Transcript
WEBVTT
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Hey everybody, and welcome to just
played. This is the podcast where I
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recap the tabletop ARPGE's I've recently participated
in as a player or game master.
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I'm Jim Crocker and today I will
be talking about fall of magic. This
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was a game that I played on
Memorial Day. I went to visit some
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friends in New York City, so
I got to play facetoface, which is
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not something I normally get to do
outside of a convention. So, because
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we had all day to play,
we played for about nine hours, which
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was a full session. That got
us all the way through the full run
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of fallen magic, which, for
folks that are not familiar with it,
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is a kind of road trip story
game that is played using this beautiful handstitched
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screenprinted scroll that you roll out on
the table and that's where your locations are
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that you have your adventures. So
as you move from location to location across
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the scroll, you're framing scenes and
eventually the object of the game is to
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get to Umbra, the land where
magic was born, because magic is dying
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and the megas is dying with it, and so we're all traveling to Umbra,
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the land where magic was born,
to try and figure out what to
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do. We're traveling with the MEGAS, so it's kind of a fantasy road
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trip game and we got to play
all the way through, which is not
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something that I normally get to do. Usually I run it as one shots,
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like for games on demand or just
to kind of demn went to people
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or just because we don't have anything
else going on that evening, and so
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usually we get like somewhere around a
third, two halfway across the map.
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It's very rare that I get to
play all the way through to the end.
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The only other time before that that
I've played all the way through to
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the end of the game was we
played a three session run on the gauntlet
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and that was Yoshi Kriman that facilitated
it. It's kind of a gmless game
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because everybody frame scenes in turn,
but that was just really cool to go
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all the way across the map.
Even then, though, we kind of
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compressed it because playing online it's a
little more challenging because we had to use
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role twenty for the map rather than
having that artifact of play right in front
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of us, which, boy just
makes it really easy and great for everyone
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to visualize. So I was vago, the scholar of a Stallia, Alexei
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was Piccolo, the Golumn of Raven
Hall, and Claire Was Ella Mura,
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the air of storm guard. Now
again, for folks that are not familiar
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with fall of magic, one of
the things that's neat about it is there's
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a very prescribed set of choices that
you make at the beginning of the game
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to determine what your character is.
There's a list of names, there's a
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list of occupations that go with particular
locations and there's only like a dozen or
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so of those, and so you
kind of choose from what is available and
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then the game just sort of explodes
from there. It's very kind of a
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fractal kind of thing where you start
with a very constraint set of choices,
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but then the details that everybody adds
makes each game completely different. In especially
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as the game expands and you move
to different locations, it really just explodes
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in the possibilities of what you can
do. So, as far as the
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session starting state goes, every game
starts at Raven Hall. So there are
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some locations and Raven Hall that give
you scenes where, if you're the first
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one there, you get to decide
what is going on in that location and
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how it looks, what's happening there. And of course we all started with
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a physical description of our characters in
those locations. So Piccolo, the column,
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he was first seen feeding the remnants
of the menagerie. But because of
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course magic is dying, all of
the magic of these beasts was dubious at
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best. So it was a bunch
of stuff like Komodo dragons, platypus Haes,
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like odd animals that don't make sense
according to other animals, but may
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not actually be magical, depending on
your definition. One very big snake was
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one of the things that was there. So Piccolo, who is this kind
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of beautiful clockwork humanoid Gollum, was
reduced to just feeding the animals. That
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was what he was doing there in
Ravenhall. My character of the scholar wandered
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into where pickles feeding the animals in
the menagerie and marveled aloud at seeing the
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working golumn in this day and age. Talked about how I had included Stories
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About Him in my dissertation that I
wrote because I was a student, and
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how hard it was to get this
post to accompany the megus on his journey
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as his official scholar scribe repository of
information to help him as he went to
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Umbra to see what was wrong with
magic and put forth the idea that I
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had participated in some kind of an
academic competition to be here. And ALLURIA,
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who was this kind of well traveled, slightly cynical, sort of like
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ranger type. She had a conversation
with the megas by the no longer functional
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scrying pool, which was now just
a kind of body of water that was
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once used for scrying but didn't work
anymore, and she asked some questions of
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the Magus about what the trip was
going to be like and why she had
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been invited along, and then we
just proceeded from there. So, as
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far as a plot synopsis goes,
we played the full session which ran,
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like I said, about nine hours
all told, and that got us all
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the way across the map. We
stopped at every location in between. We
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had the prescribed number of scenes at
each location, but full recap of that
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would take quite a while, much
longer than a typical episode that I do
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for just played. So I'll just
note the high points. As you traveled
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down the road with the MEGAS,
there are a couple of places where every
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game you hit those places, but
then the road forks and places and there's
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different places that you can go.
So for folks that are familiar with the
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game, the first fork is whether
you go into the missed woods and meet
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the mistwood rangers or you go to
Storm Guard and meet the Knights of Storm
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Guard. Now ELAMIRO was from storm
guard, so claire that was playing her,
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said that she thought would be more
interesting if she just didn't go to
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storm guard because she was supposed to
be on this mission and the point was
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not to return to storm guard until
she had accomplished it and was done.
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Plus, from other the Queen was
taking care of everything. So we went
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into the mistwood and met the Rangers. The mistwood rangers turned out to be
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these gray elves that were not necessarily
mortal in the same sense that we understood
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it. They could live and walk
around in the bottom of the lake and
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stuff like this, apparently unconcerned,
and they brought the Magus down there with
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them and through some kind of ritual
that they did, they purged some sort
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of darkness that was inside him that
was drawn out into the water and then
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flushed out of the lake, a
ritual that Piccolo oversaw that we're pretty sure
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he wasn't supposed to see. In
every session of fall of magic that I
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have played, the MEGAS has been
very different. Had Very different motivations than
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nature of the Magus has been very
different. Our megus was more like a
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magical force, because everyone that saw
the megas saw them differently, in the
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guise of someone who they would inherently
trust and believe and want to follow,
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which was like, on the one
hand a little sinister but on the other
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pretty cool. And so when we
each describe the MEGAS, we describe the
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MEGAS is looking different. The other
thing about the megas that emerged was as
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we went to these locations, there
were things that the megas needed to do
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that they had to go and do
themselves and didn't want US along with.
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So there were these kind of neat
opportunities to if we wanted to frame a
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scene where we sort of snuck around
and saw the megas doing something and caught
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little glimpses of it, so that
we could sort of get little pieces of
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the puzzle to start to put together
but never be really fully sure what was
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going on. It was really neat
and so this was a scene where Piccolo
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oversaw the megas having that whatever darkness
purged from themselves with the help of the
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elves. So after we get out
of the mist woods, we navigated the
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spirit river, which is the next
location after the missed woods, and there's
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another major branch that happens after that, which is you can go and then
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you can navigate across the sea,
where you encounter three islands that are on
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cards that you randomly flip over and
there you know fantastical, wondrous places that
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you meet, very kind of a
downtretter sort of feel to it, or
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you can go down underground and get
under the ocean and towards umber that way.
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So we chose to go underground and
kind of the neat thing about that
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is you flip the scroll over and
the underground part of the scrolls on the
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back side of the scroll. So
we did that, which is a first
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time for me. I've never actually
played any game where we've gone underground.
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So that was really neat the when
I played all the way across the map
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before we chose to tackle some of
the islands and I think in that case
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we only did one of the three
islands because we were a little pressed for
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time, but it was really neat
to go underground, so we went down
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there and during the journey underground we
discovered that Ella Mure's sister had sent soldiers
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to track us down, but we
weren't sure what for. El Mure suspected
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that maybe her sister was up to
no good and maybe wanted to do her
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in so that she could become queen
instead of Ella Mura, but didn't want
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to believe that that was what was
happening because she didn't want to have to
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be enemies with her sister. But
it was kind of neat to see that
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injected in there. So we kind
of saw evidence of that without running into
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the soldiers. Then, traveling further, we discovered the fortress of carst which
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is one of the locations, and
we learned that the fortress, the prompt
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for which is the hospitality of the
machine, was actually a massive golumn,
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buried and deactivated for many centuries before
the Magus arrived and wound him back up
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and talk to him like an old
friend, told him we needed his help
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and we went inside him and stayed
there and lived while he dug through the
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earth to get us to our next
location. That was pretty cool. Eventually,
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the soldiers that got hint to death
before they eventually caught up with us
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in a location called the salt sea, which is a kind of underground desert
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with dunes of salt, and it
was there that we learned that they weren't
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actually there to like assassinate elmire,
but to report to her that her mother
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had gotten sick and that they needed
her to return home now. El Mura
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decided that she was not going to
go home immediately because supposedly, when we
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got to the ancient city that was
just before the glow that was kind of
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the source of magic, we could
perhaps find something that might cure her.
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Rather than have her rush home just
to see her die, she was going
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to try and bring the cure back
to her. Reluctantly, the soldiers agreed
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to follow her because she's the actual
air and does technically outrank her sister.
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So then we have this like Reluctant
Group of Storm Guardian Knights who are far
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from home, suspicious of everything that's
going on, not super keen on being
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there, and that was kind of
an interesting change to the dynamic of the
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group and everything that was going on. And so of course, after a
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couple of more locations that we explored
and we kind of got to the surfacece
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again, things came to head to
even the forgotten city when Piccolo realized that
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the storm Guardians had pretty callously destroyed
another column and that the rest of us
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knew about that but had hidden it
from him. So that was a interesting
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moment of a reveal of some deception, and he kind of proved the point
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of why we wanted to keep it
from him when he kicked the storm Guardian
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captain off of a roof and killed
her. And Ela Mura had to step
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into order the other soldiers to return
to storm guard with the medicine that she
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had found for her mother while she
traveled on, and they were really reluctant
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to do that, but she ordered
them to do it, and so off
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they went and prevented more bloodshed that
way, because they were ready to kill
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Piccolo and Piccolo might not have been
done with just the captain if Elmira had
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not intervened. So some NEAT interparty
tension in a way that we don't necessarily
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always see in this game. It
was it was cool to see there so
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finally made it to the glow,
which is the original source of magic,
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and the megas walked into the glow
and, in keeping with all of his
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mysterious stuff that he had done before
and not really told us what happened,
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somehow sacrificed himself and there was this
burst of light up into the sky that
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was a reflection or a call back
to that burst of darkness that came up
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from the lake when he sort of
purged himself, and that restored magic to
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the world, but the Magus was
gone, and so that was how the
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game wrapped up. As far as
the ending fictional state goes, fall the
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magic asks you to do an Epilog
for each of your characters, so that's
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kind of where we ended up with
everything. Once we had finished the game,
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had that final scene in the glow
and rolled the map up, we
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went around and did an epilog for
everybody. So those epilogs saw vago,
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my character, back at Raven Hall, kind of having taken over for the
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Megas and he was overseeing the rebuilding
of the Menagerie and generally the restoration of
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the whole place, and one of
the scene prompts is your face in the
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water when you're standing on the bridge, and so we had a neat thing
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where Fogo, now much older and
kind of starting to turn gray and stuff
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like this after years of helping restore
Ravenhall, kind of look down into the
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water and saw his young face as
it looked when he had first set foot
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on the bridge heading into Raven Hall, and that was kind of a neat
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moment to sort of call back to
that and a very nice closure for that
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character. We saw Ella Mura as
a wise and just storm Queen, taking
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over for her mother, who had
delegated the intrigues of court and diplomacy and
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balls and stuff like that to her
sister, who, that was all she
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really wanted was to be kind of
important and in charge of the court and
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not necessarily have to worry about going
out into the countryside to meet the people
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and see what they were interested in, and so they kind of almost had
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a thing where they sort of set
up as like co monarchs, with Ella
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Mura being the one that went out
to see what was going on and her
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sister as sort of the diplomatic,
courtly half of things, and that was
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a really neat picture to see at
the very end, and our final scene
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in the game. Our final picture
was Piccolo flying the storm wing all across
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the world for many years, documenting
the slow return of magic everywhere. Griffin
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eggs and, you know, dragon
uncoiling for the first time on the top
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of a mountain and stuff like this
is really kind of wonderful scene. Before
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realizing that this one last time that
he wound himself up, when he wound
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back down, he was not going
to be able to one himself again,
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that this was his last time.
So he sent a message back to vago
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telling Vaga know what was happening and
pointed his airship, the storm wing,
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out towards the ocean for one last
time and just sailed off into the sunset
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and it was bittersweet and lovely and
just really a wonderful end to two a
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really engaging and, you know,
an emotional game that we had. My
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favorite other player moment was when Claire
brought in Ellamura's jealous sister, who may
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or may not have had designs on
her crown. It brought in this unexpected
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and really intriguing Shakespeare Element. That's
not a thing that I've seen show up
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in a fall of magic game that
I've played before. It was really cool
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to have this idea that there was
an outside force that may be acting against
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us and didn't particularly care what our
mission was, as important as it may
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have been. Given fall of Magic's
focus on location based scene framing, it
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gets very easy to just roll forward
and sort of allied what might be going
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on in the outside world as we
travel, and that simple element, introducing
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that little bit of kind of Shakespeare
history play into it was really great for
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reminding us that the world was still
going on outside of our little quest,
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as important as our little quest was, and giving us the opportunity to bring
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in a threat from outside the direct
line of our quest. That was not
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just things that were introduced, seen
to seen and another thing to worry about.
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That that was really cool. It's
not a thing that I've really seen
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in a session of fall of magic
that I've played before as far as a
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favorite gming moment. Fall of magic
has rotating scene framing, so there's no
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g as such. I own the
game, so I facilitated it. My
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favorite thing that I did was to
frame the fortress of carst which is the
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second location we traveled to in the
underground part of the map, as a
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massive mining golumn that we had to
reactivate and travel with while it dug through
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the rock to our next location.
But it was neat because Piccolo actually got
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to have a conversation with carst and
it was very clear that carst had been
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deactivated for many centuries because magic had
fallen and he was living again because the
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MEGAS was with him, was in
proximity to him, and that when the
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megas left to continue with their quest, carst would fall asleep again and not
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wake up again. As far as
missed opportunities go, the perpetual challenge with
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fall of magic is to avoid the
very strong temptation to just frame all of
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your scenes as narration and even to
do dialog between characters where you're playing more
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than one character. I just wish
we had more scenes with the three of
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us talking with each other as characters
or playing supporting characters. But I do
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think something about the way fall of
magic frame scenes and the way that it's
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set up sort of pushes against that
sometimes. But then again, like this
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is a wish I have every time
I play it, so that maybe just
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me pushing against either something the game
isn't explicitly designed to do every time,
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or just the nature of highly free
form tabletop play, where it can be
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tough to bring other players in if
there's a secular outcome to a scene that
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you're looking for. You want to
go in a certain direction, inviting other
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players in who can do whatever they
want might not be the best thing to
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do. At one point late in
the game Claire said, Hey, I
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want to bring you guys in,
but I do want a particular outcome.
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Is it okay if I tell you
how I want the scene to go and
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then you play the characters? And
we said yeah, I don't see why
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not, and that seemed to work
out pretty well. So that may be
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my out for that, but I
just wish we had done a little less
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narration scenes and a little more bring
other people in and kind of maybe see
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a little more where they went kind
of scenes. But the feature of the
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game may just mitigate against that,
and certainly I was as guilty of it
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as anyone else. That wish is
mostly in hindsight. So I thing I
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noticed while I was playing was,
and this is apropos of a conversation that's
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happening on the Gauntlet Forums, which
is for folks that are not familiar with
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that. That's the gauntlet RPG communities, game design and play discussion forum,
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which is really Nice. It's got
a great signal to noise ratio. The
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culture of communication and inclusion that operates
in the gauntlets game space operates in their
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form and discussion space as well.
It is gently but firmly moderated in a
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way that I really like a lot
and there's some really interesting game discussion going
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on there. That invites in folks
who are interested in design and dabbling in
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it like myself and have some kind
of passing familiarity with it but maybe aren't
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full bore game designers, invites them
into that discussion in a way that has
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been really inspiring that I've really enjoyed. So definitely should check that out.
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I'll refer to that in the notes
for this show. But so there's this
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conversation going on in those farms right
now about how to do advancement without having
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to track experience points or like ticking
off new moves like in a lot of
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PBTA Games. Leveling up like an
F twenty games. So after playing all
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the way across the map in this
last ball, the magic game that we
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played it's pretty clear that one way
you can do this pretty well is to
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just create a narrative arc that simply
increases the narrative possibility and inherent wonder of
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your setting, of whatever genre setting
it is, whether that's a fantasy setting
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that ramps up from we're just a
bunch of people getting together in an in
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to some kind of crazy outer planes
thing over the course of the game,
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or a science fiction setting that starts
with you're a kid on a farm to
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you're in a giant planet size space
station, to a superhero thing where you
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start off battling just another industrialist that
wants to take over your company. That
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then ramps up all the way to
your fight is against a space God that
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wants to kill half the life in
the universe. That's a way to use
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the narrative to kind of stand in
for leveling up. So we joked at
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the end of the game that somehow
we had started in a story game but
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ended up playing Os are, but
it wasn't actually a joke. The locations
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on the scroll of fall of magic
start out mundane. There's the whole where
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you get together, then you're in
the woods, then you're in a farming
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community, but they get progressively more
baroque and fantastic as you proceed. So
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this isn't just a wonderful way to
unlock permission for players to be more free
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wheeling and fantastical in their narration,
especially new players who march start out hesitant
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and not really one bring big fantasy
ideas into the game. The neat thing
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is that, like I said,
it stands in for leveling up in a
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more traditional fantasy RPG, in something
that you do in d into your pathfinder.
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It's pretty masterfully done, but before
now it was kind of hard for
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me to recognize that aspect of it
in those terms before engaging simultaneously in that
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discussion about advancement, just before I
played all the way through the map.
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So I've said a lot about fall
of magic. Other people said a lot
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about fall the magic and what a
wonderful game it is and I sell a
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lot of it at my conventions.
Based on the enthusiasm of my own actual
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lived play experience, I can talk
about a very enthusiastically because I genuinely love
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it and have played quite a lot
of it. But this particular session really
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brought home just how thoroughly well designed. It is as a complete play experience
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from start to finish, and that
was pretty neat to see. So that's
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all for this episode. Thanks for
listening. If you're enjoying the show,
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00:20:41.279 --> 00:20:44.359
please do rate it and review it
wherever you found it. Check out the
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00:20:44.359 --> 00:20:48.559
show notes for some details on this
session. There's no video available for this
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00:20:48.559 --> 00:20:51.799
because we played it as a home
game and not online, so I don't
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00:20:51.880 --> 00:20:55.200
have a youtube video available for it, but you can find out more about
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00:20:55.240 --> 00:20:56.720
the game, as well as a
link to you by it from me,
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00:20:56.759 --> 00:21:00.240
if that's something you're interested in as
all as you can follow me on twitter
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00:21:00.279 --> 00:21:03.880
at Jimlikes Games. You can buy
games from me at my website, Jimlikes
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00:21:03.880 --> 00:21:07.720
Gamescom, and that's the best way
to support the show. I don't have
315
00:21:07.759 --> 00:21:11.039
the Patreon or a Kofi or anything
like that, but if you are looking
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00:21:11.079 --> 00:21:14.319
for a game, especially if you
want to pick up fall the magic,
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00:21:14.359 --> 00:21:15.920
just click through the website by it
there. That's the best way that you
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00:21:15.920 --> 00:21:19.559
can support the show. Coming up
in a couple weeks I'll be at origins
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working the indie press revolution booth,
so do please be sure and stop by
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00:21:23.440 --> 00:21:27.200
to say hello. If you're at
the origin show and I'll be participating in
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00:21:27.200 --> 00:21:32.119
indie games on demand, running games
there in the evening slots. So if
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00:21:32.119 --> 00:21:34.519
you want to play with me,
stop by Columbus and see if you can
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00:21:34.519 --> 00:21:37.799
get into one of those indie games
on demand slots. Then I'm going to
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be running. Following origins, I
will be at the too many games convention
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in Philadelphia. The we can ride
after and then coming up in July we've
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00:21:45.440 --> 00:21:48.200
got dexcon in Morristown, New Jersey, and then following that, the second
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00:21:48.240 --> 00:21:52.799
weekend in July I'll be at connecticon
and Hartford, Connecticut, which is an
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00:21:52.839 --> 00:21:56.319
anime gaming video game fandom con that
I've been attending for many years and I
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00:21:56.480 --> 00:21:59.400
have a lot of fun at.
So that if you're at any of those
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00:21:59.440 --> 00:22:02.160
shows, stop by and say hello. But now, if you'll excuse me,
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I'm gonna go play another game.