Transcript
WEBVTT
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I think characters really come alive with context.
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Just imagine, , a whole office just filled with some weirdo's collection of traffic cones.
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, what does that say about them?
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Everyone comes and tells you when you're sick, oh, you're so brave for getting through this, you're doing such a good job.
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At least that's what they told me.
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And I was always , yeah?
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What would you do?
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, I, I don't know, , I could be scared, This is just what's happening in my life right now.
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I want to keep living.
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So I'm going to do it.
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Hello friends.
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Welcome to Characters Without Stories, a TTRPG podcast about the roads not yet traveled.
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I'm Star.
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This episode, I'm joined by Sam Dunnewold.
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Sam is a Minnesotan game designer, screenwriter, and podcaster living in Hollywood, a chump.
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His podcast, Dice Exploder, breaks down a game mechanic every week with a friend.
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He's the designer of Doskvol Breathes and Space Train Space Heist, and he was a judge for the 2022 The Awards.
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Sam used to work for The Onion as a video editor, and he has no colon.
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Sam, why don't you have a colon, if it's not too much to ask?
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Oh, yeah, because I've got horrible debilitating Crohn's disease, and, or I did at one point, and now I don't because I had the offending organ removed.
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All right.
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I imagine that it feels better not to have Crohn's disease.
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Yeah.
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I mean, it, it, yeah, I eating stuff again, you know, it's a, it's a wonderful time, but that, that was over a decade ago at this point.
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So, very much in the past.
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Yeah.
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So is there anything else you want to tell listeners about yourself?
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I don't know.
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I'm just excited to be here.
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Thanks so much for having me.
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Yeah.
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I want to say I have listened to a couple episodes of your podcast and I'm really enjoying it.
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I highly recommend that people check it out.
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Yeah.
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Thanks.
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So, Sam, who are you bringing to the table today?
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So, I am bringing in a weird little guy named Exit, who is I don't know, where do I start?
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You want me to start with the origin of who this person is?
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What was the situation you made the character for?
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I have a really hard time, un most people I think you have on this show, seeing characters outside of context that they're in, relationships to other people and the world they live in.
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And this character very much comes from an Apocalypse World campaign that I was emceeing.
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And we created this world, we were all really excited about this campaign, we were playing Apocalypse World for the first time.
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We, did all this world building on Discord, before our first session even, and ended up with this world that is, everyone lives in one skyscraper, basically, and there's horrible mist at the ground that will do psychic damage to you, so you can't go down in the ground.
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Everyone just lives in the one skyscraper.
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And we thought that was a kind of cool way to sort of bound the world into a limited space and also create this cool mythology of what's going down in the mist, what sort of weird psychic monsters are down there.
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And this was a super cool world.
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We came up with all kinds of details.
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You know, I was running this game and there was a character, a hard holder who made all of his underlings dress in old marching band uniforms that they had stockpiled around for some reason.
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And they didn't understand what a marching band was.
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They just had old photos of band kids in the middle of marching.
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So they thought that posing their body like they were mid march was essentially a salute because the photos were, yeah, they didn't realize the photos were in the middle of motion.
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It was just weird character and world building details throughout this thing.
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And there was one character in particular named Trout that one of my players was playing, who was essentially a weird little cult leader who lived on the floor of this skyscraper that was too far down for everyone else's comfort, but not so far down that Trout would die.
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But they and their followers were a bunch of weirdos down there.
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And we only got to play this campaign for a few sessions, but I really loved the whole world.
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I loved Trout especially.
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I just loved this weirdo on the outskirts of society who was sort of straddling the line between living in the real world and living in this sort of dream psychedelic world of whatever the mist was below these skyscrapers.
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And I had my vision for who I wanted that person to be that was very different from the player who was playing as Trout.
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I wanted a loner who lived down there, who did not have a cult following them around.
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I wanted just the one weird of the hermit down there.
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And I also, at some point, this image popped into my head of someone in a gas mask and with a shopping cart joyfully walking through these mists looking for salvage and listening to music and jamming out.
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I was listening to Channel Orange, the album a lot at the time.
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And it's just this kind of poppy but kind of sad Frank Ocean album that I think is really lovely.
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And I had this image of this gas masked person in these horrible circumstances, jamming out to my favorite album, and walking around with a fire extinguisher that's been converted into an oxygen canister on their back a shopping cart full of you know, rebar and copper wire and stuff.
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And I was, I want to play that character.
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Another piece of apocalypse world for me is I'm obsessed with the savvy head playbook.
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I really love this playbook that is all about talking to machines and not really understanding other people very well, but really understanding things and being able to do almost magical things with machines and workshops and devices.
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And I knew I wasn't really going to get a chance to be that person because no one was out here interested in running Apocalypse World for me.
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So I had this whole vision for this, my version of this Trout character.
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And because I'm a screenwriter, I was, great, well, I'll just go write it.
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I can't play this game with anyone, or it would be hard to put together the game that allowed me to do this.
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But I'm gonna just go write my screenplay about this little guy.
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And that's what I did.
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I just started writing about it.
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And so the character very much came out of, you know, all that background influence, but then Exit became this weirdo.
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Who, you know, is in conversation with a leader in the skyscraper and is in conversation with the strange creatures that live down in the mist and who has a collection of traffic cones because traffic cones are neat and no one else wants them and they make a nice little hat.
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And I, I just wanted to go explore all of that.
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And so I did on my own.
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Is that something that you do a lot where you take a character that maybe you want to explore, but don't get the chance to within play and then write them into a screenplay or some, some sort of writing that you're doing?
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You know, I don't think it is that common for me.
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I think it is not uncommon in my screenwriting that I'm starting with a character, but it's usually that I'm starting with a character relationship.
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I think a character in isolation, I kind of said this before, it's just hard for me to conceptualize.
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I think characters really come alive with context.
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And so in a lot of ways, actually, the screenplay I started writing, about Exit came from me having this sort of vision for this person and then imagining a mentor figure for them.
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Someone who lived up in civilization, who was not afraid of them everyone else, did not find them unnerving and who cared for them, who wanted to see what was best for them and thought that they were sort of being self destructive and destroying their life by living away by themselves.
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And that mentor mentee kind of relationship, the sort of old person who thinks they know a little bit better, and the young person who's being a little self destructive, but, you gotta let them do their thing.
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That relationship was really interesting.
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And I've written a lot of other screenplays that sort of start with a relationship like that, but it's rare that that comes from an RPG moment.
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Although, there are other things that come from RPGs and make it into my writing a lot.
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I think big character decisions sometimes do.
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I have an idea for a sort of Star Wars-y sci fi action movie that would be based on one character decision that someone made in a Scum and Villainy game that I was running that I thought was really powerful.
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And also had this big action set piece attached to it that set up the moment of decision making.
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And in some ways that's kind of bringing in the character, but I think it is more about, well, and what is a character, but the actions that they take in a lot of ways, at least when it comes to screenplays, that's something that we talk about a lot.
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And so that, that is sort of a character coming in, but it is a lot less bringing in the accoutrement around a character in the way that I did with Exit and that I think, you know, on this show, I've heard a lot of people talk about as being the sort of defining things for the character.
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Yeah, I think there's lots of different ways that that spark comes to people.
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Yeah.
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I wanted to go back, you said something about Exit being scary or unnerving.
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Yeah.
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What makes them unnerving?
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Yeah, I think In this world that my friends and I created, the mist down below these skyscrapers is this scary place to go.
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If you go down there, you don't have a gas mask on, you come back sick.
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You come back different.
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You come back weird.
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And, that's off putting especially in a world that's gonna feel so unstable to begin with.
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I think most post apocalyptic kinds of settings tell stories about people trying to find safety and stability in a very uncertain world.
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I think that's part of the reason they're so popular right now, you know?
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And people living in a world that, who see someone living on the edge, living outside of that safety deliberately, I think would be a very unnerving, unsettling kind of thing.
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There was also a, an element, I created this job for Exit of, alright, let's get into my weird world building.
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So at the bottom of the skyscraper, there's sort of two classes of people.
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There's a hard holder who kind of runs a marketplace for anyone in the skyscraper to come to.
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And he and his people rent out shopping carts to scavengers who then go down the elevators out into the mist and come back with stuff to sell at the market.
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And then the hard holder takes a cut of whatever they bring back.
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And so the scavengers all resent him because he's exploiting them.
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And Exit is the best of these scavengers, the most reliably good at bringing back a good haul of salvage.
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So there's a lot of resentment towards them for being better than anyone else at this and refusing to share.
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They have found that they don't fit in well with the scavengers, they don't fit well with the hard hold or any of those people.
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They just doing their own thing on their own and being extraordinarily good at their job.
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And I think all of those things put together lead to a very outsider-y status and a lack of understanding from everyone else.
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This scavenger society is so built around all supporting each other because there's so little to go around.
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And someone who has told that sentiment to fuck off because they're not treating Exit well is not a person that anyone understands or wants to have around.
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Hmm.
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What's interesting to me about post apocalyptic stories is often this kind of push pull between individualism and being selfish.
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Hmm.
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And contributing to any sort of collective, whatever kind of outpost people have been able to form in, in this troubled world, which also makes me think God, I can't remember the name of the movie is.
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High Rise?
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That takes place in a single apartment building.
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Been on my to watch list for a long time.
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I'm intending to watch it next week, actually.
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Yeah, I think it's interesting because that movie is very much about class.
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And I think when you're talking about this apartment building and the relationship, the proximity to this dangerous mist.
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Is there sort of a, that kind of stratification within this building?
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Yeah, absolutely.
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I had a friend describe this world as vertical Snowpiercer, which having not seen High Rise, we were not thinking about Snowpiercer specifically as we were building this world out.
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But I, yeah in retrospect was, oh yeah, that is absolutely the vibe.
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There's this kind of silliness that Snowpiercer has definitely kind of influenced this world, even though a lot of that silliness is sort of underneath horrible darkness in Snowpiercer.
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But it has that same thing of major class stratification, impending revolt, and just outside the walls of the train, life cannot exist anymore.
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You're all really trapped in a box together.
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And that's very much the kind of powder keg that I wanted to create with this world.
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Let's back up a little bit to Apocalypse World, which is the originator for the Powered by the Apocalypse system, which is now incredibly ubiquitous as a mechanical system.
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What is Apocalypse World?
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Apocalypse World is a game by Vincent Baker and Maguey Baker, published in 2010, and everything you said about it is true, it is the first powered by the Apocalypse game, it is the Apocalypse that other games are powered by, and it is explicitly a post apocalyptic game.
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but it doesn't do a lot more to decide what the apocalypse looks like.
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It leaves that up to your table.
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But it does indicate that in your world is a psychic maelstrom.
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It doesn't tell you what that is.
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It gives you some tools for sort of interrogating what your psychic maelstrom might be.
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But it is explicitly a sort of social and emotional apocalypse that you are living through, not just a external world apocalypse.
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And I find that this game is really interesting for a lot of reasons.
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The voice of the book is incredible, it has some of the best sort of generic GM advice I've ever read, but it is also notable, I think, for the way it centers the kinds of characters, it makes you as players take on the roles of characters who in many older RPGs would have been NPCs.
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One of the main playbooks is The maestro D who owns a bar or the hard holder who I mentioned earlier who just is the local mayor, basically the person who's running the local community you're a part of and you can be a cult leader right and have a bunch of followers you can be a gang leader and have a bunch of followers and all of those kinds of people would typically be the people back in town while you are out adventuring.
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And instead, in this game, you are playing as those people and making hard decisions about scarcity and relationships, and how you are going to make a place for yourself in the world, and what you are going to choose to prioritize.
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So, in this game, you're less of a roving band of adventurers and more part of a community that then would kind of venture into.
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I imagine you want to, in this game, venture into this psychic maelstrom, because otherwise, why is it there, right?
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Yeah, but the psychic maelstrom, maybe it's everywhere.
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Maybe it only exists in the hard holder's basement.
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But also maybe it exists all around you and it's truly psychic.
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Or maybe it's the leftovers of the internet.
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It's the matrix.
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Or maybe it's an alien technology.
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It can be really whatever you want it to be.
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In our case it was whatever is down there in the mist, right?
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But yeah, it is a game in which, yes, Probably the story is going to take you away from town, but probably you are leaving town because you have to in order to save town.
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You're not going to the next place for loot.
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You're not going to the next place to travel or see what's out there.
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You're going one town over, because there's a cold war brewing between your two towns and you want to make peace and then you want to go home and have it be peaceful.
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Or you're venturing out to the solar panel fields out in the wastes that have started malfunctioning and someone needs to check on them.
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It's much more community centered, I think.
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You are going to spend a lot more time talking with people around town and dealing with their various wants and needs then you are going to be dealing with practical problems.
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So it sounds there's an element of world building that's built into the game where collectively the players and the game runner are working together to build the world that their characters are placed in.
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Very much so.
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Yeah, the game is very explicit that no one, not even the GM Master of Ceremonies or MC in Apocalypse World, not even the MC should show up with any kind of idea about what the world looks or what they want to do.
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It just tells you before your first session to daydream, to just, imagine cool apocalyptic ideas and images, and then bring a few, don't lock anything in, but workshop with your table to find what you think is cool.
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And every time I have gotten to play this game, we have ended up in a unique, really compelling post apocalyptic world.
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To me, it seems building a character for Apocalypse World, or probably a lot of Powered by the Apocalypse games, is really contextual.
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It's not something that you would often do as a solo player.
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You're not bringing in something fully realized.
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You're coming to the table with something sketchy.
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Yeah, it's definitely a game that encourages you to do that, to come in with ideas, but to be really open to whatever ideas everyone else is coming in with and whatever riffs on your ideas other people take and run with.
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I will say the playbooks are fairly strong character archetypes in their own right.
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I think I've made it clear at this point that I think building out a world really helps you flesh out your Apocalypse World character and it really helps you flesh out whatever game character you're coming up with, or story character you're thinking about.
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But it is also true that if you just sat down and filled out the Hardholder playbook without a world, First of all, you would start making some decisions about the world as you filled out the playbook because you would have to, and the playbook prompts you to do so.
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But you would also make some character choices that give you a cool person that you might be able to drop into any campaign.
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We're talking about playbooks.
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Playbooks are kind of a collection of tropes that are genre specific, usually.
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What is the playbook that you're using for this character?
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So, Exit never got a playbook really explicitly because they started as Trout.
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The character that Exit is based on started as the Hocus, who is basically a cult leader from Apocalypse World 2nd edition.
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But the playbook that I was always really excited about, that I mentioned earlier, was the Savvy Head, who is more of a tech person.
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I don't have an actual character sheet for Exit, but I conceive of them as a Savvy Head in the world.
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What are the choices that the game asks you to make when building a character?
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That is a great question that I am so glad you asked.
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So each of these playbooks is kind of double sided.
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And the front side has stats and moves.
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If you're not familiar with Apocalypse World and Powered by the Apocalypse Games, each move is a special ability, essentially, that triggers under some sort of specific circumstances in this story.
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So one of the Savvy Head moves is Oftener Right.
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When a character comes to you for advice, tell them what you honestly think the best course is.
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If they do it, they take plus one to any rules they make in the doing, and you mark an experience circle.
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Cool.
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Pretty self explanatory.
00:21:20.781 --> 00:21:21.991
Some of them are a lot longer than that.
00:21:21.991 --> 00:21:22.991
Some of them are a little shorter.
00:21:23.041 --> 00:21:23.352
Whatever.
00:21:23.382 --> 00:21:48.477
When you're making a Savvy Head, you are choosing your moves, you're choosing your stats, and you're doing all the sort of normal stuff of choosing a name, choosing some gear, choosing, in a Savvy Head's case, projects that you're working on and your look, of course, as with basically any character the thing that I love about Apocalypse World and many powered by the Apocalypse games is how it gives you pick lists for all these things.
00:21:48.866 --> 00:21:56.625
It's the savvy head has a list of names here Leah, Joshua, Ty, Ethan, Brand, Jeremy and so on and so forth.
00:21:56.625 --> 00:21:59.511
And the look is man, woman, ambiguous or transgressing.
00:21:59.951 --> 00:22:04.622
Utility wear plus tech scrounge wear plus tech vintage wear plus tech tech wear.
00:22:04.781 --> 00:22:05.281
Okay, cool.
00:22:05.281 --> 00:22:10.201
Apparently gonna be a techie, but then it gives you options for your face, your eyes, your body.
00:22:10.251 --> 00:22:17.011
It gives you these little bits of character I might have a hunched body.
00:22:17.461 --> 00:22:22.241
that really let you kind of run with the details in a fun direction.
00:22:22.622 --> 00:22:24.801
Hunched body is such a mood.
00:22:25.162 --> 00:22:41.122
It's not my entire character, but by just circling hunched body on this list of options, along with, let's say, dancing eyes and a pretty face, that person is coming together really quickly after just three choices on how I look.
00:22:41.537 --> 00:22:48.616
So, if you're interested, listeners, in delving deeper into picklists Sam, you did an episode about picklists, right?
00:22:48.666 --> 00:22:50.176
We did do an episode about picklists.
00:22:50.217 --> 00:22:56.547
Me and my friend, Ash Kreider, specifically started by talking about the gender picklists in Apocalypse World.
00:22:56.656 --> 00:22:57.211
And that's it.
00:22:58.511 --> 00:23:00.271
And we had a lot to say.
00:23:00.461 --> 00:23:11.882
By the time this releases, it's likely I'll also have put out an episode about random tables and random lists, which I think are really closely related and also very interesting.
00:23:11.892 --> 00:23:18.461
And of course, you know, if you're looking at your savvy head and you're, I know I want cool eyes, but which of these cool eyes do I want?
00:23:18.481 --> 00:23:22.741
You can always just roll a die and turn the pick list into a random list, right?
00:23:23.257 --> 00:23:25.626
We had a lot to say about picklists and the beauty of them.
00:23:26.086 --> 00:23:30.457
You said that Exit, their job, is essentially salvage.
00:23:30.646 --> 00:23:30.997
Yeah.
00:23:31.237 --> 00:23:34.037
What made them good at their job?
00:23:34.267 --> 00:23:35.307
How did they get good at it?
00:23:35.366 --> 00:23:37.477
I don't know that I've ever thought about that question.
00:23:37.537 --> 00:23:56.636
I always a little bit conceived of them as just sort of naturally good at it, naturally someone who is a little bit less social and a little bit more interested in things, who just has a keen eye for how to take something apart and put it back together and what makes it valuable or useful in the first place.
00:23:56.686 --> 00:24:08.987
And then I also think of them as someone who is just not afraid of these mists in the same way as other people, whose brain has always worked a little bit differently.
00:24:09.416 --> 00:24:20.297
And as a result is maybe less affected by whatever's going on in these mists and maybe just doesn't care as much or maybe has already been affected by the mists.
00:24:20.686 --> 00:24:27.896
And as a result just feels more comfortable out there and has been more willing to just put in the reps to get the practice.
00:24:28.096 --> 00:24:32.767
Whereas for anyone else, putting on a suit and going down there is kind of a scary experience.
00:24:33.221 --> 00:24:37.842
Exit always was someone who was I'll go take a look around, why not?
00:24:38.372 --> 00:24:40.031
That's how I make my money, it's my job.
00:24:40.182 --> 00:24:42.211
It's fun to come back with some prizes.
00:24:42.271 --> 00:24:45.612
And that lack of fear I think is really the thing that puts them up at the top.
00:24:45.892 --> 00:24:47.682
Do you think they were always brave?
00:24:47.892 --> 00:24:48.642
Yeah.
00:24:50.021 --> 00:24:55.662
Now we are digging down into the questions that are actually about me that I didn't realize were about me until I started answering them.
00:24:56.852 --> 00:24:58.501
I have Crohn's disease, right?