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Hello and welcome to the Weekly 
Scroll podcast. 

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My name is Ryan and with us 
today we have a very special 

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guest. 
This is Kayla Dice. 

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How are you doing today, Kayla? 
I'm doing good. 

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I'm doing good. 
It's lovely. 

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Lovely to be here. 
Yeah. 

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I mean this is a wonderful 
project. 

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I I only recently heard about it
and as soon as I saw it I was 

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like Oh no, we have to we 
absolutely have to have Kayla on

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to talk about this project. 
It's gorgeous. 

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The mechanics look really 
fantastic. 

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The theme sound really amazing. 
So very excited to to have you 

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here on the show but for for 
those that might not know you 

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some from some of your previous 
work like who who who the heck 

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is Kayla Dice like what? 
Tell me about you and and your 

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teacher RPG's. 
Yeah, so I've been making TTRPG 

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since about like 2021. 
Basically like December 2020 I 

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think was is the day I often 
list. 

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I published games as Rat Wave 
Gamehouse. 

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Some of the things I've made 
include Transgender, Deathmatch,

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Legend, Old Gods, and Young 
Guns. 

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Fear the taste of blood is no 
one I have. 

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I'll be honest I've oh follow me
in the night is one that 

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actually sell like which I know 
people have played and enjoyed. 

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I like. 
I never know which games of mind

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to say I've made because I don't
know which people will know not 

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that's me getting off topic. 
I often think my games are 

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focused on like themes of 
alienation and connection. 

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And yeah, I was. 
Awarded this year I was one of 

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the winners of the Diana Jones 
Emerging Designer Award. 

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And now I am working on and 
running the Kickstarter for 

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Terminal, a digital pirate 
action game that I have made 

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with other people. 
And I'm really proud of. 

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Yeah, again, I mean, we're going
to get to Terminal because it's,

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it's a really gorgeous project. 
But one of the things I want to 

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talk about a little bit was the 
the Awardy 1. 

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So I know of the award mostly 
because of some of the, you 

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know, discourse around this year
with some of the stuff that I 

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felt like overshadowed the 
entire thing. 

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But can you tell me about that? 
Is that something that you 

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applied for? 
That's something that you were 

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chosen for? 
Like how? 

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How does that come about to 
become like the award winner for

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this, like emerging? 
Yeah, I self nominated. 

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It's like a whole quite an 
indepth thing to like write a 

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bio, write like what you thought
like the future held for you and

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then send samples of your work 
over. 

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And then I think they announced 
8 finalists. 

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I remember because there are a 
lot of like really, really cool 

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people on the sort of finalists 
list TO11 chosen after. 

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And then they announced like the
the four winners. 

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And so as part of the prize, 
like I'm going to Jencon later 

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this year, which is really 
exciting. 

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It's weird to be going to Jencon
at a point where, like, you're 

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moving your flat because you 
can't afford to pay the rent. 

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Just because they're raising it.
I've thought like, but it's 

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that's that's a weird thing that
is only happening because of 

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this water, which is nice. 
The things I sent in, I sent in 

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bit of Transgender, Deathmatch, 
Legend and Old Gods. 

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And then I also sent in the 
Infinite Dance Floor, which was 

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a game I I made about trying to 
escape this sort of winding 

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labyrinthian nightclub, all set 
to sort of music. 

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So. 
Yeah I just had to sort of it 

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was it's a it's a very 
self-conscious thing to self 

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nominate for an award because 
I'm like I think Kayla is so 

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great This is why I think Kayla 
is great. 

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The For these reasons 
specifically, it's weird. 

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I I'm glad I did it because I 
think like it's it's always 

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inherently I think a bit 
embarrassing to to try and talk 

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about. 
Yourself, but also if you don't 

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know, one's going to be 
listening. 

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So a lot of those awards do 
that. 

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They're like the innies, you 
have to self nominate for the 

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innies and stuff like that too. 
So it's kind of, I mean there's 

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just so much out there. 
I think it would be hard for for

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people to really be able to 
focus in on, I don't know, even 

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just one part of like this huge 
like river of things streaming 

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by. 
But you know it's. 

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Definitely for like an emerging 
designer thing where it's like 

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the entire point is you're in 
theory grabbing people who are 

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people are less aware of and 
hopefully like exposing them to 

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a wider audience. 
And like it would be a sort of 

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like huge task if someone was 
just like nobody just scouting 

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for that. 
No, no nominations, no self 

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nominations. 
Like the self nomination thing, 

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It does at least make it more 
possible for. 

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For people. 
Yeah, absolutely. 

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And you know, and you want and 
you get to go to Jim Cotton, 

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which is really fantastic. 
I mean and it's isn't that like 

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all expense paid and everything 
too. 

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So like you just get to come on 
over here. 

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And is it? 
Where is Jen Cotton by the way? 

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I know it's in August. 
Yeah. 

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Yeah, in Annapolis. 
That's right. 

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When is that? 
Yeah, yeah. 

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Sorry. 
I heard when Jen Con is that. 

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No, I said where. 
Yeah, you're right here that. 

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Yeah. 
Right. 

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You did say that. 
I did hear it. 

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I did hear it. 
Right, Yeah. 

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Yeah, it's no, that's all 
expenses paid initially like a 

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gig issue. 
I was like, can you buy your 

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ticket and get a refund? 
And I was like, no, I under no 

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circumstances can afford a plane
ticket to America even if I was 

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getting that money back the 
next. 

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And there's not that much money 
in my account. 

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So it does. 
It does feel like a really 

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unique. 
Opportunity. 

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I don't want to say once in a 
lifetime because I feel that 

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implies something about how I 
feel the rest of my life is 

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going. 
But like it feels rare and is 

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not saying I am able to 
replicate without this 

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assistance like next year or 
anything. 

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So it does feel like a really 
exciting to to get to go out 

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there that's really that's 
fantastic. 

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Again, like, you know, 
congratulations. 

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I mean, if Terminal is in any 
way, shape or form indicative of

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the stuff you're going to 
create, I feel like it is 

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incredibly well deserved. 
So. 

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So one of the things you 
discussed as well is the themes 

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of a lot of your projects. 
And I know Terminal, you know, 

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has a lot of themes that you've 
discussed and might come up in 

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your previous games. 
What did you say those themes 

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were, and what really kind of 
draws you to create specifically

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tabletop games, you know, with 
those themes? 

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Yeah, I often say. 
My games are often about like 

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alienation and connection. 
Being honest, I only noticed 

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that afterwards I like often 
felt like like create a lot of 

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different games. 
And I was struggling to talk 

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about it when I was telling 
people because they're like what

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kind of games do you make? 
And I was like well, 

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mechanically they're not always 
that similar, you know, like I I

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made like an action game and 
then I made like a belonging 

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outside belonging game. 
And then after that I was making

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like a card based fighting game 
and I was like none of these 

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are. 
Mechanically similar. 

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I can't necessarily say if you 
enjoy how this thing played, 

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you'll enjoy how this thing 
played. 

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You might, but that's not 
necessarily on the basis of what

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I've done. 
And so I was looking over the 

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themes of my work and I was 
like, oh, yes, so many of these 

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do focus on this idea of 
alienation or connection. 

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You're often a lot of the 
characters in games I make are 

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kind of there's something that 
is at least mentally putting you

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on the outside in a sort of 
outsider role and often. 

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I think there is a big emphasis 
and a lot of my things say like 

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how to embrace this one preacher
which is very much about my like

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adolescence is about like the 
relationships you're forming 

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with other people. 
Like if I'm being honest like 

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what I think that is informed by
is a sense of alienation I felt 

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for a lot of my life and which 
like I'd a tribute to when I was

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I was growing up in a I guess 
like close minded area and I'm 

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autistic and. 
You know, not that I wasn't out 

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when I was younger, but I am 
trans. 

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And it's like there was a part 
of me that I think for most of 

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my life, definitely for my most 
of my adolescence. 

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And then honestly, for a lot of 
my adult life, I felt like apart

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from other people and alien to 
other people. 

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And so even now as an adult, I 
think I carry that sense with 

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me. 
Even if I look around at my life

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and go like, oh, I I now know 
lots of people who are a lot 

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like me and who I feel like 
really in touch with, I do think

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I'm still carrying. 
That sense that like old self 

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perception. 
And so I think that is why I go 

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to the theme a lot in games and 
sometimes it's very explicit how

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to embrace the swamp creature 
was like a belonging outside 

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belonging game and it was very 
much sort of filtered 

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autobiography. 
And so that was a like sort of 

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conscious like engagement with 
that. 

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Other times I just noticed that 
after the facts like I like, I 

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wrote an adventure. 
I was like, oh, I don't know if 

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this relates to my sort of like,
key themes, at least what I say.

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In talking about myself. 
And then I looked at it more and

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I was like, Oh no, this is so 
much about the relationship with

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this singular MPC and how you 
feel if you realize you don't 

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really know each other. 
And with Terminal, I definitely 

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knew I was like going back to 
that, well, because it's so much

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about this idea of like the 
entire world is wrong and you 

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feel like the only person who 
can see that. 

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And that makes you feel crazy. 
Yeah. 

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I mean it it's really 
interesting how so many people, 

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especially through the Pandemic 
and post Pandemic, we're really 

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able to kind of dig into not 
only games but themselves like 

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through the process. 
So it's really nice to see that 

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kind of come through. 
And I know with Terminal, let's 

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just so let's get into Terminal.
Why don't you talk about tell me

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what Terminal is like, as like 
what's the, what's the, what's 

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the byline, what's the pitch for
Terminal? 

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So Terminal. 
I describe it as a digital 

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pirate action game. 
The basic premise is the world 

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as you know it turns the 21st 
century. 

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Earth is a lie. 
It is nothing but a simulation 

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called the titular terminal that
is designed to keep humanity 

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trapped by the robot authority 
and. 

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There are those people who can 
feel it's wrong and confine 

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themselves to escape, and then 
they end up in the real world, 

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where humanity in the robots in 
the early conflict shattered the

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moon, flooded the world, and now
they they sail the seas. 

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They do battle with killer 
robots, they plug back into the 

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system and they try and take 
down. 

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It's a I think we lost Kayla for
just a second. 

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We'll get her back momentarily. 
And they nail beyond them. 

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There we go. 
I think we're back again. 

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Yep, I think we're back. 
So I think you cut off right 

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after you started talking about 
the destruction of the moon and 

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that the robot authority had 
done. 

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Yeah. 
Yeah, so the Earth is is 

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flooded, your characters, your 
Pirates of the wake the real 

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World sail the seas, battle 
killer robots and they plug back

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into the simulation and fight 
the systems, agents and 

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architects and trying to sort of
free other people who are still 

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sort of stuck in that situation.
I'd say it's like it's very 

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obviously inspired by the 
Matrix. 

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And then from there there's the 
bringing in of like sort of 

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pirate influences. 
And there's a lot of thought on 

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like sort of like dreams and 
dream logic and nightmares. 

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You know the way to freeing a 
sleeper. 

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The person caught in this 
simulation in the game is often 

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like diving into their dreams, 
defeating nightmares they have, 

220
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and helping them reach a door 
where they can wake up. 

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It's rules wise. 
It's a it's based on inevitable 

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by so Muppets. 
So it's the key things are sort 

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of your reputations, how people 
think of you, how? 

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You know that and that. 
Maybe people you respect it, 

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maybe people you begrudgingly 
respect it. 

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Maybe people who hate you, but 
how you afford of by like 2 

227
00:12:34,950 --> 00:12:39,750
Worlds and then also so that's 
how it's decided and challenges 

228
00:12:39,750 --> 00:12:43,190
and then there's also showdowns 
where it's really what you are 

229
00:12:43,190 --> 00:12:48,270
willing to give up as a cost. 
You know, you're fighting the 

230
00:12:48,270 --> 00:12:52,590
weight of the world and you need
to be prepared to, like, burn 

231
00:12:52,590 --> 00:12:58,030
down a lot of things just to. 
Achieve a future and build 

232
00:12:58,030 --> 00:13:01,670
something outside of this 
manipulative control of the 

233
00:13:01,670 --> 00:13:06,630
robots. 
So what was the kind of seed 

234
00:13:06,630 --> 00:13:07,990
that started this? 
Was it? 

235
00:13:08,190 --> 00:13:11,830
Were you thinking about like 
making a game with Matrix as an 

236
00:13:11,830 --> 00:13:14,270
inspiration, or were the 
mechanics started it and that's 

237
00:13:14,270 --> 00:13:15,630
just kind of the direction it 
went in? 

238
00:13:15,870 --> 00:13:18,550
Like what was the impetus for 
the beginning of the project? 

239
00:13:20,390 --> 00:13:28,070
So I was a play tester for 
inevitable if I sold my bit and 

240
00:13:28,070 --> 00:13:30,670
I I play tested in that game 
like played a campaign that was 

241
00:13:30,670 --> 00:13:33,150
maybe three months and I had a 
lot of fun. 

242
00:13:33,150 --> 00:13:36,310
And as that finished it's 
Kickstarter, I was talking a lot

243
00:13:36,310 --> 00:13:39,750
about it with Zach from Solo bit
and often just bouncing around 

244
00:13:39,750 --> 00:13:42,310
like sort of like random ideas, 
like sometimes more as a 

245
00:13:42,310 --> 00:13:44,870
hypothetical way, just like oh, 
I bet you could do. 

246
00:13:46,770 --> 00:13:49,930
You know, like a Ragnarok story 
in the inevitable system or 

247
00:13:49,930 --> 00:13:51,690
something like that. 
And at one point I said I think 

248
00:13:51,690 --> 00:13:54,090
you could do the Matrix and 
after a back and they were like,

249
00:13:54,090 --> 00:13:56,010
I don't think you could. 
And then I was like actually I 

250
00:13:56,010 --> 00:13:57,650
think you could do the Matrix 
sequels. 

251
00:13:57,650 --> 00:13:59,850
And I think that would be a good
thing because I like those 

252
00:13:59,850 --> 00:14:03,370
films. 
But like that was just the 

253
00:14:03,370 --> 00:14:05,010
starting point. 
And then like in a notepad I was

254
00:14:05,010 --> 00:14:10,570
just putting out some ideas and 
part of the reason like pirate 

255
00:14:10,570 --> 00:14:12,770
influence then came in. 
So it was always the starting 

256
00:14:12,770 --> 00:14:15,810
point of the system meeting the 
Matrix. 

257
00:14:17,240 --> 00:14:20,200
And then other influences are 
really where it developed some. 

258
00:14:20,240 --> 00:14:23,440
Some of that was very conscious 
at start like I was like I 

259
00:14:23,440 --> 00:14:26,160
didn't entirely want to do a 
it's just the matrix of the 

260
00:14:26,160 --> 00:14:29,040
serial numbers filed off. 
Not necessarily be anything 

261
00:14:29,040 --> 00:14:32,280
wrong with that, but it felt 
like I wouldn't have necessarily

262
00:14:32,280 --> 00:14:35,240
enjoyed writing characters and 
settings in that world because 

263
00:14:35,240 --> 00:14:38,000
I'd go back to thinking of 
everyone as like this is almost 

264
00:14:38,000 --> 00:14:42,520
Morpheus, but not I ended up 
settling into like this par 

265
00:14:42,520 --> 00:14:46,320
influence. 
Which kind of brought a lot of 

266
00:14:46,320 --> 00:14:53,160
themes about like about control 
and about like society and 

267
00:14:53,680 --> 00:14:58,600
people who are, you know, not 
sort of like fitting in in in a 

268
00:14:58,600 --> 00:15:03,880
society or can't sort of like 
click in this system that isn't 

269
00:15:03,880 --> 00:15:07,760
really very designed to be cruel
and then like a key change. 

270
00:15:08,840 --> 00:15:11,480
Like both like. 
Setting wise. 

271
00:15:11,480 --> 00:15:14,640
But then also that had this big 
knock on effect was I decided 

272
00:15:14,640 --> 00:15:17,600
like on the Matrix they plug all
these people in and they're 

273
00:15:17,600 --> 00:15:21,280
using them for energy. 
And I decided well what if 

274
00:15:21,280 --> 00:15:23,240
they're not doing that? 
What if they're just doing it 

275
00:15:23,240 --> 00:15:25,800
because they think the 
simulation is what people 

276
00:15:25,800 --> 00:15:27,800
deserve and what society should 
look like. 

277
00:15:28,560 --> 00:15:32,200
And that for me really unlocked 
a lot of where like the games 

278
00:15:32,200 --> 00:15:33,840
themes came about. 
Specifically this idea. 

279
00:15:33,840 --> 00:15:36,480
I say sometimes if it's like 
it's about feeling crazy and 

280
00:15:36,480 --> 00:15:39,630
it's about. 
People and forces that wanted 

281
00:15:39,630 --> 00:15:43,950
you to feel crazy and wanted to 
to use that against you. 

282
00:15:46,310 --> 00:15:50,470
So yeah, it's like, I know on 
its surface I'm like, I have to 

283
00:15:50,470 --> 00:15:53,750
say like it's Matrix crossed 
with Black Sails and it's like a

284
00:15:53,750 --> 00:15:56,310
big swashbuckling cyberpug 
adventure game. 

285
00:15:56,550 --> 00:15:59,990
And it is. 
But also there is, you know, for

286
00:15:59,990 --> 00:16:04,350
me it actually ended up like 
channeling a lot of things I've 

287
00:16:04,350 --> 00:16:06,030
like to struggle to have over my
life. 

288
00:16:07,650 --> 00:16:09,690
Yeah, I mean like you said 
before you, it seems like you 

289
00:16:09,690 --> 00:16:13,010
channel a lot of yourself into 
your games. 

290
00:16:13,250 --> 00:16:16,410
So it's interesting to see the 
variety of different games and 

291
00:16:16,410 --> 00:16:18,170
and where this one's going to 
go. 

292
00:16:18,330 --> 00:16:23,450
I'm actually surprised kind of 
with the Matrix how like there 

293
00:16:23,450 --> 00:16:26,530
hasn't kind of been more spin 
off stuff of the Matrix. 

294
00:16:26,530 --> 00:16:29,330
Like it's just a system where 
you plug people into a 

295
00:16:29,330 --> 00:16:32,010
simulation. 
So why is so much of it always 

296
00:16:32,010 --> 00:16:36,130
like the late 90s when you could
easily plug people into like 

297
00:16:36,660 --> 00:16:39,060
pirate times or like medieval 
times? 

298
00:16:39,060 --> 00:16:40,980
Like I'm kind of almost more 
surprised. 

299
00:16:40,980 --> 00:16:43,140
I mean you kind of then or make 
it like Isakai at that point. 

300
00:16:43,140 --> 00:16:46,860
But like I, it's always kind of 
surprised me that they didn't do

301
00:16:46,860 --> 00:16:49,860
more spin offs like the 
Animatrix and stuff where people

302
00:16:49,860 --> 00:16:51,100
are plugged into different 
systems. 

303
00:16:51,380 --> 00:16:53,340
And I think it's a great, a 
great idea and a great concept 

304
00:16:53,340 --> 00:16:55,940
to think of to have these like 
you know, kind of the themes of 

305
00:16:55,940 --> 00:16:59,180
plugging people into the Matrix.
But to have, I mean I feel like 

306
00:16:59,180 --> 00:17:01,980
sailing pirate ships would be so
easy considering the in the 

307
00:17:01,980 --> 00:17:04,140
later sequels like you talked 
about, a lot of them are on 

308
00:17:04,460 --> 00:17:07,060
actual ships like the 
Nebuchadnezzar and whatnot and 

309
00:17:07,060 --> 00:17:08,819
they're just like going through 
the outside. 

310
00:17:08,819 --> 00:17:11,819
So why not plug them into to 
actually doing ships as well. 

311
00:17:12,060 --> 00:17:16,060
So I'm I'm excited to see a you 
know again it's not just Matrix 

312
00:17:16,060 --> 00:17:20,839
with the serial number filed off
but to see like the Matrix but 

313
00:17:21,000 --> 00:17:24,720
like as pirates like that sounds
like such a fun mash of of what 

314
00:17:24,720 --> 00:17:27,599
to do especially if you've you 
know tweaked the tweaked the 

315
00:17:27,599 --> 00:17:32,040
world and and brought in all 
these extra themes and what not.

316
00:17:33,640 --> 00:17:37,280
Also though, like why? 
What first made you say, when 

317
00:17:37,280 --> 00:17:38,840
you were you know, talking about
inevitable? 

318
00:17:38,840 --> 00:17:42,280
But like the Matrix, was that? 
Like was there any link between 

319
00:17:42,280 --> 00:17:45,320
like the like the Bakowskis and 
and The Matrix? 

320
00:17:45,320 --> 00:17:47,560
Or is Matrix just like a piece 
of media that you've you've 

321
00:17:47,560 --> 00:17:51,010
always loved or? 
I like, I'm trying to think. 

322
00:17:51,010 --> 00:17:59,890
When I first saw The Matrix, I 
think I was 14 maybe and I think

323
00:17:59,890 --> 00:18:03,490
my sister's boyfriend at the 
time, elder sister's boyfriend 

324
00:18:03,490 --> 00:18:05,490
told me I should see it. 
So I ended up watching over 

325
00:18:05,490 --> 00:18:06,810
weekend. 
I liked all of like. 

326
00:18:07,740 --> 00:18:11,420
The free films, I don't, I mean 
I to be honest, I don't have 

327
00:18:11,420 --> 00:18:14,500
much memories from before I was 
16 anyway. 

328
00:18:14,500 --> 00:18:18,140
They were all kind of blurry. 
But like I don't remember 

329
00:18:18,660 --> 00:18:21,420
necessarily thinking about it in
like a trans way at that time. 

330
00:18:21,420 --> 00:18:27,580
And I remember it was when I 
was, I know, 19 or 20 and was 

331
00:18:27,580 --> 00:18:30,660
semi like newly out and someone 
was like, Oh yeah, Matrix. 

332
00:18:30,740 --> 00:18:33,260
Matrix is trans, all right. 
You know, probably before that 

333
00:18:33,260 --> 00:18:36,140
because. 
Ilana Wachowski came out before 

334
00:18:36,140 --> 00:18:39,380
I did, and I think at that point
the sort of obviousness of oh, 

335
00:18:39,380 --> 00:18:40,900
is this a metaphor in that 
sense? 

336
00:18:41,460 --> 00:18:43,140
So that's probably why I've 
always liked it. 

337
00:18:43,140 --> 00:18:46,780
I was thinking a lot about The 
Matrix because of the full film 

338
00:18:46,780 --> 00:18:48,700
that came out like two years 
ago. 

339
00:18:49,660 --> 00:18:52,100
I think I'd watched The Matrix 
recently at the time. 

340
00:18:52,380 --> 00:18:54,540
And in terms of me linking, it's
a system of inevitable. 

341
00:18:54,540 --> 00:18:57,940
It's like a never listless idea 
of like failure. 

342
00:18:58,800 --> 00:19:02,480
Constantly, like is always going
to happen, is often about like 

343
00:19:02,480 --> 00:19:08,240
sort of trying in vain and also 
about like this sort of like big

344
00:19:08,240 --> 00:19:11,400
stakes and big pivotal 
showdowns. 

345
00:19:11,400 --> 00:19:15,440
And I just remember thinking 
like, oh, you know, what is it 

346
00:19:15,440 --> 00:19:17,800
here if the thing that is 
inevitable, the thing that is 

347
00:19:17,800 --> 00:19:21,960
doomed, is, you know, an 
iteration of a simulation? 

348
00:19:23,200 --> 00:19:26,480
And that then was like like a 
nice time point thinking like 

349
00:19:26,480 --> 00:19:30,800
because that is ultimately sort 
of this apocalyptic scale, it's 

350
00:19:30,800 --> 00:19:31,840
actually an interesting thing. 
Maybe. 

351
00:19:31,840 --> 00:19:36,480
I think a difference in that is 
because I feel like the early 

352
00:19:36,480 --> 00:19:39,160
on, like in Matrix we loaded the
Architect is like this 

353
00:19:39,160 --> 00:19:40,480
simulation is going to crash 
soon. 

354
00:19:42,080 --> 00:19:45,120
And we don't actually see what 
that looks like. 

355
00:19:45,280 --> 00:19:47,160
We just know it and then 
everything gets smithed. 

356
00:19:47,520 --> 00:19:50,120
But this idea of like all the 
simulation itself is gradually 

357
00:19:50,120 --> 00:19:54,910
becoming unstable. 
And in a game sense, that's 

358
00:19:54,910 --> 00:19:57,070
really interesting because I 
think it fans out. 

359
00:19:57,110 --> 00:19:59,310
This thing of like instability 
is introduced. 

360
00:19:59,710 --> 00:20:03,030
A reincarnation of like a really
powerful figure has emerged. 

361
00:20:03,430 --> 00:20:06,590
And instead of like it then 
being this linear narrative, 

362
00:20:06,590 --> 00:20:09,470
it's like there are so many 
people who are scrambling to 

363
00:20:09,470 --> 00:20:12,870
make that sort of final moves in
the face of this digital 

364
00:20:12,870 --> 00:20:21,250
apocalypse. 
So you talk about the inevitable

365
00:20:21,250 --> 00:20:25,770
system in the sense of, I mean 
it's called inevitable for a 

366
00:20:25,770 --> 00:20:27,770
reason, to make sense when you 
think of the system and stuff 

367
00:20:27,770 --> 00:20:31,090
like that. 
And at its core, you use the 

368
00:20:31,090 --> 00:20:34,730
core mechanics of that, which I 
love, the core mechanics that 

369
00:20:34,730 --> 00:20:36,370
you use here. 
And inevitable. 

370
00:20:36,370 --> 00:20:39,210
We did talk to Zach previously 
about inevitable because this 

371
00:20:39,210 --> 00:20:44,740
style of mechanic really lends 
to their narrative a lot without

372
00:20:44,780 --> 00:20:46,260
mechanically like getting in the
way. 

373
00:20:46,260 --> 00:20:50,380
And I love systems that are that
have that feel where the 

374
00:20:50,380 --> 00:20:53,260
mechanics are there like just 
enough to have more of like a 

375
00:20:53,260 --> 00:20:56,860
like a framework and a guide as 
opposed to this thing that you 

376
00:20:56,860 --> 00:20:58,820
also have to deal with while 
you're playing. 

377
00:20:59,810 --> 00:21:02,330
And I think it's it's a really, 
really well done in in in the 

378
00:21:02,330 --> 00:21:04,570
parts of Terminal they've seen 
so far. 

379
00:21:04,770 --> 00:21:06,050
But what are those core 
mechanics? 

380
00:21:06,050 --> 00:21:09,130
I know two of the big ones are 
challenges and showdowns they 

381
00:21:09,130 --> 00:21:12,130
have, you know they're similar 
because it's a system that makes

382
00:21:12,130 --> 00:21:13,850
sense within itself. 
But I know they're very 

383
00:21:13,850 --> 00:21:14,930
different. 
So what? 

384
00:21:14,930 --> 00:21:17,690
What if you don't mind talking 
about the core mechanic of like 

385
00:21:17,690 --> 00:21:20,730
a challenge and then of a of a 
showdown? 

386
00:21:20,810 --> 00:21:23,570
What are those core mechanics? 
Yeah. 

387
00:21:23,570 --> 00:21:26,370
So a challenge is often any sort
of like. 

388
00:21:27,160 --> 00:21:30,440
Smaller scale thing where you're
trying to sort of gain you know 

389
00:21:30,440 --> 00:21:32,680
when there is something that can
go wrong. 

390
00:21:32,680 --> 00:21:35,600
And the same, you want to 
accomplish challenges like a 

391
00:21:35,600 --> 00:21:39,640
series of questions which help 
you build your dice pool. 

392
00:21:40,080 --> 00:21:43,360
And those questions often may 
relate to like do you have 

393
00:21:43,360 --> 00:21:44,800
reputations that are helpful 
here? 

394
00:21:44,800 --> 00:21:47,800
Does the fact that you are brave
help you as you're trying to, 

395
00:21:47,800 --> 00:21:51,520
like you know, hack into this 
machine's brain to find out the 

396
00:21:51,520 --> 00:21:55,360
location of? 
You know a robot ship which has 

397
00:21:55,360 --> 00:21:57,480
captured one of your your 
comrades. 

398
00:21:57,840 --> 00:21:59,520
Does your fact you're brave 
helpful? 

399
00:21:59,720 --> 00:22:01,000
Is it? 
Is it not? 

400
00:22:01,000 --> 00:22:04,480
That might give you a dice. 
Does the fact that you are 

401
00:22:04,840 --> 00:22:07,720
emotional make you more likely 
to mess up and does that lose 

402
00:22:07,720 --> 00:22:11,360
you a dice? 
Some things like equipment are 

403
00:22:11,360 --> 00:22:14,920
you alone can have people help. 
It's a fairly sort of like easy 

404
00:22:14,920 --> 00:22:17,670
thing to go through. 
Definitely. 

405
00:22:17,670 --> 00:22:20,750
Like in the the format is 
presented and then that gives 

406
00:22:20,750 --> 00:22:24,150
you your final pull and you roll
and usually if you are 

407
00:22:24,150 --> 00:22:26,870
successful like it's mainly like
I think it's principal thing 

408
00:22:26,870 --> 00:22:31,870
it's it's driving the narrative,
it's what happens next in terms 

409
00:22:31,870 --> 00:22:34,030
of then how that informs 
mechanics of showdown though it 

410
00:22:34,030 --> 00:22:38,870
can be opportunities to gain 
showdown tokens. 

411
00:22:38,870 --> 00:22:42,070
So it's essentially a reward for
like you have been in the build 

412
00:22:42,070 --> 00:22:44,950
up of this adventure, you've 
been. 

413
00:22:45,510 --> 00:22:47,510
Doing things that are giving you
a fighting chance. 

414
00:22:47,510 --> 00:22:51,230
When you get to this final 
showdown, if things go wrong, it

415
00:22:51,230 --> 00:22:54,710
may be like, well, actually this
this fret is getting worse, this

416
00:22:54,790 --> 00:22:57,190
thing is getting bigger because 
you've screwed up in ways that 

417
00:22:57,190 --> 00:23:01,630
are letting them get stronger. 
And middle options may be sort 

418
00:23:01,630 --> 00:23:03,950
of you know. 
Other drawbacks can be presented

419
00:23:03,950 --> 00:23:06,750
as well as getting. 
You're sort of chance at a 

420
00:23:06,750 --> 00:23:08,710
token. 
It may be you're you're injuring

421
00:23:08,710 --> 00:23:10,270
yourself. 
Maybe you're damaging your 

422
00:23:10,270 --> 00:23:14,350
relationships with other people.
It may be that while you're 

423
00:23:14,350 --> 00:23:16,750
focusing on this one thing, 
something else is getting worse 

424
00:23:16,750 --> 00:23:18,710
elsewhere. 
And then when you reach the 

425
00:23:18,710 --> 00:23:21,110
point of showdown, you know it's
from there. 

426
00:23:21,110 --> 00:23:22,230
Everything else gets stripped 
away. 

427
00:23:22,230 --> 00:23:24,790
It's a single roll. 
You're getting all of your 

428
00:23:24,790 --> 00:23:27,350
bonuses for you know you've done
well. 

429
00:23:27,900 --> 00:23:30,140
Against all of this threat, 
which is the here's where you 

430
00:23:30,140 --> 00:23:32,260
may be fucked up or let things 
get away. 

431
00:23:32,580 --> 00:23:34,980
And you need to add a last 
bonus, which is by figuring out 

432
00:23:34,980 --> 00:23:37,060
the cost. 
This is where, like the rules 

433
00:23:37,060 --> 00:23:42,460
slightly differ from inevitable.
The mafia is just sort of like 

434
00:23:42,980 --> 00:23:46,700
all all being added and cost is 
always happening because you 

435
00:23:46,700 --> 00:23:50,820
were just trying to. 
Beat the single sort of frat and

436
00:23:50,820 --> 00:23:53,260
the cost is you know what you're
willing to play. 

437
00:23:53,260 --> 00:23:55,900
Some of the differences in the 
game I know inevitable is like a

438
00:23:55,900 --> 00:23:59,300
play to lose game and I think of
Terminal is 1 where it is much 

439
00:23:59,300 --> 00:24:01,380
more straightforwardly possible 
to win. 

440
00:24:01,940 --> 00:24:06,020
Win for given value things, but 
like succeed, but you are having

441
00:24:06,020 --> 00:24:08,580
to play to decide what you're 
willing to lose. 

442
00:24:08,580 --> 00:24:11,700
You know, if it's a showdown 
where it's like you're 

443
00:24:11,700 --> 00:24:16,940
destroying this doppelganger of,
you know your. 

444
00:24:17,380 --> 00:24:22,220
Ex best friend who's passed away
is does the cost you're willing 

445
00:24:22,220 --> 00:24:24,140
to pay, like, you know, a loss 
of your reputation. 

446
00:24:24,140 --> 00:24:27,460
You were Stony hearted and now 
you're like, you know, troubled,

447
00:24:27,460 --> 00:24:32,380
rattled or something. 
Is it bigger things like, oh, we

448
00:24:32,380 --> 00:24:37,140
do this and we're getting hated 
by all of these people because 

449
00:24:37,180 --> 00:24:39,900
they're going to see it as we 
did something that's different. 

450
00:24:40,220 --> 00:24:42,700
Is it, you know, literal like 
injury or damaged where you're 

451
00:24:42,700 --> 00:24:45,840
like, yeah, I'm going to. 
Like, I'm going to wrap my hands

452
00:24:45,840 --> 00:24:47,800
around his throat and then he's 
going to explode and I'm losing 

453
00:24:47,800 --> 00:24:51,400
this arm and you're you as a 
player are leveraging this 

454
00:24:51,400 --> 00:24:52,840
thing. 
You're talking about it and 

455
00:24:52,840 --> 00:24:55,680
agreeing of it, the GM. 
And then you have to make this 

456
00:24:55,680 --> 00:24:58,600
role and that thing happens even
if you then fail. 

457
00:24:58,760 --> 00:25:02,160
And then it's the case of in 
this limited window, Can someone

458
00:25:02,160 --> 00:25:07,240
else stand up and save yourself 
that it's like these big 

459
00:25:07,240 --> 00:25:08,920
dramatic moments? 
I guess in terms of thinking 

460
00:25:08,920 --> 00:25:11,600
about The Matrix, it's things 
like. 

461
00:25:12,110 --> 00:25:15,350
The fight in the hallway at the 
end of the first one, all the 

462
00:25:15,350 --> 00:25:19,390
sort of the burly brawl like 
these are these big sort of like

463
00:25:19,390 --> 00:25:24,310
set piece moments which then 
like the challenges are building

464
00:25:24,310 --> 00:25:29,070
up towards in a sort of episodic
or sessional sense. 

465
00:25:30,070 --> 00:25:31,310
Sessional I don't think is a 
word. 

466
00:25:31,470 --> 00:25:33,910
Sounds like it could be though. 
Hey it is now. 

467
00:25:33,950 --> 00:25:35,270
I'm fine with it. 
I'll use it. 

468
00:25:36,350 --> 00:25:39,070
So, So primarily you're going to
be doing for like the basic 

469
00:25:39,070 --> 00:25:41,230
things that you're doing, you're
going to be doing the the 

470
00:25:41,230 --> 00:25:44,030
challenges. 
That's that's the the thing that

471
00:25:44,030 --> 00:25:46,390
you probably do more often. 
Showdowns are like you just say 

472
00:25:46,390 --> 00:25:48,870
like the big kind of narrative 
moments, the final boss fights, 

473
00:25:48,870 --> 00:25:51,350
like those kind of things. 
Those are kind of the two main, 

474
00:25:51,350 --> 00:25:52,630
main aspects they're going to be
doing. 

475
00:25:54,070 --> 00:25:55,950
Yeah, yeah. 
And then there are like sort of 

476
00:25:55,950 --> 00:25:58,150
smaller stuff that can put it 
and then a lot of it is. 

477
00:25:58,910 --> 00:26:02,630
Away from like mechanized stuff 
and about like how you are 

478
00:26:02,630 --> 00:26:06,270
connecting to characters around 
you where that character's your 

479
00:26:06,270 --> 00:26:09,350
own crew because you're all a 
pirate crew of ships wherever. 

480
00:26:09,350 --> 00:26:12,830
It's your pirate comrades on 
land, some of whom might like 

481
00:26:12,830 --> 00:26:14,550
really think then similar ways 
to you. 

482
00:26:14,550 --> 00:26:17,990
Some of whom are on the same 
side as you but are really 

483
00:26:17,990 --> 00:26:21,150
opposed to like everything about
how you go about things. 

484
00:26:22,110 --> 00:26:24,350
You're going to be role-playing 
out scenes where you're dealing 

485
00:26:24,350 --> 00:26:27,430
with the routine programs at the
terminal. 

486
00:26:27,430 --> 00:26:31,300
Who are? 
You know, vicious obstacles and 

487
00:26:31,300 --> 00:26:36,540
who will attempt to sort of 
manipulate you and find other 

488
00:26:36,540 --> 00:26:38,340
sort of insidious ways to 
control you. 

489
00:26:38,340 --> 00:26:40,780
But you'll also meet lots of 
obsolete programs who were 

490
00:26:40,780 --> 00:26:44,740
scheduled for deletion by the 
system, escaped, and now was 

491
00:26:44,740 --> 00:26:47,740
sort of in hiding. 
And these are, I think, where I 

492
00:26:47,740 --> 00:26:51,140
like this arranged spot of the 
game because their their 

493
00:26:51,140 --> 00:26:54,740
programs, who at some point had 
a purpose to sort of punish and 

494
00:26:55,940 --> 00:26:58,250
influence. 
Of the sleepers. 

495
00:26:58,250 --> 00:27:00,330
But also now they're remarkably 
like you. 

496
00:27:00,330 --> 00:27:02,370
They're they're the rejected 
ones. 

497
00:27:02,730 --> 00:27:05,490
They're the people who aren't 
fitting in the system and some 

498
00:27:05,490 --> 00:27:09,290
of them may be a case to have 
like strong allies if you can 

499
00:27:10,090 --> 00:27:13,530
unite with them. 
So it's often yeah, like playing

500
00:27:13,530 --> 00:27:16,210
and like exploring your 
relationships with the wider 

501
00:27:16,210 --> 00:27:20,510
world. 
So is, is the bulk of the game 

502
00:27:20,510 --> 00:27:24,550
gonna be like within the 
terminal so you're like in the 

503
00:27:24,550 --> 00:27:27,910
simulation? 
Or is it like a mix between out 

504
00:27:27,910 --> 00:27:29,430
of the simulation and in the 
simulation? 

505
00:27:31,070 --> 00:27:35,470
It's a mix. 
I would say as I envision it, 

506
00:27:35,470 --> 00:27:40,390
I'm imagining like a 8525 mix, 
though I also to be honest, 

507
00:27:40,390 --> 00:27:43,710
imagine that is a mix. 
That's really up to how. 

508
00:27:44,700 --> 00:27:47,380
People GM the game, I don't 
think. 

509
00:27:47,660 --> 00:27:51,300
I neither think a book could 
prescribe how much you'd spend 

510
00:27:51,300 --> 00:27:54,700
in each location, and even if it
could, I don't necessarily think

511
00:27:54,740 --> 00:27:56,580
I'd want the game to do like 
because I'd want people to 

512
00:27:56,580 --> 00:27:59,980
explore the spaces that are most
interesting to them. 

513
00:27:59,980 --> 00:28:03,460
I can imagine one group playing 
this game, whether like, yeah, 

514
00:28:03,460 --> 00:28:06,700
we mainly like gloss over and 
skim through our scenes in the 

515
00:28:06,700 --> 00:28:09,020
wake. 
We don't really bother like 

516
00:28:09,020 --> 00:28:10,420
saying stuff. 
We're just doing that when we're

517
00:28:10,420 --> 00:28:14,140
talking we're like at like 90% 
terminal 10% that I could 

518
00:28:14,140 --> 00:28:17,260
imagine some group but like yeah
it's 5050 like some sessions 

519
00:28:17,260 --> 00:28:21,940
were entirely in the wake and 
doing awesome pirate shit and 

520
00:28:21,940 --> 00:28:25,740
other sessions were entirely in 
the term like it's I I my guess 

521
00:28:25,740 --> 00:28:29,140
would be it will really depend 
on on what interests an 

522
00:28:29,140 --> 00:28:32,180
individual group. 
As I run it's probably like I 

523
00:28:32,180 --> 00:28:34,340
said 8525. 
I'm now leaning more towards, 

524
00:28:34,340 --> 00:28:36,900
that's probably 75 actually it 
would be 8515. 

525
00:28:36,900 --> 00:28:40,590
I'm. 
Not the most numerous, but like,

526
00:28:40,670 --> 00:28:43,790
I just remembered because I had 
no idea that made sense in my 

527
00:28:43,790 --> 00:28:44,830
head. 
So I'll take it. 

528
00:28:46,590 --> 00:28:49,230
So then tell me about Liber. 
I'm gonna say it wrong. 

529
00:28:49,230 --> 00:28:50,710
The Libertasha. 
Libertasha. 

530
00:28:51,830 --> 00:28:54,750
Yeah, I would say Libertasha, 
but I have no idea. 

531
00:28:54,990 --> 00:28:56,950
That was, Yeah. 
Are you wrong? 

532
00:28:57,710 --> 00:29:00,000
Yeah. 
While I was editing the book 

533
00:29:00,000 --> 00:29:02,440
recently, I found like at least 
one straight, well, not while I 

534
00:29:02,440 --> 00:29:04,120
was editing. 
When I was looking through 

535
00:29:04,120 --> 00:29:06,120
edits, I'd got back from 
Alyssa's, the wonderful editor 

536
00:29:06,120 --> 00:29:07,720
of the game. 
I know it's one straight 

537
00:29:07,720 --> 00:29:09,520
instance where like when I was 
writing the game before, I 

538
00:29:09,520 --> 00:29:11,480
didn't name for it. 
It was just called Pyra Island 

539
00:29:11,480 --> 00:29:13,080
for ages. 
And I was like, there's a 

540
00:29:13,080 --> 00:29:17,320
leftover Pyra Island, just get 
rid of that. 

541
00:29:18,680 --> 00:29:22,880
But yeah, limitation. 
The idea is that, you know, in 

542
00:29:22,880 --> 00:29:25,200
like centuries gone past, people
used to just have to sort of 

543
00:29:25,240 --> 00:29:28,600
troll the waves. 
Die in their sort of like metal 

544
00:29:28,600 --> 00:29:31,960
ships. 
And then a group of pirates like

545
00:29:31,960 --> 00:29:35,360
centuries ago got together, 
seized this island and that's 

546
00:29:35,680 --> 00:29:39,920
essentially now like the sort of
home of the unified pirates. 

547
00:29:41,560 --> 00:29:45,480
You know, it is sort of an 
island of people who who didn't 

548
00:29:45,480 --> 00:29:51,200
fit in, but who are building 
their own lives with each other.

549
00:29:51,790 --> 00:29:55,710
It doesn't have any like 
government really, other than 

550
00:29:55,710 --> 00:30:00,150
sort of like a sort of informal 
like voting system around stuff.

551
00:30:00,150 --> 00:30:04,110
Like a pirate crew is assembled 
by, you know, who can convince 

552
00:30:04,110 --> 00:30:09,750
people to be on a ship and like 
go along with each other in that

553
00:30:09,750 --> 00:30:15,070
sense. 
And the setting there it's like.

554
00:30:16,790 --> 00:30:18,910
You know, it's to find a lot of 
places, different pirates and 

555
00:30:18,910 --> 00:30:20,630
different ships, so you can get 
different perspectives, 

556
00:30:20,630 --> 00:30:24,110
something. 
But then I also try to add in 

557
00:30:24,110 --> 00:30:28,390
like senses that you get a sense
of why this place matters and 

558
00:30:28,390 --> 00:30:32,150
why you want to care about it 
and why it would be, you know, 

559
00:30:32,150 --> 00:30:35,910
travesty for the robots to 
succeed in in destroying this 

560
00:30:35,910 --> 00:30:39,950
sort of lost outpost of 
nonconformity. 

561
00:30:41,870 --> 00:30:45,230
And then one of the crashes of 
the major story arcs really is 

562
00:30:45,230 --> 00:30:47,830
actually. 
I guess this goes back to us, 

563
00:30:47,830 --> 00:30:50,710
but like most of the story arcs 
are terminal based, there like 5

564
00:30:50,710 --> 00:30:53,710
terminal based crashes, there is
one which actually focuses much 

565
00:30:53,710 --> 00:30:58,350
more on limitation and the sort 
of tense pirate alliances at the

566
00:30:58,350 --> 00:31:01,670
core of that. 
And I think that's a really 

567
00:31:02,310 --> 00:31:05,910
interesting one and interesting 
expression of characters and 

568
00:31:05,950 --> 00:31:08,550
seeing you're in sort of 
comrades potentially turn 

569
00:31:08,550 --> 00:31:13,470
against you. 
Yeah. 

570
00:31:13,470 --> 00:31:20,580
So I just it's interesting that 
the kind of like the wake is 

571
00:31:20,580 --> 00:31:22,900
both pirate as well as like the 
simulation. 

572
00:31:22,900 --> 00:31:26,580
So like you're in the simulation
as pirates and do they just 

573
00:31:26,580 --> 00:31:29,340
continue that like out in 
libertation with this concept of

574
00:31:29,340 --> 00:31:33,060
the pirates or or am I wrong is 
the is libertation is in the 

575
00:31:33,060 --> 00:31:34,620
wake right? 
It's not in the simulation. 

576
00:31:35,180 --> 00:31:38,700
Yeah, Libertation is in the wake
and then the simulation. 

577
00:31:39,560 --> 00:31:44,920
You know, I often imagined it as
like 90s early early naughties, 

578
00:31:44,920 --> 00:31:49,520
like action films, but often 
with a very sort of like 

579
00:31:49,520 --> 00:31:53,240
dreamscape logic, you know, it's
really interesting. 

580
00:31:53,240 --> 00:31:55,720
I think it like the in the first
matrix for like early scenes. 

581
00:31:55,720 --> 00:31:57,800
It's like, you know, Neo's 
waking up and you can't tell us 

582
00:31:57,800 --> 00:32:00,080
the scene you just watch was a 
dream or not. 

583
00:32:00,440 --> 00:32:03,280
And then that stuff that element
like disappears the moment Neo's

584
00:32:03,320 --> 00:32:05,570
out of the. 
Matrix, because then he plugs 

585
00:32:05,570 --> 00:32:06,850
in. 
It's always very clear where he 

586
00:32:06,850 --> 00:32:08,850
is. 
That makes sense to me, but I 

587
00:32:08,850 --> 00:32:14,730
wanted more of that sort of 
dream, logic, unreality, sort of

588
00:32:14,730 --> 00:32:20,530
blurring at the edges in the the
simulation where the aesthetics 

589
00:32:20,530 --> 00:32:25,570
of a lot of characters there 
inside a very sort of, I think 

590
00:32:25,570 --> 00:32:30,970
of like, sort of like, you know,
queer nightclubs, punk outfits. 

591
00:32:34,060 --> 00:32:37,780
Lots of sort of different, sort 
of like cool fashion. 

592
00:32:38,140 --> 00:32:42,900
And I yeah, think of these 
places as very, the domains 

593
00:32:42,900 --> 00:32:46,100
themselves as very different. 
One is very directly me doing a 

594
00:32:46,100 --> 00:32:51,780
sort of riff on scenes, like 
Wild at Heart. 

595
00:32:52,140 --> 00:32:55,660
Another place is entire. 
Another domain is really 

596
00:32:55,660 --> 00:32:58,380
entirely about the fact that I 
really hate Canary Wharf in 

597
00:32:58,380 --> 00:33:01,500
London. 
I find I really like Soulless. 

598
00:33:02,900 --> 00:33:04,620
Place. 
So I I ended up making an entire

599
00:33:04,620 --> 00:33:07,740
domain of the terminal Canary 
wolf without saying that 

600
00:33:07,740 --> 00:33:13,020
explicitly. 
While others sort of go of wolf 

601
00:33:13,020 --> 00:33:15,860
sort of vibes. 
One whole like story arc 

602
00:33:15,860 --> 00:33:19,540
involves an arc involves a 
domain where nightmares have 

603
00:33:19,540 --> 00:33:23,460
been bleeding out of someone's 
mind into the world and it kind 

604
00:33:23,460 --> 00:33:26,140
of plays that like stuff relates
like the dream parade and 

605
00:33:26,140 --> 00:33:28,660
paprika. 
The inspirations are very 

606
00:33:28,660 --> 00:33:29,940
different. 
And then? 

607
00:33:30,710 --> 00:33:34,270
What is, as much as I love The 
Matrix, I do feel like if I was 

608
00:33:34,270 --> 00:33:38,470
making a game in Zion, I think 
Zion is a place that you don't 

609
00:33:38,510 --> 00:33:40,230
actually. 
You get a lot of like 

610
00:33:40,230 --> 00:33:43,070
interesting stuff about it and 
about how maybe characters film 

611
00:33:43,070 --> 00:33:44,950
what it represents. 
But I don't think it's a place 

612
00:33:44,950 --> 00:33:48,790
you're the most interested in 
spending time and narratively. 

613
00:33:48,830 --> 00:33:53,510
So I did want something that 
like, added some an interesting 

614
00:33:53,510 --> 00:33:55,190
setting. 
It was a really big focus here 

615
00:33:55,190 --> 00:33:57,030
that, like, if I'm writing the 
game right. 

616
00:33:57,950 --> 00:34:00,710
If someone spends an entire 
session in limitation, or even 

617
00:34:00,710 --> 00:34:05,870
spends a couple that shouldn't 
be like they didn't have fun, 

618
00:34:06,510 --> 00:34:08,870
that should still be really 
interesting and exciting, even 

619
00:34:08,870 --> 00:34:13,230
if they want to spend most of 
their time narratively in the 

620
00:34:13,230 --> 00:34:16,389
terminal. 
And that also allowed like nice 

621
00:34:16,389 --> 00:34:20,350
themes I think with pirates in 
terms of, you know, people being

622
00:34:21,469 --> 00:34:24,840
outside of. 
You know, in a lot of fiction 

623
00:34:24,840 --> 00:34:29,719
outside of like civilization or 
society and it's sort of rules, 

624
00:34:31,400 --> 00:34:34,760
Yeah, like I said, I really love
that it keeps the pirate themes 

625
00:34:34,960 --> 00:34:37,679
because if you're if you're like
realistically, like if you're 

626
00:34:37,679 --> 00:34:39,880
able to plug into a system 
that's very pirated, you're not 

627
00:34:39,880 --> 00:34:43,159
just going to like turn the 
pirate off once you unplug, like

628
00:34:43,159 --> 00:34:45,199
you're going to continue that, 
you know, like. 

629
00:34:45,400 --> 00:34:48,880
So I I really enjoy that. 
There's a continuity between 

630
00:34:48,880 --> 00:34:50,199
both. 
It's it's really interesting. 

631
00:34:51,199 --> 00:34:53,120
One of the other things that 
really struck me about the Zine 

632
00:34:53,120 --> 00:34:55,480
too is the graphic design as 
well as the art. 

633
00:34:55,480 --> 00:34:59,760
So I definitely want to discuss 
the artist because my goodness, 

634
00:34:59,760 --> 00:35:05,120
it is absolutely stunning. 
Yeah, she's she's amazing. 

635
00:35:05,560 --> 00:35:08,920
So the artist for Terminal is 
Gorman Geist. 

636
00:35:09,840 --> 00:35:12,240
Who is? 
Yeah, just a brilliantly 

637
00:35:12,240 --> 00:35:15,440
talented artist. 
She's also a writer and designer

638
00:35:15,440 --> 00:35:19,320
and her own right. 
She made Bubblegum Wizards 2 

639
00:35:19,320 --> 00:35:21,480
Bubblegum Vampires, Nuclear 
Knights. 

640
00:35:22,000 --> 00:35:26,000
I absolutely recommend you you 
check out her stuff on 

641
00:35:26,200 --> 00:35:31,560
Gomengeist dot H dot I/O. 
And we followed each other on 

642
00:35:31,560 --> 00:35:33,640
Tumblr, is how I ended up 
finding Gomenge. 

643
00:35:33,640 --> 00:35:36,120
So I'd like been working on this
idea for a bit had like. 

644
00:35:36,680 --> 00:35:40,440
Chunks of writing in different 
places and I was like, I'm I I 

645
00:35:40,600 --> 00:35:43,640
should try and get an artist 
together for this because I make

646
00:35:43,640 --> 00:35:47,760
a lot of games and like do some 
things all by myself and then 

647
00:35:47,760 --> 00:35:49,800
just put them out without much 
announcement. 

648
00:35:49,800 --> 00:35:53,120
But I was like, this feels like 
it's a piece of work I'm really 

649
00:35:53,120 --> 00:35:58,120
proud of and maybe I should take
more care with I guess that take

650
00:35:58,120 --> 00:36:00,880
more care that maybe is 
dismissive my work but like. 

651
00:36:01,540 --> 00:36:03,100
Because I don't want to go 
slower and collaborate with 

652
00:36:03,100 --> 00:36:04,860
other people on. 
So I was looking for an artist 

653
00:36:04,860 --> 00:36:08,980
and I remember my initial 
thoughts were I think for the 

654
00:36:08,980 --> 00:36:12,300
game I'm telling and the story 
I'm telling and someone can do 

655
00:36:12,300 --> 00:36:14,940
action and someone can do 
fashion. 

656
00:36:15,580 --> 00:36:18,020
And then I initially I was 
asking a friend and talking 

657
00:36:18,020 --> 00:36:20,380
about this know something like 
wait, I follow someone on Tumblr

658
00:36:20,420 --> 00:36:23,220
who does great action and great 
fashion. 

659
00:36:23,300 --> 00:36:25,660
I've reached out via e-mail and 
was like, hey. 

660
00:36:26,390 --> 00:36:30,110
Tom was getting interested and 
yeah, she was down. 

661
00:36:30,110 --> 00:36:33,270
And all of the art has been 
amazing. 

662
00:36:33,270 --> 00:36:38,270
It's so informed my conception 
of the game and the characters 

663
00:36:38,270 --> 00:36:42,670
and the world. 
We've previewed a lot of it on 

664
00:36:42,670 --> 00:36:47,110
Twitter and Tumblr though. 
You know, I'm getting, I've got 

665
00:36:47,110 --> 00:36:50,750
another new piece yesterday 
night, which I've not shown 

666
00:36:50,750 --> 00:36:55,190
anywhere, anywhere. 
And yeah, it's really wonderful.

667
00:36:55,190 --> 00:37:00,310
And then? 
Because she works with like, so 

668
00:37:00,310 --> 00:37:04,150
like this one thing I really 
love that we like, like she went

669
00:37:04,150 --> 00:37:06,190
with Ellie. 
Almost like there's a color 

670
00:37:06,190 --> 00:37:08,750
palette for terminal scenes and 
there's a color palette for 

671
00:37:08,750 --> 00:37:14,350
scenes in the wake. 
It's a really neat thing. 

672
00:37:14,350 --> 00:37:17,470
The coloring is always really 
beautiful and so when I came to 

673
00:37:17,470 --> 00:37:21,470
putting the sample layout 
together, I was matching those 

674
00:37:21,470 --> 00:37:24,390
colors and using some of the 
sort of binary design from. 

675
00:37:25,130 --> 00:37:30,850
From The Matrix, I'm really just
trying to make sure I'm serving 

676
00:37:31,370 --> 00:37:34,450
Gorman Geist's art as much as 
possible. 

677
00:37:34,450 --> 00:37:38,930
And I'm creating, creating 
something that it feels like. 

678
00:37:38,930 --> 00:37:42,290
Yeah, that it feels like it 
deserves to sit in and hopefully

679
00:37:42,290 --> 00:37:45,730
creating writing that really 
supports that. 

680
00:37:47,660 --> 00:37:49,620
Yeah. 
I mean, as you said and going 

681
00:37:49,620 --> 00:37:53,060
back through some of the files 
from the press kit you sent, I 

682
00:37:53,060 --> 00:37:56,100
can see that there's like a 
pretty stark difference in the 

683
00:37:56,100 --> 00:37:57,940
color schemes. 
That's really, really beautiful.

684
00:37:58,220 --> 00:38:01,860
But the way, like obviously you 
gotta go check out their other 

685
00:38:01,860 --> 00:38:04,220
content. 
But the way that they use color 

686
00:38:04,220 --> 00:38:08,460
is absolutely stunning. 
And I think it really, I don't 

687
00:38:08,460 --> 00:38:10,100
know if you could have picked 
someone better for this because 

688
00:38:10,100 --> 00:38:15,120
it really does speak to the, I 
don't know when I think of the 

689
00:38:15,120 --> 00:38:17,160
Matrix, when I think of being 
plugged into a simulation the 

690
00:38:17,160 --> 00:38:19,400
way that there's like these 
stark colors without like a lot 

691
00:38:19,400 --> 00:38:20,960
of gradients and things like 
that. 

692
00:38:20,960 --> 00:38:25,400
Like it really speaks to to the 
style that I think and really 

693
00:38:25,400 --> 00:38:28,440
pulls you into terminal and not 
only the art, but the graphic 

694
00:38:28,440 --> 00:38:30,720
design as well. 
Did you do the graphic design 

695
00:38:30,720 --> 00:38:34,360
with like the the there's 
previews on the website? 

696
00:38:34,360 --> 00:38:36,240
I'm not giving anything away or 
previews on the Kickstarter 

697
00:38:36,240 --> 00:38:38,920
page, but with like on the top 
and bottom of every page and 

698
00:38:38,920 --> 00:38:41,080
everything, Is that is that your
graphic design or do you have a 

699
00:38:41,080 --> 00:38:42,900
designer? 
No, no. 

700
00:38:42,900 --> 00:38:44,860
Yeah, I did the, I did the 
graphic design. 

701
00:38:44,860 --> 00:38:48,020
These are just sort of sample 
pages to have some on the 

702
00:38:48,020 --> 00:38:50,940
website. 
So I went with like a binary 

703
00:38:50,940 --> 00:38:53,140
code thing. 
I think the binary code is the 

704
00:38:53,140 --> 00:38:56,140
first page of the book is what 
the code actually translates to.

705
00:38:56,340 --> 00:39:00,300
If it's like ran through 
something, obviously it gets 

706
00:39:00,300 --> 00:39:05,020
chopped and interrupted in parts
by page numbers and stuff. 

707
00:39:05,020 --> 00:39:07,100
And yeah, that was about like, 
you know, I made sure I was 

708
00:39:07,100 --> 00:39:11,920
matching colors to. 
The book I was using them like 

709
00:39:11,920 --> 00:39:14,560
imagining like distinguishing 
colors like around like Oh yeah,

710
00:39:14,560 --> 00:39:18,200
this is stuff for it's like our 
basic Prem is, this is where we 

711
00:39:18,200 --> 00:39:20,080
record. 
This is the color for all of the

712
00:39:20,080 --> 00:39:21,800
stuff that's in like the GM 
section. 

713
00:39:22,760 --> 00:39:25,600
This is the color for the things
and the sort of like core rules.

714
00:39:27,800 --> 00:39:31,800
And I'm excited when we go 
through, when we finish off 

715
00:39:31,800 --> 00:39:34,520
editing and then like all of 
these, fine. 

716
00:39:34,520 --> 00:39:38,680
I'm really excited to put the 
whole finished game together. 

717
00:39:39,520 --> 00:39:42,400
Because it's definitely going to
be the biggest thing that I've 

718
00:39:42,400 --> 00:39:45,720
ever done. 
And yeah, I just wanted to make 

719
00:39:45,720 --> 00:39:49,200
sure it like that it I wanted to
create a graphic design that 

720
00:39:49,200 --> 00:39:53,400
felt like it deserved all that, 
felt like it justified having 

721
00:39:53,960 --> 00:39:55,960
such beautiful art as its 
center. 

722
00:39:57,360 --> 00:40:00,440
Yeah, And I think it does. 
I mean, again, just that if 

723
00:40:00,440 --> 00:40:02,600
these are just sample pages, 
they look really fantastic. 

724
00:40:02,600 --> 00:40:05,180
They. 
I love we. 

725
00:40:05,220 --> 00:40:07,100
We're a big fan of usability 
here on the show. 

726
00:40:07,100 --> 00:40:10,220
We definitely, you know when we 
rate Rpg's we definitely have a 

727
00:40:10,220 --> 00:40:13,780
whole section just based on like
navigation of the book and how 

728
00:40:13,780 --> 00:40:16,460
well it's usable and color 
coding sections for different 

729
00:40:16,460 --> 00:40:18,980
parts is like such a huge thing 
that a lot of people don't do. 

730
00:40:19,260 --> 00:40:22,180
That is something that 
personally for me at least, 

731
00:40:22,180 --> 00:40:26,260
helps a ton with usability 
because you can tell when parts 

732
00:40:26,260 --> 00:40:27,980
are supposed to be used together
and things like that. 

733
00:40:27,980 --> 00:40:29,660
So I I love the way that it's 
used. 

734
00:40:29,660 --> 00:40:33,320
I love the the break of the bond
area code for the page numbers. 

735
00:40:33,320 --> 00:40:35,320
I think it's so clever. 
I think the graphic design of 

736
00:40:35,320 --> 00:40:39,560
the spreads definitely fits with
the style of the art and the 

737
00:40:39,560 --> 00:40:45,860
whole project looks absolutely 
stunning and and for the project

738
00:40:45,860 --> 00:40:47,780
itself, you are this is a 
Kickstarter project. 

739
00:40:47,780 --> 00:40:50,140
The part the the Kickstarter is 
already live. 

740
00:40:50,140 --> 00:40:52,860
It's been live since I believe 
the 20th so there's 27 days up 

741
00:40:52,860 --> 00:40:55,260
to go in it. 
So if you will do look up 

742
00:40:55,340 --> 00:40:58,020
Terminal on Kickstarter, they're
going to go find it. 

743
00:40:58,020 --> 00:41:01,740
Your goal is almost funded. 
There's 27 days to go. 

744
00:41:01,740 --> 00:41:04,380
But when people go to the 
Kickstarter to back this 

745
00:41:04,380 --> 00:41:06,940
project, like what can they 
actually get from the various 

746
00:41:06,940 --> 00:41:10,060
tiers of the Kickstarter that 
you're putting out? 

747
00:41:11,460 --> 00:41:17,780
Yeah, so if you go to terminal 
dot rat wave dot UK you can see 

748
00:41:17,780 --> 00:41:19,740
the tiers. 
There's an initial tier which is

749
00:41:19,740 --> 00:41:24,780
just Chuck me some money, just 
if you're like I want to support

750
00:41:24,780 --> 00:41:27,300
this maybe Times are hard, you 
don't have to have times are 

751
00:41:27,300 --> 00:41:29,780
hard, Feel free to, you know buy
something nice for yourself 

752
00:41:30,260 --> 00:41:34,620
rather than me. 
But then the then the the second

753
00:41:34,620 --> 00:41:38,180
last tier after that is a 
digital pirate is £15.00 that 

754
00:41:38,180 --> 00:41:40,260
will get you a PDF of the game 
when it's finished. 

755
00:41:40,980 --> 00:41:43,660
On the estimation, I put like 
probably finished around 

756
00:41:43,660 --> 00:41:49,220
September, you know maybe prone 
to life disruptions but you know

757
00:41:49,220 --> 00:41:52,100
the game is written, we're in 
the process of editing. 

758
00:41:52,140 --> 00:41:55,300
We're in the process of getting 
more more art. 

759
00:41:55,740 --> 00:41:59,380
Then at 30 pounds Pirate of the 
Wake tea you can get the 

760
00:41:59,380 --> 00:42:01,740
physical edition. 
Think I mentioned it's going to 

761
00:42:01,740 --> 00:42:07,630
be a four paperback. 
I think and hoping and well I 

762
00:42:07,630 --> 00:42:09,870
say hoping I've seen the art is 
beautiful. 

763
00:42:09,950 --> 00:42:12,670
I think I'm confident in my 
layout design but hopefully 

764
00:42:12,670 --> 00:42:15,630
we're going to have like a 
really nice beautiful book. 

765
00:42:16,270 --> 00:42:20,270
The cover is I love, I love the 
cover of of this game. 

766
00:42:21,430 --> 00:42:26,070
It to me is perfectly sort of 
conveys everything about the 

767
00:42:26,070 --> 00:42:31,430
world at 40. 
Cover what I called that. 

768
00:42:31,430 --> 00:42:34,330
I think it was Navigator. 
Navigated that, got called. 

769
00:42:35,250 --> 00:42:38,410
You can buy that as well as a GM
screen, GM screen. 

770
00:42:38,410 --> 00:42:40,650
It's not like a game where 
you're doing much secretive GM 

771
00:42:40,650 --> 00:42:42,930
rolling, but it's useful because
it will include a map of the 

772
00:42:42,930 --> 00:42:48,650
Wake, which I'm in discussions 
with a person working on the map

773
00:42:48,650 --> 00:42:53,490
at the moment. 
That should be a very cool 

774
00:42:53,490 --> 00:42:57,210
preview recently, and then that 
will include like short 

775
00:42:57,210 --> 00:42:59,970
references on either side, so 
it's just like a nice fancy. 

776
00:43:00,960 --> 00:43:06,600
Reference for the GM you can get
that for the 40 pound tier and 

777
00:43:06,600 --> 00:43:10,400
then a special one of tier. 
I think it's 100 is there is a 

778
00:43:10,400 --> 00:43:13,920
character in the game the 
startup operation like the sort 

779
00:43:13,920 --> 00:43:16,240
of starter mission to kick off 
the campaign involves freeing 

780
00:43:16,240 --> 00:43:20,440
arrest the sleeper whose proper 
name once they leave the the 

781
00:43:20,440 --> 00:43:24,920
terminal is going to be Atlanta 
is you doing a lot of the 

782
00:43:24,920 --> 00:43:26,880
Matrix. 
But it's really interesting. 

783
00:43:27,750 --> 00:43:30,190
In the I've essentially written 
saying, which is like a trans 

784
00:43:30,190 --> 00:43:32,710
analogy with a character who is 
canonically trans, which is 

785
00:43:32,710 --> 00:43:34,830
interesting. 
I played it out. 

786
00:43:35,470 --> 00:43:39,190
I played because I've been 
running a game of Terminal for 

787
00:43:39,230 --> 00:43:42,710
some friends played it recently 
and it was very interesting to 

788
00:43:42,710 --> 00:43:46,830
sort of dig into that area of 
things. 

789
00:43:47,110 --> 00:43:50,630
But that character at some point
does have like an office name. 

790
00:43:51,130 --> 00:43:55,490
They have in the terminal the 
sort of Thomas Anderson or stuff

791
00:43:55,690 --> 00:43:57,570
in the book. 
At the moment that is just two 

792
00:43:57,570 --> 00:44:01,530
exclamation marks, because if 
someone gives me £100 they can 

793
00:44:01,530 --> 00:44:04,290
be this character's terminal, 
that name essentially. 

794
00:44:05,410 --> 00:44:10,130
So that's a weird one off tier, 
yeah? 

795
00:44:10,530 --> 00:44:14,430
And then? 
Hopefully if we fund soon, I'll 

796
00:44:14,430 --> 00:44:18,350
work on some stretch goals. 
My sort of priorities would be 

797
00:44:18,350 --> 00:44:21,390
like creasing the art budget and
I have talked to Summarize about

798
00:44:21,390 --> 00:44:24,790
perhaps doing some guest stuff 
on that, But that isn't really 

799
00:44:24,790 --> 00:44:28,750
all dependent on how the 
Kickstarter continues to go. 

800
00:44:30,350 --> 00:44:32,550
Yeah. 
And you know, I honestly, I'm 

801
00:44:32,590 --> 00:44:35,710
surprised this hasn't funded yet
and and it absolutely will. 

802
00:44:35,710 --> 00:44:39,530
I'm confident in that because 
the project is first of all just

803
00:44:39,530 --> 00:44:41,690
gorgeous overall. 
I mean, Gorman Geist is a 

804
00:44:41,890 --> 00:44:44,730
fantastic artist, but like 
actually reading the content, 

805
00:44:44,730 --> 00:44:47,850
reading what's on here and even 
just the themes of the game in 

806
00:44:47,850 --> 00:44:53,170
general and being able to plug 
in a new cool pirate shit is is 

807
00:44:53,250 --> 00:44:54,770
great. 
Like I'm super excited to get 

808
00:44:54,770 --> 00:45:00,250
this and if it you know, for 
those that are listening and and

809
00:45:00,250 --> 00:45:02,210
you know part of the reason 
Kayla is on right now is to talk

810
00:45:02,210 --> 00:45:05,730
about this great project and to 
get people directed towards it. 

811
00:45:06,530 --> 00:45:10,570
It's awesome like I said of all 
of the the press content that 

812
00:45:10,570 --> 00:45:13,250
you've sent me everything that 
I've read from Libertacia 

813
00:45:13,250 --> 00:45:14,810
through the core mechanics 
through everything. 

814
00:45:14,930 --> 00:45:18,490
It's just a really, really fun 
project And and you know as I 

815
00:45:18,490 --> 00:45:21,610
said before when we first 
connect with this and you send 

816
00:45:21,610 --> 00:45:23,170
me the press kit, I immediately 
was like okay. 

817
00:45:23,570 --> 00:45:25,530
We have to bring Kayla on. 
We have to talk about this 

818
00:45:25,530 --> 00:45:27,770
project. 
It's fantastic like we have to 

819
00:45:27,770 --> 00:45:30,370
we have to do this. 
So this is definitely one that I

820
00:45:30,370 --> 00:45:33,490
I highly recommend. 
Can't wait to have in hand. 

821
00:45:36,050 --> 00:45:39,700
What what else would you like to
say about Terminal? 

822
00:45:39,700 --> 00:45:42,940
I guess I mean this is as I, you
know, as I just stated it's a 

823
00:45:42,940 --> 00:45:45,020
fantastic project. 
I'm really excited to get it in 

824
00:45:45,020 --> 00:45:47,660
people's hands once this is 
done. 

825
00:45:48,060 --> 00:45:51,140
You know, once this is funded 
and it's all sent out, is there 

826
00:45:51,180 --> 00:45:54,220
any thoughts in your brain about
future Terminal content or are 

827
00:45:54,220 --> 00:45:57,140
you going to or are you the kind
of creator that likes to bounce 

828
00:45:57,140 --> 00:46:00,060
from project to project and and 
continue on or do you think 

829
00:46:00,060 --> 00:46:01,740
Terminal is something that 
you're going to like kind of 

830
00:46:01,740 --> 00:46:04,500
stay in and and continue to 
develop? 

831
00:46:05,940 --> 00:46:08,460
That's a good question. 
I am definitely someone who's 

832
00:46:08,460 --> 00:46:13,140
prone to bouncing around a lot, 
and I do have some other work in

833
00:46:13,140 --> 00:46:16,860
progress is that I would like to
do a bit more on one term. 

834
00:46:17,830 --> 00:46:22,310
I'm, you know, properly wrapped 
on On Terminal I've Sank, which 

835
00:46:22,310 --> 00:46:24,670
is like a musical game involving
tarot. 

836
00:46:24,870 --> 00:46:28,070
I have something involving sort 
of like a space fantasy western 

837
00:46:28,070 --> 00:46:31,310
thing I wanted to put together. 
I'm I'm interested in whether 

838
00:46:31,550 --> 00:46:34,070
people would want more sort of 
terminal content. 

839
00:46:34,070 --> 00:46:36,390
I could definitely imagine 
myself writing. 

840
00:46:37,190 --> 00:46:43,030
One off operations, you'd be 
slotting into your campaign all 

841
00:46:43,030 --> 00:46:45,910
sort of even, you know, 
expansions and further crashes 

842
00:46:45,910 --> 00:46:48,830
or stuff. 
But I do suppose it would depend

843
00:46:48,830 --> 00:46:51,550
on what the sort of initial 
interest is. 

844
00:46:52,230 --> 00:46:56,150
Or maybe, you know, otherwise 
sort of exploring the scene and 

845
00:46:56,150 --> 00:46:57,470
stuff. 
Or probably. 

846
00:46:58,090 --> 00:47:00,650
Yeah, it's like to figure out 
and I guess it will depend so 

847
00:47:00,650 --> 00:47:03,250
much on what the the response 
is. 

848
00:47:03,610 --> 00:47:06,130
I do wonder whether the game is 
entirely self-contained on its 

849
00:47:06,210 --> 00:47:07,890
own. 
I think it definitely is, but 

850
00:47:07,890 --> 00:47:11,930
there probably is also room for 
other stuff if that ended up 

851
00:47:12,130 --> 00:47:15,090
interesting people. 
Gotcha. 

852
00:47:15,610 --> 00:47:19,220
Yeah, you know I I guess like 
you said we'll see. 

853
00:47:19,220 --> 00:47:21,300
But I'm. 
I'm very excited to get this. 

854
00:47:21,300 --> 00:47:25,020
I can only imagine are you gonna
is this going to be written like

855
00:47:25,260 --> 00:47:27,820
licensing is a thing in the 
discourse and it has been for a 

856
00:47:27,820 --> 00:47:29,180
little while. 
Are people going to be able to 

857
00:47:29,180 --> 00:47:31,460
write content for Terminal if 
they if they choose to? 

858
00:47:32,580 --> 00:47:37,180
Yeah, absolutely. 
I will probably include saying 

859
00:47:37,180 --> 00:47:41,420
on the credits, but I'd be very 
happy for people to write their 

860
00:47:41,420 --> 00:47:44,620
own sort of crashes or even 
small operations or stuff if 

861
00:47:44,620 --> 00:47:48,900
they. 
If they felt inspired by it I'm 

862
00:47:48,900 --> 00:47:52,540
not given much like pen to paper
for, but yeah, they would 

863
00:47:52,540 --> 00:47:55,420
definitely do like an open like 
Creative Commons powered 

864
00:47:55,420 --> 00:47:58,340
license. 
Like I said, it's based on 

865
00:47:58,420 --> 00:48:04,460
inevitable by some of the sort 
of core rules are already, you 

866
00:48:04,460 --> 00:48:07,980
know, going to have their own 
license I think when that game 

867
00:48:07,980 --> 00:48:11,380
releases And then in terms of 
where, yeah, some kind of thing 

868
00:48:11,380 --> 00:48:12,700
where I'll just support any sort
of. 

869
00:48:13,260 --> 00:48:16,380
Third party concept, the 
terminal that people want to do 

870
00:48:16,380 --> 00:48:20,780
because you know the most 
exciting thing is if people are 

871
00:48:20,780 --> 00:48:24,020
playing and enjoying the game 
and wanting to carve out their 

872
00:48:24,020 --> 00:48:27,460
own space in that in that world.
Like, you know, that's a great, 

873
00:48:28,660 --> 00:48:32,260
a great honor. 
And and like you said, I mean 

874
00:48:32,260 --> 00:48:38,220
you, you have written a variety 
of different games, different 

875
00:48:38,220 --> 00:48:41,290
settings, different mechanics, 
different everything. 

876
00:48:41,290 --> 00:48:44,690
Where can people find all of 
these this variety of things 

877
00:48:44,690 --> 00:48:46,490
that that you've already put 
out? 

878
00:48:46,490 --> 00:48:48,130
Like where can people find the 
content that you've already 

879
00:48:48,130 --> 00:48:51,290
made? 
Yeah, so I do have like a 

880
00:48:51,290 --> 00:48:56,730
central website at ratwave.uk 
which is just like a big sort of

881
00:48:57,850 --> 00:49:00,770
directory for all of my 
different stuff on H It's 

882
00:49:00,770 --> 00:49:06,530
ratwave gamehouse dot H dot io. 
Every game I have is available. 

883
00:49:07,460 --> 00:49:10,180
I do have some things like 
available in print on demand, 

884
00:49:10,180 --> 00:49:14,700
and then I have some things that
eventually, not yet, but 

885
00:49:14,700 --> 00:49:18,340
eventually are going to be 
available through the sole 

886
00:49:18,340 --> 00:49:22,380
Muppet web store. 
And I think some things are 

887
00:49:22,380 --> 00:49:27,820
going to IPR in America. 
And so yeah, if you are coming 

888
00:49:27,820 --> 00:49:29,460
to Jencon, actually that's a 
good thing. 

889
00:49:29,460 --> 00:49:30,820
I should say. 
There'll be copies of 

890
00:49:30,820 --> 00:49:33,980
Transgender Deathmatch Legend 
available on the Indie Press 

891
00:49:33,980 --> 00:49:37,370
Revolution store. 
As long as I'll be there and you

892
00:49:37,370 --> 00:49:41,850
can see me and I think I am 
running some of my games for 

893
00:49:41,850 --> 00:49:44,970
people I know I am. 
I just don't know when, but I'm 

894
00:49:44,970 --> 00:49:48,170
running both Fear the Taste of 
Blood and 30 Foes. 

895
00:49:48,490 --> 00:49:51,970
When is it available Information
I just haven't checked and 

896
00:49:51,970 --> 00:49:55,570
remembered. 
But yeah, Route wave dot UK is 

897
00:49:55,570 --> 00:49:58,890
the best directory for 
everything and you can find all 

898
00:49:58,890 --> 00:50:03,080
my work on there which is. 
Yeah, a little like, damn 

899
00:50:03,080 --> 00:50:05,160
relevant Watch. 
Gotcha. 

900
00:50:05,400 --> 00:50:08,520
Yeah. 
And this is Listen, Kayla, super

901
00:50:08,520 --> 00:50:12,440
appreciate you being here again.
Kayla DICE, an award-winning 

902
00:50:12,600 --> 00:50:15,960
fantastic creator with this 
fantastic project out right now.

903
00:50:15,960 --> 00:50:19,400
Terminal, the digital pirate 
action RPG again. 

904
00:50:19,400 --> 00:50:21,550
Like I said, I'm super excited 
for this project. 

905
00:50:21,550 --> 00:50:23,190
I can't wait to actually get it 
in hand. 

906
00:50:23,310 --> 00:50:26,270
No doubt that it's gonna fund. 
If you guys listening right now 

907
00:50:26,270 --> 00:50:29,710
at all, go to Kickstarter, go to
Terminal. 

908
00:50:29,830 --> 00:50:32,670
What was the short URL for it 
again? 

909
00:50:33,590 --> 00:50:37,950
The terminal is just 
terminal.ratwave.uk. 

910
00:50:38,530 --> 00:50:39,810
Did that, and I'm really glad it
Dicks. 

911
00:50:39,810 --> 00:50:42,130
It makes it very easy for me to 
say in conversation. 

912
00:50:42,570 --> 00:50:45,050
It's great. 
Adam Vass does it for like every

913
00:50:45,050 --> 00:50:46,530
game. 
And it's so much easier than 

914
00:50:46,530 --> 00:50:49,210
being like go to 
kickstarter.com/this/that. 

915
00:50:49,210 --> 00:50:51,450
It's a really great choice and 
I'm glad I did it. 

916
00:50:51,450 --> 00:50:54,210
So if you're listening, click 
that link, Go check that out. 

917
00:50:54,210 --> 00:50:56,530
Kayla, thank you so much for 
being here, is fantastic talking

918
00:50:56,530 --> 00:50:59,050
with you and again, can't wait 
for this project to come out. 

919
00:50:59,050 --> 00:51:01,610
So very much appreciate. 
It thank you having me on. 

920
00:51:01,610 --> 00:51:03,770
I had a lovely time. 
Thank you for. 

921
00:51:04,250 --> 00:51:06,620
Thank you for sharing the space.
All right. 

922
00:51:06,780 --> 00:51:08,660
So that's going to be our show 
for today. 

923
00:51:08,660 --> 00:51:10,260
We don't really have anything 
planned after. 

924
00:51:10,260 --> 00:51:13,980
So again, go back to this 
project, it's fantastic and we 

925
00:51:13,980 --> 00:51:18,180
will see you all next time. 
So bye everybody.

