunch of objects and 

407
00:22:45,800 --> 00:22:48,800
organizations and whatnot. 
And a lot of them are kind of 

408
00:22:48,800 --> 00:22:51,920
intentionally interconnected 
through our setting, the Honda 

409
00:22:51,920 --> 00:22:54,600
Pacific Northwest. 
But the idea is that, again, 

410
00:22:54,600 --> 00:22:57,240
these are very modular, so 
they're not anchored to the 

411
00:22:57,240 --> 00:23:01,360
setting by any means. 
So we have this broken down into

412
00:23:01,360 --> 00:23:04,240
roughly 5 sections here. 
There's factions, cults, 

413
00:23:04,280 --> 00:23:08,240
horrors, resonant artifacts and 
allies and adversaries. 

414
00:23:09,480 --> 00:23:14,480
The factions are, I'm just big 
organizations that will have 

415
00:23:14,720 --> 00:23:16,680
tangible impact on the 
environment. 

416
00:23:17,400 --> 00:23:19,480
You know, folks who have read 
our stuff previously might 

417
00:23:19,480 --> 00:23:22,360
recognize, you know, the Bureau 
or the Church of Celestial 

418
00:23:22,360 --> 00:23:25,680
Science. 
So big movers in the scene, 

419
00:23:26,440 --> 00:23:28,560
organizations that are 
inherently connected to the 

420
00:23:28,560 --> 00:23:33,440
horrors in some manner, with the
idea being that these are sort 

421
00:23:33,440 --> 00:23:36,120
of the secondary antagonists 
that you bring into your 

422
00:23:36,120 --> 00:23:39,760
scenarios where the horrors are 
obviously going to be the main 

423
00:23:39,760 --> 00:23:41,200
focus. 
And then you grab one of these 

424
00:23:41,200 --> 00:23:43,720
factions, you added me and and 
things just kind of like get 

425
00:23:43,720 --> 00:23:50,280
more chaotic with our cults. 
The cults are serving a similar 

426
00:23:50,280 --> 00:23:53,560
role, but the idea is is that 
the factions are setting wide. 

427
00:23:53,560 --> 00:23:57,680
The cults are like location 
specific, sort of smaller 

428
00:23:57,680 --> 00:24:00,160
organizations that again, can 
have a big impact, but they're 

429
00:24:00,160 --> 00:24:02,760
kind of like focused on one 
specific thing compared to like 

430
00:24:02,760 --> 00:24:06,600
the many focuses of affection. 
The horrors are just what we're 

431
00:24:06,600 --> 00:24:09,040
calling are monsters because 
they're a variety of things that

432
00:24:09,040 --> 00:24:14,600
are necessarily like physical 
monsters, resident artifacts. 

433
00:24:14,600 --> 00:24:16,640
We introduced to these in the 
Bureau. 

434
00:24:17,000 --> 00:24:19,560
They're basically magic items, 
but they have a little bit of 

435
00:24:19,560 --> 00:24:21,960
lore connected to them that 
makes them feel a little bit 

436
00:24:21,960 --> 00:24:25,960
more grounded in our setting. 
And then the allies and 

437
00:24:25,960 --> 00:24:34,800
adversaries are the, it's a 
group of crafted and PCs that 

438
00:24:34,800 --> 00:24:39,640
you can grab and take and place 
into your games, either again, 

439
00:24:39,640 --> 00:24:42,360
to serve as an ally for your 
investigators or some 

440
00:24:42,360 --> 00:24:45,600
antagonistic force. 
So these are people with like 

441
00:24:46,120 --> 00:24:49,480
inventory motivations and a 
little bit more than just like a

442
00:24:49,480 --> 00:24:52,720
name and description. 
Nice. 

443
00:24:53,000 --> 00:24:55,920
Well, Sam and Dean Winchester in
there somewhere, you know, for 

444
00:24:55,920 --> 00:24:56,640
your. 
Cross. 

445
00:24:56,640 --> 00:25:01,040
Country. 
There there are a number of 

446
00:25:01,040 --> 00:25:03,720
references hidden throughout 
this book that someone might 

447
00:25:03,720 --> 00:25:09,560
pick up on. 
I really like how you guys are 

448
00:25:09,560 --> 00:25:15,400
sectioning this book off into 
like all of this stuff could be 

449
00:25:15,400 --> 00:25:16,840
kind of like sprinkled 
throughout. 

450
00:25:16,840 --> 00:25:19,680
But like, I think one of the 
criticisms that we talk about a 

451
00:25:19,680 --> 00:25:23,600
lot on the show is like a lack 
of like delineation between 

452
00:25:23,600 --> 00:25:26,760
sections like that, where you'll
just find a bunch of stuff in 

453
00:25:26,760 --> 00:25:28,760
one area, then a bunch of stuff 
in another area. 

454
00:25:28,760 --> 00:25:30,040
And it's not really easy to 
parse. 

455
00:25:30,040 --> 00:25:33,400
So having like all of the kind 
of like extra stuff that you can

456
00:25:33,400 --> 00:25:36,480
like build adventures and build 
campaigns and stuff with like 

457
00:25:36,560 --> 00:25:39,800
separated into its own like 
catalog of this range and stuff 

458
00:25:39,800 --> 00:25:41,160
like that is a really great way 
to do it. 

459
00:25:41,160 --> 00:25:43,960
Because I like like if I want 
the rules, I just want the 

460
00:25:43,960 --> 00:25:45,240
rules. 
And if I want the GM stuff, I 

461
00:25:45,240 --> 00:25:48,120
just want the GM stuff. 
So it's it's really nice. 

462
00:25:48,120 --> 00:25:50,600
You guys are doing like hard 
separations between between 

463
00:25:50,600 --> 00:25:52,440
these sections. 
Yeah. 

464
00:25:52,440 --> 00:25:53,880
And again, I talked about it at 
the top. 

465
00:25:54,120 --> 00:25:57,280
Our focus is a toolkit. 
We want this to be as easy to 

466
00:25:57,280 --> 00:26:01,280
use as possible so that we 
thought a lot and reorganized a 

467
00:26:01,280 --> 00:26:04,160
lot about how this structure is 
set up so that it's, you know, 

468
00:26:04,240 --> 00:26:08,920
digestible. 
I do want to show off some of 

469
00:26:08,920 --> 00:26:13,160
the whoops here. 
We got a few of them, I think. 

470
00:26:13,160 --> 00:26:14,640
Yeah, I got 3 in the section 
here. 

471
00:26:17,960 --> 00:26:20,440
These might be tweaked a little 
bit by the time we get to it, 

472
00:26:20,440 --> 00:26:22,560
but it's a pretty good look at 
what our layout is going to look

473
00:26:22,560 --> 00:26:26,480
like at the end. 
This is specifically how we're 

474
00:26:26,480 --> 00:26:30,120
setting up our our monster kind 
of step blocks, so to speak. 

475
00:26:30,120 --> 00:26:32,360
And so I've got a few different 
examples here about the 

476
00:26:32,720 --> 00:26:35,040
different ways that we're kind 
of approaching that again to try

477
00:26:35,040 --> 00:26:41,080
and make it easier to use. 
We did intentionally choose to 

478
00:26:41,080 --> 00:26:45,720
use a very straightforward style
of layout, and you'll see it in 

479
00:26:45,720 --> 00:26:50,240
all these samples here. 
I could have spent a year just 

480
00:26:50,760 --> 00:26:55,360
pounding away at the layout to 
make it look like this X-Files 

481
00:26:55,360 --> 00:26:58,000
book with all this, you know, 
shit all over the place. 

482
00:26:59,840 --> 00:27:01,680
Those books are great. 
I really love it when companies 

483
00:27:01,680 --> 00:27:06,080
kind of do that, but you have to
kind of do it well enough where 

484
00:27:06,520 --> 00:27:09,200
it's hitting our other goals of 
being readable and easy to use. 

485
00:27:10,880 --> 00:27:13,440
So there's a little bit of a 
balancing act there. 

486
00:27:14,080 --> 00:27:16,480
Well, it's it's interesting 
because like, I don't know if 

487
00:27:16,480 --> 00:27:19,000
you have you seen like the Alien
RPG? 

488
00:27:19,600 --> 00:27:21,760
Yeah, yeah. 
So have you seen like the 

489
00:27:21,760 --> 00:27:24,000
spreads for like the new Alien 
RPG? 

490
00:27:24,720 --> 00:27:30,320
Yeah, so the they brought in 
Johan Nor to do the new one and 

491
00:27:30,320 --> 00:27:32,760
it's like they're doing exactly 
this, you know? 

492
00:27:33,400 --> 00:27:36,600
Yes, so it's funny 'cause I love
like the black space background 

493
00:27:36,600 --> 00:27:38,800
in the first one because it's 
very vibe, but I guess a lot of 

494
00:27:38,800 --> 00:27:40,000
people didn't. 
So they're like, all right, 

495
00:27:40,000 --> 00:27:42,320
we're just going to make it like
a white background and more 

496
00:27:42,320 --> 00:27:46,360
readable now, which is, which is
an interesting direction to go 

497
00:27:46,360 --> 00:27:48,440
in. 
But I I like that. 

498
00:27:48,440 --> 00:27:51,680
I think if you're doing like a 
Zine, having like a super vibe 

499
00:27:51,760 --> 00:27:54,120
thing or even like Mark Borg, 
which is not a very big book, 

500
00:27:54,120 --> 00:27:57,560
it's like what like 70 pages or 
something like that, it makes 

501
00:27:57,560 --> 00:27:59,880
sense. 
But for like a 350 page book to 

502
00:27:59,880 --> 00:28:05,200
try to like make it vibes the 
whole way through is crazy. 

503
00:28:05,200 --> 00:28:06,920
It's crazy. 
I think task. 

504
00:28:07,160 --> 00:28:09,880
Yeah, I think readability and 
usability, especially with that 

505
00:28:09,880 --> 00:28:12,560
being like one of the primary 
directives that you guys have 

506
00:28:12,560 --> 00:28:14,840
for this entire project. 
First of all, the layout looks 

507
00:28:14,840 --> 00:28:16,200
great. 
Anyway, this is kind of the same

508
00:28:16,200 --> 00:28:18,120
layout you've been you've been 
doing for a while. 

509
00:28:18,840 --> 00:28:24,320
But I, if I'm reading that many 
pages with my, the stimulation 

510
00:28:24,360 --> 00:28:27,640
in my brain like I'm good with 
with, you know, pretty 

511
00:28:27,640 --> 00:28:29,280
straightforward. 
I think that's a really, really 

512
00:28:29,280 --> 00:28:32,640
great choice. 
Yeah, and when it comes to, you 

513
00:28:32,640 --> 00:28:34,520
know, basically what you're 
saying there, you know, like we 

514
00:28:34,520 --> 00:28:37,640
take the balloon for example. 
I love this, this module. 

515
00:28:37,640 --> 00:28:38,800
I love everything we did with 
it. 

516
00:28:39,080 --> 00:28:42,240
It took fucking forever to do 
the layout for because they went

517
00:28:42,280 --> 00:28:45,280
in and knew, you know, we did 
the the little custom graphics 

518
00:28:45,280 --> 00:28:50,000
and all that shit in there. 
When it came to doing the Zine 

519
00:28:50,760 --> 00:28:55,280
here, we wanted to do, you know,
sandbox setting in 40 pages. 

520
00:28:56,280 --> 00:29:02,640
We needed that extra stuff to do
what our writing could not do 

521
00:29:02,640 --> 00:29:04,000
because we didn't have the pages
for it. 

522
00:29:05,000 --> 00:29:09,040
So we we can establish the vibe 
by making this look like a like 

523
00:29:09,040 --> 00:29:10,560
a notebook you found on the 
ground. 

524
00:29:10,560 --> 00:29:14,240
I just filled with the full RPG 
thing and that feels into the 

525
00:29:14,240 --> 00:29:15,240
gaps. 
We can't write. 

526
00:29:15,880 --> 00:29:20,200
We have in the deluxe edition 
unlimited space for all intents 

527
00:29:20,200 --> 00:29:24,520
and purposes. 
So we don't need to do all that 

528
00:29:24,520 --> 00:29:26,200
extra stuff. 
And, you know, you look at like 

529
00:29:26,640 --> 00:29:28,920
Delta Green Delta Green actually
like the layout in that book 

530
00:29:28,920 --> 00:29:34,040
quite a lot. 
They did the government files 

531
00:29:34,040 --> 00:29:36,800
thing there, I think a really 
smart way where they're only 

532
00:29:36,800 --> 00:29:40,320
using that sparingly throughout 
the book and it's not like the 

533
00:29:40,320 --> 00:29:44,240
whole thing. 
They also have a lot more time 

534
00:29:44,240 --> 00:29:49,160
and money than we do. 
So yeah, we could have copied 

535
00:29:49,160 --> 00:29:52,840
it, but whatever. 
I, you know, again, a very 

536
00:29:52,840 --> 00:29:55,360
intentional choice to make this 
as easy to read and use as 

537
00:29:55,360 --> 00:29:58,080
possible here. 
I still think it looks nice. 

538
00:29:58,080 --> 00:30:00,120
I'm really happy with how what 
we're doing on the the layout 

539
00:30:00,120 --> 00:30:01,760
here. 
So it's it's a good, good middle

540
00:30:01,760 --> 00:30:04,600
ground that I think we found. 
Yeah, absolutely. 

541
00:30:05,760 --> 00:30:07,920
Hey. 
Real quick, are you doing A5 or 

542
00:30:07,920 --> 00:30:11,520
A4 for this? 
It is AUS trade which is a 6 by 

543
00:30:11,520 --> 00:30:13,560
9. 
Gotcha. 

544
00:30:13,560 --> 00:30:16,560
So like American A5, it's not so
300. 

545
00:30:16,560 --> 00:30:21,280
That's a thick little book. 350 
page, like the six by nine. 

546
00:30:21,800 --> 00:30:25,160
Yeah. 
We made this choice because this

547
00:30:25,160 --> 00:30:28,120
is my favorite format and I'm 
insistent, but if you have 

548
00:30:28,240 --> 00:30:31,520
Hungry Hollow, it's the the same
dimensions as as that book. 

549
00:30:32,320 --> 00:30:34,480
In theory, all of our hardcover 
books are gonna be that size 

550
00:30:34,480 --> 00:30:36,120
going forward. 
We'll see how much we commit to 

551
00:30:36,120 --> 00:30:40,080
that. 
I mean it's it's an ideal size 

552
00:30:40,080 --> 00:30:42,800
like the 6 by 9 or the A5 or 
whatever. 

553
00:30:42,800 --> 00:30:45,800
Like that size of book and Zine 
in general is just perfect. 

554
00:30:46,560 --> 00:30:55,560
Yeah, it's I really dislike the 
full letter A4 hardcover books. 

555
00:30:56,560 --> 00:31:03,320
It's not that they aren't great 
product in the end, it is that 

556
00:31:03,320 --> 00:31:07,040
they become a hindrance to use 
the larger the book gets. 

557
00:31:09,400 --> 00:31:12,880
It's it's one of those things 
where me specifically, I have a 

558
00:31:12,880 --> 00:31:16,120
square foot of desk space when 
I'm running games at my desk 

559
00:31:16,120 --> 00:31:19,840
here and it's like I can't open 
those fucking books, keep it to 

560
00:31:19,840 --> 00:31:22,920
the page and just use the stuff 
on my desk. 

561
00:31:23,640 --> 00:31:27,080
So, you know, going with a 
smaller format is to appease me 

562
00:31:27,080 --> 00:31:30,080
specifically. 
But also I think it's just 

563
00:31:30,080 --> 00:31:33,120
easier to use. 
Again, we focus, get the book to

564
00:31:33,120 --> 00:31:34,760
the table, use everything in 
here. 

565
00:31:34,760 --> 00:31:38,320
And the easier we can make it, 
the smaller the format that's 

566
00:31:38,320 --> 00:31:40,840
going to help us out. 
But we do have a few choices 

567
00:31:40,840 --> 00:31:42,200
that we could play around with 
there. 

568
00:31:42,200 --> 00:31:46,000
You know, we could use the half 
letter at the A5 or like B5. 

569
00:31:46,000 --> 00:31:50,600
I think it was the other option.
I think the B5 is like the 

570
00:31:51,120 --> 00:31:54,000
biggest I am ever willing to go 
on a book that I designed. 

571
00:31:54,840 --> 00:31:58,240
But even that's still a little 
like obnoxious of a size. 

572
00:31:58,760 --> 00:32:03,080
If you've got Academies of the 
Arcane and Andrew Kolb's books 

573
00:32:03,080 --> 00:32:08,600
are in that size format. 
We could have done that. 

574
00:32:08,600 --> 00:32:09,920
That would have given us a 
little more space. 

575
00:32:09,920 --> 00:32:12,360
But again, it's just on the edge
of irritating. 

576
00:32:12,360 --> 00:32:14,120
So I was like 6 by 9, like 
perfect. 

577
00:32:19,080 --> 00:32:21,800
Me and Ryan both looking back 
for Academy there Academy's the 

578
00:32:21,800 --> 00:32:23,720
arcane. 
Yeah, it's just out of arm's 

579
00:32:23,720 --> 00:32:25,680
reach here. 
I'd grab it, but I've got a 

580
00:32:25,680 --> 00:32:29,840
stack of shits that next week. 
I think Ryan's down in both. 

581
00:32:30,440 --> 00:32:36,440
Directions. 
A similar size. 

582
00:32:36,840 --> 00:32:40,520
Oh yeah, they're B5, Yeah. 
I don't think Spipers is 

583
00:32:40,520 --> 00:32:42,760
actually B5. 
I think it's something a little 

584
00:32:42,760 --> 00:32:45,120
different, but it's close. 
You know, at least that's that's

585
00:32:45,120 --> 00:32:47,120
approximately what it's going to
look like. 

586
00:32:47,320 --> 00:32:53,720
You know what that size would 
look like in comparison, But for

587
00:32:54,040 --> 00:32:58,320
I think if you guys own Best of 
Bury Deeper, that's probably a 

588
00:32:58,320 --> 00:33:01,400
good idea of what the end book 
will look like in terms of both 

589
00:33:01,400 --> 00:33:04,960
the size and the page count. 
That's I think that's closer to 

590
00:33:04,960 --> 00:33:08,200
500 pages. 
So it's a little skinnier, but 

591
00:33:08,200 --> 00:33:11,840
still, yeah, it's going to be a 
beefy boy. 

592
00:33:12,920 --> 00:33:17,520
This is 327 pages. 
Oh shit, OK, it's going to look 

593
00:33:17,520 --> 00:33:20,560
a lot like that. 
It's got to look a very similar 

594
00:33:20,560 --> 00:33:23,880
to to this little beefy boy 
right here, which is a great 

595
00:33:23,880 --> 00:33:24,840
book. 
I love this book. 

596
00:33:24,840 --> 00:33:27,800
So that's a nice size. 
Yeah, it's. 

597
00:33:28,480 --> 00:33:34,200
Very book sized, you know. 
But to kind of talk a little bit

598
00:33:34,200 --> 00:33:38,960
about our layout here, when we 
went to designer creatures or 

599
00:33:38,960 --> 00:33:41,160
horrors, you know that one of 
them we're looking at right 

600
00:33:41,160 --> 00:33:44,960
here. 
Again, we wanted usability. 

601
00:33:45,920 --> 00:33:49,240
The stat blocks for the middle 
horror are nothing. 

602
00:33:49,280 --> 00:33:52,720
You know, it's a line of text. 
You've got, you know, strength, 

603
00:33:52,720 --> 00:33:55,960
text, control, HP, armor. 
If they have a weapon attack and

604
00:33:55,960 --> 00:33:57,760
if they have a little special 
ability, great. 

605
00:33:59,880 --> 00:34:02,960
So we can do 600 thousand of 
those if we really wanted to and

606
00:34:02,960 --> 00:34:05,280
for pack them into this book. 
But again, we wanted to focus on

607
00:34:05,280 --> 00:34:07,840
something that is easy to digest
and easy to use, easy to bring 

608
00:34:07,840 --> 00:34:10,080
it to the table. 
So we've been looking at a lot 

609
00:34:10,080 --> 00:34:13,320
of other best series. 
The Monster Overhaul is one of 

610
00:34:13,320 --> 00:34:15,520
the big ones that we've had 
constantly open as we were 

611
00:34:15,520 --> 00:34:20,520
working on this and writing it. 
We've also had the folklore best

612
00:34:20,520 --> 00:34:23,600
theory for the Mary Mushman. 
It was another one that I really

613
00:34:23,600 --> 00:34:26,920
liked of that I think goes a 
little bit above and beyond your

614
00:34:26,920 --> 00:34:29,320
your standard best theory. 
So we took a lot of this 

615
00:34:29,320 --> 00:34:32,360
inspiration as we're writing it 
and we're like, how do we best 

616
00:34:32,360 --> 00:34:34,840
support our monsters in a way 
that they can be taken and 

617
00:34:34,840 --> 00:34:37,880
easily used at the table. 
And then we came up with this 

618
00:34:37,880 --> 00:34:41,280
kind of format here where this 
one in particular is a little 

619
00:34:41,280 --> 00:34:42,800
atypical. 
Let me go to the next page here.

620
00:34:42,800 --> 00:34:44,760
That'll kind of give us a little
better idea of what the standard

621
00:34:44,760 --> 00:34:49,800
block will look like. 
Where you get your creature, you

622
00:34:49,800 --> 00:34:52,840
get your stats, you get that's 
any ability says have a basic 

623
00:34:52,840 --> 00:34:55,280
description of the creature that
you could read verbatim at the 

624
00:34:55,280 --> 00:35:00,200
table if you really wanted. 
And then we've got ways in which

625
00:35:00,200 --> 00:35:02,640
they can be leveraged in 
different ways. 

626
00:35:03,440 --> 00:35:06,840
We look at the warped here. 
We've got variants, you know, if

627
00:35:06,840 --> 00:35:08,760
you're, let's say, solo 
role-playing or don't really 

628
00:35:08,760 --> 00:35:11,840
feel like making choices or just
kind of randomly generating some

629
00:35:11,840 --> 00:35:14,240
stuff for an adventure, pull up 
the warped, you know, looks like

630
00:35:14,240 --> 00:35:16,120
this is a base creature. 
But then you get some other 

631
00:35:16,280 --> 00:35:18,320
stuff that you can utilize in a 
different manner. 

632
00:35:19,720 --> 00:35:21,640
You know, with those variants 
here, you know, we can have 

633
00:35:21,640 --> 00:35:24,640
extra limbs. 
It can be a fused with metal and

634
00:35:24,640 --> 00:35:26,920
bone. 
It could have a tail which it 

635
00:35:26,920 --> 00:35:30,280
uses to, you know, cling to the 
pipes above you in the abandoned

636
00:35:30,280 --> 00:35:33,600
factory. 
So again, we're taking our core 

637
00:35:33,600 --> 00:35:34,880
monster. 
We can get a little bit of 

638
00:35:34,880 --> 00:35:38,280
versatility by introducing these
variants here and then we get a 

639
00:35:38,280 --> 00:35:42,440
little bit of narrative edition 
where how were they warped is 

640
00:35:42,480 --> 00:35:44,840
one of the the secondary table 
we have for this creature where 

641
00:35:45,800 --> 00:35:48,640
depending on what you choose, 
that might shape how you're 

642
00:35:48,640 --> 00:35:54,440
using them in the scenario. 
If the warped is created through

643
00:35:54,440 --> 00:35:58,400
a corporations toxic chemicals, 
that's going to play into how 

644
00:35:58,400 --> 00:36:02,040
your investigation is set up 
here as opposed to like resonant

645
00:36:02,040 --> 00:36:04,560
energies or cosmic radiation. 
You're dealing with very 

646
00:36:04,560 --> 00:36:08,720
different things narratively, 
even if it is the same base 

647
00:36:08,720 --> 00:36:13,240
creature. 
And then when you look at the, 

648
00:36:14,200 --> 00:36:17,000
we kind of flop back and forth 
depending on which monster it is

649
00:36:17,440 --> 00:36:19,800
and how we thought it'd be best 
to apply them. 

650
00:36:20,360 --> 00:36:22,280
So when you look at like the 
dissonant artifacts here, 

651
00:36:22,320 --> 00:36:24,760
dissonant artifacts are just 
like haunted objects 

652
00:36:24,880 --> 00:36:26,560
effectively. 
Evil fridge. 

653
00:36:26,960 --> 00:36:31,160
Evil Fridge yeah. 
So we give you a table, you know

654
00:36:31,160 --> 00:36:32,480
that we get 12 different 
variants. 

655
00:36:32,480 --> 00:36:34,280
But again, it doesn't matter if 
it can be anything. 

656
00:36:34,280 --> 00:36:36,360
It's just whenever you want to 
put like a poltergeist in the 

657
00:36:36,360 --> 00:36:39,360
air game. 
And then so we talked a little 

658
00:36:39,360 --> 00:36:42,040
bit about what they are. 
They are related to the resident

659
00:36:42,040 --> 00:36:46,000
artifacts in some manner. 
So we give the base description 

660
00:36:46,000 --> 00:36:48,080
about how you might use them. 
We talked a little bit about 

661
00:36:48,080 --> 00:36:53,680
like, narratively, how they 
might act, you know, We talked 

662
00:36:53,680 --> 00:36:57,520
about how a distant artifact has
some simulacrum of life, which 

663
00:36:57,520 --> 00:37:03,360
means it can be mad at you. 
Angry evil fridge, Yeah. 

664
00:37:04,800 --> 00:37:07,600
So then that gives you right 
there one sentence, distant 

665
00:37:07,600 --> 00:37:10,760
artifacts possess some form of 
simulacrum of life that gives 

666
00:37:10,760 --> 00:37:12,800
you your role play aid. 
Or it's like, OK, this thing is 

667
00:37:12,800 --> 00:37:15,200
going to wreak vengeance upon 
you for fucking with it. 

668
00:37:16,520 --> 00:37:19,840
And then we talked about 
manifestation where you can find

669
00:37:19,960 --> 00:37:22,160
a distant artifact. 
And that's really just anywhere 

670
00:37:22,160 --> 00:37:24,920
that the horrors are because 
they are possessed. 

671
00:37:25,040 --> 00:37:27,120
The type of energies that kind 
of create the horrors. 

672
00:37:27,360 --> 00:37:31,600
But again, one page you get a 
little bit of arch, you get your

673
00:37:31,600 --> 00:37:34,040
stat block, and then you get 
ways in which you can kind of 

674
00:37:34,040 --> 00:37:37,040
utilize them at the table. 
All in theory in this way that's

675
00:37:37,040 --> 00:37:39,440
kind of easy to digest and 
understand. 

676
00:37:41,960 --> 00:37:45,760
If we flip back to the shadow 
real quick, the shadow is we're 

677
00:37:45,760 --> 00:37:47,920
calling, you know, we have 
lesser and greater horrors. 

678
00:37:47,920 --> 00:37:49,640
That's two of our kind of 
breakdowns here. 

679
00:37:50,480 --> 00:37:52,720
Lesser horrors are just like, 
you know, basically these things

680
00:37:52,720 --> 00:37:55,120
here, standard monsters that you
might fight. 

681
00:37:55,120 --> 00:37:58,280
The the greater horrors are like
existential threats. 

682
00:37:58,760 --> 00:38:02,920
And so the shadow is like, if 
this starts manifesting in your 

683
00:38:02,920 --> 00:38:06,640
world, doomsday is going to come
sooner rather than later unless 

684
00:38:06,640 --> 00:38:08,160
the investigators do something 
about it. 

685
00:38:08,400 --> 00:38:12,080
So we talked about the shadow 
and more of an abstract sense, 

686
00:38:12,080 --> 00:38:15,920
first detailing what it is, how 
it spreads, and then we've got 

687
00:38:15,920 --> 00:38:19,760
on, you know, secondary page. 
Once the shadow takes hold and 

688
00:38:19,760 --> 00:38:23,120
starts converting people to its 
wills, it primarily manifests in

689
00:38:23,120 --> 00:38:25,160
two forms. 
So we have, you know, column 

690
00:38:25,160 --> 00:38:28,800
stat blocks for your two forms 
again. 

691
00:38:28,800 --> 00:38:34,880
So, you know, you just using 
these two pages with a few extra

692
00:38:34,880 --> 00:38:37,280
little bits and bobs, you can 
make a campaign just out of 2 

693
00:38:37,280 --> 00:38:41,040
pages in theory. 
You know, we did make a campaign

694
00:38:41,040 --> 00:38:43,640
out of 2 pages because the 
Shadow is one of the primary 

695
00:38:43,640 --> 00:38:45,160
antagonistic forces in the 
Bureau. 

696
00:38:45,920 --> 00:38:48,680
So we took this core concept, 
smashed it with a building, and 

697
00:38:48,680 --> 00:38:51,880
you've got, you know what, 7 to 
10 session arc that you can play

698
00:38:51,880 --> 00:38:56,160
out. 
And then we get into our 

699
00:38:56,160 --> 00:39:01,880
resident artifacts here. 
I don't think I need to talk 

700
00:39:01,880 --> 00:39:03,640
about this a whole lot. 
These are just kind of like the 

701
00:39:03,640 --> 00:39:06,600
weird items and stuff that you 
can find, things that are kind 

702
00:39:06,600 --> 00:39:10,920
of infested with resonant 
energies, not quite as 

703
00:39:10,920 --> 00:39:13,120
destructive as the distant 
artifacts we just talked about a

704
00:39:13,120 --> 00:39:16,480
second ago. 
But these are more things that 

705
00:39:16,480 --> 00:39:20,000
the investigators can find that 
can be used in the utilitarian 

706
00:39:20,000 --> 00:39:22,400
sense, but are also kind of 
strange and mysterious. 

707
00:39:23,840 --> 00:39:27,080
I really. 
Do love the like the progression

708
00:39:27,080 --> 00:39:29,680
of the layout from the previous 
versions to this. 

709
00:39:29,680 --> 00:39:36,680
It feels cleaner and I just like
how it looks on the page. 

710
00:39:39,880 --> 00:39:41,440
Well, I like how it looks too, 
yeah. 

711
00:39:42,680 --> 00:39:48,320
A compliment, Josh. 
And so this is pretty much a 

712
00:39:48,320 --> 00:39:49,480
guide for the rest of the book 
too. 

713
00:39:49,480 --> 00:39:51,960
So a lot of it's going to look 
very similar to this as we push 

714
00:39:51,960 --> 00:39:54,840
forward. 
But getting on to the next 

715
00:39:54,840 --> 00:40:00,800
section here, the haunted 
Pacific Northwest, we want. 

716
00:40:00,800 --> 00:40:04,000
OK, so all of the luminal horror
stuff to be right, you know, 

717
00:40:04,000 --> 00:40:06,400
official stuff is set in the 
Pacific Northwest in some 

718
00:40:06,400 --> 00:40:10,600
manner. 
It's primarily like a personal 

719
00:40:11,480 --> 00:40:14,520
preference for one, you know, 
Goblin Archives and I, we both 

720
00:40:14,520 --> 00:40:17,000
live in the region, so it's just
kind of fun to do stuff that's 

721
00:40:17,000 --> 00:40:19,680
in our backyard. 
Two. 

722
00:40:19,720 --> 00:40:24,480
Yeah, 2. 
I it made a little bit more 

723
00:40:24,480 --> 00:40:28,000
sense to keep things kind of 
constrained so that we could 

724
00:40:28,000 --> 00:40:31,840
control them. 
So you've got, you know, 

725
00:40:32,520 --> 00:40:35,280
Washington, Oregon, and we don't
really talk about it in the 

726
00:40:35,280 --> 00:40:38,360
book, but the Pacific request 
extends up into Canada a little 

727
00:40:38,360 --> 00:40:41,320
bit too. 
So you've got this region you 

728
00:40:41,320 --> 00:40:43,360
can play with. 
There's plenty of shit that's 

729
00:40:43,360 --> 00:40:46,240
going on here. 
We talked a little bit about why

730
00:40:46,240 --> 00:40:50,680
things are getting so bad just 
in this region and that kind of 

731
00:40:50,680 --> 00:40:54,160
gives you some ideas to 
extrapolate outward from that. 

732
00:40:54,240 --> 00:40:55,760
You know, things might get bad 
elsewhere too. 

733
00:40:57,160 --> 00:41:02,560
So we're facing, you know, we 
want to create the setting here.

734
00:41:02,920 --> 00:41:07,880
We also don't want to lock 
anybody in to anything in terms 

735
00:41:07,880 --> 00:41:12,760
of like lore or what not. 
So we've taking some very 

736
00:41:12,760 --> 00:41:16,520
intentional steps here to make 
this setting like anti cannon 

737
00:41:17,560 --> 00:41:21,640
where we give you all of these 
details and if you want to 

738
00:41:21,640 --> 00:41:24,200
ignore every single one of them,
it's not going to affect 

739
00:41:24,200 --> 00:41:26,400
anything, at least in a strong 
manner. 

740
00:41:28,080 --> 00:41:31,680
So we we've been calling this a 
framework setting where we're 

741
00:41:31,680 --> 00:41:36,160
giving you the pieces to build 
upon to then make it your 

742
00:41:36,160 --> 00:41:41,280
setting. 
This is done through, you know, 

743
00:41:41,280 --> 00:41:42,480
we give a little bit of an 
overview. 

744
00:41:42,480 --> 00:41:45,560
We talked about why things are 
so bad here or why things are 

745
00:41:45,560 --> 00:41:50,400
getting worse here. 
And then we detailed 8 primary 

746
00:41:50,400 --> 00:41:52,560
locations that are kind of 
spread throughout the Pacific 

747
00:41:52,560 --> 00:41:54,560
Northwest. 
We got a couple of cities, you 

748
00:41:54,560 --> 00:41:57,080
know, we talked about Seattle 
and Portland with over cold 

749
00:41:57,080 --> 00:41:59,000
water, which I'll show a little 
bit more of in a second. 

750
00:41:59,000 --> 00:42:00,920
And then we got a couple of 
outlying places kind of 

751
00:42:00,920 --> 00:42:02,440
scattered throughout the rest of
the region. 

752
00:42:03,440 --> 00:42:08,440
Within those primary locations, 
we have included points of 

753
00:42:08,440 --> 00:42:12,800
interest, NBCS to interact with 
and crucially, investigation 

754
00:42:12,800 --> 00:42:15,560
threads, if you can pursue while
you're at these places. 

755
00:42:17,280 --> 00:42:20,920
Afterwards, after we talked 
about those, we talked about how

756
00:42:20,920 --> 00:42:24,600
you can integrate the existing 
modules that we have written 

757
00:42:24,600 --> 00:42:28,040
already. 
And then we have detailed some 

758
00:42:28,040 --> 00:42:31,600
ways in which you can create a 
campaign based upon the stuff in

759
00:42:31,600 --> 00:42:33,680
the book and the modules that we
have produced. 

760
00:42:34,840 --> 00:42:37,720
So we set you up, we give you 
some advice, but ultimately it's

761
00:42:37,720 --> 00:42:40,880
going to be you pulling all the 
stuff together and making your 

762
00:42:40,960 --> 00:42:44,000
setting here. 
I love that I also, you know, as

763
00:42:44,000 --> 00:42:47,120
someone who also lives in the 
Pacific Northwest, I can speak 

764
00:42:47,120 --> 00:42:50,840
to how unbelievably creepy it 
can be for no reason all of the 

765
00:42:50,840 --> 00:42:58,520
time. 
All right, so I do have This is 

766
00:42:58,520 --> 00:43:00,720
a old bit of layout that I was 
working with. 

767
00:43:00,720 --> 00:43:05,680
I think they did this and 
December, so it's a little 

768
00:43:05,680 --> 00:43:09,320
outdated here, but I got 2 
slides here that kind of give 

769
00:43:09,320 --> 00:43:11,560
you an idea of what that looks 
like in practice. 

770
00:43:11,880 --> 00:43:15,520
Where sounds like a lot. 
But again, we're trying to be 

771
00:43:15,520 --> 00:43:19,800
easy to digest and easy to use. 
So this is cold water. 

772
00:43:20,480 --> 00:43:23,880
You might recognize cold water 
from the bloom. 

773
00:43:26,000 --> 00:43:27,840
This is one of our favorite 
settings working because it's 

774
00:43:27,840 --> 00:43:30,640
just, you know, it's a sleepy 
Pacific Northwest town that is 

775
00:43:30,640 --> 00:43:33,840
trapped in the past almost 
literally. 

776
00:43:35,240 --> 00:43:39,840
So cold water, we have our 
little bit of an introduction 

777
00:43:39,840 --> 00:43:41,400
talks a little bit about what 
cold water is. 

778
00:43:41,400 --> 00:43:44,800
Again, these are kind of written
in such a way where you already 

779
00:43:44,800 --> 00:43:47,960
know what cold water is, like 
reading 2 paragraphs because 

780
00:43:47,960 --> 00:43:49,920
it's very stereotypical on this 
by design. 

781
00:43:50,640 --> 00:43:52,880
We are going to do a map of the 
regions. 

782
00:43:52,880 --> 00:43:55,160
We're going to do a map of all 
of them in some capacity to give

783
00:43:55,160 --> 00:43:56,920
you a little bit something more 
to grab on to. 

784
00:43:56,920 --> 00:43:59,920
We haven't done that yet. 
That's coming. 

785
00:44:01,000 --> 00:44:06,040
Then you've got your points of 
interests here, where we kind of

786
00:44:06,040 --> 00:44:12,680
wanted to spread this between 
things that are noteworthy that 

787
00:44:12,680 --> 00:44:15,680
the investigators will be doing 
while they're at these places. 

788
00:44:15,680 --> 00:44:20,160
And then like the spooky 
locations where cold water is a 

789
00:44:20,160 --> 00:44:21,400
good example. 
That's because it's a pretty 

790
00:44:21,400 --> 00:44:24,720
good spread. 
You have the Cold Water Cafe in 

791
00:44:24,720 --> 00:44:27,760
the Lakeview Resort that gives 
you the place you're going to 

792
00:44:27,760 --> 00:44:29,400
eat when you come to town. 
That gives you the place you're 

793
00:44:29,400 --> 00:44:30,680
going to sleep when you come to 
town. 

794
00:44:31,240 --> 00:44:35,320
So your two kind of key bits of 
investigator like needs when 

795
00:44:35,320 --> 00:44:37,840
once you get there. 
And then the rest of it is kind 

796
00:44:37,840 --> 00:44:40,440
of just like the weird shit 
that's happening around town or 

797
00:44:40,440 --> 00:44:43,280
at least connected to it. 
Where came cold water? 

798
00:44:44,520 --> 00:44:45,960
Has some camper stuff gone 
missing? 

799
00:44:46,880 --> 00:44:48,840
The bloom itself is kind of 
focused around that, at least 

800
00:44:48,840 --> 00:44:51,240
for the onset. 
A cold water lake is just the 

801
00:44:51,240 --> 00:44:53,880
caldera lake that sits on the 
edge of the town. 

802
00:44:54,280 --> 00:44:58,440
You know, it's a key part of the
narrative aspect of it, but 

803
00:44:58,440 --> 00:45:00,200
there's not a whole ton of 
interesting stuff going on 

804
00:45:00,200 --> 00:45:02,520
there. 
And then we got the Pikmin Lodge

805
00:45:02,520 --> 00:45:05,320
in the Heinz Farm. 
The Pikmin Lodge is where the 

806
00:45:05,320 --> 00:45:07,200
Bureau intersects with the 
setting. 

807
00:45:07,480 --> 00:45:09,560
So can, we've already talked 
about the Bureau in a previous 

808
00:45:09,680 --> 00:45:12,400
section here. 
We can see, OK, now the Bureau 

809
00:45:12,400 --> 00:45:16,520
has a presence in cold water. 
And then Heinz Farm is where 

810
00:45:17,080 --> 00:45:19,520
shit went down previously. 
And it might be one of the 

811
00:45:19,520 --> 00:45:22,400
things you're investigating when
you get to Cold Water. 

812
00:45:23,320 --> 00:45:25,440
So again, you've got your 
introduction, you've got your 

813
00:45:25,440 --> 00:45:27,800
locations here, you've got a 
little bit of map that puts them

814
00:45:27,800 --> 00:45:29,160
all into context with each 
other. 

815
00:45:29,160 --> 00:45:31,480
So you can, you can use these to
run in your sessions. 

816
00:45:32,520 --> 00:45:35,640
And then, you know, Cold Water 
is only two more pages where we 

817
00:45:35,640 --> 00:45:38,360
have our key NPCS and our 
investigation threads where 

818
00:45:39,480 --> 00:45:41,080
these are all people that we 
pulled from the bloom. 

819
00:45:41,160 --> 00:45:43,240
You know, we've kind of reworked
them, not really reworked them, 

820
00:45:43,240 --> 00:45:46,040
but rewritten them to be more 
applicable to this general 

821
00:45:46,040 --> 00:45:48,920
setting compared to the specific
happenings there. 

822
00:45:49,600 --> 00:45:52,640
So you have the mayor, the 
sheriff, the the person who runs

823
00:45:52,640 --> 00:45:56,880
the diner, the two Bureau 
agents, the minister for the 

824
00:45:56,880 --> 00:45:58,920
Church of Celestial Science, 
adding in another one of our 

825
00:45:58,920 --> 00:46:02,160
factions here, again, using the 
space to play upon something 

826
00:46:02,160 --> 00:46:05,800
we've previously written. 
And then you have the park 

827
00:46:05,800 --> 00:46:08,040
Ranger for Camp Coldwater. 
So we got some putting somebody 

828
00:46:08,040 --> 00:46:09,440
in the location we just 
detailed. 

829
00:46:10,800 --> 00:46:13,520
Each of these people have their 
own, you know, fun things going 

830
00:46:13,520 --> 00:46:14,840
on. 
They have their desires and 

831
00:46:14,840 --> 00:46:18,520
their secrets. 
Where it's a role play aid, 

832
00:46:18,520 --> 00:46:20,520
where it's the thing that they 
want to do, the thing that 

833
00:46:20,520 --> 00:46:23,040
they're going to be engaged in, 
and then the little secret thing

834
00:46:23,040 --> 00:46:26,440
that the investigators might 
find out about, talking about. 

835
00:46:26,440 --> 00:46:31,600
You know, Angela and Brett, for 
the Bureau agents, you know, it 

836
00:46:31,600 --> 00:46:34,280
is a secret that they are agents
of the Bureau because they're 

837
00:46:34,280 --> 00:46:36,880
undercover. 
But if you start looking into 

838
00:46:36,880 --> 00:46:40,760
them, it won't be that hard to 
find out what the actual secret 

839
00:46:40,760 --> 00:46:43,280
is, is that they both infected 
been infected by the shadow, 

840
00:46:43,280 --> 00:46:44,720
which we just talked about a 
minute ago. 

841
00:46:45,600 --> 00:46:49,320
And they're going to make things
worse in cold water if they're 

842
00:46:49,320 --> 00:46:54,360
not managed. 
So again, using the space we 

843
00:46:54,360 --> 00:46:57,640
have limited things easy to use 
calling back to other stuff in a

844
00:46:57,640 --> 00:47:00,800
book, a constant series of 
references here to build what I 

845
00:47:00,800 --> 00:47:02,280
like to call the web of 
information. 

846
00:47:04,360 --> 00:47:08,760
And then we get into our 
investigation threads where we 

847
00:47:10,280 --> 00:47:12,560
knew we were getting into a huge
book here. 

848
00:47:12,560 --> 00:47:14,560
We already going to have 
scenarios. 

849
00:47:14,840 --> 00:47:17,560
We didn't want to like write a 
scenario for cold water 

850
00:47:18,040 --> 00:47:20,520
completely, you know, front to 
back, even though we do have a 

851
00:47:20,520 --> 00:47:21,640
scenario for cold water in the 
book. 

852
00:47:22,560 --> 00:47:26,240
I'll talk about that later. 
So with our investigation 

853
00:47:26,240 --> 00:47:30,040
threads, we wanted to again, 
leverage our web of information,

854
00:47:31,160 --> 00:47:34,400
give you 2 things that you can 
build your adventure out of in 

855
00:47:34,400 --> 00:47:36,760
each of these locations. 
So for cold water, we have the 

856
00:47:36,760 --> 00:47:39,080
cold water lake incident and 
what we're calling a creeping 

857
00:47:39,080 --> 00:47:42,160
terror. 
The cold water lake incident is 

858
00:47:42,360 --> 00:47:45,560
if you want to go into the 
shadow, this is giving you a 

859
00:47:45,560 --> 00:47:48,160
place to go do that. 
Cold water has already been 

860
00:47:48,160 --> 00:47:50,920
fucked up by this and it's going
to happen again, at least 

861
00:47:50,920 --> 00:47:52,320
according to this investigation 
thread. 

862
00:47:53,000 --> 00:47:55,640
So we give you the basic 
details. 

863
00:47:55,640 --> 00:47:57,960
This is what's going on. 
This is how you get your 

864
00:47:57,960 --> 00:48:01,120
investigators involved. 
We provide a series of clues 

865
00:48:01,120 --> 00:48:02,680
that they can follow. 
Again, this is not really 

866
00:48:02,680 --> 00:48:04,560
prescriptive. 
It's just things to keep in mind

867
00:48:04,560 --> 00:48:07,200
as they're pushing into the 
setting we've just detailed and 

868
00:48:07,200 --> 00:48:10,760
then we're linking additional 
resources that you can then pull

869
00:48:10,760 --> 00:48:14,320
from the rest of the book to 
build out the scenario into a 

870
00:48:14,320 --> 00:48:18,840
proper scenario. 
We look at the creeping terror 

871
00:48:18,840 --> 00:48:21,360
or creeping terror really just 
like sets up the bloom. 

872
00:48:21,400 --> 00:48:25,280
You know, we, we wrote it out in
a little more of a generic way, 

873
00:48:25,280 --> 00:48:27,040
but it's, you know, we're 
talking about the bloom there. 

874
00:48:29,200 --> 00:48:31,280
But so all of our major 
locations are going to have this

875
00:48:31,280 --> 00:48:33,680
same kind of set up here. 
You know, we give the details, 

876
00:48:33,680 --> 00:48:35,880
we get the points of interest, 
we give the MPCS, we give 

877
00:48:35,880 --> 00:48:38,760
investigation threads. 
All the stuff connects to what 

878
00:48:38,760 --> 00:48:44,280
we have previously written. 
So you in 30 minutes can make 5 

879
00:48:44,280 --> 00:48:46,800
sessions worth of content. 
Just take your investigation 

880
00:48:46,800 --> 00:48:48,640
thread, take your town, take 
your PCs. 

881
00:48:49,400 --> 00:48:52,280
I look how usable this is and I 
really appreciate how much 

882
00:48:52,280 --> 00:48:56,520
you've folded in like the Bloom 
and like the Bureau and like 

883
00:48:56,920 --> 00:49:00,160
references to other things that 
then someone like I who has 

884
00:49:00,160 --> 00:49:02,880
those things can like 
extrapolate on. 

885
00:49:03,680 --> 00:49:07,680
But you don't necessarily need 
those things to like appreciate 

886
00:49:07,680 --> 00:49:10,520
this like little setup. 
Yeah, that was again a pretty 

887
00:49:10,520 --> 00:49:13,040
big focus here where it's like 
we're we are setting up the 

888
00:49:13,040 --> 00:49:15,920
bloom in this investigation 
thread, but you don't need to 

889
00:49:15,960 --> 00:49:18,400
own the scene to do it. 
Like you could make up the 

890
00:49:18,400 --> 00:49:21,600
scenario we put everything 
that's in the bloom is in this 

891
00:49:21,600 --> 00:49:26,360
book just in the sections. 
So you you could rebuild that 

892
00:49:26,360 --> 00:49:27,560
scenario without us having to do
it. 

893
00:49:27,560 --> 00:49:30,200
But if you do have the bloom, 
here's some additional 

894
00:49:30,200 --> 00:49:32,640
background, here's some more 
things that you can do to make 

895
00:49:32,640 --> 00:49:40,560
this better. 
OK, then we're getting into our 

896
00:49:40,560 --> 00:49:44,400
appendices here. 
There's a couple things I want 

897
00:49:44,400 --> 00:49:46,240
to talk about in regards to 
these guys. 

898
00:49:46,840 --> 00:49:51,520
So dependencies is just like 
everything else, you know, for 

899
00:49:51,520 --> 00:49:54,360
the system, the stuff that we 
thought was going to be useful, 

900
00:49:54,840 --> 00:49:57,040
but it didn't make much sense to
kind of like inject it into the 

901
00:49:57,040 --> 00:49:58,800
other chapters. 
These are supposed to be easier 

902
00:49:58,800 --> 00:50:01,360
stuff to reference. 
One of the big ones is that we 

903
00:50:01,360 --> 00:50:04,640
have a new series of optional 
mechanics that we are 

904
00:50:04,640 --> 00:50:07,400
introducing. 
Instead of modifying liminal 

905
00:50:07,400 --> 00:50:09,920
horror to make it more 
mechanically interesting, we've 

906
00:50:09,920 --> 00:50:13,040
written these supplementary 
sections where you can use them 

907
00:50:13,040 --> 00:50:16,360
if you want. 
The two big ones that we have, I

908
00:50:16,360 --> 00:50:18,600
think we have more than this, 
but the ones that are in my mind

909
00:50:18,600 --> 00:50:21,640
is we have, we're calling the 
survival horror mechanics and 

910
00:50:21,640 --> 00:50:26,920
the tactical combat mechanics. 
Survival horror is, you know, 

911
00:50:26,920 --> 00:50:29,000
we're already calling the moral 
horror survival horror PG. 

912
00:50:29,120 --> 00:50:32,560
But these additional mechanics 
are really focusing in on 

913
00:50:32,880 --> 00:50:36,280
basically just like the resource
management aspect of survival 

914
00:50:36,280 --> 00:50:42,360
horror where we give stuff for 
tracking weapon ammunition. 

915
00:50:42,440 --> 00:50:44,360
You know, it's not a, it's not 
really a part of the basic of 

916
00:50:44,360 --> 00:50:46,720
the horror because we don't 
really care about it in the 

917
00:50:46,720 --> 00:50:49,160
simplicity of the system. 
But if you do care about it, 

918
00:50:49,280 --> 00:50:52,160
here's some mechanics. 
We talked a little bit about it,

919
00:50:52,160 --> 00:50:55,680
like crafting resources. 
You know, you can go pick up 

920
00:50:55,680 --> 00:50:58,400
shit on the ground and like tape
it to your bat and now your bat 

921
00:50:58,400 --> 00:51:00,560
does a little more damage just 
like stuff like that. 

922
00:51:01,200 --> 00:51:04,400
But again, we're trying to keep 
these easy, simple to use and 

923
00:51:04,600 --> 00:51:07,080
cohesive with what liminal 
horror already is. 

924
00:51:07,080 --> 00:51:10,640
So powering through a couple of 
like small little things, here's

925
00:51:10,640 --> 00:51:13,040
how you make a little bit more 
robust If you want to focus on 

926
00:51:13,040 --> 00:51:14,200
the stuff, but you don't have 
to. 

927
00:51:15,400 --> 00:51:21,040
Then we've got the tactical 
combat mechanics are what I 

928
00:51:21,040 --> 00:51:23,280
think is pretty interesting and 
I'm probably going to use them 

929
00:51:23,280 --> 00:51:28,680
going forward myself. 
We're it's just breaking combat 

930
00:51:28,680 --> 00:51:32,000
down into something a little bit
more mechanized. 

931
00:51:32,000 --> 00:51:35,040
It's probably the wrong way to 
describe it, but it's giving you

932
00:51:35,040 --> 00:51:37,080
a little bit more. 
You know, combat in liminal 

933
00:51:37,080 --> 00:51:40,040
horror is pretty one note 
because the idea is, is that 

934
00:51:40,040 --> 00:51:43,240
you're trying to do everything 
you can not to get into combat. 

935
00:51:43,920 --> 00:51:47,000
Makes sense. 
So when the time combat comes, 

936
00:51:47,120 --> 00:51:51,720
it's just bang, bang, bang, 
you're dead, you know, so you're

937
00:51:51,720 --> 00:51:54,240
you're using every dirty tricky 
and available in order to kind 

938
00:51:54,240 --> 00:51:56,320
of avoid it. 
But what if you don't want to 

939
00:51:56,320 --> 00:51:58,120
avoid it? 
What if you want your Resident 

940
00:51:58,120 --> 00:52:00,520
Evil 4 experience where you're 
going and you're given fucking 

941
00:52:00,520 --> 00:52:04,240
suplexes to zombies? 
Here you go. 

942
00:52:04,480 --> 00:52:05,720
We got a little bit of 
maneuvers. 

943
00:52:05,720 --> 00:52:10,560
We got a little bit of, we break
down combat into a new 

944
00:52:11,080 --> 00:52:16,320
initiative system based around 
fast and slow actions, where if 

945
00:52:16,320 --> 00:52:19,320
you want to act before the 
adversaries, you do a fast 

946
00:52:19,320 --> 00:52:20,840
action, but it's just like one 
thing. 

947
00:52:21,080 --> 00:52:24,120
And if you want to, if you want 
to do more within your combat 

948
00:52:24,120 --> 00:52:26,120
round, you get a slow action 
unless you kind of do like two 

949
00:52:26,120 --> 00:52:30,560
things, stuff like that. 
The play test worked out like 

950
00:52:30,560 --> 00:52:32,600
really well and I'm actually 
pretty excited about it. 

951
00:52:32,600 --> 00:52:35,880
But again, it it doesn't drag it
down, which is the big thing. 

952
00:52:36,280 --> 00:52:41,320
It's all just adding a little 
bit more complexity without 

953
00:52:41,320 --> 00:52:44,840
slowing down the pace of the 
combat and without feeling like 

954
00:52:44,840 --> 00:52:46,280
it's something different than 
the middle horror. 

955
00:52:46,840 --> 00:52:51,040
I love roles like tactical 
combat, like just having like a 

956
00:52:51,040 --> 00:52:54,560
couple more options just opens 
up so much and that sounds 

957
00:52:54,560 --> 00:52:57,160
awesome. 
Yeah, it's like The thing is, 

958
00:52:57,200 --> 00:52:59,440
all of these options are already
present in the middle horror. 

959
00:53:00,400 --> 00:53:03,160
It's just they're not obvious. 
You know, like you can grapple 

960
00:53:03,160 --> 00:53:07,040
in the middle, horror you can, 
you know, you can suplex, you 

961
00:53:07,040 --> 00:53:10,760
can do all this stuff. 
It's just not in a way that is 

962
00:53:10,760 --> 00:53:14,280
mechanically digestible because 
it's all following the same set 

963
00:53:14,280 --> 00:53:15,640
of rules of the game is built 
upon. 

964
00:53:15,640 --> 00:53:18,240
So when somebody's approaching 
this and they're expecting 

965
00:53:18,280 --> 00:53:21,640
combat to be broken down in a 
little more traditional manner, 

966
00:53:21,640 --> 00:53:23,600
they won't necessarily know that
those options are there. 

967
00:53:23,880 --> 00:53:26,480
But if you go read this book, 
hey, here's all these options 

968
00:53:26,480 --> 00:53:29,320
that are just written out now in
a way that you can use if they 

969
00:53:29,320 --> 00:53:35,800
are useful to you. 
We also added character funnels 

970
00:53:35,880 --> 00:53:37,440
in as part of optional 
mechanics. 

971
00:53:39,200 --> 00:53:43,680
You know, I got my start writing
zenes for funnels for OSE, so I 

972
00:53:43,680 --> 00:53:45,040
thought that would be fun 
inclusion. 

973
00:53:45,800 --> 00:53:47,600
But again, we ran a play test of
that. 

974
00:53:47,600 --> 00:53:50,680
It went fucking spectacular. 
It's really just like you could 

975
00:53:50,680 --> 00:53:52,200
run a funnel with a little 
horror characters. 

976
00:53:52,200 --> 00:53:55,120
They're already dead simple. 
We're making them a little more 

977
00:53:55,120 --> 00:53:57,480
simple so that you can make it a
little easier. 

978
00:54:00,920 --> 00:54:03,960
And then beyond that, our 
appendices have expanded 

979
00:54:03,960 --> 00:54:06,840
resources. 
We've got new fallout, we've got

980
00:54:06,840 --> 00:54:10,440
a bunch of new archetypes, a 
bunch of shit load of NPCS we 

981
00:54:10,440 --> 00:54:14,320
put into here, just like a bunch
of shit that you can supplement 

982
00:54:14,320 --> 00:54:18,800
your existing stuff. 
And primarily we put them here 

983
00:54:18,800 --> 00:54:20,640
so it keeps the rest of the 
sections clear because, you 

984
00:54:20,640 --> 00:54:23,040
know, we can go for pages and 
pages for NPCS, but it didn't 

985
00:54:23,040 --> 00:54:25,400
make much sense to put them in 
the other section. 

986
00:54:25,400 --> 00:54:30,000
And we've broken down Fallout 
here in a couple of interesting 

987
00:54:30,000 --> 00:54:33,520
ways, where at the front of the 
book in the investigator 

988
00:54:33,520 --> 00:54:35,640
section, you're going to have a 
list of, I think 12 Fallout that

989
00:54:35,640 --> 00:54:39,320
we have there that you can use. 
But they're, they're really kind

990
00:54:39,320 --> 00:54:41,320
of random. 
You know, fall load is always 

991
00:54:41,320 --> 00:54:43,400
tied to the horrors in some 
manner. 

992
00:54:43,400 --> 00:54:45,240
You know, it is the horrors 
trying to corrupt you. 

993
00:54:45,640 --> 00:54:49,080
So it's not always great to have
a random list of fallouts 

994
00:54:49,080 --> 00:54:51,280
because they might not be like 
narratively cohesive with the 

995
00:54:51,280 --> 00:54:53,720
scenario you're running. 
So we've got that generic 

996
00:54:53,720 --> 00:54:55,360
section up at the front. 
So we've done with the 

997
00:54:55,360 --> 00:54:58,480
appendices here as we've, we've 
introduced a bunch more, we've 

998
00:54:58,480 --> 00:55:04,080
broken them down into I think 
it's 66 tables, something like 

999
00:55:04,080 --> 00:55:05,280
that. 
We're I think we're still 

1000
00:55:05,280 --> 00:55:08,280
tweaking that a little bit too. 
But so you've got thematically 

1001
00:55:08,280 --> 00:55:11,760
linked fallout now, whether 
you're like getting infected by 

1002
00:55:11,760 --> 00:55:15,240
something specific or let's say 
your resonance artifact is 

1003
00:55:15,240 --> 00:55:17,280
keeping you fall out. 
So we've got these different 

1004
00:55:17,280 --> 00:55:19,440
sections here that you can kind 
of pull that are a little easier

1005
00:55:19,440 --> 00:55:22,960
to use for what you need them to
be rather than being random 

1006
00:55:22,960 --> 00:55:28,400
list. 
I'm going to talk a little bit 

1007
00:55:28,400 --> 00:55:31,440
about this in a second here 
because I've got examples of it.

1008
00:55:31,440 --> 00:55:34,040
But one of our big things is the
generic locations. 

1009
00:55:34,720 --> 00:55:36,320
And again, I'll talk about that 
in a minute here. 

1010
00:55:37,040 --> 00:55:39,640
And then are you in our final 
section for the appendices is 

1011
00:55:39,640 --> 00:55:42,000
just a reference A it's just a 
few pages in the back. 

1012
00:55:42,000 --> 00:55:45,680
It's like, here's the one page 
sheet to, you know, look at the 

1013
00:55:45,680 --> 00:55:47,600
rules. 
Here's how to quickly create a 

1014
00:55:47,600 --> 00:55:48,920
character. 
You know, like little little 

1015
00:55:48,920 --> 00:55:52,680
stuff like that. 
The best thing to have at the 

1016
00:55:52,680 --> 00:55:53,920
end of the book. 
I love it. 

1017
00:55:56,800 --> 00:55:59,000
Let's see, Yeah. 
And then I think I've got two, 

1018
00:55:59,000 --> 00:56:01,440
yeah, two slides here for our 
generic locations. 

1019
00:56:03,440 --> 00:56:06,720
This was one of the things we 
wanted to do most with the Menor

1020
00:56:06,840 --> 00:56:13,360
this deluxe edition where again,
focused, getting horror to the 

1021
00:56:13,360 --> 00:56:14,360
table. 
How do you do it? 

1022
00:56:14,360 --> 00:56:18,120
How do you build your scenarios?
How do you quickly make a 

1023
00:56:18,120 --> 00:56:19,680
session? 
You know, you have 1/2 hour to 

1024
00:56:19,680 --> 00:56:20,880
prep? 
How do you get that to the 

1025
00:56:20,880 --> 00:56:23,400
table? 
You take a generic location. 

1026
00:56:23,400 --> 00:56:26,120
You had a monster, you had a 
reason that monsters at that 

1027
00:56:26,120 --> 00:56:27,480
location. 
You have an adventure, you have 

1028
00:56:27,480 --> 00:56:30,840
a session to play. 
So the generic locations, we've 

1029
00:56:30,840 --> 00:56:35,000
done the boring work for you. 
We make it a little map, give 

1030
00:56:35,000 --> 00:56:38,960
you some general descriptions. 
Then you take that, you add the 

1031
00:56:38,960 --> 00:56:42,280
horror and you have a session. 
So we're going to have like, I 

1032
00:56:42,600 --> 00:56:44,880
think like 30 of these. 
I don't remember that the list 

1033
00:56:44,880 --> 00:56:50,160
off the top of my head, but 
they're all sort of thematically

1034
00:56:50,160 --> 00:56:54,160
broken down into various 
categories where, you know, this

1035
00:56:54,160 --> 00:56:57,080
is the city, this is the 
countryside, this is, you know, 

1036
00:56:57,080 --> 00:56:59,400
the sewers beneath the city, you
know, stuff like that. 

1037
00:57:00,800 --> 00:57:08,880
Where again, the idea is 
modularity, you know, take these

1038
00:57:08,880 --> 00:57:10,760
things. 
These are really common horror 

1039
00:57:10,760 --> 00:57:12,560
locations. 
You know, we're here that we're 

1040
00:57:12,560 --> 00:57:14,480
showing on the page of your 
apartment complex and the 

1041
00:57:14,480 --> 00:57:18,360
apartment itself. 
So if you wanted to run Evil 

1042
00:57:18,360 --> 00:57:22,280
Dead Rise, let's say, you know, 
like copy what happens in the 

1043
00:57:22,280 --> 00:57:25,040
movie, you get trapped in the 
floor of an apartment, but the 

1044
00:57:25,040 --> 00:57:27,080
monsters in your apartment with 
you and you need to deal with 

1045
00:57:27,080 --> 00:57:28,440
that. 
You do this 2 pages. 

1046
00:57:29,200 --> 00:57:31,200
You have your apartment that you
can kind of fuck around with. 

1047
00:57:31,800 --> 00:57:33,200
You have the apartment complex 
floor. 

1048
00:57:33,200 --> 00:57:36,640
You can take some NPCS, use the 
cues that we give, add a couple 

1049
00:57:36,640 --> 00:57:38,000
of other interesting characters 
there. 

1050
00:57:38,240 --> 00:57:40,800
Then grab a monster, put that in
one of the apartments and then, 

1051
00:57:40,800 --> 00:57:42,800
you know, find some reason that 
the floor is taking off. 

1052
00:57:43,360 --> 00:57:45,360
So again, you have these the set
up here. 

1053
00:57:45,440 --> 00:57:47,360
You just need the ideas. 
Take the other stuff of the 

1054
00:57:47,360 --> 00:57:48,480
book. 
Do it. 

1055
00:57:48,640 --> 00:57:50,760
You got, you know, I guess that 
30 minutes worth of work and 

1056
00:57:50,760 --> 00:57:53,920
you've got 4 hours worth of play
at, you know, 30 minutes at 

1057
00:57:53,920 --> 00:57:58,080
most. 
I love this. 

1058
00:57:58,080 --> 00:58:03,000
This is by far maybe one of the 
most useful tools I've ever seen

1059
00:58:03,000 --> 00:58:05,640
because I cannot tell you how 
often I need like I mean generic

1060
00:58:05,640 --> 00:58:07,000
locations. 
You need them for almost every 

1061
00:58:07,000 --> 00:58:10,880
single game, but to have them 
already pre set up for you in 

1062
00:58:10,880 --> 00:58:13,840
the back? 
That's amazing actually. 

1063
00:58:13,840 --> 00:58:16,640
I love this. 
I. 

1064
00:58:16,760 --> 00:58:19,120
Understand why you wanted to get
this in the book, because this 

1065
00:58:19,120 --> 00:58:21,280
is unbelievably immediately 
useful. 

1066
00:58:21,720 --> 00:58:23,960
Yeah. 
And this is the kind of stuff 

1067
00:58:23,960 --> 00:58:27,120
that I like to run. 
Like I don't often run like 

1068
00:58:27,120 --> 00:58:33,200
published adventures. 
I like to have NPCS with 

1069
00:58:33,200 --> 00:58:36,040
motivations and I like to have 
locations and the adventures 

1070
00:58:36,040 --> 00:58:37,680
just kind of like what the 
players do. 

1071
00:58:38,040 --> 00:58:40,680
So having this in the book where
that's literally what you can do

1072
00:58:40,680 --> 00:58:42,720
and like all the pieces you've 
already talked about being able 

1073
00:58:42,720 --> 00:58:46,000
to like maybe have a thread, 
have some locations, have some 

1074
00:58:46,000 --> 00:58:48,920
people rolled it all up, have 
this like right in front of you 

1075
00:58:48,920 --> 00:58:51,480
and just go is exactly how I 
would use it. 

1076
00:58:51,480 --> 00:58:56,040
So that's it's awesome. 
One of the fun things too, is 

1077
00:58:56,040 --> 00:59:01,320
that we are we do have some 
practical applications of this 

1078
00:59:01,320 --> 00:59:02,880
in the book. 
Or at least that's the plan. 

1079
00:59:04,640 --> 00:59:06,480
We'll talk about stretch goals 
in a little bit, but I do want 

1080
00:59:06,480 --> 00:59:09,400
to kind of talk about one of 
them right now where our stretch

1081
00:59:09,400 --> 00:59:11,040
goals are adding scenarios into 
the book. 

1082
00:59:12,520 --> 00:59:15,720
One of them Silent Street 
Station. 

1083
00:59:15,720 --> 00:59:17,200
It's kind of high on our stretch
goals here. 

1084
00:59:17,200 --> 00:59:23,120
So we'll see if we get to it. 
But what that is going to do is 

1085
00:59:23,320 --> 00:59:28,040
take, we built the subway in our
generic locations, take the 

1086
00:59:28,040 --> 00:59:31,400
subway and at a horror, you 
know, we took a horror from the 

1087
00:59:31,400 --> 00:59:32,960
book. 
We smashed it together with the 

1088
00:59:32,960 --> 00:59:35,240
subway. 
And you've got a session to play

1089
00:59:35,800 --> 00:59:37,080
just out of those elements 
there. 

1090
00:59:37,080 --> 00:59:39,400
And we're kind of showing the 
application of it through one of

1091
00:59:39,400 --> 00:59:42,200
the scenarios that, you know, 
was included as a stretch goal. 

1092
00:59:43,480 --> 00:59:47,600
But what we also did in that 
scenario is we're writing ways 

1093
00:59:47,600 --> 00:59:51,360
in which you can expand it. 
And one of that those expansions

1094
00:59:51,360 --> 00:59:56,000
is taking what we have in our 
generic locations and adding it 

1095
00:59:56,000 --> 00:59:58,400
to it. 
So Silent Street Station is set 

1096
00:59:58,400 --> 01:00:00,120
in a subway. 
If you want two or three 

1097
01:00:00,120 --> 01:00:03,600
sessions out of it instead of 
one or two sessions, hey, that 

1098
01:00:03,600 --> 01:00:06,040
train leaves the station. 
It's something's going to happen

1099
01:00:06,040 --> 01:00:08,680
to that train. 
And now you're stuck in the 

1100
01:00:08,680 --> 01:00:11,480
tunnels. 
Go ahead and grab that sewer 

1101
01:00:11,560 --> 01:00:13,240
that we built for generic 
location. 

1102
01:00:13,480 --> 01:00:15,160
You've got a map, you have the 
rest of your adventure. 

1103
01:00:15,280 --> 01:00:17,600
You know you can search the 
sewer as you're trying to find a

1104
01:00:17,600 --> 01:00:19,240
way to escape back up to the 
Main St. 

1105
01:00:20,480 --> 01:00:23,000
So there there's two or three 
sessions worth content, just 

1106
01:00:23,040 --> 01:00:26,360
again using the base scenario, 
pulling the generic location and

1107
01:00:26,360 --> 01:00:28,880
adding in these extra little 
bits and bobs from the rest of 

1108
01:00:28,880 --> 01:00:33,840
the book. 
I will show off again. 

1109
01:00:33,840 --> 01:00:35,920
We got a couple more. 
This is the only other two ones 

1110
01:00:35,920 --> 01:00:39,920
we're showing off at the moment,
but a medical facility and a 

1111
01:00:39,920 --> 01:00:43,400
school. 
Again, pretty not standard, but 

1112
01:00:43,400 --> 01:00:45,840
pretty common places to have 
whores. 

1113
01:00:45,840 --> 01:00:48,400
If you want to have your little 
Resident Evil type situation 

1114
01:00:48,400 --> 01:00:50,880
here with an evil scientist 
doing something spooky, grab 

1115
01:00:50,880 --> 01:00:54,360
your medical facility, grab a 
NPC that's, you know, might be 

1116
01:00:54,360 --> 01:00:56,960
the scientist doing it and put a
couple monsters in that in that 

1117
01:00:57,240 --> 01:01:01,560
medical facility. 
Schools are pretty common place.

1118
01:01:01,560 --> 01:01:03,680
You know, there's let's say 
there's a serial killer that's 

1119
01:01:03,680 --> 01:01:06,160
out there praying upon people at
one of the schools. 

1120
01:01:06,400 --> 01:01:07,880
Now you got your school, go 
ahead. 

1121
01:01:07,880 --> 01:01:10,720
We built a slasher, you know, a 
generic monster that is supposed

1122
01:01:10,720 --> 01:01:13,600
to be the 70s and 80s horror 
killer. 

1123
01:01:14,000 --> 01:01:17,080
Grab your slasher, put them in 
the school, grab some NPCS, 

1124
01:01:17,080 --> 01:01:19,280
whatever. 
You got that basic set up here 

1125
01:01:20,320 --> 01:01:21,880
again with these, with these 
generic locations. 

1126
01:01:21,880 --> 01:01:23,640
These are actually two really 
good examples of it too. 

1127
01:01:24,080 --> 01:01:27,280
We don't want to give you 
everything because we're trying 

1128
01:01:27,280 --> 01:01:29,480
to keep them all down to one 
page, you know, quick, easy to 

1129
01:01:29,480 --> 01:01:31,880
use references. 
So we give you the big, the main

1130
01:01:31,880 --> 01:01:33,960
stuff. 
You know, in your medical 

1131
01:01:33,960 --> 01:01:37,320
facility, you know, lobby, the 
reception area, we detail a 

1132
01:01:37,320 --> 01:01:39,680
couple of the other rooms in 
there, you know, radiology, the 

1133
01:01:39,680 --> 01:01:43,360
operating suite, records room 
and so on and so forth that are 

1134
01:01:43,360 --> 01:01:46,720
kind of spread throughout. 
You can probably assume what's 

1135
01:01:46,720 --> 01:01:49,400
in the rest of these locations 
here just by some of the details

1136
01:01:49,400 --> 01:01:51,520
were given on the map. 
So you've got all of your 

1137
01:01:51,520 --> 01:01:53,320
patient rooms there. 
You've got what's clearly a 

1138
01:01:53,320 --> 01:01:57,600
meeting room in the top right 
corner and so on and so forth. 

1139
01:01:57,600 --> 01:01:59,400
So you can kind of extrapolate 
from the little bit of 

1140
01:01:59,400 --> 01:02:02,400
information that we do provide 
in the school set up. 

1141
01:02:02,400 --> 01:02:04,600
In the same way, you got to 
imagine a school is mostly going

1142
01:02:04,600 --> 01:02:06,480
to be classrooms. 
So we talk about the things that

1143
01:02:06,480 --> 01:02:09,440
aren't classrooms and then you 
can, you know, figure out the 

1144
01:02:09,440 --> 01:02:10,720
rest. 
It's not going to be that hard 

1145
01:02:10,720 --> 01:02:15,720
for you. 
Yeah, this is great. 

1146
01:02:15,760 --> 01:02:17,640
I'm so stoked about that, 
actually. 

1147
01:02:19,320 --> 01:02:21,240
Yeah, like that seems to be the 
thing that people are most 

1148
01:02:21,240 --> 01:02:23,600
excited for pretty much across 
the board when a real. 

1149
01:02:23,640 --> 01:02:28,400
Idea, you know. 
All right, so we're getting 

1150
01:02:28,400 --> 01:02:30,280
toward the end of the what I've 
got here. 

1151
01:02:30,280 --> 01:02:32,360
Yeah, two more things to talk 
about. 

1152
01:02:32,360 --> 01:02:37,080
I think you guys are going to 
like this one, the digital 

1153
01:02:37,080 --> 01:02:41,720
package. 
So this is going to probably 

1154
01:02:41,720 --> 01:02:47,160
kill us, but the deluxe edition 
is going to be as accessible as,

1155
01:02:47,160 --> 01:02:51,120
you know, 2 1/2 or 3 1/2 person 
team can make it. 

1156
01:02:54,440 --> 01:02:56,920
So the one thing is hyperlinking
the everlifting shit out of this

1157
01:02:56,920 --> 01:02:58,320
book. 
We we'll see it. 

1158
01:03:01,040 --> 01:03:04,040
We've already built in Page 
references in our manuscript 

1159
01:03:04,240 --> 01:03:05,720
what the stuff that needs to be 
referenced. 

1160
01:03:05,720 --> 01:03:08,120
And we're going to have to go 
through that incredibly 

1161
01:03:08,120 --> 01:03:12,480
painstaking process laying out 
the pages and hyperlinking 

1162
01:03:12,480 --> 01:03:14,240
everything in here so it's easy 
to use. 

1163
01:03:14,240 --> 01:03:16,040
Again, we're building that web 
of information. 

1164
01:03:16,040 --> 01:03:19,960
We have to support it now, so 
everything is clickable in 

1165
01:03:19,960 --> 01:03:22,520
theory when you get the PDFs, so
you'll be able to kind of zoom 

1166
01:03:22,560 --> 01:03:24,280
throughout the book whenever you
need to pull stuff together 

1167
01:03:24,280 --> 01:03:27,600
quickly. 
We're also planning on doing 

1168
01:03:27,600 --> 01:03:30,400
what we're calling modular play 
aids, but all that really means 

1169
01:03:30,400 --> 01:03:34,240
is taking the book and exporting
specific sections of it that are

1170
01:03:34,240 --> 01:03:39,360
going to be most useful to you. 
So we might have APDF of just 

1171
01:03:39,360 --> 01:03:41,240
the scenarios, you know that you
can pull out. 

1172
01:03:41,240 --> 01:03:43,160
So you don't need to open the 
whole book to you just quickly, 

1173
01:03:43,160 --> 01:03:45,200
I need to run this tonight. 
Here you go, I'm going to pull 

1174
01:03:45,200 --> 01:03:48,160
that out. 
Or it might be the modular 

1175
01:03:48,160 --> 01:03:50,800
mechanics from the the 
appendices. 

1176
01:03:50,800 --> 01:03:52,320
We're kind of an export of just 
those. 

1177
01:03:52,320 --> 01:03:55,120
So if you don't want to use both
survival horror and tactical 

1178
01:03:55,120 --> 01:03:57,920
combat, quickly grab the PDF for
survival horror. 

1179
01:03:57,920 --> 01:03:59,280
You know you're already using 
the rest of the book. 

1180
01:03:59,280 --> 01:04:05,240
You've got it there, easy to 
reference as part of the digital

1181
01:04:05,240 --> 01:04:07,200
package. 
We're going to take all those 

1182
01:04:07,200 --> 01:04:11,280
maps that we've made and give 
them like individual files, you 

1183
01:04:11,280 --> 01:04:14,320
know, clear backgrounds or 
transparent backgrounds so that 

1184
01:04:14,320 --> 01:04:16,800
you can either just paste them 
into a Word doc and print them 

1185
01:04:16,800 --> 01:04:20,880
out or drag them into your VTT, 
you know, easy to use. 

1186
01:04:20,880 --> 01:04:23,160
Again, we don't really have, you
know, like strict movement and 

1187
01:04:23,160 --> 01:04:25,120
tracking and all that bullshit. 
But sometimes you might want the

1188
01:04:25,120 --> 01:04:28,560
map viewable to the player. 
So those, those all be, you 

1189
01:04:28,560 --> 01:04:30,080
know, exported. 
It's going to kill us because 

1190
01:04:30,080 --> 01:04:32,080
that sucks. 
They're all built into the 

1191
01:04:32,080 --> 01:04:34,920
template. 
We will appreciate it. 

1192
01:04:35,760 --> 01:04:37,800
Yeah. 
And then we're also planning on 

1193
01:04:37,800 --> 01:04:42,760
including solo play aids. 
We're not. 

1194
01:04:43,120 --> 01:04:47,120
We're not really going to be 
including solo mechanics in the 

1195
01:04:47,120 --> 01:04:51,440
system, so to speak. 
There are a lot of really great 

1196
01:04:51,680 --> 01:04:54,720
like generators and ways to do 
solo play that already kind of 

1197
01:04:54,720 --> 01:04:56,880
exist. 
And to be honest, it's not 

1198
01:04:56,880 --> 01:05:01,480
really our Forte as a team. 
I believe somebody's currently 

1199
01:05:01,480 --> 01:05:04,880
working on like a third party 
set of solo rules for the middle

1200
01:05:04,880 --> 01:05:08,080
horror. 
So we don't, we don't need to 

1201
01:05:08,200 --> 01:05:12,960
necessarily make built in solo 
rules for the game, but we want 

1202
01:05:12,960 --> 01:05:16,960
to help support people that are 
doing solo play. 

1203
01:05:17,400 --> 01:05:20,360
So the solo play aids are really
just going to be like lists of 

1204
01:05:20,360 --> 01:05:23,040
tables and stuff. 
Whether we break those into the 

1205
01:05:23,040 --> 01:05:26,160
actual like tables broken out or
just provide lists of where to 

1206
01:05:26,160 --> 01:05:27,840
find the tables is a little up 
in the air 'cause we're still 

1207
01:05:27,840 --> 01:05:30,000
figuring this one out. 
But the idea being is that we 

1208
01:05:30,000 --> 01:05:34,200
want to give the people that are
playing in this way something 

1209
01:05:34,200 --> 01:05:36,360
that will make their life at 
least a little easier compared 

1210
01:05:36,360 --> 01:05:38,080
to flipping through a 300 page 
book. 

1211
01:05:41,240 --> 01:05:44,920
When we get into the future, 
there are a few things that we 

1212
01:05:44,920 --> 01:05:47,400
want to do to kind of elevate 
the digital aspect of this game 

1213
01:05:47,400 --> 01:05:51,440
as well. 
One is to create a, a system 

1214
01:05:51,440 --> 01:05:54,200
reference document or something 
kind of like a Creative Commons 

1215
01:05:54,200 --> 01:05:55,880
document. 
We're still figuring out what 

1216
01:05:55,880 --> 01:05:58,880
this is going to look like, but 
we are pretty committed to doing

1217
01:05:58,880 --> 01:06:02,280
it in the future. 
The idea being that we've we've 

1218
01:06:02,280 --> 01:06:03,560
written all the stuff for the 
book. 

1219
01:06:04,480 --> 01:06:09,960
We want people to use it. 
The big example is like we want 

1220
01:06:09,960 --> 01:06:12,880
to take the Bureau and put the 
Bureau into Creative Commons. 

1221
01:06:14,240 --> 01:06:18,120
The Bureau is a stand in, you 
know, evil government 

1222
01:06:18,120 --> 01:06:20,880
organization. 
So they're already kind of 

1223
01:06:20,880 --> 01:06:23,320
generic, even if we have given 
them some kind of neat specific 

1224
01:06:23,320 --> 01:06:26,960
details. 
But if you want to use the 

1225
01:06:26,960 --> 01:06:30,240
Bureau in your games, I want you
to use the Bureau in the games. 

1226
01:06:30,240 --> 01:06:33,040
There's nothing you're going to 
do with them that I particularly

1227
01:06:33,120 --> 01:06:35,000
would take offense to unless, 
you know, you're doing like 

1228
01:06:35,000 --> 01:06:38,800
normal offensive stuff because 
the Bureau is written as a stand

1229
01:06:38,800 --> 01:06:40,680
in. 
So we don't need to be like 

1230
01:06:40,680 --> 01:06:43,200
protective of that because if 
they're supposed to be generic. 

1231
01:06:43,200 --> 01:06:47,320
So we're going to give you the 
Bureau, some of the other stuff 

1232
01:06:47,320 --> 01:06:49,320
we were talking about putting 
monsters in there. 

1233
01:06:49,400 --> 01:06:51,600
We might do another faction. 
I think the Church of Celestial 

1234
01:06:51,600 --> 01:06:53,840
Science might end up in there, a
little collection there as well.

1235
01:06:54,280 --> 01:06:56,640
I want to put the town of cold 
water in there because that's 

1236
01:06:56,640 --> 01:06:58,520
another one of those things 
where it's like, you know, cold 

1237
01:06:58,520 --> 01:07:01,120
water is intentionally supposed 
to be this generic, you know, 

1238
01:07:01,240 --> 01:07:04,640
mountainside town. 
Again, it has all these details.

1239
01:07:04,640 --> 01:07:06,840
But if you want to set your 
adventures in cold water, I 

1240
01:07:06,840 --> 01:07:09,520
would love to see what somebody 
else's cold water looks like. 

1241
01:07:10,760 --> 01:07:15,040
So we'll, we'll figure this out.
This is a post book problem, but

1242
01:07:15,040 --> 01:07:19,560
the intention is to open things 
up a little bit so that we can 

1243
01:07:19,560 --> 01:07:22,000
kind of engage a little bit more
directly with the community and 

1244
01:07:22,000 --> 01:07:24,600
then people can create things 
that feel cohesive with what 

1245
01:07:24,600 --> 01:07:28,400
we're already working on. 
And then we also want to do a 

1246
01:07:28,760 --> 01:07:33,160
template in that same vein where
we have created a liminal horror

1247
01:07:33,360 --> 01:07:36,920
template in Affinity for the 
Horse of the Americas game jam 

1248
01:07:36,920 --> 01:07:40,000
that's currently going on right 
now where it's set up. 

1249
01:07:40,000 --> 01:07:43,160
So you take your text, you can 
put it in there, you export it. 

1250
01:07:43,320 --> 01:07:45,560
You know, it's a super basic 2 
column layout, but it looks 

1251
01:07:45,560 --> 01:07:46,800
nice. 
I picked some pretty cool 

1252
01:07:46,800 --> 01:07:50,240
typefaces for it. 
So if you've never done anything

1253
01:07:50,240 --> 01:07:53,960
like that before, as long as you
get the program, Bing BA boom. 

1254
01:07:55,240 --> 01:07:58,160
So we want to take that and make
it a little more robust, give it

1255
01:07:58,160 --> 01:08:00,680
some different size options, 
make it like a proper template. 

1256
01:08:00,680 --> 01:08:02,720
It was really just like a 
weekend project for me to get 

1257
01:08:02,720 --> 01:08:05,240
something that was usable. 
So let's make it something 

1258
01:08:05,240 --> 01:08:06,840
that's a little more than 
usable. 

1259
01:08:07,800 --> 01:08:09,720
But again, this is future stuff.
I don't know what I'm going to 

1260
01:08:09,720 --> 01:08:11,480
do it. 
It is in the works though. 

1261
01:08:14,720 --> 01:08:17,479
And then we can talk quickly 
about stretch goals. 

1262
01:08:18,760 --> 01:08:20,120
So we've just been lining up 
here. 

1263
01:08:20,120 --> 01:08:23,279
The the ones that were going to 
be easiest for us, we're going 

1264
01:08:23,279 --> 01:08:25,279
to be the scenarios. 
We've already got a little bit 

1265
01:08:25,279 --> 01:08:26,760
of a start on them. 
We know what we want them to 

1266
01:08:26,760 --> 01:08:30,080
look like. 
So we're going to problem up for

1267
01:08:30,080 --> 01:08:32,760
you. 
You know, 40K we're talking, I 

1268
01:08:32,760 --> 01:08:34,960
think 30 is our funding goal 
right now. 

1269
01:08:34,960 --> 01:08:37,240
And some of these numbers might 
change as we get a little closer

1270
01:08:37,240 --> 01:08:40,200
to the 15th because we're, we're
still tweaking things behind the

1271
01:08:40,200 --> 01:08:43,920
scenes, especially when it comes
to tariffs that might completely

1272
01:08:44,160 --> 01:08:50,200
screw this whole project over. 
So our current plan right now as

1273
01:08:50,200 --> 01:08:53,080
it's set out is to kind of split
this up into this this pretty 

1274
01:08:53,080 --> 01:08:58,439
tier structure here where adding
in the scenarios into the book 

1275
01:08:58,439 --> 01:09:00,479
give you guys a little bit more 
something direct to play with as

1276
01:09:00,520 --> 01:09:02,439
opposed to, you know, the tool 
kit that we've got here. 

1277
01:09:03,560 --> 01:09:05,359
The first is the Cam Coldwater 
scenario. 

1278
01:09:05,359 --> 01:09:10,560
We played the proto version of 
that on this very channel a year

1279
01:09:10,560 --> 01:09:16,319
and such ago. 
I think it's been a minute when?

1280
01:09:17,439 --> 01:09:20,479
Was that actually? 
Let's see. 

1281
01:09:21,319 --> 01:09:24,240
Been a while, but so Cam 
Coldwater, we took the notes 

1282
01:09:24,240 --> 01:09:27,319
that I had that I'd put together
for that adventure, and we're 

1283
01:09:27,319 --> 01:09:28,800
making that into like a real 
thing. 

1284
01:09:29,160 --> 01:09:30,840
We got a little bit of a preview
right here. 

1285
01:09:33,000 --> 01:09:36,040
Cult classic. 
So King Cold Water is like a one

1286
01:09:36,040 --> 01:09:37,760
session thing. 
It's your starter adventure. 

1287
01:09:37,960 --> 01:09:39,840
You can use it as an intro to 
the bloom if you want. 

1288
01:09:39,840 --> 01:09:42,439
You can run it as a con. 
You know, we could also give you

1289
01:09:42,439 --> 01:09:44,000
some options for taking a little
bit further. 

1290
01:09:45,920 --> 01:09:51,640
Cult classic is more of a slow 
burn investigation type of deal.

1291
01:09:52,040 --> 01:09:56,760
You're going to. 
So an actress has disappeared. 

1292
01:09:56,800 --> 01:10:00,440
It might be involved with the 
Church of Celestial Science and 

1293
01:10:00,440 --> 01:10:04,400
you're going to go to the House 
of this director who's hosting a

1294
01:10:04,400 --> 01:10:06,800
party that this actress is 
supposed to be present at. 

1295
01:10:06,800 --> 01:10:08,600
So you're going out there, 
you're interacting with a bunch 

1296
01:10:08,600 --> 01:10:12,600
of people, big social sort of 
mystery thing that turns weird 

1297
01:10:12,600 --> 01:10:14,640
towards the end, but I don't 
want to spoil why. 

1298
01:10:16,320 --> 01:10:20,440
And then our third one here for 
at least for the scenarios is 

1299
01:10:20,840 --> 01:10:23,320
Silent Street Station. 
I talked a little bit about that

1300
01:10:23,320 --> 01:10:25,160
before. 
Silent Street Station is it? 

1301
01:10:25,160 --> 01:10:27,520
It's designed to be a funnel 
scenario to kind of support 

1302
01:10:27,520 --> 01:10:34,040
those funnel rules that we have,
but it's takes the some of our 

1303
01:10:34,040 --> 01:10:37,720
generic locations, adds a 
monster into it and sets you up 

1304
01:10:37,720 --> 01:10:39,440
so you get a session worth of 
play. 

1305
01:10:39,440 --> 01:10:41,080
And again, I already talked 
about it, but you have 

1306
01:10:41,080 --> 01:10:44,440
additional options to expand 
that beyond that first session 

1307
01:10:44,440 --> 01:10:46,240
that are kind of written into 
the scenario itself. 

1308
01:10:47,360 --> 01:10:49,200
So we'll see how we do. 
When it comes to these stretch 

1309
01:10:49,200 --> 01:10:51,080
goals. 
We're pretty optimistic based on

1310
01:10:51,080 --> 01:10:53,120
some of the buzz that we're 
we're currently getting here, 

1311
01:10:53,440 --> 01:10:56,600
but some of that might be a 
little depressed given the state

1312
01:10:56,600 --> 01:11:01,560
of the world. 
But you know, let's say that we 

1313
01:11:01,560 --> 01:11:04,640
we get, you know, well beyond 
this point and it meets our 

1314
01:11:04,640 --> 01:11:06,360
wildest dreams. 
You know, we're already, you 

1315
01:11:06,360 --> 01:11:09,320
know, stretching, probably 
saying 100,000, but let's say it

1316
01:11:09,320 --> 01:11:11,560
does spectacular. 
We've got some other stuff in 

1317
01:11:11,560 --> 01:11:15,360
mind, like our pie in the sky 
ideas, basically just like more 

1318
01:11:15,360 --> 01:11:18,640
scenarios and more like cool 
things that we can add on here 

1319
01:11:18,640 --> 01:11:20,400
too. 
But so there's more that we 

1320
01:11:20,400 --> 01:11:22,400
have, you know, kind of like 
toiling in the background 

1321
01:11:22,400 --> 01:11:24,560
waiting for us to reach the 
point where we need to make it. 

1322
01:11:26,640 --> 01:11:30,160
Let's stay on October 20th, 
2023. 

1323
01:11:30,600 --> 01:11:32,600
Oh, I had it. 
I was waiting for a pause so. 

1324
01:11:32,760 --> 01:11:33,960
Oh, I wasn't. 
I just jumped in. 

1325
01:11:35,720 --> 01:11:37,880
Yeah. 
So I think that is the one we're

1326
01:11:37,880 --> 01:11:39,560
embedding on the backer kit 
page. 

1327
01:11:39,560 --> 01:11:42,480
So folks will be able to kind of
quickly go see it. 

1328
01:11:45,200 --> 01:11:46,960
But yeah, yeah, if you're 
watching this right now and you 

1329
01:11:46,960 --> 01:11:49,400
want a good example about what 
we want to be including in this 

1330
01:11:49,400 --> 01:11:54,160
book, go watch that actual play 
because the scenario as it's 

1331
01:11:54,160 --> 01:11:57,040
written is sticks pretty close 
to those original notes. 

1332
01:11:57,040 --> 01:12:05,800
So I think it's a good example. 
I lost my train of thought. 

1333
01:12:05,840 --> 01:12:13,880
You're welcome. 
So that's about it for me. 

1334
01:12:16,480 --> 01:12:18,440
I'm so excited for this. 
I really am. 

1335
01:12:18,440 --> 01:12:21,600
I think this is a really great 
evolution of Limb Lahore and I'm

1336
01:12:21,600 --> 01:12:25,120
looking forward to the book. 
And I really like, like I run a 

1337
01:12:25,120 --> 01:12:28,080
lot of my games from my iPad 
while we're playing. 

1338
01:12:28,080 --> 01:12:30,880
So I really love like the 
modular aspect to the digital 

1339
01:12:30,880 --> 01:12:33,160
editions where I can just pull 
up the section that I need at 

1340
01:12:33,160 --> 01:12:36,240
the time without having to have 
the whole book open on my iPad. 

1341
01:12:37,520 --> 01:12:40,200
The fact that I can hand out my 
like 3 copies of the 

1342
01:12:40,200 --> 01:12:44,080
Investigator edition and use 
that at my table as like the 

1343
01:12:44,080 --> 01:12:47,440
base rules, I really appreciate 
that because I have those and 

1344
01:12:47,440 --> 01:12:50,600
I'd like to keep using. 
But again, that that's something

1345
01:12:50,600 --> 01:12:52,960
that again, we we very 
intentionally trying to support 

1346
01:12:52,960 --> 01:12:54,880
as well. 
We have one of our one of our 

1347
01:12:54,880 --> 01:12:58,400
tiers for the backer kit is to 
you get a copy of the hardcover 

1348
01:12:58,400 --> 01:13:01,440
and you get, I think it's 3 or 4
copies of the investigators 

1349
01:13:01,880 --> 01:13:03,360
edition. 
So I think here's your 

1350
01:13:03,360 --> 01:13:05,800
hardcover, here's your players 
books, you get your all in one 

1351
01:13:05,800 --> 01:13:10,080
package. 
I really like that this is a a 

1352
01:13:10,080 --> 01:13:13,640
deluxe edition, not like a 
second edition, like, you know, 

1353
01:13:13,640 --> 01:13:17,800
everything's backwards 
compatible and it's really 

1354
01:13:18,160 --> 01:13:21,040
adding a bunch of tools, but 
also like collating a bunch of 

1355
01:13:21,040 --> 01:13:25,760
tools back into it and making it
like super accessible. 

1356
01:13:25,760 --> 01:13:27,800
And, and like you said, when the
prime directors being like 

1357
01:13:27,800 --> 01:13:29,720
playable and getting it to the 
table. 

1358
01:13:29,720 --> 01:13:34,200
So it's really great that it's, 
it's, it's more of an expansion 

1359
01:13:34,200 --> 01:13:38,240
and and reorganization than 
anything that's going to be 

1360
01:13:38,240 --> 01:13:42,280
super new. 
But it's still like a lot of 

1361
01:13:42,920 --> 01:13:48,480
stuff, you know? 
Yeah, I mean, it's liminal 

1362
01:13:48,480 --> 01:13:52,080
horror is a, is a simple system.
Like we didn't need a second 

1363
01:13:52,080 --> 01:13:53,960
edition. 
You know, we, we could tweak 

1364
01:13:53,960 --> 01:13:57,400
things, you know, we, we like 
how fallout and wounds work. 

1365
01:13:57,400 --> 01:14:00,120
Wounds is technically in 
addition for the Investigators 

1366
01:14:00,360 --> 01:14:03,000
edition that wasn't in the base 
game. 

1367
01:14:03,000 --> 01:14:05,160
So it's like we could we could 
do a little bit of modularity 

1368
01:14:05,160 --> 01:14:07,280
with it, but it's like, you 
know, this is pulled from into 

1369
01:14:07,280 --> 01:14:10,400
the odd and into the autos like 
a really elegantly designed 

1370
01:14:10,400 --> 01:14:14,040
system. 
So what could we do to it, you 

1371
01:14:14,040 --> 01:14:17,000
know, beyond adding in some 
modularity stuff? 

1372
01:14:17,000 --> 01:14:17,960
It didn't. 
It didn't. 

1373
01:14:18,400 --> 01:14:22,000
It didn't seem necessary, but we
felt we could do something that 

1374
01:14:22,040 --> 01:14:24,000
elevated it beyond just the 
scene. 

1375
01:14:26,480 --> 01:14:30,720
Somebody asked which section of 
the book is the biggest section.

1376
01:14:31,800 --> 01:14:33,320
At the moment it's the Catalog 
of the Strange. 

1377
01:14:34,520 --> 01:14:40,200
That's because, you know, let me
pull up this. 

1378
01:14:40,920 --> 01:14:53,600
So Catalog of the Strange has 
12345 6 factions, I think 7 

1379
01:14:53,600 --> 01:14:58,080
cults, and we have lesser 
horrors, which we have about 10 

1380
01:14:58,080 --> 01:15:01,120
or 12 of those. 
We have greater horrors, which I

1381
01:15:01,120 --> 01:15:04,320
think we've eight of those 
resident horrors, which I think 

1382
01:15:04,320 --> 01:15:08,200
we got another 8. 
And we're calling ritual users. 

1383
01:15:08,200 --> 01:15:10,880
But this is a small section 
talking about like, you know, 

1384
01:15:10,880 --> 01:15:14,600
witches and warlocks and stuff 
like that, and trying to find a 

1385
01:15:14,600 --> 01:15:17,040
little bit of ways to interact, 
interject that magic into it 

1386
01:15:17,080 --> 01:15:19,560
that we talked about earlier. 
Then we got 4 of what we're 

1387
01:15:19,560 --> 01:15:21,920
calling Dead Gods, which are 
sort of just like our cosmic 

1388
01:15:21,920 --> 01:15:25,480
horrors. 
But beyond that, there is those 

1389
01:15:25,480 --> 01:15:27,680
resin artifacts we talked about 
in the Alleys and Adversaries. 

1390
01:15:27,680 --> 01:15:30,960
The resin artifacts, I think we 
got like 40 or 50 of them. 

1391
01:15:31,520 --> 01:15:34,840
They're quite a lot. 
And the alleys and adversaries, 

1392
01:15:35,240 --> 01:15:40,800
we have 20 of those. 
So that section, the, the 

1393
01:15:40,800 --> 01:15:44,680
manuscript draft of that is like
140 pages I think right now. 

1394
01:15:44,680 --> 01:15:47,520
But that's going to be condensed
down a little bit when we get it

1395
01:15:47,520 --> 01:15:50,680
into layout because we got that,
that format that's going to like

1396
01:15:50,720 --> 01:15:52,480
make our tables kind of shrink 
up a little bit. 

1397
01:15:52,480 --> 01:15:55,800
So the catalog is strange, will 
probably be 100 pages or 

1398
01:15:55,800 --> 01:15:58,800
something in layout. 
So it'll be it'll be a good 4th 

1399
01:15:58,800 --> 01:16:01,360
book. 
Say that's like 1/4 to 1/3 of 

1400
01:16:01,360 --> 01:16:02,560
the book. 
I mean, it makes sense that 

1401
01:16:02,560 --> 01:16:05,800
that's the toolkit section for 
like building out like all of 

1402
01:16:05,800 --> 01:16:07,600
the stuff you need for 
adventures and things. 

1403
01:16:07,600 --> 01:16:09,360
So it makes sense that that's 
kind of a big section. 

1404
01:16:09,960 --> 01:16:13,360
It's it's also primarily the 
reason why we handed the draft 

1405
01:16:13,360 --> 01:16:16,400
into editing like 2 weeks ago 
compared to January. 

1406
01:16:18,320 --> 01:16:24,320
It's we, like I said, we've been
working on this forever and it 

1407
01:16:24,320 --> 01:16:27,640
just never felt complete for our
goal. 

1408
01:16:27,880 --> 01:16:29,840
You know, we wanted to create 
the ultimate horror toolkit or 

1409
01:16:29,840 --> 01:16:32,480
whatever. 
So we took a lot of like work to

1410
01:16:32,480 --> 01:16:35,160
kind of figure out what that 
meant and what that ended up 

1411
01:16:35,200 --> 01:16:38,760
becoming. 
So part of that was scope creep.

1412
01:16:38,840 --> 01:16:43,960
You know, we keep adding horrors
to it, but we wanted to make 

1413
01:16:43,960 --> 01:16:50,520
horrors that covered a wide 
array to give you more options 

1414
01:16:50,520 --> 01:16:52,160
for what you want to bring to 
the table. 

1415
01:16:52,600 --> 01:16:54,600
So I'll just talk a little bit 
about the lesser horrors right 

1416
01:16:54,600 --> 01:16:57,040
now because I think that gives a
good example of what I mean 

1417
01:16:57,040 --> 01:16:59,040
here. 
Where we've got we are 

1418
01:16:59,040 --> 01:17:02,360
reanimated dead, which are 
they're zombies, but they are 

1419
01:17:04,640 --> 01:17:06,760
the same way that we set up 
those sample slides. 

1420
01:17:06,760 --> 01:17:11,800
Let me just go back to that real
quick so we can kind of get a 

1421
01:17:11,800 --> 01:17:12,920
better idea what I'm talking 
about here. 

1422
01:17:14,240 --> 01:17:17,000
Reanimated dead are, you know, 
they are set up as zombies, but 

1423
01:17:17,000 --> 01:17:18,960
we've got like 8 different types
that you can bring in. 

1424
01:17:18,960 --> 01:17:20,720
So they're not just, they're not
just zombies. 

1425
01:17:21,480 --> 01:17:23,640
Then we got ghosts. 
We got, I think they're 

1426
01:17:23,640 --> 01:17:26,000
pronounced Go lock, but I've 
never said that word out loud. 

1427
01:17:26,120 --> 01:17:29,680
But Go Lock are skeletons where 
we put these in here to make it 

1428
01:17:29,680 --> 01:17:32,880
easier to convert. 
There's actually a lot of stuff 

1429
01:17:32,880 --> 01:17:35,960
like that too, where we we've 
talked about how to take fantasy

1430
01:17:35,960 --> 01:17:37,440
adventures and make them for a 
little horror. 

1431
01:17:37,880 --> 01:17:41,040
So now we have a bunch of these 
creatures that fit within modern

1432
01:17:41,040 --> 01:17:43,880
horror, but they are effectively
stand insurance for these 

1433
01:17:43,880 --> 01:17:47,000
fantasy creatures. 
So like I said, zombies are 

1434
01:17:47,000 --> 01:17:50,000
pretty typical across the board,
but ghosts and our skeleton 

1435
01:17:50,000 --> 01:17:53,760
stand insurance, we've talked 
about the warped is right up on 

1436
01:17:53,760 --> 01:17:56,040
the screen here. 
We put in dogs, you know, like 

1437
01:17:56,040 --> 01:17:59,120
spooky dogs that we're calling 
hounds that can be, you know, we

1438
01:17:59,120 --> 01:18:00,840
got a couple of varieties of 
them too. 

1439
01:18:02,200 --> 01:18:03,840
There's a couple of fun ones in 
here. 

1440
01:18:03,840 --> 01:18:16,520
I wrote the Creepers. 
The the Creeper was A to play on

1441
01:18:16,520 --> 01:18:19,880
the Fresno Nightcrawler where 
it's like the Fresno 

1442
01:18:19,880 --> 01:18:22,400
Nightcrawlers. 
This people that are like stupid

1443
01:18:22,400 --> 01:18:24,640
into cryptids would know what 
this thing is, but it's like a 

1444
01:18:24,640 --> 01:18:30,200
ghostly pair of pants that 
there's like 3 or 4 different 

1445
01:18:30,200 --> 01:18:32,920
videos of things that look like 
this and it's just like it looks

1446
01:18:32,920 --> 01:18:36,240
like a pair of pants with a head
on it that's walking across like

1447
01:18:36,240 --> 01:18:39,480
a like a field or something. 
It's the stupidest fucking thing

1448
01:18:39,480 --> 01:18:41,080
I've ever seen. 
But people really like them on 

1449
01:18:41,080 --> 01:18:43,560
the Internet. 
So I'm like, we're making one of

1450
01:18:43,560 --> 01:18:46,720
these things for a little 
horror, and it's probably my 

1451
01:18:46,720 --> 01:18:48,520
favorite creature that I wrote 
for this book. 

1452
01:18:49,280 --> 01:18:52,600
Hasn't hasn't what art has been 
like Oliver blue sky was in 

1453
01:18:52,600 --> 01:18:54,960
right was Zach and goblin 
archives drop in that. 

1454
01:18:55,480 --> 01:18:57,520
Yeah, that's one of the ones 
that Zach put up recently. 

1455
01:18:57,520 --> 01:19:00,080
It's the, it's a little spindly 
leg with a head on top of it. 

1456
01:19:00,080 --> 01:19:03,760
But so he took it in a little 
different direction compared to 

1457
01:19:03,760 --> 01:19:06,160
what like the, the quote UN 
quote real creature is. 

1458
01:19:06,160 --> 01:19:08,520
But we we wanted that. 
But it's, it's our version of 

1459
01:19:08,520 --> 01:19:12,360
that that we've got, we could be
putting gremlins. 

1460
01:19:12,360 --> 01:19:16,120
Gremlins are are goblins 
effectively, but we we change 

1461
01:19:16,120 --> 01:19:18,000
them to be a little bit more 
towards like what a gremlin 

1462
01:19:18,000 --> 01:19:20,080
actually is. 
But if you got a fantasy 

1463
01:19:20,080 --> 01:19:22,240
scenario and you've got goblins,
you grab these creatures and put

1464
01:19:22,240 --> 01:19:26,000
them in there. 
We wrote what is another one of 

1465
01:19:26,000 --> 01:19:28,520
my favorites. 
We wrote, we put orcs in this 

1466
01:19:28,520 --> 01:19:32,640
book, but they are opportunistic
radioactive cannibals like 

1467
01:19:32,680 --> 01:19:39,240
ORC's. 
And then we've got, you know, we

1468
01:19:39,240 --> 01:19:40,720
got these mannequin like things 
here. 

1469
01:19:40,720 --> 01:19:43,640
We got a living flame. 
We've got there'll be a two page

1470
01:19:43,640 --> 01:19:45,520
spread. 
It's a colony and a swarm. 

1471
01:19:45,840 --> 01:19:50,680
So this is the general version 
of what you find in a hungry 

1472
01:19:50,680 --> 01:19:53,720
Hollow where it's like vermin or
insects have overtaken someone's

1473
01:19:53,720 --> 01:19:55,920
body and they're running around,
but they can also pop out of the

1474
01:19:55,920 --> 01:19:57,600
body and be a swarm of 
themselves. 

1475
01:19:59,280 --> 01:20:01,680
We have these things are called 
rot worms, which are, you know, 

1476
01:20:01,680 --> 01:20:05,080
parasitic little worms that kind
of get into you and fuck you up.

1477
01:20:06,040 --> 01:20:08,720
And then our last two for the 
lesser horrors are the carrion 

1478
01:20:08,720 --> 01:20:12,640
crier and the scaffiopod where 
the carrion crier is just like a

1479
01:20:13,000 --> 01:20:17,160
a fleshy pterodactyl type thing.
We knew we needed some kind of 

1480
01:20:17,160 --> 01:20:19,640
flying horror in there because 
we're kind of lacking on it. 

1481
01:20:19,640 --> 01:20:24,120
So we added this in there. 
And then the scaffiopods are, 

1482
01:20:25,080 --> 01:20:31,400
they're kind of our take, unlike
the Deep Ones where we like that

1483
01:20:31,400 --> 01:20:35,320
trope, you know, these things 
created by eldritch beings, or 

1484
01:20:35,320 --> 01:20:36,960
at least influenced them by some
sense. 

1485
01:20:37,120 --> 01:20:38,480
We know that people like those 
things too. 

1486
01:20:38,480 --> 01:20:43,200
So we made the scaffold pods 
pulling from all the way back in

1487
01:20:43,200 --> 01:20:47,040
the original release of limited 
horror, though the legacy scene,

1488
01:20:47,960 --> 01:20:51,320
the plague of frogs scenario 
that was written in there like a

1489
01:20:51,320 --> 01:20:54,200
little framework that Galvin 
Archives had written for that. 

1490
01:20:54,880 --> 01:20:57,440
So we're we're calling back on 
to that where our scaffold pods 

1491
01:20:57,440 --> 01:20:59,720
being, you know, frog people 
instead of fish people. 

1492
01:21:03,640 --> 01:21:06,320
And so, you know, that's just 
one of our sections. 

1493
01:21:06,320 --> 01:21:08,600
That's the lesser horror. 
So like I said, we really wanted

1494
01:21:08,600 --> 01:21:15,120
a good spread of creatures so 
that you aren't forced into what

1495
01:21:15,120 --> 01:21:17,880
we think is cool, even if we do 
think all this is kind of cool. 

1496
01:21:22,120 --> 01:21:26,920
So, so when when is this 
actually coming to it's backer 

1497
01:21:26,920 --> 01:21:30,760
kit for this one, right? 
Yep, we'll be on backer kit 

1498
01:21:30,920 --> 01:21:36,280
April 15th unless things change,
which I as of this stream is 

1499
01:21:36,280 --> 01:21:40,840
next Tuesday. 
So right around the corner, 

1500
01:21:40,840 --> 01:21:42,600
yeah, yeah, yeah, yeah. 
And you said the goal, the 

1501
01:21:42,600 --> 01:21:46,760
initial funding goal currently 
quote UN quote is like 30K. 

1502
01:21:47,480 --> 01:21:48,640
Yeah, that's what we're talking 
about. 

1503
01:21:48,640 --> 01:21:52,040
Again, don't quote me on any of 
the money stuff because it is 

1504
01:21:52,040 --> 01:21:55,720
all in flux. 
We're trying to figure out how 

1505
01:21:55,720 --> 01:21:57,880
the tariff situation and 
everything else is going to 

1506
01:21:57,880 --> 01:22:01,320
completely screw us. 
So any of that stuff is in flux 

1507
01:22:01,320 --> 01:22:04,360
and it's being frustrating. 
But the idea is, you know, our 

1508
01:22:04,360 --> 01:22:07,880
original plan was to have that 
as our base funding goal that 

1509
01:22:07,880 --> 01:22:13,560
gives us enough to to get the 
cost of manufacturing down to 

1510
01:22:13,560 --> 01:22:15,920
help with some of the the the 
handling woes. 

1511
01:22:15,920 --> 01:22:19,960
And we had a little bit of I 
guess subcontract help that we 

1512
01:22:19,960 --> 01:22:21,120
need to cover too. 
So. 

1513
01:22:25,600 --> 01:22:28,400
Yeah. 
So I mean, I think that's kind 

1514
01:22:28,400 --> 01:22:31,680
of Liminal Horde deluxe. 
Like is there any, any final 

1515
01:22:31,680 --> 01:22:35,520
words you want to give on it or 
pitch to make sure people back 

1516
01:22:35,520 --> 01:22:37,520
it? 
But otherwise, I think I think 

1517
01:22:37,520 --> 01:22:43,120
that's that's us. 
No, I think we've had dye sugars

1518
01:22:43,120 --> 01:22:46,720
on to help us out with our our 
backer cap page and he's done 

1519
01:22:46,720 --> 01:22:48,560
that like a fucking fantastic 
job. 

1520
01:22:48,560 --> 01:22:53,200
So I think that page is going to
sell a lot of folk, but if 

1521
01:22:53,680 --> 01:22:56,080
anybody's watching this and 
there's any concerns or any 

1522
01:22:56,080 --> 01:22:59,320
questions or whatnot, just come 
on to the Limit Horror Discord 

1523
01:22:59,320 --> 01:23:00,880
server. 
We got links of it everywhere. 

1524
01:23:00,880 --> 01:23:02,640
You can find them on the Limit 
Horror website. 

1525
01:23:03,040 --> 01:23:05,200
We got a little channel there to
talk about the Docs edition 

1526
01:23:05,200 --> 01:23:06,960
itself. 
Any questions, comments, 

1527
01:23:06,960 --> 01:23:09,200
thoughts, concerns, ideas, we'd 
love to hear them. 

1528
01:23:09,280 --> 01:23:11,800
You know I'm on that pretty much
24/7 because I have Discord 

1529
01:23:11,800 --> 01:23:16,040
notification setups. 
Awesome. 

1530
01:23:16,120 --> 01:23:18,920
So someone in chat just asked 
about jams going on right now, 

1531
01:23:18,920 --> 01:23:21,440
and I'm going to link that right
now, the Horrors of the America 

1532
01:23:21,440 --> 01:23:23,520
Jam is the horror of the 
America's Jam is still going on,

1533
01:23:23,520 --> 01:23:26,360
right for like another month. 
Yeah, yeah, we keep shooting the

1534
01:23:26,360 --> 01:23:30,440
Deadline pack. 
So for those who are watching 

1535
01:23:30,440 --> 01:23:32,400
this that are unfamiliar with 
it, we've been running the 

1536
01:23:32,400 --> 01:23:35,760
Horrors of America jam for like 
6 months now. 

1537
01:23:35,760 --> 01:23:38,680
It's been a while. 
We, we potentially made it a 

1538
01:23:38,680 --> 01:23:41,800
long due date because the last 
jam we ran, people didn't have 

1539
01:23:41,800 --> 01:23:43,600
enough time to finish their 
entries. 

1540
01:23:44,760 --> 01:23:48,080
So the horrors of the Americas 
is we are trying to do a little 

1541
01:23:48,080 --> 01:23:51,640
community drive to make things 
that are not in the Pacific 

1542
01:23:51,640 --> 01:23:54,960
Northwest. 
With the idea being that in the 

1543
01:23:55,000 --> 01:23:58,680
end we will have this one big 
collection with which you can 

1544
01:23:58,680 --> 01:24:02,200
use to run like a supernatural 
style horror road trip type 

1545
01:24:02,240 --> 01:24:04,560
campaign, you know, pinging 
parts around. 

1546
01:24:04,720 --> 01:24:07,680
It's primarily going to be the 
United States, but we encourage 

1547
01:24:07,680 --> 01:24:09,800
folks to deal with the entire 
Americas, you know, North and 

1548
01:24:09,800 --> 01:24:12,360
South America and what we'll see
what we get in the end. 

1549
01:24:14,160 --> 01:24:19,320
The goal of this GM one is for 
people to make cool stuff, but 

1550
01:24:19,600 --> 01:24:24,240
we also would love folk to do a 
separate submission to our 

1551
01:24:24,520 --> 01:24:27,840
collection. 
I just talked about where at the

1552
01:24:27,840 --> 01:24:31,480
the end we're going to take all 
the entries that we have been 

1553
01:24:31,480 --> 01:24:34,600
submitted directly to us, at 
least bind them together into a 

1554
01:24:34,600 --> 01:24:37,480
book and then make it print on 
demand about as close to that 

1555
01:24:37,480 --> 01:24:39,920
cost as we can. 
Looking at Lulu right now, we'll

1556
01:24:39,920 --> 01:24:43,280
kind of see where that ends up. 
But to have this nice little 

1557
01:24:43,280 --> 01:24:46,200
campaign book made of community,
the entries that is, you know, 

1558
01:24:46,280 --> 01:24:49,360
cheap and easy to access. 
Probably free version for the 

1559
01:24:49,360 --> 01:24:56,000
PDFI think, But yeah, so that 
we've been bumping the deadline 

1560
01:24:56,000 --> 01:24:58,920
back, one, because I'm going to 
need time to do the layout on 

1561
01:24:58,920 --> 01:25:01,520
that. 
And two, we wanted to make sure 

1562
01:25:01,520 --> 01:25:04,840
it was like, well, out of our 
way of the deluxe edition. 

1563
01:25:04,840 --> 01:25:08,640
So you got until the end of the 
Deluxe editions crowdfunding 

1564
01:25:08,640 --> 01:25:11,440
campaign, I think to get your 
entries submitted in about a 

1565
01:25:11,440 --> 01:25:14,960
month from the point of this 
video is being recorded. 

1566
01:25:16,400 --> 01:25:19,040
But super simple stuff. 
We're talking like 2 page, 10 

1567
01:25:19,040 --> 01:25:22,800
page type of entries mostly. 
Just like, here's a location, 

1568
01:25:22,800 --> 01:25:25,040
here's some spooky stuff, here's
how your investigators can get 

1569
01:25:25,040 --> 01:25:27,200
involved with that. 
Come try it out. 

1570
01:25:27,200 --> 01:25:30,960
You know, we intentionally want 
people who haven't written RPG 

1571
01:25:30,960 --> 01:25:33,640
stuff at all to give it a try. 
You know, we set up templates. 

1572
01:25:34,120 --> 01:25:35,680
It shouldn't be terribly 
difficult. 

1573
01:25:35,680 --> 01:25:37,000
You know, it doesn't have to 
look fancy. 

1574
01:25:37,000 --> 01:25:39,560
Just get your ideas down to 
paper, put it in the jam, and 

1575
01:25:39,560 --> 01:25:44,920
come talk to us about it here. 
We go, so that's definitely go. 

1576
01:25:44,920 --> 01:25:47,320
Check out the horror, the 
Americas Jam, definitely go. 

1577
01:25:48,200 --> 01:25:51,360
The link is been on the bottom 
of the page the entire time, but

1578
01:25:51,360 --> 01:25:55,120
I'll make sure it's below 
Luminal Horror rpg.com/deluxe. 

1579
01:25:55,120 --> 01:25:58,760
We'll take you right to the 
backer kit page so that you can 

1580
01:25:58,760 --> 01:26:02,200
pre follow that so you can be 
reminded on the 15th to go and 

1581
01:26:02,880 --> 01:26:06,160
go buy it, go back it, give them
your money so we can have a fun,

1582
01:26:06,160 --> 01:26:08,000
big cool game with lots of stuff
in it. 

1583
01:26:08,680 --> 01:26:10,480
Josh, always a pleasure to have 
you on. 

1584
01:26:10,480 --> 01:26:13,040
Always a pleasure to talk about 
liminal horror at some point. 

1585
01:26:13,040 --> 01:26:16,160
I'm sure we will run the game 
again here and we'll definitely 

1586
01:26:16,160 --> 01:26:19,000
be talking about the deluxe 
edition whenever it gets in our 

1587
01:26:19,000 --> 01:26:20,640
hand. 
But thank you so much for coming

1588
01:26:20,640 --> 01:26:22,160
on. 
We we always appreciate it. 

1589
01:26:22,880 --> 01:26:24,720
Thank you for the time, this was
great. 

1590
01:26:25,400 --> 01:26:26,800
Great to see ya. 
This is fine. 

1591
01:26:26,840 --> 01:26:29,480
I'm looking forward to this. 
Yeah, absolutely. 

1592
01:26:29,720 --> 01:26:33,280
So we will that'll be that'll be
us for today. 

1593
01:26:33,280 --> 01:26:35,000
Once again, thank you. 
Thank you for everyone that was 

1594
01:26:35,000 --> 01:26:37,840
in chat and everyone have a good
day. 

1595
01:26:37,840 --> 01:26:38,200
Bye.
