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 RPG's I've recently participated
in as a player or a gamemaster.
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I'm Jim Crocker and today I'll be
talking about girl underground. This is the
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Alison Wonderland simulator by Lauren mcmanimun and
Jesse Ross that they published as part of
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the Zene quest. I guess it's
a sort of a contest to jam,
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but it was a effort to get
everybody together to make a bunch of small
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games in the form of Zenes.
Girl underground is this really wonderful one shot
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pbta hack that involves creating the character
of a young woman who then goes into
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another world and meets companions and has
an adventure. So thank Alice in Wonderland,
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labyrinth, something like that. I
was lucky enough to get signed up
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for a one shot that played online
with the gauntlet. That was facilitated by
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Michael, WHO's a gem from Germany
who I played with a bunch of times
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and was really excited to get into
his game. So, as far as
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players with characters goes, in this
game we all take turns playing the girl
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who, it turned out, was
named patients. And in addition to playing
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the girl on when it's our turn
to do so, we each created a
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companion character. So Ludo chose the
construct playbook and he was echo, a
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life size animated dog made from Crochet. Diana was the Fawn if on,
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a human shaped fire elemental, and
I was professor Gallapagus, the mythic and
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I was the last of the venerable
tortoise historians. So, as far as
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session starting state goes, in girl
underground, you begin the game by creating
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the girl and her home by choosing
some items off of various picklists. So
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in this instance we had a s
Ohio farm girl who wore her hair short
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and didn't have enough time during the
day to get done everything that she wanted
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to. So in this case our
girls dream was to someday learn to be
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a barn storming airplane pilot, and
her name was patients. She had a
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pocket size soft Crochet Doggie, but
was determined to build another one to be
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its friend, and this was like
a little miniature want that fit in one
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of her hands. So we started
the game with her exploring a recently vacated
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farmstead that was on the next property
over from where her family lived. So
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the Plot Synopsis For this game is
a little more complicated than it would be
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for some of the other games that
I talked about because we rotated who got
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to play the girl. So I
am going to interject in the plot synopsis
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when we switched out between players,
because if you're playing the girl, your
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companion becomes an observer in the scene
and can't make companion moves, but you
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are then the one that makes any
moves that the girl makes. So just
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to help people keep track of WHO's
doing what, when Strappin who is playing
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the girl at any given time.
So we begin with Ludo as the girl
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and it turns out that we haven't
been to this abandoned house before because there
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are what our parents referred to as
hbos occasionally hanging around there and all of
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the adults tell kids not to go
near them, don't approach them, don't
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go near that house. There maybe
some of them squatting in there. But
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curiosity gets the better of us,
so we try the door and it gives
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letting us in and we think there
might be a place where we can go
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and work on our other crochet project. To build a friend for our little
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crochet dog. So one of the
questions that we had to answer was what
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is a reminder of home about this
place, and we decided that it was
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that the rooms are arranged in exactly
the same way as at our house.
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It's like an uncanny reflection. They're
probably just built by the same builder or
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something like that, or maybe even
out of a prefab design. So the
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to farm houses are essentially identical.
So we're walking through house, it looks
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very much like our house. So
we go upstairs to work on the Crouche
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and we notice that the room that
is normally locked in our house, because
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our dad keeps his guns and papers
and things like that in that room,
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that is enticingly open. The door
is slightly ajar and from the other side
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of it we can hear a sound
that's like a plinking music box, like
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one of those music boxes you open
and the little thing spins and the the
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tines make a tune, and it
is a Beethoven Song that we recognize from
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a recital that we heard at school
as part of like a cultural enrichment thing
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at school. And that ventices us
into the room. So the next thing
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we had to decide on were the
manners that the girl understood she must observe
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to be a proper young lady.
So once you come up with that list
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of and in this case we came
up with eight of them out of a
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list of probably twice as many as
that, we sort of chose the ones
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that we thought might be interesting.
Those manners are going to give us the
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means to challenge them and learn about
ourself and kind of grow up as the
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game progresses. So after that brief
break to choose what manners we're going to
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be observing and challenging, we peered
around the corner into the room and we
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see a mirror and in it we
see a reflection of ourselves, but we
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are playing stringed instrument of some kind
and it's very strange. So this point
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Diana steps into being the girl and
decides that we like the song, but
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it makes us feel trapped, because
this music is a thing that's smart,
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people know and recognize and we understand
that it's music, but we don't recognize
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the tune. So what does that
mean? Does that mean we're not smart?
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Does it mean when we don't have
culture, our reflection in the mirror
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seems to kind of recognize that we
are uncomfortable and runs away with the loot.
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In the room, we noticed that
there's a desk with a pen and
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an ink well and an empty bookshelf
in the corner. But when we look
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at the reflection we see that the
ink pen is actually out of the ink
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pot and is writing on its own, almost like there's a ghost doing the
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writing. So at this point Ludo
becomes the girl and we inspect the mirror
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and see if there's anything wrong with
it. There's nothing behind it but a
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dark wooden wall, the book clearly
says, and we can see it reflected
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in the mirror. And then patients
walks into the mirror. So we try
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to kind of pull the mirror down
to see if there's anything behind it,
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and it suddenly comes unhooked from the
wall and comes crashing down on us.
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But instead was smashing into US covering
us with glass, we just pass right
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through it as it falls and the
frame falls around us and the mirror shatters,
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but patients has passed through the glass
to the other side of the mirror
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and that where we are standing in
the house. They're things that look subtly
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different. So we took this opportunity
to look at one of our manners that
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we tried to challenge and turn into
a belief. So the manner was a
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young lady must always look before she
leaps. But we decided that this belief
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is there's more than just what you
see reflected in a mirror. So even
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that look may not help you.
So sometimes you just got to move ahead
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despite whatever you might see. So
this also brings out another mechanical trigger,
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which is now that she has passed
through the mirror, we are now in
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the other world, in the underground, the titular underground of the game.
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So now we are going to choose
companions. So there are various playbooks for
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the companions and this is when we
actually choose them. I know I mentioned
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who we were at the beginning of
the game, but the interesting thing was
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that we actually played for a while, for good half hour, forty five
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minutes, before we actually chose who
those companion as we're going to be.
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So the first question that Mike asked
us before we built our companions was what
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could go wrong in this world,
and we decided to sort of take the
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depression are a dust bowl thing that
we had hinted at with the farm girl
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in the S and make a dark, extreme version of that for our other
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side of the mirror. So the
things that could go wrong or extreme weather
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and explicitly like howling winds, big
dust storms and stuff like this extreme weather
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of the dust bowl of variety.
And the other thing that can go wrong
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is that things are just crumbling and
falling apart. They're like drying out and
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just turning to dust and you never
know what might just crumble if you touch
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it or, you know, come
apart in your hands. So those are
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the things that we kind of established
as the sort of creepy things that could
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go wrong, and then we built
our companions as I described them when I
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introduced our characters. So after we
finished building our companions, play of the
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girls. Switch to Diana and we
realize that we have arrived in a room
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that's a mirror image of the one
that we just left. We can hear
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people outside and noises of movement.
So we look out a window and we
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see that we're not in the country
but some kind of city. There's bone
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dry roads and there are dusty people
moving around. They'll have their mouths covered
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so that they can breathe and they're
just sort of all covered in this brown,
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dry dust. Suddenly we hear shouting
someone about our age, hollering about
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why people can't shut up and why
are they up so early, and we're
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pretty sure that maybe he is talking
about us and has figured out that we're
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there. So we've ammuse. We
amscray. We head downstairs into the street.
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People outside are hunched over and their
teeth are crooked, but as they
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come up to us, they're commenting
that, despite the fact that we're clearly
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young like they are, they haven't
seen anyone quite like us, and especially
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the companions, because there were all
of us kind of odd beings who are
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traveling with this girl patients. So
we set off in the direction of what
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we think is our house, assuming
that this world is a mirror of our
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world that we came from. Patients. Comes upon professor, who is laid
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out on his back, and she
and I talk about my research and we
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make introductions. She finally realized that
she needs to flip me over so that
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I can be back on my feet
again and walk, and it turns out
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I've been there for several days and
I reach inside my shell and I pull
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out a map and we try to
figure out where she is, but she
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doesn't recognize any of the landmarks in
the map itself, is kind of old
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and crumbling, just like everything else
in this world. So we set off
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in search of food, because she's
hungry and she hasn't eaten in a while
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and she's a little scared and not
quite sure what's going on. So in
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our search for something to eat,
we encounter a crowd of kids outside of
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this sweet smelling shop called the slumbering
emporium, where we see echo, the
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little stuffed doll, is displayed in
the front window of the shop. He
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is mislabeled as an artifact from the
time before the great dusting. Now,
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of course, Professor Galapagus, being
an authority on all such things in the
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history of this world, knows that
that is incorrect. So I raise up
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a hand and I begin a speech
where I hold forth on the providence of
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the items to the kids that are
all looking. But as I'm doing so
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and kind of tapping on the glass, I accidentally shatter the window, because
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it's all brittle. I didn't expect
that it would just come apart at the
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slightest touch, but the shattering glass
freeze Echo, who immediately leaps down and
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takes a shine to patience because he
sees that she is carrying a little stuffed,
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crushed doll that looks very much like
echo talked under her arm. The
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kid who owns the place heads out
and starts yelling at us, and we
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say that we won't report him for
Mislabeling the artifacts in his window if he
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just lays off, and we all
agree to go our separate ways. So,
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having gotten this far, we then
are asked another question. Why are
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there no adults here? What is
going on that keeps them off the streets?
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And we decide that they're all sleeping
and that there's a purple shade,
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like a Violet Ghost that torments the
adults with memories of the land that they
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lost. It brings the memories of
how things used to be, when things
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were green and there was running water
and stuff like that, and makes it
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so sad for them to wake up
that they just want to stay asleep.
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Very creepy. So control of the
girl passes to me and the crowd of
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kids disperses, which leaves behind who
had been among them, posing as a
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huge human kid, but of course, we immediately recognize that she's actually a
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fawn. She complains about wanting a
dress, that she can wear, a
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pretty dress that won't just burn up
when she turns into fire, like she
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always does. So a girl who
works at the emporium comes out to chat
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with us while her boss is not
looking, and says that both I and
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myself patients. We ought to both
be wearing dresses. I'm wearing just farm
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overalls and work boots, but I
really should be wearing a dress and some
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pretty shoes. But I tell her
that I need my overalls to get any
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real work done. She says that
the fake king may have the means to
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make a dress for and asks us
to ask for Water for the city if
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we go to the fake king.
And it turns out this conversation about the
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clothing has triggered another manner that we
can try to turn into belief to help
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us grow up. In this case
the manner is proper. Little girls should
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never act like boys. But we
realize that our actual belief is dress for
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the job. Doesn't matter whether you
would be prettier in address. If you're
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bailing, hey, you got to
wear overalls. So dress for the job
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is the belief that springs from the
manner that we should never act like boys.
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So control of patients passes to Ludo
and we leave for the Faye Forest,
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which was once beautiful and lush and
green, but is now stunted and
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dusty, with just nar a little
trees with just dry, crusty leaves hanging
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on them. We need to find
the fairies, so as professor GALAPPA goes,
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I dig out a little egg from
the ash that I find discovered there.
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It almost looks like it's petrified.
It's all dried up, but I
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have, Ifen, warm it up
ever so carefully, and eventually it hatches
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into a little blackbird who hops up
and of course immediately thinks patients is its
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mother. So patients looks at it
and chirps out of a little bit and
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then runs around in a circle mimicking
an airplane, waving her arms and making
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flying noises, and the bird tries
to imitate her and realizes that it can
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fly. So it takes off and
flies off, kind of flitting through the
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forest, and we follow it to
a door. On the other side of
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the door we can hear a chamber
orchestra playing Beethoven, the very same Beethoven
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piece that drew us through the Mirror, and starts dancing to it, and
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the little gnomes who work for the
fairies come out and see if and start
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dancing along with and everybody is having
such a good time that they agree that
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they will just lead us to the
fake court. So when we arrived at
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the fake court, Mike had a
couple more questions for us, and one
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was what is a sign that this
place is just magical and what is the
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sign that the magic is wearing off? And in this case we decided the
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fade didn't need shelves or bookcases or
anything like that, and they could just
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place objects in the air and they
would just sit there. As long as
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they held it there for a moment, it would then just sit there.
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They could take their wine flutes or
whatever and just set them in the air
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and they would stay there, but
they would sink ever so slightly after they
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set down, before they settled,
and that indicated that the magic was slowly
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starting to fade in this place.
So controlled patients passes to Diana and the
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Fay Queen arrives. She says that
we all must eat, we must share
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a feast with her. But I
know, as Professor Galapagos and Echo knows,
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that accepting gifts from the Fay is
bad news, and we talk patients
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out of being interested in the food
and she refuses. Now, in this
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case this triggers another manner belief cycle, manner in this case being that proper
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young lady should never question her place
in society. But the belief is sometimes
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society is wrong and needs a nudge
to evolve. It needs help seeing how
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it's wrong, and in this case
that was refusing that offer of hospitality.
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That allowed us to take that manner
that was expected of us and turn it
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into a belief that helped us grow. So, after a little more back
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and forth, I decide, as
the professor, that I'm going to sacrifice
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myself and my work and I retire
to the Fairy Queen's Chambers with her,
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because I have a playbook move that
allows me to enact a great act of
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magic if I make a great sacrifice, and in this case I do,
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and we see the fairy queen emerge
from her chambers eating soup from a tortoise
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Shell, from my tortoise Shell.
Patience, of course, is distraught and
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she hollers it at the fairy queen
that she's not good at all she does
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is just use people up. But
professor, sacrifice works and Magic is returned
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to the land. The fairy queen
takes the Shell and sets it in the
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air and it just sits there.
It does not sink like any other objects
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that would be placed there. She
says a few words and then the shell
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starts to glow and it's splits up
and bits and pieces of it start to
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fly up into the sky and spread
towards the corners of the Kingdom. It
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spreads all of the knowledge that the
professor had accumulated in his years of writing
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the unabridged history of the world and
spreads it through the world, and everything
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where this knowledge falls on relearns how
to grow. It was really pretty cool.
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The adults all finally wake up to
dream of a turtle leading them to
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water, away from the Purple Shade, and that day forevermore was known as
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Galapagus Day. It was pretty neat
as far as our ending fictional state goes.
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In this case we had epilogs for
each companion, and the girl herself
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and our companion epilogs. We see
a scene of Fawn, who is happy
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and now has wonderful clothing that she's
been gifted by the fairy queen that she
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can wear everywhere. We see her
dancing in a beautiful dress and she's fully
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on fire and the dress is not
burning up as she's dancing. We see
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Echo, who looks smaller than he
did before, like maybe closer to the
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size of the actual little crochet dog
that patience was carrying around with her,
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and he has a whole brood of
living toys that he is frolicking with,
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all of which are much better made
than he is, with much more lifelike
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details, and he is really enjoying
his life. And finally we see Professor
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Galapagus. He's in a bookstore without
his shell. He didn't get made into
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soup, but he did have to
give your shell up in order to work
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that final spell, and he is
signing books of fantastic fiction he's written about
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a mysterious girl that has come from
another world. He's decided he's done with
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history. And of course, patients
got several epilogs, each of which tied
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into the beliefs that she had cultivated
first his self about how to be an
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adult and in this case we see
three scenes. One of her wearing pilot
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clothes to school, dressing for the
job that she wants, not the job
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she has, wearing a bomber jacket
and a helmet with some goggles on it,
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walking right into school wearing that.
In the second one, we see
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her at a traveling air show asking
the guy in charge what it would take
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to make her a pilot. And
in the third scene we can see that
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she is actually sitting in the cockpit
of a plane and her friend, Shirley,
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who was introduced earlier, is just
waving at us, smiling and wishing
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us well as we go out to
entertain the crowd. My favorite moment by
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another player definitely Ludo had so much
fun playing his enthusiastic little stuffed dog character.
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He was so desperate for us not
to eat the fake queens food that
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she offered us that he described him
jumping into the dishes on the table and
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just kind of going on a rampage, rolling around in them, getting bits
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of string and fuzz into everything and
like making a huge sloppy mess of himself
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and basically behaving like he was a
crazy puppy just going berserk. It was
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totally charming. My favorite gimming moment. Michael, of course, did a
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great job of making everything creepy without
tipping into straight up horror. It had
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a very coralined sort of feel to
things that I really really enjoyed, and
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his portrayal of the weirdly competent but
clearly traumatized kids of that sleeping city.
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That was amazing. It was really
neat, like they were aware that something
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was wrong but they kind of had
to keep doing stuff because if they didn't
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know one was going to eat and
they weren't sure when the adults were coming
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back, and it was kind of
like they had just been marking time for
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a long time and things were starting
to get very strange. As a result,
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there was lots of swinging back and
forth moodwise and it really kept us
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off balance from most of the front
half of the game in a way that
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was just so great for our narrative
and really contributed to the atmosphere of what
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was going on. So how he
presented those kids definitely my favorite bit of
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Gming that he did in this game. Missed opportunity. The game has written
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has three acts where you explore three
different locations in the underground. We only
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got through too because of the learning
curve and also this is one of those
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games were playing online definitely slows things
down because we can't just hand papers around.
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Were kind of trying to work off
of a shared character sheet and stuff
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like this. So it did slow
things down a bit. It was still
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fun, but it definitely slowed things
down and we all wanted our conversation scenes
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to keep going. I didn't feel
like we got short changed at all,
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but I would love to see a
complete game played through with all of the
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scenes start to finish, and certainly
now that I've played it I'm really looking
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forward to trying run it for some
of the other Gauntlet folks myself. So
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the thing I noticed is that one
of the strengths of PBT as a system
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is that collaboration between the players and
the game master is integral to the whole
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thing. We all know that if
we played any kind of PVTA. Just
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about all of the variance that I've
played have some version of answering questions,
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picking from lists and generally spending some
time building out the PCs, their relationships
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and the world. You'll hear me
refer to session zero, a whole lot
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of times if you listen to any
more than just a few episodes of this
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podcast. So the downside to that
is that that takes time, and sometimes
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a lot of time, upwards of
ninety minutes, maybe even verging on two
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hours, for something with multiple entanglements
and a whole lot of questions about characters
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if people haven't played it before.
Certainly something like masks or hearts of woolin
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there's a lot of frontloading to get
a game going there. So girl underground
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has that as well. But it
does this really exceedingly clever and, as
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far as I can tell, unique
job of distributing that session zero work over
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the course of the session instead of
frontloading it all at the beginning. So
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you start with the girl in her
world, then you play for a while,
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answering a question here and there as
you go. Then you sort of
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pause and you pick the girl's manners. Then you play her transition to the
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underground. Then you pause again,
you choose your companion playbooks and answer question
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or two about the underground. Once
everyone has a playbook, then you're really
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into the meat of the game.
But even then there's a question or two
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to answer with every significant transition when
you move between scenes. So this serves
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not just to parcel out that cognitive
load of creation. It lets you build
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on stuff that's happened in play and
I love it. It is really brilliant
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and I'm already looking for ways to
do that same thing with other games that
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normally would front load all that work, and it's certainly something that I'm pretty
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sure I'm going to want to try
and design into any PBTA hack that I
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work on myself someday. So that's
all for this episode. Thanks very much
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for listening. If you're enjoying the
show, please do rate and review it
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00:23:30.079 --> 00:23:33.960
wherever you found it. It definitely
helps other people find the show. Not
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00:23:33.960 --> 00:23:36.720
sure whether Mike's made a video of
this session available or not. If there
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is, I'll put it in the
show notes and, of course I'll let
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you know where to find the Zine
as well. As always, you can
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follow me on twitter at Jim Lights
Games and buy games from me at my
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00:23:44.720 --> 00:23:48.799
website, Jim Likes Gamescom or at
a convention I attend as a vendor.
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That is absolutely the best way to
support the show. Now, if you'll
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excuse me, I am going to
go play another game