The Glass Cannon Podcast - Cannon Fodder 11/15/23
Episode Date: November 15, 2023Troy and Joe jump right in and go long on Fodder this week as discussions of Time for Chaos and Get in the Trunk spark discussions of improv tactics and how the Game Master takes on the role of a movi...e or tv show director. With the release of the Pathfinder Remaster, there's plenty of discussion on how that may impact the show(s) and what rules we already know are changing. In Listener Mail, Troy is asked to talk about some of his current favorite game systems. Watch the video here: https://youtu.be/Mf5H2FN6w_E For more podcasts and livestreams, visit glasscannonnetwork.com and for exclusive content and benefits, subscribe today at jointhenaish.com. Learn more about your ad choices. Visit megaphone.fm/adchoices
Transcript
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You are listening to the Glass Canon Network,
the premier source for role-playing game entertainment.
Welcome to Canon Fodder. welcome to cannon fodder a behind the scenes look at the glass cannon network
yo what is going on, everybody?
Welcome back to Cannon Fodder.
It is Wednesday, November 15th, 2023.
I'm your old buddy, Joe O'Brien.
And I'm Troy.
Last Christmas, I gave you my fart, LaValle.
Gave you my... What's up, everybody?
Man, you're just coming in hot pooping on the Christmas season?
It's your favorite time of year, dude.
We were just making little poop sounds pre-show, and I thought it was really funny.
Yeah, yeah.
I wanted to do another show.
It never gets old.
The poop sounds never get old.
No, my kids love them.
They really kill with the kids.
I'll tell you, though, I don't like using the word fart around my children.
I agree.
And I don't like when I hear it on TV.
I'll say toot.
Love a toot.
Or even like
I used to say poop. Oh, you pooped.
But my wife was like, they didn't
shit their pants. They tooted.
So I've moved on to toot.
And I love toot. Fart just sounds
vulgar. It does. And toot
is equally as funny as fart.
It's not like you give up the funny.
Like you say somebody toots, it cracks everybody up.
You might enhance it.
It might even enhance it.
I mean, it is just such a guarantee.
It's like, I don't know.
I've never been a stand-up comedian, but I imagine it's like being a stand-up.
And when you just need a laugh, you just need one, you go into the well and I'll just say to my son, did you just toot on me?
And he goes, like running around energized with laughter and happiness.
It's just a simple toot goes a long way.
So much of comedy is just like you change a word, a single word.
The right synonym makes enhances the funny by 10, 15, 20 percent.
The greatest comedians are the ones who've worked those
bits so many times that there's no fat on those bits like they've they've chosen the best word
for every moment i mean seinfeld is sort of the the poster boy for this like his words are so
precise but the whole legion of comedians that have come uh past the seinfeld era like they
prescribe to this and when you can do it in the moment, it's always wonderful.
Like, oh, that was just the perfect word for that.
But when you have some time to work on the bits, finding those perfect words makes all
the difference.
Welcome back to the FOD, everybody.
We are, man, great FOD this week.
I'm like super psyched for this FOD.
There is a lot of news to talk about.
There is big big big news in
our industry there is a fantastic episode of the show there's a chunky we are stupid there's uh
great listener mail i mean this this one's going to be a good one uh hang in there with us uh for
all of it but let's jump right out of the gate with some hot hot news hot as yeah we've been
talking about this for a couple weeks but this week it's actually happening friends of the pod Hot Goss? phase and there's updates coming out every couple of weeks as they continue to tweak and revise the
rules. We began playing around with this game at Gen Con. At Gen Con, in the booth, you might have
caught it, we did character creation there. I ran it, Skid played in it, along with Paula Deming,
Josephine McAdam, and Sidney Emanuel. They created characters together for a little one-shot that
McD and I put together, a little homebrew one-shot. Well, that one-shot
is airing this Friday at 8 p.m. Eastern on our Twitch channel. I'm very excited for it. I hope
everybody really enjoys it. What's really cool is being not a part of, but being a witness to
the game development process, because a lot of the game has changed since August. So we created characters in August, but didn't play the game until late October.
And now it's like, you know, we had to quickly sort of involve some elements that didn't even exist in August.
So it's been a really fun experience.
And I hope you guys enjoy it.
So Friday night, check that out.
And we'll talk more about that later.
In fact, we are planning.
Just put it out there.
We're going to get you a little,
put you on the spot here
and make a commitment through the
FOD. Oh boy. Troy's been a little
bit waffly about hopping
online together and playing
actual digital Gloomhaven as
a hype
before the show airs
Friday night. We're talking about doing this this Friday afternoon.
Can I lock you in for a live,
like an actual live stream on our Twitch channel
to just play Gloomhaven like we did during Extra Life?
Friday afternoon.
That was the most fun,
arguably the most fun I had during Extra Life.
It's always a blast.
It's always a blast.
You know what?
Lock me in.
I'm in.
I'm in for some Gloomhaven.
I'll just move a couple things around.
12 o'clock Eastern on Friday, live on Twitch, live, live.
Let's play some Gloomhaven.
Me, you, McD.
We'll see if we can get anybody to play the fourth slot.
Gloomhaven this Friday.
We're going to play it just as a warm-up to the RPG that evening.
I'm going to play my correct character this time.
Yeah, that was hilarious.
Halfway through, you're like, wait a minute.
Why don't I recognize any of these cards?
Yeah, anyway, that was a great time.
And man, we haven't really talked about Extra Life because I was on vacation and we had pre-recorded that fodder.
But Extra Life was incredible.
Thank you to everybody that came out and supported us and supported this great cause.
But that was a huge boon for raising money.
That three hours of Gloomhaven, we got a lot done in that time.
And we won the scenario, which is just so shocking.
That was amazing.
It all worked out so nice.
And it was like three hours on the dot when we finished the last enemy.
It was just perfect.
It was perfect.
Yeah, it was wonderful.
And we went into that stream, still hadn't hit our goal.
You know, normally we go into those night streams just able to cruise, but we hit it
and blew past it.
We had a goal of 45,000.
As of right now of this recording, we've raised $54,387.
So amazing.
Just awesome.
Just a great day.
I look forward to it every year.
It's a lot of work behind the scenes, but I always think like great cause, great cause, great cause.
Just do it.
And we do it.
And we always crush the goal thanks to the generosity of the Nays.
We'll be back next year for another 24 hours.
Yeah.
And this year we still had not hit our goal after Gloomhaven was done at 1 a.m.
It actually got crossed in the overnight, the graveyard shift with Skid and McD.
Those guys powered through and we got that at that time.
So that was really exciting.
Thanks to everybody that participated.
Also this week, we've got Glass Cannon Labs.
Labs is back.
Jared is running over the edge.
Created characters last week, doing a session this week live again on the channel,
2 o'clock Eastern.
That's this Thursday.
Keep an eye out for Glass Cannon Labs.
Great crew of L.A. gamers that are all – I think they're all – they game together.
Like they're in an actual home game.
Yeah, Ross is in that group.
Yeah, it seems like that's the home group.
So that's cool that they're –
Yeah, so that's cool.
So they have a lot of great chemistry.
And yeah, I'm very excited for that.
All right, well, that's it on the network news that's cool. So they have a lot of great chemistry. And yeah, I'm very excited for that. All right.
Well, that's it on like the network news that's really upcoming.
I did have.
Well, you know what?
You had some industry news.
Well, I had industry news.
We'll get to that in a second.
Get in the trunk.
Finale was last night.
And I want to talk about that.
Recording this before it's happened.
Exactly. So what I'm going to do is bump that to next week's FOD. I just want to talk about that. Recording this before it's happened. Exactly.
So what I'm going to do
is bump that to next week's FOD.
I just want to talk to you a little bit.
I want to set aside a little time
to look back at season five
of Get in the Trunk.
We'll talk about that on FOD.
Let's give everybody a week
to digest and listen to that episode
because it just would have released
on audio at like midnight tonight.
So let's let everybody listen to it.
Next week, we'll talk about
the Get in the Trunk finale.
I can't think about Get in the Trunk without thinking about Time for Chaos as well.
They sort of are kind of hand in hand in a way, similar themes, you running a game you love,
me running a game I love. Time for Chaos is underway, right?
Yeah, yeah. We got a couple, couple ups in the old can, as they say.
How is it going? How is it feeling?
It's great, man.
It's such a different beast than anything we run. And I'm trying to like, it's a constant battle I have with myself as a perfectionist to try and prep these things and go into it being like, it's gonna be great.
It's gonna be great.
It's gonna be great.
And trying to play loose and really let the players move the story along and not just come in with like,
here's the story I want to tell,
like let them tell the story.
It's just,
it's very,
very different from the other games we run.
And so it stresses me out.
Unlike anything.
I'm always like,
why did I do this?
But we've got,
I want to say two episodes in the can right now.
And it's always a good indication because sometimes I can't tell.
You see it all the time. I'll come off stage from a live show, standing ovation, and I'm just like,
that show sucked. That was horrible. I don't know what it was. It just doesn't feel right.
And then people are like, what are you talking about? And I watched the video. I'm like, that show was pretty good. I don't know. I felt that. And I kind of just have this very
impossible bar that I set for everything. And so with Time for Chaos,
I'm never quite sure. I'm like, I think that was good. I'm not sure. But what gives me hope is that
the players are gushing about the first two sessions already. We have like internal texts
and internal emails. Rob was sharing something online. They're gushing about it. And I'm like,
okay, that's a good sign that something's good. That's a good sign. Yeah. If you run a couple sessions for people, whether it's a show or not, and it's just radio silence on like email or text,
like for weeks, for a couple of weeks after a few sessions, it's like, I feel like I'm doing
something wrong. You know what I mean? Like, but if they're all bantering with each other about how
good it is, then you know, you got something great there. Yeah. So it's, I'm excited.'m excited. It's a very, very cool chapter that they're going to be heading into,
and they've already made some really interesting decisions. And what I told them going into it,
I was like, think of these early episodes as like, we've closed the book on one portion of
the story. We're starting a new season. Think about introducing elements early on that are going to, that are like,
take your character in a new direction and will resolve this arc one way or another over
the season.
You know, we already know certain things about these characters, but let's introduce new
things through some like downtime scenes and see where it goes.
And like, just through improv, just through fucking improv, some really, really interesting
things have come out.
So fans of Time for Chaos, I think you're going to really like this.
If you didn't listen, my God, go back and listen.
There was some magic that we weaved, and I'm excited to get it going.
Not ready to announce a release date yet, although I do have it in our calendar.
Yeah, it is in the calendar, but when it's ready to announce, we'll announce it.
A lot of factors that go into when we announce that.
But we'll let you know.
We'll let you know when we can.
Yeah, you know, I think that speaking from handling Delta Green, I think that there is – there's something about running a Pathfinder game or a D&D game where there's a rhythm to it that has this kind of like – where you can benchmark your flow through encounters that you
kind of know these encounters exist and the in-between time yeah you can be surprised yeah
things can go off on tangents yeah you got to be flexible let the players drive the story but you
can at least conceptualize the flow of where things are going to go by these little dots that
you're hitting along the way in the form of encounters of one kind or another. And that just doesn't happen
in Delta Green. And it doesn't happen in Call of Cthulhu, because the players truly can kind of go
anywhere and do anything in any way that they want. And so yeah, it puts a lot of stress on
keepers or handlers to navigate that and really put the players in the driver's seat. It's
stressful. It's very stressful.
And pacing, you know, you're in a certain point, you, when you play these games and you're running it as a keeper or game master or handler or whatever, you're really a director in that sense.
Like you're actively involved, but there's so much role play going on. When you're interjecting
yourself, you're trying to extend the scene, find out where this scene is going,
but also making sure that the pace is on point. So you're doing this all simultaneously,
because it's for an audience. A home game, let it meander. But, you know, I don't know if you
feel this, but like, I'm always, you know, I'm not going to rush Ross Bryant when he's improvising,
you know, but at the same time, I have a sense of pace for the scene that like,
I've got to push along as you're doing it. And everyone has their own different paces. So kind
of managing that. It's just a whole different beast. It is it is and I I'm I don't stress as
much about that, I guess, because I can feel it. I think I have a good sense of feeling it like
when you and Sydney are role playing together in getting the trunk, it's great to let it go for a while. You guys do a lot of great stuff, but you can kind of feel it coming to a close. And that's a good time to cut away to the other players or have a knock at the door or, you know, whatever that comes in to interrupt the scene. as a handler to know when a scene is wrapping up because sometimes players will just keep going
and going and they'll wait for a cue from you because you are the director, right? Like they,
they want a cue from you as to when this story moves on. And so, uh, you don't want to be like,
are you guys done? You're saying like, you should end the scene in some way, some small way.
I remember doing this last season. Do you remember when, uh, Roger roger and uh and co were in that bar right before
you had butted the dude yeah like there was a scene there where you guys were talking about
the the plot what to do next what you were gonna blah blah blah and i could feel it kind of
starting to go in circles like nobody was really coming to any conclusions on what to do next. And there was a little bit of like, and as soon as I felt it, I was like, guy walks up with the CDs, selling CDs.
You know what I mean?
Like little things like that.
And what that does is that breaks up that little flow of that scene and gives you guys a chance to reset, enters a new element, and it just refreshes everything.
You know, it doesn't end the whole scene, but it ends that sort of circular motion that
the players were talking themselves into.
Yeah, and that's really what you're doing.
You're part puppet master, part director, part screenwriter, and you're just kind of
throwing things in there to, you know, you have a sense of internal rhythm that the players couldn't possibly have
because they're trying to think of too many different things.
But at the same time, if you're playing with GMs,
you know, or people who are natural storytellers,
you can kind of rely on them to find it as well.
That's what improv for me so much,
and we're doing a lot more of it in Glass Cannon Podcast.
It's like, and I think this is a helpful hint.
When I start improvising with someone on the show,
I often start by meandering.
Let's meander a little bit
because we're trying to find out
what is the game of this scene?
You know, and this is sort of a UCB,
Del Close, improv-y type school thing.
It's like, what is the game of this scene?
We don't know what the game of the scene is yet.
Is it someone's trying to get something out of it? Or is there a joke
here that we're going to mine? You meander a little bit, but you're really trying to meander
to find the game of the scene as fast as possible. And then once you find the game of the scene,
how can you hammer it and expand it so that it just keeps getting funnier and funnier and funnier?
Or if it's not a comedy scene, it's like, how do you just heighten and heighten and heighten and heighten?
Whether that's heightening humor,
heightening horror, heightening drama.
It's like once you figure out
what the game of the scene is,
it's just heightening and heightening
and heightening until you get to a crescendo.
To me, nobody does it better than Key and Peele.
Key and Peele in sort of like a modern equivalent.
When I took a couple of sketch writing classes at UCB,
they always would show Key &
Peele because those are all UCB. The people in UCB is Upright Citizens Brigade. Those are all
UCB writers that do Key & Peele. They do it great. They'll introduce something and they'll just keep
heightening it, heightening it, and heightening it. Great examples for us, I always point to
Mary Beardchin and Barry Broadfinger.
That episode was just like shopping and stuff.
And then you guys were just going to gloss over that.
And I realized that the episode was over.
We haven't done anything.
We need to do some improv here.
But I had no idea what the improv was going to be.
So it started off with Grant and I doing the Barry Broadfinger thing.
And I go to shake his hand.
And Grant was like, let me insert a joke here.
It's like, oh, why are your hands wet?
And for me, it was like, oh, because he's an OCD priest that uses his holy water to constantly wash his hands.
And then it just kept hiding and hiding.
Mary Beardchin, it was like, oh, welcome to the library.
You soon realize that like she's trying to kill off her family so that she can raise up to a higher level you know that's that's what it is we we have some stuff coming up in in
gatewalkers i won't spoil that like it's it's the same thing but it's not comedy it's like how do
you find out what the game of the scene is and then heighten and heighten and heighten and heighten
into your reach of crescendo i've i've been enjoying what you call it, Sydney, Skid, Matthew.
They all kind of turn me on to I Think You Should Leave.
And that's on Netflix now.
So I started watching some of that and that is insane.
Like I think that there's some people that I would recommend things to like within my
family and stuff like that, that like I wouldn't even recommend this show.
It's like it's too crazy.
But like that is the epitome of like taking an idea and heightening
and heightening heightening and then shifting so quickly you like you don't even see it and then
re-heightening and re-heightening re-heightening until it is so absurd uh but i really am enjoying
it it's so funny but like the genius of how you craft that and this is what matthew always says
about it is like the one thing he loves about it is like he can never predict where it's gonna go like where the sketch where the punch line is like
you can't find it because of the way that it's designed it's it's you know different styles of
sketch writing but they're all based on heightening and every one of these sketches like starts with
just like a gathering of friends at like a wine tasting or like a couple people at a bus stop just
chatting and it's always low and it's always smooth and it's always quiet.
And then something comes in.
Oh,
that's kind of strange.
You know what I mean?
And then before you know it,
it's like complete madness.
uh,
Portlandia did that great too.
It was like,
they're at the restaurant.
It was like,
uh,
is your chicken farm raised?
And by the end of it,
he's making love to the guy that is the like religious guru that stands over
the chicken farm.
Would you like to visit the chicken farm?
And they get on.
I mean,
it just,
that's what it is.
And all the,
all these shows that are coming out,
they're all coming out of the same schools of sketch writing,
whether it's a UCB or,
you know,
IO out in LA or Chicago.
And so they're all using these same methods of heightening.
So now it's like,
I think you're gonna see a lot of interesting comedy come out in
the next decade as people like this show is like, how do you throw rocks at that?
Well, heighten, heighten, shift, heighten, heighten, shift, heighten, heighten.
It's just a different way of doing the same thing.
So for us, it's we're employing those same methods and constantly trying to explore it
without some really verbalizing so much about what we're doing.
But you can do it in your home game too and have people rolling or in fear.
Yeah, totally.
Wow, that was a little side jaunt I wasn't expecting.
I just want people to get excited that Time for Chaos is rocking and rolling.
We're back, baby.
And that we have a release date in mind,
but we're going to cement that as soon as we're ready,
and we'll let you know when that is.
But, yeah, a little tangent on improv.
That was fun.
Let's talk about this industry news.
Today's a big day in the history of the game that got us back into this,
the game that got us launching the glass cannon podcast.
Pathfinder published by Paizo has made a big move.
They talked about it over the summer,
the Pathfinder remaster.
Well,
it releases today. It launches today.
Today.
The Pathfinder Remaster. So for people that don't know, I'm actually not really an ambassador to
this. I don't really know how to explain it best. Go to Paizo's site if you want to read more about
it. But I believe the spirit behind it was motivated by a lot of the things that happened
with the OGL fiasco and the whole desire to create something that is totally their own and
disassociate with a lot of the classic concepts that are tied to a copyrighted version of Dungeons
and Dragons. And I can all see why that is happening, whether you like it or not. It does not change anything in your home game. It doesn't force you to do anything in your home
game. However, they wanted to put out books that really changed the lexicon of the game that we
all knew and kind of grew up with and get a fresh start and make it their own. So it releases today.
I have not delved into it. I've delved a little bit into some of the – they did a preview sheet.
I read that.
There was about 20 pages of where – basic ideas of what it's going to look like.
But now the whole player core is released, the new player core, which is separate.
And it's player core one.
There's going to be another player core early next year because they had to – they spent time on half the classes.
And they've got another half of classes coming out next year because they had to, you know, they spent time on half the classes, and they've got another half of classes coming out next year. Let me get, first of all,
your overall thoughts of the remaster in general, and is this something you plan to,
these changes, are these something that you plan to bring into the Glass Cannon podcast?
So, my thoughts. From a business perspective, I think it's great. And this is part of the reason why we want to eventually develop our own story, our own IP, and possibly even our own game.
It's because we don't want to be beholden to somebody else.
And ultimately, I think that's what sort of pushed this forward.
If there's no OGL debacle, I don't know.
I should ask them, Dave.
Be like, was this in the works before the OGL debacle?
And I'd be shocked if they were like, yes, it was.
Maybe it was.
I wouldn't be shocked at all if they said, yes, it was.
Yeah.
I guess I wouldn't be shocked either way.
But like, you know, I just feel like if anything, it pushed it forward.
So from a business perspective, I think it's a smart move.
And it's something that I think we should be doing as well.
We don't want to have to – we can't build a business if you're constantly asking for permission.
We're lucky we work with great partners like Paizo where that relationship has developed
over the years where it's much more of a partnership. In terms of the actual thing itself,
um in terms of the actual thing itself uh i don't want to say i couldn't care less but you know so i'll say nothing well you know this fundamentally changes a lot of the game
yeah no i see your intention to try to adapt to some of these changes or is your intention to stay with dnd classic sort of
stuff i mean for lack of a better yeah i mean i updated the foundry uh thing uh where i did a
foundry update recently where all the language changed you know like so flatfooted is now called
off guard some of the spells have different names i I've done that. That's cosmetic at best. Am I going to employ the changes? When I say I haven't even given a small thought about it,
I just – I want to give my honest opinion because I think people appreciate that.
I really don't care. I couldn't care less about this change. It is a lot of changes.
I think that – it seems like people are like, ah, it's not a lot of changes. I think that
it seems like people are like, ah, it's not a lot of changes.
There are a lot of changes to the game.
Fundamental changes. And maybe initially
that wasn't part of the plan, but it seems like there
are a lot of changes. But I'm speaking
from slightly one step
above ignorance. I've looked into it.
I've started looking at some of it.
Seems cool, but I just really couldn't care.
I'm not going to
make any decisions anytime soon i don't know the adventure that i'm playing was written for a
system i'd like to stick to that system but maybe there's some stuff we can borrow from um i just
yeah i really don't care hmm yeah well i i well yeah i mean i don't want to again i'm not too
well versed on it either but i would think that it's not like we're playing an AP that can't be used with the remaster or that needs some sort of adaptation.
I don't know.
Maybe it does with certain monster abilities or something like that.
I don't know.
But in general, I think the long and short of it is the balance of ACs and two hits and damage rolls and all that stuff is mostly –
That's going to stay intact.
There's new dying rules, which I think are terrible.
But they're put in place, in my opinion, I think, to try and balance against hero points,
which I thought were dumb.
So like in that respect, I get it.
But I don't think I'll be changing the new dying rules because where we got rid of
hero points and using our own proprietary bottle cap system, which kind of mimics it, but you don't – the economy is a lot more precious.
There's no reason to make dying rules more harsh because I think those dying rules are in place to sort of combat the fact that you can – you'd never die if you have hero points constantly.
Right.
If you're getting a hero point every session, just hold on to it until you're about to die.
You know what I mean? Like it's going to be very, very hard to die. So this system makes
it pretty easy to die. To clarify for people that don't know what Troy's talking about is there was
some say an update to the rule, some say a clarification really in that the wounded
condition when you are wounded, we've talked about this before, when you gain the dying
condition when you're wounded, your dying value increases this before, when you gain the dying condition when
you're wounded, your dying value increases by your wounded value. So if you're wounded one,
and you go down to dying one, you add that wounded one to it. So you're immediately dying two.
If you got crit, you're immediately dying three. The rule change slash reinterpretation slash
clarification or whatever you want to call it, is that your wounded value in the remaster
applies anytime you're dying you gain the dying condition or anytime it would increase so if you
are dying two and wounded one and you fail your uh your recovery check you go down one plus your
wounded one you are dying for you're permanently dead so if you are dying so if you are wounded one
and you go down to dying and then fail one roll and nobody heals you or anything like that you're
permanently dead if you don't have diehard so it's brutal but like you said i mean hero points
wash it all away you lose the dying condition you lose the wounded condition you're recovered and
fine so maybe that's i i get that, is that it's probably made to balance
out hero points because nobody was dying.
But we don't really
use hero points in the traditional way in
GCP. Well, we use them in the traditional
way. The economy is just a lot, lot,
lot stingier. You don't get them for free.
Yeah, you don't get them for free, whereas
as written, it's encouraged
to get one every session.
Obviously, we play shorter sessions, but still, you'd be getting one every two weeks, every three weeks.
I never liked it.
I appreciate this change because I think it's meant to combat that, but I think you're also going to end up having a lot more one-encounter days, which I don't like.
I don't think it's a flaw of the system by any means. I just think that
I like days where you're having a couple of encounters. When you go into a dungeon,
I don't want people resting in every room of the dungeon. I think it's immersion breaking
and just kind of silly. But if the only way you can move on is to, well, we're probably going to
die if we move on. That's dumb too. So there's got to be some way to balance it.
I think that these changes are going to make it a lot harder to do that.
You're going to be battling, resting, battling, full resting,
battling, full resting.
And I don't know, that's just not my jam.
It's going to make it so that you really can't write full dungeons.
They're going to have to be one encounter days
or days where like
you're hit by a trap that kind of weakens
everybody, then you go into encounter
and then that's the day you got to do a full rest.
Yeah, I mean, I don't know if
I don't agree with that necessarily, but
what I will say is
you don't need to full rest, but what
without that, what you do
need is people trained in medicine
and you have to be well trained in
medicine and you have to be good at treating wounds. And really, if you don't want to grind
your game to a complete halt, you got to get, you know, a continual recovery feat so that you can
sort of heal people quickly and keep moving if you want to have multiple encounters in a day.
That said, it seems kind of silly to be like you have to have this ability in your party or you can't really adventure well.
But also it kind of makes sense if you're going into like horrifying physical combat that you need to have somebody who can patch people up.
You got to have a medic.
You're not having a medic.
Yeah.
You're going to go down.
I mean, I was worried about this with when we'll get into this shortly with Bolan's Fortress is like, man, if this is going to be wrestling every room, it's going to be a little ridiculous. But I like the way that it's playing out and the way that you guys are role-playing it. with it is that this new rule is going to make it a lot
harder to have multiple
encounters in one day unless
the GM is just like throwing it
throwing hero points out for like
that was great you know that was
great you know because that's the only way
you're going to encourage another encounter because
it would no one people are going to be very
loathe to especially you
can't remove the wounded condition until you rest, right?
Maybe there's another way.
No, treating wounds removes it.
Treating wounds.
Okay.
That's what I'm saying.
If you just treat wounds, you're fine.
But like just treating wounds is easy to say.
Like you got to still roll a die.
You got to be trained in it at least.
And you really can't make it a quick process until you're an expert in it. And it's really like having nobody trained in that.
I don't think that's necessarily a failure of the system that you have to
have somebody trained in this ability to make it a feasible game to play.
I don't think that that's necessarily a failure of the system.
I think that's like saying like,
Oh,
we have a party where nobody has any weapons.
But we're mad that we run out of spells too fast you
know it's like well i mean that's not a failure of the system it's like there's a certain balance
exactly like i think having somebody that needs to be trained in medical uh healing is a very wise
and important and basic thing to make to to make it immersive. You know,
it'd be silly to go out there with somebody that doesn't know how to patch up a cut.
You can have a party without a clerk. Absolutely. But like, if you're going to go there and no one knows how to heal, you're going to die. Like it's just, that's not a failure of the system.
It's like, you've got to work around the sort of restrictions of the reality. You know,
when you're playing a four person party, if someone isn't going to be a rogue,
you're going to have a lot of trouble with locked doors and traps. if someone goes rogue that means one less caster or one less frontline fighter one
less ranged fighter i mean that's kind of the beauty of the four uh the four pc party is like
something's got to give yeah if you're going to do a bard yeah you're going to be great at buffing
but now you're not going to have a real good blasting spellcaster uh you know i think that that is a a sort of i can't think of a plus of
these systems is that um but yeah i don't know i think that my rules seem fine with the rest in
this week's episode this week's episode there is a rest with our first rest within bolan's fortress
this this gnomish uh village that up in the trees that we decide to settle in and rest.
We do a peek up above.
We get a vantage point on the roof, and we can see there's drawbridges to other buildings
or at least one drawbridge to another building.
You see multiple other buildings, and we don't see any enemies right away.
But then it's like, all right, well, why don't we camp down here and rest?
And I know that from a very basic standpoint, you're very anti-resting
in a dungeon crawl, like during a dungeon crawl. But you seem fine with this one. I'm not sure what
it is that makes that change for you. Maybe it was already a multiple encounter day. Maybe that's
why. I think it was three encounters, three, almost four before we rested um but i mean to me resting in a dungeon crawl is a
necessity it happens and if you don't like it as a gm then just attack them while they're resting
for sure for sure you can do that whenever you want just a patrol comes by you know yeah absolutely
i mean i think in this instance it just made sense and you guys uh you had to do it it was
inevitable you you guys were beat up you had to do it. It was inevitable.
You guys were beat up.
You had to do it.
Also, I think you took proper pains to see if like this was a safe place to do it.
As far as anyone knows, there's people that are in there and they don't want to go in there.
So they're not going to bother.
If nobody comes in and out of there, they're not going to think about it. Now, with the guards dispatched as well, people might be wondering where the guards are,
but you can already tell that there's a little bit
of the inmates running the asylum feel here.
It's a little bit of chaos.
Keep a watch.
Put Home Alone up the stairs and see what happens.
So I think it worked.
Now, that's not to say that I might not be rolling behind the scenes,
doing some perception checks.
Hey, where are the guards?
Why haven't they come?
Some random encounter.
I also feel
like at a certain point these adventures
kind of understand the reality and they
give you sort of
things to overcome this very obvious
narrative nonsense.
Like it happened in Giant Slayer. You had the invisible
tent. There's spells
that give you like you cast a spell
and you're all hidden and in a
pizza parlor. Extra planar space.
Extra planar John.
You're going to have those options eventually
so early on you've just got to find a way
to make it narratively work and I feel like you guys
did. Yeah, yeah.
I liked that scene and it also offered
some time for some characters
to talk. This brings up an interesting thing
which I don't think we'll get any good answer to
this question, but I just want to throw it out there.
Picked it up more on the re-listen.
Talitha, as we go to the lay down, pulls Buggles aside, wants to talk privately to Buggles
and seems like dodgy about Buggles maybe being in her head when he does the healing and stuff like that.
And is a little bit cagey about this.
And is like, I just want – if you see anything or anything in there or whatever, I just want you to talk to me first.
Like don't talk to anybody else.
And I didn't really pick up on it the first time.
In the re-listen, I'm like, is something going on there?
Like obviously like nobody wants anybody poking around in their head.
But it seems like there might be something excessive here in the mind of Talitha that might be very bad if we found it out or something like that.
My question to you is, is that right?
Do you know something about this character that's effed up that like, if we found out.
Maybe I think it's a cool moment by Matthew.
I think everyone should be looking for these moments.
I always say like have secrets,
have secrets from the other players.
You can have secrets from me if you want,
but like letting me know is going to help me sort of,
you know,
plant that field with you.
But yeah,
that was,
that was a great little moment.
Maybe I know,
maybe it's something new that Matthew hasn't told me about yet, but I do know little moment. Maybe I know. Maybe it's something new
that Matthew hasn't told me about yet. But I do know some secrets about Tolita. I'll tell you that
much. I do know some secrets about Tolita. All right. Awesome. Well, let's go into We Are Stupid.
I'm going to tell you that We Are Stupid is going to include remastered tips here going forward,
because we're going to just start
educating people on what some of these changes are, whether we're adopting them or not.
You will get a sense of what changes they're making and why in some cases.
Before we get into that, though, let's talk about a previous fodder in our discussion about the
Shillelagh and two-handing versus one-handing.
Just some clarifications from Professor Eric that I think are important for you to know
as a GM who's going to be running these characters.
I'm assuming more Oak stewards to come.
Just to clarify, when you are casting spells, you do not need to remove a hand from a two-handed
item.
So if you cast a spell, you don't need to spend an hand from a two-handed item yeah so if you cast a spell you don't need to
spend an extra action to put it back on because the rules of somatic components say specifically
you can have shit in your hands and still do it the only reason the only way you can't do it is
if you are restrained uh or otherwise you can do this exactly and and you so you don't have to
remove the hand for that did i say you had to because i feel like i don't have to remove the hand for that. Did I say you had to? Because I feel like I – I don't think you said that specifically, but it's more of a clarification of why he brought it up.
The reason he brought it up had less to do with spellcasting and more to do with opening a door, which is like clearly you needed a free hand to do that.
Throwing a dagger.
If you threw a dagger the round before, there needs to be some action where you put your hand back on.
Just little things like that.
Or there needs to be some action where you put your hand back on.
Just little things like that.
I just wanted to reiterate to everybody because I forget it too that somatic rules do not require you to have a free hand to gesture to cast spells.
You can be holding something.
Unless you're restrained.
Yeah, unless you're restrained.
Is it grabbed or restrained or is it just restrained?
It's just restrained.
Like the hardest way.
Yeah, restrained, bound, pinned, et cetera.
So you can be grabbed and still cast.
Yeah, with a flat check.
You have to do a flat check if you are grabbed.
I believe it's DC5 flat check. That's cool.
Yeah.
All right.
Let's go into this week's episode.
A little shout out to Troy from Professor Eric.
He heard your adjustments
that you're making about you said you were making some adjustments and we're adjusting very few
things and you were not adjusting acs you were not adjusting to hits but occasionally if you
needed to you felt like you were adjusting hit points he says i think that this is a really good
approach the elite template which is what uh my buddy at Order of the Amber Dye was using, I told you at a seven PC party, was putting the elite template on everything.
And it was brutal, brutal.
Characters were going down constantly.
But it made it feel like, you know, with seven people, you could sort of fight back against it.
What Professor Eric points out is that the elite template can kind of get overused.
or Eric points out is that the elite template can kind of get overused. And what it ends up doing is it creates these issues where people can't hit anything and the monsters hit so hard that it too
drastically swings the thing. Whereas adding more hit points makes it, it might make it go around
longer, but it feels more like the game is meant to feel. It just extends things a little bit
longer.
And yeah, that can also give an opportunity
for a PC to go down,
but it doesn't seem like it's going down
because the two hit is too high.
Also, just points out-
Yeah, I was just gonna say,
I noticed a lot of people will bring this up.
We know how to adapt it.
It's just different for adapting a show
versus adapting a home game.
I can elite, weak template anything.
That's not good for a show.
I've learned this the hard way,
especially with the live shows.
It's like more enemies, harder enemies, doesn't work.
When you just add hit points, you're adjusting time.
And for me, I'm running a show that is based on time.
I need to get things moving in a certain way.
I can always, and the hit points to me
are the one thing that is sort of adjustable,
or at least they were in 1E.
It's like 48 plus 10 is that particular hit point.
Yeah.
But they may tell you that's 50.
Well, what if it's 56?
What if it's 47?
You know, that to me gives me a lot more control.
And it's not like you guys are mashing.
You know what I mean?
Like if I feel like-
We're going down constantly.
Like in terms of, you know what i mean like if i feel like we're going down constantly like uh in
terms of you know just being unconscious and dying if i start adding enemies or making them more
difficult it's just it's it's not not good radio yeah i agree with you um but just to those that
are maybe thinking about doing this in their own games you know the the tip from Professor Eric is add more low-level enemies if you've got people – if you've got players with AoE spells.
Because if they have that, it just is fun for them.
It gives them an opportunity to hit more things.
Like, that's fun.
But otherwise, just adding hit points is a great way to go to make your game a little bit more exciting on both counts.
Like you said,
sometimes,
sometimes you're doing less hit points because you're like,
they've got this in hand.
Let's just keep this moving.
But sometimes you're doing more hit points because you're like,
this feels like it's too easy.
We have to have to bump this up somehow.
Okay.
So important treat wounds,
clarification,
important treat wounds,
clarification.
Oh man. I think I caught this.
Did you?
Yeah.
Not during the show, but afterwards.
Go on.
This is going to be nasty.
It's going to make it a little more difficult, especially the way you guys roll.
Well, really all that we did wrong in this case is we're talking about the time, right?
The time it takes to like after an encounter to recoup, recover, and get back at it.
Continual recovery is a great thing, but you don't have that first level.
That's something that I hope to get with Brother Ramius, but don't have it now.
And it is like that one hour wait that you have to do for treat wounds before you can do it again is – it's pretty brutal.
And it slows things down, but, you know that that is what it is um
sorry that's i'm looking at this on demi plane right now and trying to all right let's let's
see if i can get this in here so basically the the thing that we point out here that we have
to remember and it might be one of these like blind spots for us is uh
bringing it up here let's see there it is treat wounds uh so treat wounds you spend 10 minutes
treating one living creature uh i'm gonna do a full screen on this thing treating one living
creature then it's temporarily immune to treat wounds actions for one hour this is the key point
here not just for the person that did it.
Exactly.
Not for you,
not temporarily immune to your treat wounds,
but the treat wounds action in general.
So what we did in the episode,
a little bit of a futz up is when I failed on a treat wounds against,
um,
on lucky,
I mean,
I failed on Talitha as well.
Talitha was like,
all right,
I'll just do it to myself.
Yeah.
I mean,
this isn't just an episode
mess up this is something we've been doing for a while yeah live shows as well exactly so like
saying like oh i treat wound even if i'm successful right i treat wounds on talitha
let's say that takes 10 minutes and then talitha says all right and then i'm going to treat wounds
on myself all right so now that's been 20 minutes and I've got two treatments. No, you have to wait an hour before you can even do it on yourself.
So important thing to also remember that when,
and if Ramius lasts long enough,
if I can get myself continual recovery,
that like,
it's very bad idea tactically for anyone else to treat wounds ever besides
brother Ramius, we'll say as an example well
yeah until you fail and then you gotta decide should we wait an hour so someone else can try
like you should always be well no even if i fail it's only 10 minutes if i have that feat
right right if you're the primary healer you're the primary medicine medicine or whatever whatever
and you have continual recovery that they're only immune for 10 minutes.
But if Talitha does it to somebody, they're immune for an hour until I can get back on it, right?
So it's like tactically you got to keep an eye out for that.
And I think that that's a little bit of a downside, a little bit of a system issue where role-playing-wise,
like Talitha is just never going to treat any wounds again.
I don't know.
It's interesting, something to keep in mind.
But thank you for pointing that out, Professor Eric. Somewhere around the beginning of next year, we'll get that right on the show.
Yeah, exactly. Exactly. I mean, I think that I've said it before. I'll say it again. Everybody,
just keep in mind, we're recording well ahead on this stuff. So you're not even going to hear us
mention a remaster, I don't think, for quite while but you know you'll you'll see it eventually it'll it'll flow through as as we go um all right let's talk about sugar rush sugar rut these things
were amazing malix malix well look at this we've got the malixi right here we can bring up stats
and stuff you can get a sense of like what it was doing. But just amazing.
The main thing I wanted to point out, though, is the sugar rush ability because sugar rush, this special ability is it is it basically makes them quickened.
Right.
And that's a very specific type of quickened.
Exactly.
And so what you want to point out here is the Malixi is quickened and quickened means that you get an extra action you know uh i think
right quicken means you get an extra action but in one additional action at the start of your turn
each round right so they eat this uh large quantity of sugar honey or nectar or similar
sweets it goes into a frenzied state it becomes quickened meaning it would get another action
next turn however there was there's one very specific thing about this monster in this ability
the malixi immediately strides or flies as part of this single action right here it's a single
action to eat it and it gets a free stride or fly so you're not actually using a quickened action yet
you just get that free stride or fly and then you are quickened and we'll get another action next
turn so but even that action you get the next turn it the way it reads to me is you can only
use it to stride or fly yeah yeah yeah yeah i'm sorry it actually says that there i moved on
before we got to the last line the moxie is quickened and can use the addictional action only to stride or fly.
Similar to haste where, you know, we see this in Glass Cannon Live with Matthew's character, who I'm blanking on at the moment.
Ethel.
Ethel, where you're hasted, you can get an additional stride or strike action.
It doesn't let you just do anything with your extra action.
And then this is what comes up huge in the episode.
Gets Talitha a bottle cap, gets Matthew a bottle cap.
As soon as the rush ends, the Malixi is fatigued for one minute.
That was huge.
Yeah.
As long as we waited out the rush and then it became a lot easier.
Really fun, I thought, role play by you to role play the fatigued Mixie.
I'll butter your bread.
I like it.
I'll shoot you.
Whoa.
Whoa, whoa, whoa.
That took a turn.
He's got a gun.
He's got a gun.
Stand back.
Stand back.
That was fun.
Oh, man.
Fun times, fun times.
Okay.
I'm going to do one more thing before we move on to listener mail here.
We're going to do listener mail quick.
We'll do one.
One question in listener mail.
We'll do one.
But we'll do one.
Before we get to that, though, I want to bring something to your attention I'm sure that you don't know about, which is Divine Lance, a cantrip for a cleric that we have discussed behind the scenes.
I don't think that this
is on air but behind the scenes i came to you and i said divine lance is going to be an issue
because it is a primary damage dealing cantrip for me and it is based completely around alignment
which is one of the primary concepts that is being moved on from in the remaster. The actual wording of Divine Lance says,
choose an alignment that is one of your deities, right?
Lawful, chaotic, good, or evil,
and then make a ranged spell attack against the target's AC.
If you hit and they are subject to damage from that kind of alignment,
you do 1d4 plus your spellcasting modifier in dimaggio
well this is what's changed so what we were saying is all right well let's just we'll call it holy
damage and we'll just say it's holy damage and it'll damage everybody that you know isn't holy
essentially uh it's kind of how we thought we would approach it but this is the way that they
actually did it in the remaster professor er Eric has the text on hand, and they introduced something called spirit damage, which I don't recall being in the non-remaster.
I don't know if I missed it before, but I don't think that that was a kind of damage before.
No, I don't think so.
There's now a damage called spirit damage.
And here's the write-up for spirit damage. And here's the write-up for spirit damage. I don't have it yet because it's not out yet as
we're recording this. So I don't have it up yet on the screen. But just to walk through it really
quick, spirit damage directly affects the spiritual essence of a creature. Spirit damage can damage a
target projecting its consciousness or possessing another creature.
So like it damages what's inside of you and not your actual body. It damages your spirit.
And so what this is saying is spirit damage can damage a creature that is possessing a
creature's body.
It can hurt the creature that's possessing it in a completely other location, which is
kind of neat.
Spirit damage does not harm creatures that have no spirit, such as constructs.
Many effects that deal damage also have the sanctified, holy, or unholy trait.
All of these are described in Blah Blah Blah.
So we'll get more into that as we continue to play and as we see more of this remaster.
But to sum it up, Professoric says basically it affects almost everything
aside from constructs or things with objects object immunities uh divine lance also used to
be used as a kind of evil detector while also maybe doing some damage you'd also get an important
important point of knowledge uh no more that is no. No longer are you going to be able to use it for that.
It's going to be straight up, does it have a spirit or not, which is kind of interesting.
Also, this is something that's changing in the remaster.
A lot of the cantrips are no longer adding, not all of them, but a lot of them are no
longer adding your spellcasting modifier to the damage, but they are upping the damage
dice.
So the base dice is now 2d4 but it gets no plus
from your spellcasting swing a little more wildly right so instead of 1d4 plus 4 it's 2d4 uh spirit
damage so those are the changes to the official divine lance you and i can talk about if we're
going to like use this in the show or whatever that's interesting you know what's what's
interesting with divine lance is by us sort of being cagey about alignment or removing or whatever, it kind of gives you an extra action because normally you'd want to do a knowledge check specifically to find out what their alignment is so that you can then key the alignment of the lance to them.
I would say you're going to do that probably 50 of the time you're not going to be like
i'm going to say uh chaotic evil and throw it and then it doesn't do damage right like
melixis are chaotic neutral don't you have to key it to chaotic neutral before you cast it
no no it doesn't work that way you you you choose the alignment that you want it to have or whatever
but it's limited.
Choose an alignment your deity has.
It's limited by your own deity's alignments.
You can't just choose whatever you want.
Oh, it just does specific alignment damage, which is on a hit that they are.
So the one difference is that normally you would be doing good damage and you would think that this would hit an evil creature.
Sometimes you might think, though, maybe I need to do lawful damage, right, if that's what your deity is.
But your deity has to be that.
You're not going to be able to ping pong between chaotic or lawful.
Yeah.
It's going to be one or the other.
I thought you had to choose what it is.
So, yeah, it really doesn't make any difference.
If the remastered rules interest you, I'm totally open to doing it.
Yeah.
I mean, I like this idea of spirit damage.
It's an
interesting concept basically you don't harm the physical body you harm the spirit and a lot of
times that's just going to mean harming the spirit of the creature you're hitting but i do i think
it's interesting that it's also being clear about this also hurts whoever's projecting their
consciousness into something or possessing another creature even if the target's body is elsewhere. It's very cool.
It's like, you know, Gandalf with Theoden
when he, like, you know, knocks Saruman out of his head.
It hurts Saruman as well.
It doesn't hurt Theoden's body.
You know, it's kind of an interesting concept, spirit damage.
That's kind of cool.
Yeah.
Anyway, more to come on that as the weeks progress.
We'll see what kind of remaster changes we're looking at maybe we'll look at one at one a week something
like that uh as as it comes up in our game um thank you professor eric for for putting the
work in there i love is uh kind of ironic and funny because Roger
says, in a previous episode of Cannon Fodder, Troy said he thought the Delta Green system was weak.
This is from Roger. Very interesting. The question is, which systems are your favorites right now
and why? I haven't been playing along, but so far i like world of darkness and blades
in the dark systems fate has conspired to stop me from trying call of cthulhu or delta green yet
um yeah so what are some of your favorites right now troy in terms of game systems that you've
well it's funny i because i would say call of cthulhu is my favorite and people are the same
game and it is absolutely not but i don't't want to speak ill of the Delta Green system.
These guys work really hard on it, and I think that it works really well for the game that they've made.
But it lacks, to me, the sort of depth and sort of crunch.
I had the word on the tip of my tongue, but it's not crunch.
Crunch. Crunch. I had the word on the tip of my tongue, but it's not crunch. It's like the depth and the layers that Call of Cthulhu has with the difference between hard success and extreme success. All of the sort of development that goes on between phases for character development, the way that skills go up up and down the use of luck. I mean,
to me,
there's just so many bells and whistles that I prefer in the game because I don't want to just role play all the time.
And sometimes in Delta green,
it feels like the roles don't matter or they there's just no way you're going
to ever succeed at the role.
So it doesn't sure I'll roll it.
And then,
you know, maybe it'll go up by a D10 next time around.
So that's why I said that.
To me, they are wildly different games.
And that's why I prefer Call of Cthulhu.
So I like Call of Cthulhu.
I really liked Vampire when we played it with Jared.
And I've played it now a couple times.
I only really dabbled.
But definitely some interesting mechanics.
Again, a very role-play heavy game um and like dark role play too yeah that's something we could have a lot of fun with
if we ever really wanted to get back into it yeah for real um you know and i'm really enjoying
pathfinder 2e you know especially the more that we play it like on a weekly basis i i definitely
like it i think i like it more than first edition um it's crazy to me that
you guys are still playing first edition in a game i'd be like what the hell's going on i said that
this is going to be really hard and somebody was like no it's not you play two different games all
the time blah blah and like i just disagree it might just be my brain but like man there are so
many times when we're in the middle of a legacy session and i'm like oh my god like i'm losing it more and more and more like all the oney sort of knowledge
that we had is so out of practice even though we're playing this game semi-weekly it's like
it's hard to keep track of it all because we're we've definitely the pendulum has swung the other
way we have such a high volume of 2e play now that like i'm it's not that i'm crossing over
concepts all the time
but i'm just forgetting something came up recently in legacy i don't remember what it was but i was
like you know and a lot of them they're so close like flanking right like flanking is so close but
it's different it's it's worded differently the different immunities happen different like uh and
and power wise it's very different but But yeah, I don't know. to be yours and I'm going to just let it go. And I wanted to pivot to Band of Blades, which I've
spent a lot of time reading and listening about. We're not at a point now where we can just,
I really want to play this game. Let's do a series. It just doesn't work that way anymore.
It's not very cost effective, but that's a game that I would love to run someday,
Band of Blades. I love the mechanics. It is so vastly different than Blades in the Dark.
The core mechanic is there,
but you play multiple characters.
Like in downtime, you play other characters than you play during the mission phase.
And then sometimes on the next mission,
you play a different character.
They even have mechanics where like somebody else
plays the character you played in the first session.
Like the commander decides who's playing everybody
or the field marshal.
I can't remember one of those things.
I don't know if I like that so much. I rather i think i'd make some tweaks but uh very very
different game and that's something i i could i think i could get lost in uh but for for me right
now you can't beat call of cthulhu um and i i wish we could play more of it on the network to be
honest even though i lament prepping for it and and recording the sessions the time. But that's just like my OCD-ness.
And I wish – I'm trying to get better at letting that go.
But it's really fucking hard, man.
It's hard.
I would love to just go into even a Strange Aeons live show and be like, I'm so ready.
I'm so laid back.
Let's just – and I can't.
I'm just like miserable backstage.
I can't talk to anybody.
And then afterwards, I'm usually like, that was terrible.
to anybody and then afterwards i'm usually like that was terrible so i was listening to uh the sports talk guys in philly that that i enjoy uh this past week and they had back on there was this
this guy who's this personality who is considered to have built this network in in philly uh he's
the morning talk show host and he was for like 35 years he did it so he started in the early 90s
there was like no market for sports talk and he grew it and grew years he did it so he started in the early 90s there was like no
market for sports talk and he grew it and grew it and grew it and now it's a absolute monster with
multiple millions of listeners every day and uh he retired uh last year earlier this year in like
february this year he hasn't been you know on the radio at all and then last week he came on and did
like a little interview and it cracked me up because one of the things he said they they were talking about like, well, what has changed about since you left, since you retired?
You know, they're going through all these kind of questions.
And he was like, well, there's a lot of things I didn't talk to people about at the time or whatever.
And now he's 74 years old or 73 years old, something like that.
And he's basically like, I would do a show.
He's like, I would be miserable before every show and I would do a show. He's like, I would be miserable before every show.
And I would do the show.
And if one little thing wasn't perfect during the show, I could not stop thinking about it for the rest of the four hours.
And I would drive home in a rage.
And it happened almost every single day.
And he's like, I had a real problem.
I never talked to anybody about it,
and then I went and got some therapy, and it's actually starting to work,
and it's starting to realize what was going on in my brain that made me think things were bad
that weren't bad, and where that comes from and everything. He's like, and I'm learning,
I'm learning, and I'm a little happier. He's saying this. He's like, I'm a little happier,
a little bit more relaxed than I was.
But a lot of people didn't know that.
I was just like miserable.
I thought every show stunk.
And people would be like, what are you talking about?
It was a great show.
And I just couldn't help but think of you.
Because it's not 100% of the time.
You come off the stage plenty of shows.
And you're like, that crushed.
Like, you do that a lot.
Yeah, for sure, for sure.
But there are some shows where you're just like down in the dumps.
And I'm like, and sometimes we agree. We're both a little dumpy but other times i'm like i think
that was a really good show and you're like no no you always you had a great analogy once you
were like when you know we were preparing for uh you know hosting a big event and like you could
walk into that event that we're hosting and there's thousands of people there and like the
font could be wrong on one banner and you'll lose your mind
there could be like one hanging and like he's just looking up at the font yeah i don't know
like i yeah i'm sure therapy can help with that i always think it's so fucking rude when people
are like you need therapy you should get it there and like yeah some people really need therapy
other people can handle their shit in their own way.
I think it's like so rude.
Matthew does it all the time.
Like, why don't you go deal with your therapy?
Misery doesn't love company.
I'm fine over here.
But I do think that there is something – it's just this perfectionist nature.
I can remember back to being a freshman in college and I was a theater major.
I was a theater English major.
And I had to – part of being a theater major is it was liberal arts college. You just didn't do acting. You had to
do set design. You had to work backstage. You had to do this. And then you'd have to – some of your
credits where you had to work backstage doing different tech stuff for shows, whether you were
building the set, helping to do this. And so I got my freshman year, I was in the sound booth for Steel Magnolias.
And so I'm just watching the guy who was a couple of years older than me. He was the stage manager
and he was the one calling the cues. Like, all right, go to this cue, go to that cue,
go to this cue. And I remember being like, man, all it takes is one mistake and it just, it
follows up the whole show. And, and he said something, he's like, well, you never, you
never want to call a per, you never want to call a perfect show because then you got nothing
to work towards the next day. And of course in theater, like sometimes mistakes lead to
the greatest discoveries on stage. And that happens on our shows as well. For me, what stresses me out is the not knowing and I can't ensure that it's going to be perfect
or it doesn't have to be perfect.
There's going to be great.
Like if I just yield the stage and two people eat shit at my yielding, I feel personally
responsible.
I shouldn't have given them that power. I shouldn't have given them a chance. I shouldn't have given them that power.
I shouldn't have given them a chance.
I shouldn't have given them a chance.
That's so sad.
I'm kind of talking in circles a little bit,
but it's not a like everything is bad if this doesn't work.
It's just this constant desire to be better.
I don't want to call a perfect game.
I just want it to always be better and better and better.
Yeah.
Yeah.
Uh,
all right.
Well,
that is going to wrap it up for us this week,
man.
I knew that was going to end up being a chunk.
That was a chunk,
chunky five,
but a lot going on with the remaster,
a lot going on in gatewalkers.
I mean,
get deeper and deeper into this crawl and really exciting stuff coming with
gloom Haven this week. And, and, uh, uh, what is it really exciting stuff coming with Gloomhaven this week.
And what is it?
Over the Edge, another new game on Labs this week.
So, yeah, Over the Edge.
So, yeah, just awesome stuff going on.
Next week is Thanksgiving, buddy.
I mean, it's just flying by.
It's crazy.
No Gaywalkers next week.
Oh, yeah, no Gaywalkers next week.
But we'll have a fodder before that, so we'll talk more about that then.
So until next time, take it easy, everybody.
Have a fantastic week and weekend, and we'll talk to you next week. And we'll see you live on then. So until next time, take it easy everybody. Have a fantastic week and weekend and we'll talk to you
next week. And we'll see you live on Friday.
12 o'clock Eastern. He committed!
He committed!
Why did I scream?
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