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10 - Mo’diphius Better Blues

Good GMs Podcast
Good GMs Podcast

31 plays · Jul 3, 2026

James Gordon Ross returns to teach James and Chuckie the 2D20 system (Modiphius [https://modiphius.us/collections/fallout-the-roleplaying-game]), using his 120-session Fallout campaign as the working example. A real toolbox episode for anyone curious about momentum-based dice systems. ✨Pro-Tips✨ * How momentum works: extra successes roll into a shared pool the whole party can spend from, so one hot roller can carry the table * Threat: the GM's mirror currency, and why players almost never spend it to buy extra dice, even after 120 sessions of chances * Why even a "boring" roll, like diagnosing an injury, can generate momentum and matters more than it looks on paper * How contested rolls work versus a flat difficulty, using an arm-wrestling example to break it down * Chuckie's go-to litmus test for sizing up any new system: how do you do a headshot? * A quick aside on what different systems call their GM (Keeper, Overseer, Dean, Marshall) and why that title hints at the kind of game you are playing Also in this one: a Savage Worlds East Texas University one-shot recap, a peek at Daggerheart character creation, and the usual chaos of recording live. * Patreon: https://www.patreon.com/GoodGMsPodcast * YouTube: https://www.youtube.com/@GoodGMsPodcast * Facebook: https://www.facebook.com/profile.php?id=61584454320344  * Instagram: https://www.instagram.com/goodgmspod/ * TikTok: https://www.tiktok.com/@good.gms.podcast #GoodGMs #tabletoprpg #TTRPG #gamemaster #gmtips #dungeonmaster #npcs #CallOfCthulhu #SavageWorlds #etu #roleplayinggames #ttrpgcommunity #PodcastForGMs #tabletopgaming #modiphius #esoteric #daggerheart #2d20 #2d20system #fallout2d20

Transcript

Speaker: Good. Good. So good. Good. So very good.

Speaker: Welcome to the Good GM's Podcast. I'm E.E. Morris, and today's episode is Modiphius Better Blues. And now here's Chuck and James.

Speaker: And James...

Speaker: Hello, beautiful people and everyone else. This is another episode of the Good GMs podcast. You know who you are. um And we are having a beautiful day. It is sunny out, and that's why, if you can hear it, you probably can't have closed the windows, but my landlord's doing the lawn.

Speaker: um We are here today with my buddy and co-host. Chuck E.T. Let's have you here. Yes, indeed. It's been a wonderful week. um And our special guest.

Speaker: still special guest. He's been on a few times now, so he's kind of like just a regular guest now, but a regular guest who's very special to us. James Gordon Ross is here. Hello, James. Hello, everybody. hi James. He's going to be teaching us a little something, something today about the 2d 20 system, the Modiphius system.

Speaker: First, let's talk about any gaming things that have happened of late. um For those of you who are Patreon supporters, you might have heard recently we posted this. um Obviously, we're a few weeks behind in our recording, but we played a Savage Worlds one-shot of East Texas University. That was fun. yeah Yeah, it was a good one. it was a good but we had I had a good time with that one. That was nice. You did a good job on that.

Speaker: Well, thank you very much. patty Well, you know, I'm thinking about it and we should probably have a, um, like a, maybe just a Patreon exclusive where people can listen to you critique my GMs. Oh my God. Um, I get, I get paid for my time, son. There you go. Well, that's it. That's it. but Um, they can learn from my, that's a $99 level. that' That's right. It's no, that you get nothing at that level except helping. I'm going to to Randy. We'll get that changed. We'll get that changed. If you want to join at the $25 level four times, then you can have it.

Speaker: What the heck? You get all the benefits. But anyway, um enough of this horrible. Patreon.com forward slash good GM's podcast. Yeah, come and join us.

Speaker: Yeah. um But also, I've been playing. I played Daggerheart recently. a friend of mine, Veronica, who I'm hoping to get on the show to teach us something something about. something, maybe Daggerheart is going to come on. But she introduced us to Daggerheart last week. We just did character creation and tomorrow, no, it's Thursday night, which is two days from now, um I will be playing the first part of the one shot. So that'll be cool.

Speaker: I, yeah for life, we can't remember the name of the, no, I'm a class of like I'm a I'm a bard, but like the wordsmith bard. So it's like each in Daggerheart, you have your classes and then you have your subclasses. So bard. And then you had like the, I guess the performer bards and then you have the wordsmith bard. So I'm a wordsmith bard and I'm a cat person who grew up in the mean streets of the big city, which we called Toronto, which is T apostrophe R A U G H N A. H. um Yeah. So we ah we are in Burlington is the name of the big city we're in. Because she asked us, this is what happens when a GM says, so give us a name for something. And I'm like, Burlington. And they're like, something more fantasy. Burlington?

Speaker: There's a big coat factory in Burlington. It's like when you get the kids to name the pet and you end up with a dog named Goldfish or something. that's right Exactly. Exactly.

Speaker: hold settle First young lesson of the day. Don't let the kids do the pets. excuse But anyway, Daggerheart seems pretty cool. they It includes cards. So every like every class you get cards and then you get to look through the cards of the different starting spells and all that stuff that you can choose from.

Speaker: um So it's it's kind of an interesting take. I haven't played any of it yet. I've just made a character. um But I will say that it is um it is interesting. And they have a Kickstarter right now for one called like Lovecraft 20 1912 or something that looks quite interesting because you know me, I love me some horror. Um,

Speaker: I do. I do. um So yeah. How about you, Chuck? Other Savage Worlds and Savage Worlds, have you been playing? Oh my God. Just my usual over at the other island running people through some ETU. ETU is on the menu.

Speaker: So, I mean, it was, i had to laugh because it was, um it's it's a recording that I did many, many moons ago. And I thought I had the recordings for it and I don't have them. So I have to rerecord them.

Speaker: And it just happened to be that it was lining up on the quote unquote schedule that we may or may not have. ah That it lined up with his Kickstarter. So I'm like, ah okay. i guess yeah I guess we're doing ETU. Here we go, guys. Opportunistic. Very cool. yeah Oh, yeah. No, but I'm genuinely excited. The Kickstarter went very well.

Speaker: Yeah, like 12 minutes. Yeah. Yeah. Was it 12? I think it was like 12, 17 minutes. It was crazy talk. It was like, hell yeah. We'll say it was 12 to midnight. Ha, ha, ha. But you know i'm I'm looking forward to it. They have a lot of new information, stuff that I'm very eager to start importing right into what I'm doing right now. And if you haven't checked it out, episode four, we get to talk to yeah Preston and Ed. So go back. i should I should say, go back and listen all the episodes. If this is your first episode. Hey, cool. My name's James.

Speaker: Hi, I'm Chuck. And this is also James. yeah heather james And James. James, how about you? any any Anything? Any games? I have not been playing games. I've been writing my game.

Speaker: Trying to get it ready for playtesting. Still not there yet. One step at a time, baby. One step at a time. That's right. I'm hoping to do a playtest. We talked about that in episode three. That would be awesome.

Speaker: um How about board games? Anything? Have you like played a phone game at least? Anything? like I've been playing a lot of Baldur's Gate 3 Crusader Kings 3, various games that are on their third Yes. Iteration. Fallout 3? Have you done any of that lately? got tons of Fallout 3 lately. I've played Fallout 3 twice, though. Yeah, it's a good one. It's a good one. But speaking of Fallout, why don't you tell us why you we brought you here today? Is that is that right? Is the guest supposed to do that? My job. um

Speaker: Well, I ran 120 sessions of the Fallout 2D20 system. Wow. And you guys are interested in Modiphius 2D20. Yes. yeah so i We're interested in learning about all kinds of games, for sure. A little bit of expertise. I'd say this is probably my favorite rolling system.

Speaker: Is it? Okay. Okay. Because I played, I played, what have I played with you? I played Savage Worlds and we played yeah the, um the Game of Thrones system, which I don't remember. Yeah. Green Ronin's Song of Ice and Fire role playing. And then I adapted that to Savage Worlds. Yeah. I think I've run Call of Cthulhu with you once Oh, yeah. Yeah, yeah. And well you did random yeah I think you ran us through a Delta Green game ages ago. yeah yeah. And there was like an inside out rabbit and we were Russian people or something going through the Siberian wilderness. Oh, my God. It was the color out of space only in Soviet Russia. Frick, Love it. I like that one. Yeah. yes Yeah. Ah, da. Ah, da, cabinet. I like that. Nice. Okay, okay. So I know that the Modiphius is Conan.

Speaker: is conan yeah yeah So Modiphius Entertainment, if I've done my research recently and correctly, back in 2015, started with the Mutant Chronicles.

Speaker: I think that was 2013. Okay, fair enough. i dare you sir How dare you, sir? So back in the 2010s, the third edition of the Mutant Chronicles came out, and it was when they started working on this. And this is Modiphius Entertainment that that produced that. And then they decided to, they realized, I guess, that it was super like generic system. Yeah. And so they said, let's, let's license this to yeah. Conan, Dune, who else they have? They have Star Trek adventures. it was called a Star Trek adventures was their first big license, right? If I'm not mistaken. And then Conan, I think, well, do you consider John Carter to be a good, oh John Carter is yes. That's the movie. The same author is as the Tarzan adventures. That's right. Mm-hmm.

Speaker: yep Yeah. i Not William S. Burroughs. Edgar Rice Burroughs. Edgar Rice Burroughs. Different Burroughs. Very different genre. Although I want to play a game in the world of Naked Lunch. Oh, boy. Dear God. Another day, maybe. umm okay so So what brought you to this system?

Speaker: They had a Fallout license. Yeah. but That's what it was. they they just ok Somebody made ah an official Fallout game with with with Fallout material, and I was like, oh my god, I've wanted to run role-playing game in this world. But there's so many...

Speaker: little bits of it that adapting it to another system was a lot of work. You'd have to reinvent the wheel pretty much to be able to like, Oh great. Now I got a stat out a frigging, don't know. It's rad scorpion or a, don't know.

Speaker: There's minute they were like, there's a full, full 2d 20 rule book for fallout. I pre-ordered it. Yeah. we go And okay I was happily surprised by just the, the basic rolling system gamifies the average roll.

Speaker: Okay. In so many systems, the roles can either be sort of tedious or mindless, and there is a basic mechanic to just making a standard role that is kind of fun and gamified. me Okay.

Speaker: So the way that works is um you set a target number for your dice with the character's attribute and skill. okay And those are called different things in different systems. They're called and talents and and departments of the ship if you're in Star Trek and things like that. But it it really boils down to an attribute and skill.

Speaker: You add those numbers together. That's the number you have to roll on your dice. okay Okay. So those numbers, and just so I get this correct. So the number, those, like your attributes out of 10 and your skills out of 10, so you can have up to 10. depends on the system. depends on the system, okay. because also The attributes goes up to 12. Okay, so you twenty up to six you could have a 24 target number, theoretically. Ever. Well known. no no Usually they bet they they cap it at 18 because you're only going to see twenty Oh, sorry. Some chance of failure. Yeah. You said a six. I missed that second half.

Speaker: Got it. Yeah. Yeah. But different systems will set up how how high skills and attributes can go. Got because it. Because it gives a different flavor. And that's the that's the target number, but not the difficulty.

Speaker: Right. Yes. So the player knows their difficulty for getting successes in their dive pool. the game master often isn't really aware of every single character sheet on the table. Doesn't really think about that that much.

Speaker: So they have to make a decision based on the actual difficulty of the thing they're creating. But that it means that the game master is setting very simple difficulties like difficulty one, difficulty two, difficulty three. They don't have to, this fine DC that D&D does where it's like, oh is this ah a 28 or a 29 DC? Right. Yeah. yeah The GM doesn't think about it that much.

Speaker: So let's let's explain it real quick because because I happened to do some research just before we got on this call. And then I know that Chuck's given me a look like I have no idea what you guys are talking about. So yeah the so think okay when you think of role rolling in games, right? So you think of yes Savage Worlds, you've got a difficulty four and you roll your skill plus your wild die. In Call Cthulhu, it's a difficulty out of 100. So a success and failure is based on that on that difficulty. Whereas with, say, vampire, your difficulty could be, and and if I remember the old, see, I'm a second, third edition. I don't know the if it's changed a lot, but I knew it. you could You could have a difficulty, say, of eight, and the number of successes dictated how, so you rolled, like, say, five dice, you'd got three over eight, you got three successes, which is a great success.

Speaker: With this one, if I'm not mistaken, it's so your target numbers based on your your thingy and your other thingy. And that might be, ah say, a 13. Right. yeah And so, you know, on 2d 20, which is what you start with. Right. You get 2d 20. That's the name of the system just to start with.

Speaker: You need to roll it. Now, let's say it's something really hard. Would you say a difficulty of three? How would you get three success? It is counting successes just like vampire. Mm hmm.

Speaker: Only the target number ah is established by the character who's rolling's character sheet, not something the GM decides. They just yell out a difficulty.

Speaker: Those difficulties can go up to, like, 10. Wow. So the player is rolling on their dice pool, which starts at two. That's 10 successes yeah on on however many dice they end up rolling.

Speaker: Now, if you have two dice... um those can either roll a success or they can roll a critical success. Okay. Uh, double. So you can only possibly get four successes on two dice.

Speaker: I see. So if you're there are things in the game that can increase your die pool and you roll a six on a difficulty and your target number of 13 counts as two successes. Yeah. Okay. So even one success with, your if your target number is 13, even one success, uh, 70% chance, something like that. and he um,

Speaker: And there's all depending on the system, there's all sorts of mechanics for what creates that critical success. Usually it's rolling a one, rolling all the way down. That'll give you two successes on one die.

Speaker: But oftentimes in systems, your character will have a skill speciality, something called like a a tag or a talent. And then so if you're you know in Fallout, if you're gunslinger, you might have small guns tagged.

Speaker: And so your small guns skill of six means that you get a critical set success at six or lower okay on the dice. and And suddenly the numbers, your target numbers, like say 12, but it's six. or So that's how that works. Okay. Okay. Cool. Yeah. So if you're all seven to 12, you'd get one success, six or lower, two successes. So how does, and this is the big thing here. How does one get more dice?

Speaker: Momentum. Okay. This is, this is, this is the cool feedback loop. If you get more successes on a roll than you need, it becomes points of momentum that go into a shared pool for the whole team.

Speaker: Gotcha. Nice. Then when you decide you're rolling, you declare how much of the team's momentum you spend and you can add dice to your pool. Got it. Okay. So functionally, this means that if you're having a bad night and rolling poorly, you're You're a drain on your team. A little, but the person next to it to you, if they're having good luck, they throw into the team momentum.

Speaker: If you're the only mechanic, you're the only one that can fix that engine, but you're having a terrible luck night. The person beside you who had good luck all night gets that engine fixed effectively because they put momentum in the pool for the story for the whole team to accomplish things. And so as a meta tool, that's interesting. But like from a narrative way, I guess it's like, yeah, when your team's doing well, everybody's on a roll. Momentum in the story.

Speaker: yeah And it goes the other way. The GM has threat, has their own momentum. If they won't roll more successes than they need, they accrue bonuses. They can add to things. They can give enemies more damage.

Speaker: They can create complications. They can create environmental effects. And you can see the threat points build up. Like GM has his power against. What was, what was the thing in your system? That was you, you, you get fracture. No. What was it called? I did. Yeah. Yeah.

Speaker: I have a plan for longterm problems from fracture. This, yeah this is like right in the game. Oh, so so you use it. So it's like it's like gm bennies in Savage World. So the GM gets to accrue bennies by the by the the group failing.

Speaker: Now, this is something I saw and in the the research I looked into. You can buy more dice by trading for doom or or threat rather. Like in some of the systems you can say, okay, I'll use one momentum and I'll use here. I'll give you one, one threat die or one threat token to buy a two extra dice or something like that. I played 120 sessions of fallout.

Speaker: And I think my team bought threat twice. They were so scared of what I would do to them. I think it's a really good tactic. If I was a player in a Modiphius game, I'd be buying threat all the time to get more dice. Yeah. Well, because that's how the story gets better. It's not like the the GM, and let's take GM lesson of the day number two, don't kill your your children if you can help it. If you don't go out of your way to say, well, yes, ha, now I have all this threat. I'm going to make your lives harder to make the story more interesting, not I'm going to use this to make sure you don't enjoy this. Because that's not the point of a role play. But it showed me that the threat was working.

Speaker: It was working. They were scared. They were scared to give it to me. So that that tension was there in the narrative. you and ex Thanks, Modiphius. You and your death claws and your raider colonies. Intelligent death claws with plasma claws. What is wrong with you? What is wrong with you? No, I wouldn't, I wouldn't be giving you thread. You're sick, man. You're sick. Good Lord. Those players were smart.

Speaker: yeah Do you have any questions? Do you have, are you, as, as a, obviously somebody who's coming into this conversation without understanding much, how is this getting in? It's it's it's interesting so far.

Speaker: um it's ah it's it's it's figuring out, okay, I mean, I get the concept of, okay, strength plus this gives you what you need to roll, minimum. That's your company.

Speaker: And then the GM just sets um the the the the other difficulty. So I guess, is there a ah standard like list? Because that's the thing I hate.

Speaker: is when there's like, oh, a little, like for for Savage Rules, it's symbol. It's like four. That's it. It's all you need to know. Four. If it's tougher, you add one, you add two. No, no, no, no. It's just four. well No, but I'm saying, I'm saying like, if it's if it's a difficult thing, you can subtract. You say, okay, you're rolling at this minus one. Negatives, yes. But you know it's always four.

Speaker: You know, you hop into D20 games and it's like, 10, 11, 12, 15. that's written on the piece. Right, right. he's that's not all I am wearing the shirt today. So i am wearing a Dungeons & Dragons t-shirt today. I should be able to defend it once a year. And today is the day.

Speaker: A change in Modiphius, a change of one difficulty up and down is huge. So okay every game will have a list of common common actions and sort of where the difficulty should sit. I would feel as well that this is definitely one of those games where you teach, where you learn, don't throw rolls unless there' there's just there's stakes involved, which should be a normal rule in role-playing games. But sometimes you're like, ah, give me that con roll to see if that brisket you ate earlier is sitting well. But like, you know.

Speaker: The extra successes mechanic, one of the other things I like is extra successes generate momentum. So even a crappy role that would be forgotten in any other game?

Speaker: Like, I'm a master doctor and I want to diagnose someone who's obviously injured. This is a stupid thing that you probably wouldn't even shouldn't. Not every GM would even call this role. Right. And usually it's this blah moment in most role playing games. In this, it's an opportunity to gain momentum.

Speaker: Right. Sometimes the GM will declare a difficulty zero test. So every success you get is just momentum points. it's just an opportunity to watch how much better your, your team gets. That's amazing. So you do that for them knowing that eventually the,

Speaker: going to want to give you threat. And you'll find there's a lot of powers that are like rally powers or or concentration powers where it says your character gets to make a roll at difficulty zero and bank whatever momentum shows up.

Speaker: Oh, wow. Gotcha. Nice. Nice. and Okay. So, and you mentioned GMs rolling. So again, not every system focuses on that. So how often as a GM are you rolling in? And what's the GM called? We should start asking that question. when we learn a new game, is there a name? Like a storyteller or...

Speaker: It depends on the on the game. um right Fallout, it's Overseer. Overseer. Yeah, i was going to say. Heck yeah. That's what want. It's like in East Texas University, it's the dean. and Yeah, I get it. marshal in the marshall in in in um Deadlands. um So yeah, how often are you rolling? What are you rolling for?

Speaker: Are only rolling in combat? you rolling? i think Yeah, you're rolling when antagonists are trying to do something. Okay. and Usually everything is defined, even if it's a ah a contested role between a character and an NPC. If it's not a really important NPC, it can usually be defined as the player's role.

Speaker: Nice. Against a difficulty. Right. Okay. Like you're arm wrestling some guy at the county county fair. This is guy's really good at arm wrestling difficulty three. This guy's really bad at arm wrestling difficulty one.

Speaker: Like that' a the counter role isn't necessary. Yeah. got All right. So, so here, here's my litmus test that I love doing. Cause I love seeing people that design games just for the most part, not all of them, but for the most part, they freeze up my, here's my litmus test. Here we go.

Speaker: So, um, example. All right. So we're, uh, fallout, right? All right. Fallout headshot. How do I do a headshot? Headshot, you there are hit locations on every character. You declare the head hit location.

Speaker: um There's a standard difficulty raise. I think for call shot, it's just an extra one. And then um if you do enough damage to inflict a wound, there's there's a sort of threshold.

Speaker: If you can do enough to damage, then there will be effects on the head, which is blindness and stun. Nice. Okay. All right. Okay. There you go. reduce them If you reduce them to zero hit points with that headshot, I will describe the fallout way. It explodes in slow motion. That's great. In vats, right?

Speaker: oh love and Can you, can you tell us then speaking of, of ah combat real quick, what, what, how, how's the combat system? Because obviously as, as role-playing game, I much prefer the investigation part of things, but if we're going to get into combat.

Speaker: How does the combat work? Is it quick? Is it is it narrative? like How would you describe it? Is it like a trudge? Call of Cthulhu is awesome, but when you get into combat, that's most of a session, right? like you know A lot of systems, it takes time.

Speaker: It's different in different systems. Okay. What about for Fallout? well How would you describe it for Fallout? Okay, so a couple interesting things about Modiphia systems. Generally, they don't use initiative.

Speaker: Okay. Roles. ah You have a standard sort of speed, like ah and a set initiative rate. And every time you go into combat, that's the order. Okay. Okay. It's just, you have a super high initiative. You're going to start every combat.

Speaker: Okay. Start to talk to your party about where they sit and sort of work out standard plans. It's always going to, and it's always going to be the same. And yeah i'm I'm assuming you get to hold your action if you need to or whatever, like in any case.

Speaker: Yeah. Yeah. A lot of people get frustrated that, that you're kind of stuck there. But that's and one of the most common house rules with modifices is actually rolling initiative. Oh, I see. I see. Because you could just roll a die and add it to the standard number that you have. And it would become initiative like anything else. But but the rules as written, no initiative rolled.

Speaker: And they also do range a little differently. There there aren't sort of... You measure in feet or or meters between characters. There's this idea of zones. Okay.

Speaker: Of there's a... There's close combat, like engaged with someone. There's close range, medium range, long range, extreme range. This is actually, I was going to say, in Daggerheart, something I found interesting is that that's how the ranges work. It's melee, near, yeah. And far. And it's and it's kind of narrative, and and it it's supposed to take into account the environmental factors. If you're if you're aboard a submarine, ah extreme range is going to be a lot closer than in an open field because of what's going on around you. And then and you're just supposed to argue and and sort of understand.

Speaker: Okay. Through a discussion about ah how far is far. and okay. Sometimes it's good because it's fast. it's so It's so just like, am I close? Yes, no.

Speaker: Okay, I do the close thing. Am I not? I do the medium thing. um But sometimes when you got those minis out on the table and stuff like that, that can be a sticky point. but Is it a game specifically like best with minis or more narrative?

Speaker: Some games are best with minis. I used minis and... It's something that can can be played very well, theater of the mind, because of the zones and you don't have to measure everything. With Savage Worlds, I would i would use minis. And with Call of Cthulhu, I would mostly just use a minis and a map to get an idea of where people are, but not so much for like combat. It's like, yeah, you can move probably about this far. you know like you know like So in general, combat, um for there's some really simple ones like like Dune, where combat isn't any different than than most other skill checks. You just like

Speaker: Use knife on person is, is it's the same as anything else. um Fallout tries to emulate the the video game. Right. With a lot of different types of weapons that all have different effects and the hit locations on the body.

Speaker: So every time you're rolling an attack, either you call out a hit location that you're targeting or you have to roll a random hit location. Which adds to another step. And then you're doing damage, and then there's the damage threshold for wounds, and then calculating the effects of those wounds. So I found that at at low level, level 1 to 5, it's a breeze. it's It's gorgeous. And then as it kept going, it started getting a bit crazy. When you're at level 20, every gun has 6 damage effects on it, it just it became a counting effect. My players would yell out, okay, I've rolled this much. I've rolled this of these and this of these. What happened? And I'd get out with my notepad and it would be like working it out and be like, you hit for 24 damage and they're stunned and they're blinded and their left arm is broken, but not their right arm. And they move back 10 feet.

Speaker: i Wow. no yeah Narratively, it was still fun, but there it just did add a lot of of accounting.

Speaker: Well, any and any last questions there, Chuck? Because it looks like we're getting close to the. Oh, oh, my gosh. No, that's fantastic. um Yeah. So, OK, so the sweet spot is like the one through five.

Speaker: For that particular game. Conan has damage effects, just not quite so many of them. And none of the other games, I think, have hit location. So it's really the... Yeah, there's a few that I'd like to try because I love i love the IP. But again, like like i would i we did I just remember, Chuck, you and I did play one session or two sessions of Dune. do yeah but that what we We didn't really get into it. no yeah We didn't really did get into it much at all. It's a weird one. I can imagine. it's It's also a weird universe. it's it's It's like if Star Wars was written and directed by David Lynch or something. but um wait Return of the Jedi almost was. It almost was. yeah There you go.

Speaker: And that's for a different podcast. um but But if we, yeah I would love to try Conan, even though i'm not a huge fan of high fantasy, but it's not, that's sort of. No, no, that's, that's, that's real low fantasy. And I, again, followed. I love, I, yeah you know, I've thought about for a while now,

Speaker: seeing if I could run it with Savage Worlds, but if there's already a pre-made world and system, yeah, but if there's already a pre-made world and system, then this is a great option. let's but That's also true. That's also true. like You can't just be a Savage Worlds elitist there, Chuck. We've got people out there. you know Let's see your shirt again. Let's see your shirt. There you go. And or dragon. There you go. I like i like this.

Speaker: i'll I say we bring other James back. And have him run us through. Other James. Right? There we go. um have Bring him back and just have him run us through.

Speaker: Just a really, like, just, a like, maybe two quick scenes. Sure. Three. Just real quick. Just, hey, these are examples of roles. This is bing, bing, bing. And here we go.

Speaker: What are we doing right now? should we Should we put an end to this episode and start an episode called Modiphius Better Blues 2? Sure. I don't know if he's ready for that. we come We'll bring him back.

Speaker: ah We don't have characters. like you't know talent we We'll bring you back. We'll bring you back for that. um But thank you. Yeah, that's for doing that. And again, i want to I want to be able to do this with all kinds of systems. And I don't want it to always be compared to Savage Worlds. check no and No, no, no, no, But no but in in truth, in reality, i think that I think that there's a system out there for everybody. And if you do, like James said, if you like Fallout and you're not already Savage Worlds, like, you know, ah you know. Indoctrinated. I was going to say, yes, ah an acolyte. um ah then Then this is a great, it's already there. And and I want to and again, thank you Modiphius for creating such amazing IP.

Speaker: And thanks James for teaching us how that works. Okay. All right. happy idea So um any any last minute tips? If you're a GM, what's the best tip for running this system or for running Follett? What would you give us?

Speaker: Oh, ooh oh what just managing your momentum, ah just just being mindful of it and and and the the threat. ah Emphasize to your players that you're getting momentum.

Speaker: Don't let them forget. Yeah, yeah. And make it seem scarier than it is. Mm-hmm. Which I think is, if you remember, you've given us similar similar tips in the past about yeah let them think always let them think it's scarier than it really is. So thank you for that.

Speaker: Yes, absolutely. Thank you. Chuck, any e last words or are you frozen? You look like you might be frozen. No, I think I'm back. is everybody see He's just thoughtful. He's in thought. Okay. Thanks for joining us. Thanks for listening. And we'll see you next time on Good GM's podcast.

Speaker: Be good. Yeah, be good.

Speaker: Thank you for watching. If you like or dislike what you heard, let us know. If you want to suggest an idea for an episode, ask the host a question, or just tell Chuck and James what you really think of them, join our communities at patreon.com forward slash good GM's podcast, or find us on the usual social media platforms.

Speaker: For now, I'm E.E. Morris, and you're all good GMs.

Speaker: We are so grateful to all of our Patreon supporters. At the gooder level, Weird Candy.

Speaker: Yes, E.E. Morris. I put my own money to back our projects because we're all good GMs.

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