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Character death in RPGs can be a gut punch — but it’s also one of the richest storytelling tools in the game. Whether it’s a heroic sacrifice, a tragic misstep, or the fallout of a risky choice, death can add weight, emotion, and legacy to your campaign — if handled well. In this episode, we explore how to turn character death into drama, story, and worldbuilding gold. Learn how to prepare for it, frame it with narrative power, and let it echo long after the final breath.

Transcript

Justice, Mercy, and Treason

00:00:00
Speaker
The gods are just, but beloved Baelor taught us they can also be merciful.
00:00:12
Speaker
What is to be done with this traitor, Your Grace?
00:00:21
Speaker
My mother wishes me to let Lord Eddard join the Night's Watch. Stripped of all titles and powers, she would serve the realm in permanent exile. And my lady Sansa has begged mercy for her father.
00:00:36
Speaker
But they have the soft hearts of women. So long as I am your king, treason shall never go unpunished. Sir Illyn,

The Halted Execution of Ned Stark

00:00:49
Speaker
bring me his head.
00:00:49
Speaker
Stop. Stop. Stop.

The Shock of Ned Stark's Death

00:01:19
Speaker
Oh my gosh, Mark. That was insane. Do you remember your feelings, what it felt like the first time you saw Game of Thrones or if you read the book when yeah Ned Stark went out?
00:01:33
Speaker
Yeah. You know, I read the book um back when it first was released. And i remember like sitting down to watch a show with my wife who had never, she never read the book.
00:01:45
Speaker
And I told her like, don't, don't fall in love with any of these characters. Yeah. and And I told her that multiple times throughout the series. And she was like, just raging when they cut his head off.
00:02:00
Speaker
ah Spoiler alert. I feel like that one's pretty much out of the bag at this point. Yeah, it was. Yeah, it was shocking. It just felt like a even watching it, I knew what was going to happen.
00:02:13
Speaker
Yeah. I was like, God, this is the main character. What are you guys doing? What is happening? So good. But what a villain.
00:02:24
Speaker
That was precisely the moment, if you listen carefully, you can hear George R. R. Martin cashing his check.
00:02:30
Speaker
Yeah. And you can also hear the you could hear the boiling hatred in everybody for that little snot Joffrey. Oh my God. Yeah. i'm I'm glad he's grown up and gone on to a better life, the actor Jack Gleason.
00:02:44
Speaker
Yeah. But I will not miss Joffrey for a moment. I'll tell you what, guys, we are, um we're going to be talking about death here today in this Halloween episode.

The Role of Death in Storytelling

00:02:55
Speaker
Yeah. We're going to drop this one, i think on the 28th or so, just short of our ghoulish holiday. And today's subject is death.
00:03:04
Speaker
Death. So Ben, what, what, why does, what does death matter, Ben? Yeah. I mean, so death matters because it adds a lot of really interesting stakes to your game. It's narratively useful, just as we saw in Game of Thrones.
00:03:20
Speaker
Maybe a lesson from a Game of Thrones is maybe you can overdo it, too. but A little bit. but But the thing is, we're going to kind of explore ways to do this right, because frankly, it's one of these things that...
00:03:32
Speaker
When you're running games, you're kind of afraid of this, right? Because if characters die, typically that means they're failing. And that means that they are probably going to be unhappy. They're going to be certainly disengaged from the game at that point. If you kill them two hours into a four-hour session, they're going to be sitting around thinking about that death for a while.
00:03:50
Speaker
Yeah, we're talking about killing their characters, guys. Killing their characters. Right. Do not kill your players. That's how you disband a group very quickly. Other things are probably going to happen to you, too. Yeah. Um, not all games though, right?
00:04:03
Speaker
Phil would be appropriate for this, right? That's right. in In a certain sense, what death is in a lot of games is it's a way of indicating a low point or a failure that the characters have had.
00:04:13
Speaker
And what failure looks like in different games is going to have some variety according to like the different kind of setting that it's in. So for example, ah in comedic games, death probably should be funny.
00:04:27
Speaker
It should be treated lightheartedly. We were talking a little bit about- It's some serious games. Death can be funny too. Yeah. Yeah. But there are games out there that have this kind of mechanic built into them. I'm thinking about a game called Paranoia, which was, you know, it's a comedic lighthearted game. In that game, you play a clone and on your character sheet, you have like 10 boxes.
00:04:47
Speaker
Because you can be 10 clones of the same character basically before the game is done. And so like when you die in that game, you just check a box off and that's it. Your character sheet, your GM brings you back in somewhere. Your character sheet's the same.
00:05:02
Speaker
It's not a big deal. Or like in superhero games, failure in a superhero game is not about like, did my character die? Or beating your enemy isn't about, did I kill the character? He's going off to jail or he's unconscious. That's enough.
00:05:17
Speaker
Unless you're the punisher. Yeah. Today though, we're going to really focus and talk about death and especially in the kind of fantasy RPGs we play a lot, certainly in horror RPGs.

Memorable Deaths and the Hero's Journey

00:05:29
Speaker
We want to raise the stakes here, guys. And that's what death does. It raises the stakes and that emotional investment players have in the game, knowing that death is on the line.
00:05:41
Speaker
That's the ultimate risk in a certain sense. What does it do for our stories here? It just elevates everything. Like it brings everything up. Like you think about some of the great deaths in film or books.
00:05:53
Speaker
They've always, it's always been like the hero's journey. ah It takes that hero the next level. It should drive them into a new direction. And if handled poorly, It doesn't do that. like it you can't That hero can't make that next step if it's handled poorly. and we want to ah We want you, the listener, to avoid those missteps.
00:06:13
Speaker
When you say taking the next step, you must mean somebody else is dying, not the hero in question who's taking that next step. Yeah, no no, of course not. The the people around you, keep in mind, this is a game. We're all playing together. it's We got a campaign. You got multiple characters.
00:06:26
Speaker
Every other person at that table should be able to take a big step up from that point on their character growth. they They should be bonded. they They should be bonded over this death.
00:06:38
Speaker
It should be a rallying point. could be a rallying cry. you know This could potentially be something that's really fraught for your players. So one of the important things to do is to try to handle it right and handle it with you know some some care.
00:06:51
Speaker
Let's say something else too is, Mark, what happens in a game that doesn't ever have death? I don't know how I could feel excited build on those dice. What's the point of the dice if failure is not an option?
00:07:03
Speaker
So I feel like success and failure, that's that's why dice exist in this game. And without that, what's the point of the dice? But keep in mind, guys, death is not the end.
00:07:17
Speaker
It's a story beat. So keep that in mind. that we We don't need to think of death as like the story is over. No, it's just beginning. And there's a lot of things you can do as GMs to change the way that death is felt, to enhance it and so forth.
00:07:35
Speaker
So Mark, let's talk about different types of death and how it is that you're going to as a GM handle that in the game. So, ah you know, give me some taxonomy here. What are, what are some different types of death? So we've broken a few of these down. um I'll go ahead and discuss like that first one. Maybe you want to touch on like the next, I'm going to talk about heroic sacrifice. You know, when we think about heroic sacrifice, we think of that, that kind of that person stepping forward when everybody else steps back, you know, somebody's going to hold that line.
00:08:05
Speaker
They can be very like, kind of romantic noble exits. I think about Boromir from Lord the Rings, who was a flawed character, let's face it. um He was a ah person who was had given in to the temptation of the ring and what that power could do for his people. And it was noble that he wanted to do that, but the ring doesn't care about noble nobleness.
00:08:29
Speaker
And thus, he would he had to make a sacrifice in his death. he realized his folly. And it was such a beautiful part of the of the book, beautiful part of of the film when he fights to defend the exodus of the the hobbits.
00:08:47
Speaker
Yeah. I mean, same movie really, right? Gandalf's sacrifice on the bridge at Khazad-dûm. You know, talk about going out like a champ. but Yeah. Yeah. None shall pass.
00:08:58
Speaker
um i But I think Boromir's was so... kind of poetic. And he got that, he got that, that moment where he could talk to Aragorn and call him his king.
00:09:10
Speaker
Yeah. Wow. Well, okay. This is interestingly a kind of death that the character is choosing in the moment, but that's not the only kind

Surprising Narrative Twists

00:09:19
Speaker
that we get. Sometimes I've just critted this character with a giant by accident.
00:09:24
Speaker
You know, in stories, this happens by accident too. I'm thinking here, for example, of Wash from Firefly. Yeah. You know, the ship makes a crash landing. Serenity is down. We've got Reavers on the way.
00:09:36
Speaker
Oh gosh, we've got to get up. We've got to get out of the crash. And all of a sudden, chunk wash is done. And you're like, did I just see what I just saw? i didn't. Is that for, oh my gosh. It's shocking.
00:09:47
Speaker
Yeah. That's part of this type of exit. It's to be shocking. And sometimes it's like a slap in the face or ah ah somebody throwing cold water on you. It is to wake you up.
00:10:00
Speaker
It's to wake you up to the stakes are real guys. Now, when that happens in a game and it's unexpected like that because the dice have decided that that guy's going to die today, what do you do? Got to respect the dice.
00:10:11
Speaker
I mean, I'm sorry, but like, again, we're here to play. we The dice are the arbiter. We we respect the dice. They're equal part storyteller. We go back to this to some of our very first podcasts where we talk about dice having an equal say in the story.
00:10:28
Speaker
That was one of our three pillars in the very first podcast. Yeah. Yeah. And the dice, again, don't care about your your story. doesn't care about your backstory. doesn't care about your hopes and dreams. Where your character's intentions were.
00:10:39
Speaker
It just cares about ones and twenties. Yeah. Well, and here's the thing too is A lot of this, I think also is going to be about the way you're setting a tone in the game.
00:10:50
Speaker
yeah So there's people who really think of this as kind of collaborative storytelling. And if we don't want somebody to die, they don't have to die. And whether you're taking kind of a narrative angle on it like that, or whether you're taking kind of like a, Hey, look, if you break the integrity of the game, this is kind of your, your point, you know, the dice have to have their say, i think in either of those cases, that thing we said earlier about like, if you avoid death, you're going to lose the stakes of this thing.
00:11:16
Speaker
And so in a narrative where nobody ever dies or in a game where when a the dice kill somebody and then you kind of walk it back somehow by breaking the rules or by changing something, there's a real danger that you're going to frankly undermine the value of the game in a certain way. So I'd say- You had mentioned something just a moment ago about how sometimes we have to unpack these things after the event.
00:11:39
Speaker
yeah And I think you're spot on with this in that oftentimes these tragic accidents, that's what we're going to call these, you do have to think about them after. And sometimes we attach- an importance to it after the fact.
00:11:54
Speaker
But at the time you're kind of like, we got to get out of this, you know, it's all hell's breaking loose. And, and I think you even saw that the movie serenity. People spent time after that, thinking about that and thinking about what that meant and what that meant for the kind of story that they were in.
00:12:07
Speaker
um i think that kind of sense making that you've got to do after the fact can be a really interesting thing for players to do as well. You know, yeah. They're going to so definitely they're going to be doing the postmortem on that literally where, you know, it's like, should the party have gone into that next room? Should we have flipped that switch? Whatever their choices were that led them up to that moment, the party's going to think a lot about that.
00:12:31
Speaker
Let's go to our third part. We're to about narrative consequences.

Consequences and Impactful Choices

00:12:36
Speaker
I think we opened this episode with Ned Stark, you know, getting in his head lopped off there. um That is an example of narrative consequence.
00:12:45
Speaker
Ned made a choice. And I think at that point when he made that choice, he knew what the consequences could be. Sometimes at a game, a player might make a choice. And when they make that choice, they might know what the end result consequence could be.
00:13:01
Speaker
And if they're okay with that, sometimes these things will come to fruition. Obviously, Ned failed at his rebellion or what he was trying to do. And this is the consequence.
00:13:12
Speaker
So in a certain sense, you're saying that's that's death is a choice the players might make. Yeah, but it's also kind of story-driven. It's a story-driven death. ah's Oftentimes, ah a GM might present the players with, you can do this, but if you fail, there are consequences to this failure.
00:13:27
Speaker
and And sometimes, let's face it, you can't fight off... all the events in the story. You know, like if you have a king who's got the guard at his disposable and you're like a level two or three peon, what are you going to do? At some point you have to kind of like acquiesce to the story and understand that these things are bigger than than you and this is going to happen. And this is a thing where we'll discuss about how how to handle that.
00:13:54
Speaker
This is a tricky one. And there's also a way in which this can be something that players ask for too. And I don't know that it happens very often, but one of the things that players sometimes do is they'll say, you know what, I've been playing this, take your pick, Rogue or Druid or whatever I've been playing for a while.
00:14:08
Speaker
ah Mechanic, if we're doing a space game, maybe a pilot, something, whatever it might be. And they're going to say I'm not really resonating with this. This isn't really, I'm not having fun with this. And so what I'd like to do is like to change characters.
00:14:20
Speaker
Maybe what we could do is I'd like to kill this guy off in a way that's really interesting. Sometimes there's a real narrative benefit enhancing your story and helping the other characters build their stories.
00:14:32
Speaker
And when players do request to change characters, that may be something that you can use to effect and you can work with the player to get that done. And that's the thing I'd say is like whatever else you do with all these different kinds of deaths we're talking about, don't miss the opportunity. If there's going to be a death to enhance that story and to bring your characters forward and give them a chance to operate with that.
00:14:54
Speaker
Now, Mark, when we're getting ready to do that, when we want to then introduce a death into this game, what can we do to prepare for that? Prepare for the afterlife. I would say, let's start with um get expectations set with your players pretty early.
00:15:09
Speaker
You know, when you establish your game, let them know what's on the line. So in a certain sense, you don't want a character to die in this game and the player looks at you and goes, I didn't even know that was possible. Yeah. But also like you want to look at players who maybe you look at their backstories, like you might have some tragic backstories or you might have some indication that a player might be looking for a tragic exit in some sense.
00:15:32
Speaker
Or at least that they're very risky and that that they see that as realistic for their character. These are the things you're calling death flags. Yeah. or yeah, maybe a person who takes a lot of risky behavior. and And kind of like, kind of take mental note of those, those that behavior or those flags.
00:15:50
Speaker
That's maybe where you could build something around. And then talk with your player beforehand, if appropriate. Your player might even approach you stating like, hey, you know, I'm going to be going off to school and I'm going to have to lead the campaign come March.
00:16:05
Speaker
You know, could I have like, I'd like to have my character have some sort of like good exit, like a good, you know, death exit or something like that. And you can have that discussion with him and you could say, Hey, what what do you want? Like, what would be your ideal?
00:16:21
Speaker
Like, how do you see your character leaving the this story? What's cool about that is that then you've got a kind of collaborator in the story beats that lead up to that moment. Yeah. And it's really fun if you're doing that.
00:16:33
Speaker
We've said we don't want to surprise our players, but we don't mind surprising the ones who aren't dying. That's actually, that can be part of the the punch of this thing is when people go, oh my gosh, I didn't even know.
00:16:44
Speaker
You want to you want it to them to be like a little bit in control of their legacy and how they want their character to be remembered by the party. And that's an important thing. Like, If somebody is leaving or moved town and they want to leave in that fashion, what a great way to kind of like send them off and, you know, ah kind of a, it can really boon for the rest of the group and everybody could enjoy. it it sounds like weird to say enjoying their character death.
00:17:08
Speaker
But we all love story beats. We all love good story. We all then think back to those things where that was a meaningful thing too. Do you remember when my character did this or that and that was what saved the whole party? Or do you remember when my character did this and that?
00:17:21
Speaker
And then that made the big bad who'd been ruling for a thousand years vulnerable, right? The opposite of this is surprise, your character's dead. have been planning this for weeks.
00:17:33
Speaker
And then the player's like, what I'm sorry, you what now? For real? And we talked about surprise death up above, the tragic accident. And those will happen, folks. And they're unfortunate sometimes. Sometimes they're fortunate. I don't know how but mean i know you look at it.
00:17:48
Speaker
But we want to avoid that if possible. To the extent that we can give players agency in the way as their characters exit, they're going to own that and be much happier with that than they would have been if we had just kind of sprung it on them.
00:18:01
Speaker
Yeah, that surprise death, we have to unpack it afterwards. We're kind of unpacking this beforehand. Right. But we'd like to do. With that player. Well, and then when this happens then, part of what this is doing is is, as we've said, you can use this to enhance the narrative. You can use it to enhance the way that the story is going.
00:18:20
Speaker
So, Mark, what are some things that you can do to really give the game time to reflect on the character's death?

Memorials and Reactions to Death

00:18:27
Speaker
I mean, you could have memorials. how do the How do these characters react to the demise? um Do we have a funeral send-off?
00:18:37
Speaker
um You could have maybe some of their legacy items. And there's always the classic, like, the players are all chomping at the bit to pick over the corpse of their ally to get their their magic item, their magic sword.
00:18:50
Speaker
That's so bad. Guys, a i know that I know that he just fell in combat, but has anybody spoken for that longsword there? ah Yeah, loot that body. Now, let's hold off on looting that body. We'll get to that.
00:19:02
Speaker
You guys will get to that. Don't worry about it. These items could be handed down in a way as part of a legacy item, and it means a lot to be holding the sword of you know your fallen comrade. I like this point about NPC reactions though, too, that, you know, maybe there's the character did something heroic and there's this great legend that sprang up around them and everybody knows this story.
00:19:23
Speaker
I also liked the idea that there could also be a lot of rumors about how the character died and not all of them are flattering. You know what i mean? yeah Like, Oh, I heard, you know, he, he backed into the wrong, you know monster and, and he went out that way. Oh, I heard that he, uh, he went out like Boba Fett.
00:19:39
Speaker
Like what a, what a sucker. Yeah. You know, there's all kinds of ways you can handle that. The trick is to make it memorable and make it something that the players, you know, later talk about and think about in ultimately positive terms.
00:19:53
Speaker
Yeah, exactly. So um we're it's just adding to the story. We're adding things on top of it. So we're going to talk about some of the ah techniques we can use to make these things happen.
00:20:05
Speaker
We were just talking a moment ago about like how there's these moments to reflect on that after the fact. If you get this right, what's going to happen is that a character's death is going to essentially bond the party a little bit more.
00:20:18
Speaker
It's going to give the world a chance to change a little bit. You can help people reset the story in certain ways. Maybe the character's death... created a vulnerability for the big bad, or maybe the character's death opened an escape route that otherwise would have killed the whole party, right? Yeah. Whatever the case may be, the narrative changes, the party gets closer together if you get this right.
00:20:38
Speaker
And ultimately then it feels like the spirit of that character lingers It may be also that even in a game where death occurs, you might have players that are very technical about it.
00:20:51
Speaker
And if they don't want to dwell on it, that's okay too. The bottom line with everything is listen your players and find the right beats for your story. The thing we're really trying to address here though, is you're going to have this happen in your games and there are going to be players who are ready to be sore about it because they had a lot invested emotionally in that character. So in order to make them...
00:21:13
Speaker
feel like it's okay to release that. You've got to give them something. And this is kind of what you're paying. So let's talk about some tools and techniques that we can use to pull some of this stuff off.
00:21:24
Speaker
And going to start with like building that tension before the moment. If you know you've got a player going exiting, you want to give some some signs early on so the other the other players aren' completely flat-footed.
00:21:43
Speaker
When it happens, it needs to feel a little bit more natural if, in fact, this is an actual dramatic exit. So start building those little seeds of the storyline to fit that narrative early.
00:21:58
Speaker
One of the things you've got here as a note, which I think is really cool, and you've seen this in games, is like a kind of a timer. There's a lot of ways to create clocks or other things that are marking the passage of time.
00:22:09
Speaker
The fuse on that bomb is going to go off in four rounds. the you know The ship is is falling to earth and it will crash um in six rounds. like There's all kinds of things you can do to set a clock on it.
00:22:22
Speaker
And that's a literal timer. I'm also talking about a a figurative timer, like planting those seeds. You want them to follow that thread and know that their life is potentially on a timer in some fashion. But you're right. A literal timer is also incredibly exciting.
00:22:41
Speaker
A big sense of urgency, a lot of tension. And at key moments there, ah they may realize that their number is up. You've got an interesting technique here when you talk about flashbacks.
00:22:52
Speaker
Tell me about how you're using flashbacks. Is this something you're going to do right at the moment somebody dies or later or earlier or what? Not necessarily like a literal flashback. You want them before they pass, you want the players to know their history. They want their whole story to be kind of unveiled at this point.
00:23:08
Speaker
So if you could have moments where you could touch a little bit on that character so that when they do pass, that is fresh in mind, the past life they've led.
00:23:19
Speaker
Yeah. You know, when you're watching a a TV show or a movie, you know, oftentimes there's some story beat like right before the next scene where the character dies, where everybody's getting along great.
00:23:30
Speaker
Somebody says something really nice to the other person they've been arguing with all season. yeah And then you're like, wow, that's really cool. then you realize, oh no, that means one of you is about to die. Yeah. Yeah.
00:23:41
Speaker
It's like the guy in the yeah the the war movie, break the picture of his girlfriend back home. Yeah. know Has that little monologue. I'm going to go home to my sweetheart. Yeah. Yeah. i had to Put your helmet back on. But Russell, I want to talk a little bit about the kind of the spiritual lore of your game and how we talk about mythological framing and how we're going to tie that death into the the the kind of framework of this campaign.
00:24:07
Speaker
Now, I'm not sure what kind of games people run. It could be a science fiction game. So it maybe not be it may not be so like a spiritual lore. It could also be like, this is how, if you're playing in a space military game, how does that space military handle death?
00:24:22
Speaker
Do they kind of wrap them up in a ship and shoot them out the torpedo bay? What does that ceremony look like? yeah It's so funny you say that because I was just thinking about how in Star Trek II, right, we get Spock's death, but then in Star Trek III, we get his resurrection. Spoilers.
00:24:37
Speaker
Because there's some sort of mystic Vulcan telepathy, right? I was going to say don't shortchange any genre. They've all got their ways that this might happen, I think, in certain ways. And that's the spirituality of death.
00:24:48
Speaker
And you don't want to miss that opportunity to inform your players about the lore involving death and your in your realm or this society or this culture this family. It could even get micro.
00:24:59
Speaker
Make sure you're not missing that opportunity. So what comes after death, Ben?

Narrative Opportunities After Death

00:25:04
Speaker
There are so many things you can do at this point, even with the same characters, right? We've talked a lot about kind of the emotional and narrative unpacking of this, but in a lot of kind of games, it might be that there's a reincarnation thing you could do. It might be that there's ways to bring that character back from the dead.
00:25:20
Speaker
Maybe there's a new character who is related to that character in some way. You know, oh, this is my brother. Oh, that's my son. There's some different things you could do there. You can also, I've seen games that actually started with the whole party getting killed.
00:25:33
Speaker
Because the whole campaign was going to be in the afterlife. There's some great opportunities there. I think one of the games we did where we went through the halls of the afterlife and we kind of visited everybody's own personal, I guess, afterlife hall of judgment ah was really interesting.
00:25:48
Speaker
Gave the players a chance to describe their characters more and to understand them better. And we had a great time moving through that one. resurrection could be something if you're playing Dungeons and Dragons. It's pretty common.
00:25:59
Speaker
However, if you are going to go that route, think about it. We had a character and somebody wanted her to do a resurrection and he was like, no, no, my character is dead. he He died great. Let my character lay let lay down.
00:26:12
Speaker
But think also about that like the lasting consequences and kind of the emotional fallout, both for the characters and sometimes for the players. They could also be in some odd way they could be mourning the loss of this character.
00:26:28
Speaker
i mean, we all get invested in books, right? Don't tell me you haven't like cried when a character died in the book. You know, we do get attached to these and and even more so so sometimes in the game.
00:26:40
Speaker
Yeah, definitely true. I have been in a game where we had a character die and it really broke up one of the other players. And I think, you know, this was a testament to the fact they'd been playing together a long time and it was ah It was a kind of a narratively appropriate moment. We handle it with the right level of solemnity. Um, but I, that was a first for me.
00:26:59
Speaker
So, uh, guys in the end, remember that in any great story, death is never just an ending. It's always a transformation. It's a transformation of your story. It's a transformation of your party.
00:27:12
Speaker
And it may be a transformation of that character who's died and something, something else. Yeah. So like handled with proper intention, character death can become very memorable and meaningful for your party. So just like take advantage of that opportunity if it comes.
00:27:29
Speaker
And this would be a really big part of your GMing arsenal. Mark, I think that puts a nail in the coffin of our discussion of death.
00:27:40
Speaker
And it's time for us to move on to something else. All right, folks, we went a little bit long today. Talking about death, we'll do that, right? Well, no, Ben? It should not be treated lightly or quickly. In that, we we just don't have a tune-up for you.
00:27:53
Speaker
We don't have time for it. So we're going to get a tune-up for next week. Have fun out there and keep those dice rolling. you in your father.
00:28:05
Speaker
Tuna, your first has now begun Tuna, we'll show you how it's done
00:28:36
Speaker
To you, to you, to you, to you. To you, to you.
00:29:04
Speaker
you