Lingering Shadows Part 5 - Campaign Stories

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This story comes from the community-created Share Your Campaign series, where the Eternity TTRPG community shares their games' stories. To see more from this series and others, visit the Share Your Campaign page.


Ekern

Ekern and Vatra had shared rumors about the Black Mist Forest. Having no concrete evidence or knowledge, they planned on the “what ifs” of a situation. They were about to discuss how to funnel opponents to slow their advances until Vatra noticed DroGi in the other room opening the drawers. Ekern grew concerned when he noticed a blemish on the floor that didn’t shine light like the rest of the surface did. If he could see it from a distance, DroGi would surely see it soon enough.

 

They watched as DroGi continued his detective work. Ekern reached for the handle of his short blade in anticipation. This house was no longer supposed to be a final resting place for anyone, but secrets must be kept in the meantime. Looking to Vatra for orders, Vatra signaled to wait. “What are you doing, friend?” Vatra asked. DroGi had traced his fingers along the floor, tried to pry the cabinet away from the wall, then rested his head against the wall looking for something. Ekern exposed the slightest amount of blade from his scabbard and rolled his shoulder to loosen the joint.

 

Frustrated, DroGi pushed away from the wall, turned and told Vatra to meet him at the estate. Ekern turned slightly, allowing the weight of his short sword to drop softly into its sheath. He opened the door to allow for a quicker exit for DroGi just in case he changed his mind and decided to reinspect the bedroom. DroGi left without a word of thanks, leaving only behind the sound of clanking metal as he dropped off the step and rolled over a compact dirt walkway. Ekern watched as he leaned forward with every propulsion and thought how sad it would be to be such a strong soldier bound to a chair with what others would consider false hope. “That one is impulsive,” he said.

 

“Yes,” said Vatra, “and there is no changing it.” Ekern closed the door and turned to see Vatra now standing facing the bedroom. He was thumbing a black ring around his forefinger, similar in design to the one DroGi had been wearing, but his was a faded charcoal gray. “We need to be more careful.” He walked to the room’s entryway. Ekern followed and looked over his shoulder. He couldn’t tell what DroGi had seen on the floor that made him so fascinated with the cabinet, but he knew his intrigue was dangerous. Vatra turned to Ekern. “This will be the last time I come here. I have too many people looking into my whereabouts now.”

 

Ekern agreed and added, “We should have someone come and blemish this house. Its cleanliness makes finding imperfections more noticeable and raises too many questions.” Vatra agreed to this. “You can have the servants hold a party here.”

 

“The servants?” asked Vatra. “Why not the other house guards?”

 

“Too strong. If they get drunk enough, or rowdy enough, they may decide to throw one another or the furniture. If they notice that the cabinet is not moving, they’ll make it move.” Vatra nodded. “The servants, for the most part, are weak and timid. They’ll see the house as a rental and do their best not to damage anything beyond disrepair.”

 

“What would the party be for?”

 

Ekern thought for a moment. “One of the housemaids is with child and should be delivering within the next few weeks. One day, they’ll celebrate and give gifts. On another day, you can offer the space for the delivery. The blood, sweat, tears, and other liquids will stain the air and the floors.”

 

Vatra seemed disgusted by the idea, but also acknowledged the sense it made. “And, on a third day, they will have the celebration of the child’s life.” Ekern nodded once. “This is why you need to stay and take the lead in my absence.”

Ekern dropped his gaze away and thought about the conflict. He had a strong desire to protect his friend, but he also knew that he was the only one who knew of Vatra’s plan and the tasks that needed to be done. If anyone were to hear word of what the two were planning, the entire plan would unravel and everything they had done so far would be for naught. He also began to wonder if he had grown dependent on Vatra, then considered that they were partners, not a child to a parent. He asked, “Should we go?”

 

Vatra nodded and grabbed his robe hanging from a rack. Ekern opened the door, stepped out to investigate the safety, then stepped to the side to allow Vatra to exit. He looked into the small darkening house once more before shutting and locking the door. Still uncertain whether or not his father had spent his last day here, he felt a hollowness when observing the eerie space. If he could have it his way, he would’ve burned the house down months ago with at least one body in it.

 

Making their way through the streets, the locals greeted both Ekern and Vatra. “Have they already forgotten?” Ekern asked himself. People were tending to their personal gardens, sweeping the dust out of the entryway, and feeding the chickens or goats they kept. Average people doing average things, absolutely clueless to the happenings behind closed doors. Ekern supposed everyone had their own secrets, varying in degree of darkness. He knew he couldn’t stop all the violence in the world, the lying, the cheating, or the wrath. Still, though, he wanted to find a way for people to not have to resort to such actions. He believed the majority of bad things that people do to one another is out of desperation. No one wants to steal, but sometimes they have to if they’re going to feed their family. No one wants to have to lie, but to get a need they must. It’s usually the ones who have too much that indulge in the darkness of man. Rich men were taking advantage of poor people’s desperation to put food on the table or to protect their own. If a man were to refuse, it wouldn’t be a big deal to the rich man. They could easily find someone the next street over.

 

Ekern was well aware of Vatra’s snakes. He helped come up with the idea. The children were well taken care of without bringing suspicion to anyone. Each child was paid for their truthful service regularly. They’d all report to Ekern and no one else. Ekern and Vatra had come up with a communication style that involved a sequence of blinks and eye positions. The eye version involved looking to the corners, sides, up and down. Using the directions and up to three blinks signaled a letter or sound. Words being relayed were signaled to be sounded out rather than be taken as literal translations. Using this method, vowels were seldom used unless it was of dire importance. A forward gaze meant “I’m done”. A long inhale meant “I understand. Anything else?” A long audible exhale meant, “That’s all, no further need to stay.” Only the older children were allowed to communicate with the adults. When they were in their last year before being taken in, they’d find someone to replace them. The older kids would be taken as squires for Vatra’s personal guard or had their way paid to become a squire of a town guard. A newer system, but Vatra had already established a good number of snakes within the town guard. Some were employed by Vatra, then brokered a few out to the more affluent families. These snakes of the street were now snakes within a den. Vatra had a quiet loyalty within multiple households and was able to manage deals that fit his plan. As of yet, there have been no defectors. That was the benefit of treating a snake like family, you’re less likely to get bit.

 

Vatra was kneeling to be at eye level with a little girl no older than eight. Out loud, she was telling Vatra she had to buy a new tray and how she sold out of her shellfish and mollusks. She must be one of the newer relayers based on how young she was. A prospect would normally train with an older kid for roughly two years before they were taken off the street. Secretly, her eyes darted around looking like a nervous child trying to tell a story that went nowhere. Ekern was only able to catch a few words from his heightened perspective. He was able to catch “B.O.T.” for “boat”, “L.F.” for “elf”, and “K.P.N.” for “captain”. There was no letter “C” in this version of the alphabet. It would be replaced with an “S” or “K” depending on its sound. “Q” was left in to create the “ch” sound. Vatra pretended to give the girl a high five, covertly giving her a griever hidden away by his thumb and palm. She giggled as Vatra stood and tussled her hair. She ran off with a “Bye, Mister!” Ekern wondered if he would have been smart enough to be a relayer at her age. He doubted it, but liked to think he was smarter than he thought he was. The thought of a child that young being in the streets almost brought a tear to his eye, but he understood that life wasn’t always going to be fair and from this situation she would learn how the real world worked. In a few years time, she’d be off the street and working indoors. The moment had Ekern thinking about his sister, and reminded him how because of greed he could never see her grow into an adult and have children of her own. Her life and youth were stolen from her, and no one offered her a chance. This is why the snakes were created. It gave purpose to those society had turned their backs to. Regardless of what the parents did, the child should not have to be punished for their wrong doing. One day, he was certain, the snakes would be running this town.

 

The Journey

Before leaving Murgana, the trio took enough esper from Vatra’s state to resupply and obtain new gear. They rummaged through Vatra’s family’s underground vault to find anything of use. DroGi got stuck in a Soul Mirror for a moment, and the other two took advantage of its force to have the inhabitant tell the truth. It was more of a way to poke fun at the situation rather than obtain any pertinent information, but it brought a much needed humor before the three traveled the wilderness.

 

Using their obsidian rings, the three teleported to the Shield’s location and hired him to modify their gear for the travels and potential dangers ahead. Shield Rayl was a burly man they had encountered in a dungeon near the Ward of Bastielle. Indebted for saving him from being stranded beyond a deep crevice he became their official armorer with, what he considered, a “discounted rate.” The armorer's own armor was evidence of his skill. Intricate filigree work embellished his plates, depicting horses, mythical creatures, and symbols of protection. Embedded gemstones, each with its unique magical property, were strategically placed across the armor, providing both aesthetic appeal and magical reinforcement.

 

Heading south, they stopped in a small town of Seorim known for its healing waters. Testimonials and vague promises enticed Drogi to attempt these waters to the point where he spent a full week submerged from the chest down, hoping his legs would heal. At an esper a day, the results were surely a gamble. Iceliat would join him for the comfort and the second hand result of having his newly acquired blisters and old scars form new skin. Vatra, on the other hand, traversed the streets recruiting new snakes and attempting to build business dealings with the locals. Borrowing Iceliat’s ring, he traveled back to Murgana to orchestrate the means to bring two of the older snakes and leave them as hired help for two of the affluent members of Seorim. It would be their duty to further train the “baby snakes” and establish a network of communication.

 

After a week of soaking, DroGi’s results did not meet his expectations. Both Vatra and Iceliat suspected that his inability to walk was from the atrophy and deconditioning. DroGi wouldn’t accept this. He was able to walk short distances with the use of an assistive device, but it did not provide him with the warrior’s body he had grown accustomed to. DroGi’s anger erupted to the point where Iceliat and Vatra had to restrain him and pay for property damage already done. DroGi was able to obtain his sensation which needed some getting reacquainted with. It started as a dull, numbing sensation not being able to discern sharp from dull. Eventually he was able to feel temperature and precise pressure. Though his normal function did not return, the ability to finally feel his pants on his legs, his boots shift against his heels, and the weight of the food he’d lay on his legs were a sign of progress to him. His legs could help him propel by pulling with his heels giving his arms and shoulders a break from pushing. If he needed to, he could also kick off to perform a tactical retreat. He wouldn’t admit it, but he was thankful the other two stayed with him during that week.

 

Iceliat was able to conduct his business dealings with the local riverfront dock workers and his constant shipment of humans. The captain he met with was one he had grown to know well over the years, which made the exchange of information much easier and less time consuming. The less time he used to speak with a ship captain he, presumably, didn’t know, then the less suspicious it would seem. The lands around his home were still unaffected by the Phoenix and business continued to prosper. He informed the captain to relay the fact that he was heading to the Black Mist Forest as a precaution. He doubted anyone would come looking for him if they hadn’t heard back anyways.

 

Vatra

The three stood at what could be considered the entrance of the forest. It consisted of the clearest path of lightly compacted dirt to allow a smoother ride for DroGi and highest head clearing to prevent the need to duck as much as possible. As they pressed forward, the tracks left by a wheelchair and feet lasted only a moment before the dirt and moss leveled itself off again. The air was damp and humid making cooling off by perspiration impossible. Everyone’s clothes were holding water and sweat breaking down the integrity of their skin. A thickening fog grew in intensity the deeper they trekked. What was once a clear, noon day, had now been enveloped by a milky white vapor as clear as a dead fish’s eye. The trees, when they could see them, were too wide and unstable to attempt to climb. The canopy didn’t allow for light to shine through, not even enough to taunt them with illumination.

 

Making their way through, observing the ominous trees that seemed to stare, Vatra thought of the Treant, BloodRoot. “He knew,” he thought to himself. Vatra and DroGi had sought out BloodRoot during their first meeting and subsequent departure. Beyond the wizards at the university up north, he heard a rumor that BloodRoot would be the closest to know something about all artifacts and relics with magical properties. While DroGi questioned the treant, he couldn’t take his eyes off of him. Calm and precise with his wording, he pointed to Vatra and almost outed him. “How could he possibly know,” he thought. BloodRoot told him the trees spoke and shared secrets beyond any human’s, or human descendent, reach. This made Vatra realize he’d have to be more cautious than he thought was enough. Darkness and disguise would be his friend from now on. But first, he’d need to learn the most efficient way to practice these methods. Vatra considered taking care of BloodRoot as a loose end, but he also knew that treants tend to keep to themselves. His pointing Vatra out was more of a matter-of-fact rather than an accusation or judgment. Knowing this, however, if someone were to still question Vatra’s innocence, they would only have to pay him and visit and give him something he found precious or rare. DroGi attempted to offer BloodRoot water to get the information about the mirror they sought, but this only made him give his equivalent of a guffaw. Eventually, a mixture of threats and griever was enough to get the information DroGi needed to move on. Vatra didn’t want to be the cause of such a respected being’s death, but he also knew he couldn’t take any chances having gone this far in his plan.

 

The party reached the remnants of what they assumed was an old stronghold. Scattered wood planks used for scaffolding and a perimeter of shaped stone littered the area. Nothing man-made higher than chest height remained. Everyone picked a spot as theirs and proceeded to drop their gear. “Any idea what we’re looking for, DroGi?” asked Iceliat.

 

DroGi was removing his boots and stripped his wet socks off. He looked at his toes as if he were trying to willfully wiggle his toes, but nothing visible to the others was noticed. “Nelvis told me there was a lake, and in the middle of it should be what we’re looking for.” He wrung his socks creating a little pool to the side of his wheel.

 

Vatra didn’t expect much more than that to come from DroGi. Nelvis was pretty vague and distracted the last time they asked him for help, and Vatra had a weak moment of throwing a few books and papers into a fire trying to strongarm information from him. Vatra was certain if he were to be present in asking Nelvis for details they’d most likely be led astray. He leaned forward stretching his lower back, came back up and leaned side to side with his arms held high. Opening his eyes after the muscular release he saw in the distance what he thought was a clearing. It was obscured by the fog, but what he could make out was a tall, narrow darkness. Pointing, he asked, “You guys see that? Might be a clearing.”

 

“I don’t see shit,” responded DroGi eyes squinting and strained.

 

Iceliat, with his honed elven eyes, similar to Vatra’s, was able to see the darkness in the distance. His eyes were more attuned than Vatra’s, so he was able to make out a little more detail. “It seems to be swaying,” he said. “Not just swaying. I believe it’s moving toward us.” Vatra, now standing next to Iceliat, attempted to observe what Iceliat saw. As the figure grew closer and larger, they noticed that it was levitating. DroGi pulled forward, now also able to see the figure. They continued to watch as what looked like a long, dark robed essence approached. A skeletal frame was outlined and a skull could be seen when its body swayed softly into the little amount of light available. “Wraith,” Iceliat finally said in a silent surprise. Backing up and already calling upon his summon, everyone followed suit and prepared for an expected fight.

 

“Sword. Right hand,” DroGi reported. The wraith was holding a standard length sword with a bright, crimson blade. It was made of a metal unfamiliar to the crew and its characteristics seemed to shout that it was no ordinary sword.

 

Vatra and Iceliat positioned themselves equidistant from DroGi, to be within attack range and have a clear view of the creature. DroGi began his charge and performed a double swing. The wraith swiftly moved out of each blade's arc uncharacteristically for how slowly it approached them. With a low, guttural roar it raised its crimson blade and struck down onto DroGi. A blast from Iceliat was able to deflect the blade. Without looking, the wraith raised his sword once more and slashed downward. DroGi was able to perform an x-block with his blades, in time to prevent a devastating wound but still able to cut into his right trap. The exposure and contact with the blood made the blade glow brighter. DroGi’s eyes widened as his energy left his body.

 

Obviously not a mortal wound, the other two knew he must have fainted from whatever power the sword possessed. The wraith turned its attention to Iceliat and his summon. Vatra ran to DroGi’s side. He lay slumped in his chair, eyes closed. Vatra checked the cut to see that it had left what looked like an ordinary cut. It was deep enough to require stitching, but didn’t hit anything life threatening. He thought the sword itself must have drained his energy directly from his blood. His pulse was beating at a normal rhythm and his breathing was steady as if he was sound asleep. Vatra turned to Iceliat, still distanced from the wraith being held back by his summon. They made eye contact and Vatra signaled to retreat with a head jerk to the side. Vatra began to run pulling DroGi by the back of the chair, castor wheels raised, and DroGi reclined to prevent falling forward during the departure. Iceliat understood and released a blast at the ground near the wraith resulting in a large plume of dirt, debris, and smoke engulfing the creature’s sight. Iceliat tactfully retreated and circumnavigated the woods until he intercepted the others.

 

Iceliat took a rear guard position as everyone left the scene. “He’s waking up,” Iceliat said aloud.

 

Vatra scanned the area and noticed a more intact, small fort, “There.” They entered what was once a room, now only having three of its walls remaining and sky exposed. As the two runners caught their breath, DroGi regained full consciousness. “Any idea what happened,” Vatra asked.

 

DroGi, blinking hard and shaking his head, said “No. I felt the blade cut me, then a jolt went through my body. It felt like someone was sitting on my chest. I must’ve passed out immediately.” He looked at the cut on his shoulder, “Well, shit,” he said. He looked the others over and said, almost upset, “Not even a scratch on you fuckers, huh?” They shook their heads and looked around. “Still alive?” he asked.

 

Iceliat mentioned how he was able to strike the wraith a few times with his blasts, but they seemed to dissipate upon contact. The wraith seemed to hardly notice the impacts from both Vatra and Iceliat. “Maybe we teleport out of here, to Nelvis, and regroup. Try to figure out what we’re up against.”

 

Vatra, uncertain about the location, hesitated briefly before nodding in agreement. All three clenched their fists tight and thought of Nelvis. Marcelle Rasler, the advisor to the King of Kel-Nagrand and the one who gifted them rings, instructed them in the use of these rings and explained how they could only teleport to others wearing the sister rings. Marcelle, Nelvis, Shield, Old Briar, and the trio each had a ring. The group were offered six in total, but after news of Vatra’s warrant, he requested to have one back. Marcelle and Nelvis already had their own, so the two remaining rings were given to Shield and Old Briar. Before opening his eyes, Vatra heard DroGi say frantically, “The fuck?” He opened his eyes to see that they had not moved. He looked at the ring and noticed it had grayed as if it were depleted of charge. “What’s going on?” DroGi asked, confused and angry.

 

“The forest,” Iceliat said, biting his bottom lip quizzically. “Something dark is keeping us here.”

 

Vatra, peering around the wall, noticed the wraith slowly approaching as it had before. “It’s coming back.” Iceliat came to his side to confirm. “Any ideas?” Iceliat shook his head, pointed to his side and readied another summon with a flick of his wrist.Vatra saw this and wondered if he could learn this. He already had ideas for how something like this skill could be useful. Vatra shook his head back into the present, stepped back and said, “We don’t die today.” Closing his eyes, the color from Vatra’s skin began to disappear. His hair went translucent reflecting a blueish-white glow. The skin around his mouth began to wrinkle like old leather. His cheeks sunk in and his frame became more slim as if his body had been degrading for weeks in that single moment. Vatra’s eyes reopened exposing grayed irises and a deadpan stare. Taking his Lich form, Vatra now had a limited amount of time to aid in this situation. In a new, hollowed tone, he said, “Go.”

 

Vatra led the way pointing his staff at the wraith and unleashing a volley of fiery blasts. The few that did make contact dissipated as it had a few moments ago. Iceliat did the same and sent his summon to attack and halt its progression. The wraith’s sword was no longer as bright as it had once been and presented like an imperfect ruby. As the wraith forced the summon away, it gave its low roar and raised its arm to swing at Vatra. DroGi came from the side, one weapon blocking the blade, the other hooked between the grip and the wraith’s boney palm. Iceliat’s summon approached from behind and grabbed the wraith around its hooded head and pulled backward. A simultaneous blast from Iceliat and Vatra jerked the wraith backward resulting in DroGi being able to pry the sword from its hand. The wraith fought as it was dragged backward from the party. The crimson sword clanked as it hit the ground and rippled in a lightning of bright red.

 

“Ooh. Dibs!” DroGi declared. Vatra and Iceliat being distanced fighters paid no mind and watched as the summon continued to drag the wraith away. “Ho ho ho ho!” DroGi laughed as he picked up the sword. “This thing is swe-,” DroGi stopped speaking. Like before, his eyes went wide before he slumped into his chair unconscious. Contact with the sword, itself, drained him, not the cut. Without thinking, Vatra grabbed the sword, knelt, and shook DroGi. DroGi gingerly reopened his eyes looking at Vatra, “Oh come on. Again?” He shook and straightened himself up. “Well? The fuck?” He up-and-downed Vatra. “Why aren’t you passing out? You’re a little bitch.”

 

Vatra, still a Lich, stood and finally noticed he had been holding the sword for longer than DroGi could. In his hand the blade began to glow to a brightness similar to the moment DroGi had been cut. Vatra raised the blade, pointing it to the sky. “Well,” he began, then enunciated the next few words, “this is interesting.”

 

The sound of Iceliat’s summon and the wraith struggling had intensified then ceased. Looking over, the wraith had wrenched itself free and destroyed the summon. At its normal slow pace, the creature, again, approached the trio.


Author Credit

Sean Kuttner

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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July 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=l3YOVDF4dMs Transcription [00:00:00] Hey everyone, welcome back to Eternity TTRPG. It's been a little bit since I've been on with you as, uh... But today we have back Mildred the Monk, who is a friend of the channel. Uh, we had a great conversation last time. I have reviewed Final Fantasy Legends Edition, and you guys really liked it. Those are some of our most viewed videos, and we just wanted to bring you back on today. Thanks for coming on. Excited to talk. Thank you for having me. I enjoy being had So we're gonna be talking a- about a couple different things today, but let's start with, I think, the thing that the most number of people will be interested in who follow your work, at least as of recently as well, but jobs and classes for Final Fantasy Legend Edition. Do you wanna give people, like, a quick intro for those who don't know about this edition? So Legend Edition I started about [00:01:00] five years ago as originally it was an idea that kind of up, that kind of showed up in my head and wouldn't leave. Um, that idea of, um, taking Legend System, which was a three, a D&D 3.5 hack, um, that was part of the Test of Spite Arena Challenge on Giant in the Playground years and years ago, taking its track system that I thought was very interesting and applying the job system to, that's in Final Fantasy to it. That was the, that was a two-part stream that I did, that I did five years ago. had to be two parts because midway through, um, Mother Nature intervened we said, "All right, we'll do part two when, when, when things clear up tomorrow." Oh gosh. And when we-- And after that, the idea wouldn't leave my head, and I started working on it and working on it, [00:02:00] uh, until Legend Edition formed, which very much is its own beast. Um, there's been a few people who've looked at the fact that I use six ability scores and a D20 as a, as a core mechanic and say, "Oh, this is a D&D derivative." Um, it isn't... It's only that if you look at the barest surface, but looking at the surface is also very, um, shallow. I mean, by... I mean, if you're gonna g- if you're gonna go that low, then, um S- than say the Black Hack is a, is no different than playing D&D even though one's a, one's an aim high, one's an aim low. a better example is, and I've brought this up in the past, that'd be like saying Fading Suns is no different from D&D because they both use a D20. Even though Fading Suns is what I, is what I like to call D20 blackjack because it's about aiming high but also [00:03:00] aiming low Like you're trying I think un- you're trying to get under a threshold, but you're trying to get as close to it as you can Gotcha. Sure. I mean, yeah. I mean, people call tissue paper Kleenex, right? Like, that's just kind of, it's like the shorthand so that people know what there's talking about. But when you dive into it, every TTRPG is different, and Mm-hmm. this is the best version of Final Fantasy TTRPGs that's out there. So for players who wanna play Final Fantasy, yeah that was to estab- that was to establish a, that was to address a pet peeve that I had. And I, Oh? this the last time we talked about, but I have covered multiple Final Fantasy TTRPG projects, it Mmhmm games in all but name like Fabula Ult- like Fabula or Aegis, or direct fan projects like The Returners series of projects and the things that spun from them. And a pet [00:04:00] peeve that I had was a lot of them entirely on the SNES era. Now, don't get it wrong, like four, five, and six. A little bit mixed on Mystic Quest, but that's another story. But I know there's whole generations for whom they have more of an attachment to the PS1 era or the PS2 era. There's a whole generation for who- for whom 13 was their entry point. They speak on that as fondly as you or I might speak on six. There's gonna be a whole generation for whom 14, 15, and 16 have been their entry points. And those people, "Just house rule it," didn't sit with me. So I wanted Legend Edition to be a agnostic affair that draws upon the recurring mythos of Final Fantasy. Um, the exact kind of thing that MJ Gallagher has written several books about. [00:05:00] if you don't know, MJ Gallagher has written books on the mythological ties to multiple Final Fantasy entries. done two on seven, one on 16, and he's currently writing one for Tactics. Oh, nice uh, one on Tactics is going into, is going into things that I think even a lot of Tactics fans have overlooked. Things like ear- things like early Gnosticism, the c- the, um, idea of medieval demonology, and a lo- and a lot of, um, a lot of mythos about Be- about the story of Beowulf and story of the Knights Templar Mm-hmm. As well as the church relationships between Eng- between England and France and, of course, the Hundred Years' War. Taktics is a great game. There's a lot packed into it There's a lot packed into it. A lot Yeah especially the more [00:06:00] Shakespearean parts, is directly Matsuno's doing. And I've had a bit of a theory that the Cid in that one, Cidolfus Orlando, meant to be a nod to, um, um, El Cid, AKA El Campeador, the pr- the Prince of Valencia, who is kind of a national hero in Spain Okay. Yeah, I'm not familiar Mm-hmm. Oh. He was somebody who f- who fought on the side both Christians and Muslims during hi- during his time. Oh. Interesting especially in Valencia, kinda has this, kinda has the same heroic figure status that you'd see of a l- a lot of other medieval legends Mm-hmm. Uh, know if that's actually the case, but when I look at the position of that character, um, I can see the parallels[00:07:00] Sure But I wa- but the idea was I wanted something that was just as viable if someone was doing the high f- the, um, fantasy approach like in, um, like in the ori- like in the original or in three, the steam- the steampunk approach like in six, uh, or the futuristic approach like in eight or 13. Sure There's gonna be some house ruling, but minimal house ruling. Um, I've always held the belief that house ruling should be a spice and not the main dish Yeah, I mean, it's nice for people to be able to play the games the way they want to play. I think that's one of the main pillars of TTRPG is giving people the ability to customize, but also enough here that they can take something and work with it as is. [00:08:00] Uh, 'cause I, I don't wanna customize everything. That's why you're buying the game, right? So should we dive in maybe for some examples? Like, you- there's... What, what was it? Is it 56 classes? Jobs, I should say? around com- combining these, combining the ones from the, um, core book and the Ultima expansion, Yeah about jobs and four classes. Four pluses, right? Okay I do have to... Now, a lot of times job and class are interchangeable. In Yeah, I like the way you did this. Go ahead. Yeah things, and this is somewhat of a nod to the, to the delineation of jobs from the old Returners project that started in the mid-'90s. But it comes, it comes down to there are only four classes, and your class is basically a chassis. This is [00:09:00] what determines how well you develop HP and MP, what stats you're gonna be using for physical and magical combat, and how many skills that you have trained. Um, there are four of them. There are four classes as mentioned. Each of them corresponds to one of the original four crystals. Um, corresponds to the earth crystal, which is basically the per- basically everything physical combat is under that. Um, expert is kind of the skill monkey and corresponds with the wind crystal. Mage is self-explanatory and corresponds with the fire crystal, and adept, which is often the in-betweener, corresponds with the water crystal. There are also there are also a dozen or so jobs that are independent. These are jobs that are not associated with any of the four classes because when you're building a character, you're picking three [00:10:00] tracks. one that has fast progression, one that has medium progression, one that has slow progression. Any of the jobs are available. The only rule is at least one of them has to be associated with your class, and each, um, each class has about 11 or so jobs that are associated with it It doesn't have to be the first pick, it just has to be one of them. Oh. For ex- for example, um, the jobs associated with warrior are berserker, dervish, dragoon, fencer, fighter, knight, monk, samurai, sentinel, sniper, and weapon master. Oh. So if you take warrior, you gotta have one of them And this also means that you can't build a character out of nothing but independent jobs Hmm. I see Oh. Independent jobs are, I guess that, I guess I put them in the same category [00:11:00] as, like, prestige classes because they do re- they do re- not in the sense of you need to a bunch of stuff in order to qualify for them like you did with prestige classes back in the day. knows I'm not doing that. I did, I didn't like how some of those prereqs worked. more that th- they, the kit that they have demands a slightly higher system mastery, like a slightly hi- a slightly higher understanding of the way the mechanics work. And within the book, I have a disclaimer say basically saying, "You can pick th- you can pick these as your first character if you want to, but we do not recommend it." I see. Sure Of course, if you do do it and then you complain that it's too hard, don't come crying to me about it because you were given fair warning I love how when we were playing, [00:12:00] um, there are so many options. Mm-hmm. I think the replayability factor is gigantic with this game, 'cause even I hadn't thought about it too until you just mentioned it, but like I could be a warrior and then have the same three classes, but then I could play a different, um... Or, I'm sorry, the same three jobs, right? So I, I could have like a warrior class and then three jobs, change my class to something else with those same three jobs, and my play experience could be s- substantially different just based on my hit points, mana difference, skill difference. Not even to mention... um, weapons Yeah, and, and limit break. So the way that you play even the same three combination of jobs could be completely different. And I mean, not to mention the fact that you already mentioned there are 60, six- like a big, 6- 60 of them, right? So [00:13:00] I mean, it, it's, it was cra- it was... One of the hardest things was choosing what I actually wanted to play. Yeah also love that because it's like if you don't like it, just, you know, next time you create a character just build something different. Like I consider this the better form of analysis paralysis. Like a lot of Yeah, sure is in a game, it's more of wanting to pick a dis- to make a pick that's going to screw you over two or three sessions down, Mm-hmm. uh, or having to pre-plan your idea multiple levels in advance, which just creates false choice, which is also not ideal. Yep it's there are so... Instead, there are so many really good options that you could do that Right. is a good problem to have. That's a great problem to have a lot of the jobs are gonna be very familiar to people who have seen the job system as it's been presented over the years. Mm-hmm.[00:14:00] there are a few that aren't n- there are a few that are from adjacent games like Bravely Default, and there were a few that aren't in any of the video games, but I wanted to fill certain niches or certain motifs that I felt didn't quite fit any of the existing jobs Yeah Oh. And some of them are, the name is there where, where that name has been in past games, but the way it's executed is different to give it its own identity. Oh An example that comes to mind is the Arcanist. Um, I think one of the, one of the, of, one of the cases where Arcanist showed up is in Final Fantasy IV: The After Years. But ultimately it was just a black mage with a couple extra tricks, I Sure. Mm-hmm Then I looked [00:15:00] at the, um, Japanese version of the Arcanist job and it, and the translation for that is basically witch. Um, and I thought, "You know what? Let's build one around curses." So we Yeah, that's cool Um, and since you mentioned limit break, I will touch on that. Yeah conscious choice to not have limit break be some sort of uber attack Yeah I know that those w- I know that those kind of things are a staple Final Fantasy ever since VI. Um, VI technically first introduced it, VII obviously popularized it with a limit break gauge instead of it being a hidden mechanic. But at the end of the day, those are just jumped up versions of attacks, and for a tabletop system where you don't have the flashy effect to give a, Yeah signpost, that's not all that interesting[00:16:00] Not really. Yeah Especially since if I were to do it as a gauge, I would have to calculate out how the rate of gain for that gauge for any potential kind of attack. And to reference Batman Forever, it just raises too many questions Yeah, that's a dark hole of game design for sure. Mm-hmm. It's easy to miss something. You're dealing with a lot of interchanging pieces here with all the different jobs you can combine. I see the problem. Yeah So instead, I took inspiration from the game breaker rule that Fantasy Craft has. Fantasy Craft is one of the games I've listed as inspiration. It's one of... It is my favorite take on the 3.5, um, of the D20 system. I put it even above Pathfinder, that's how much I like Fantasy Craft in terms of sheer volume of flexibility. [00:17:00] But At a certain level, in- classes in Fantasy Craft have what is in turn, what is called by a lot of the homebrew community a game breaker, something that the class can already do just at a hi- just at a higher level. Sure Um, you sort of have something like this in video game form with the two-hour ability that was in Final Fantasy XI, which was this, um, improved version of what that job could already do. You just couldn't, you just could only do it once every two hours. Not once every two hours, it would've had a two-hour cool down. And the approach with this is you can activate a limit break when you're below half health. It lasts until the rest of the encounter, and is essentially an improved version of what that class already does. Uh And the catch is you have four limit breaks, three from your jobs and one from your class[00:18:00] Yeah Each of the... And when you activate one of them, you are locked off for the rest of the encounter from the other four, or from the other three, I should say So to use warriors as example, their limit break is action surge, which lets you make a weapon attack without using your action. You just can only do it once per round. Could you do this to do two attacks in the same round? Yes. You could also do other combinations if you want to as well Oh. You're just getting one weapon attack for free for the rest of the encounter, but some of the other stuff from your, from your job combinations you won't be able to do Uh, and I do wanna, I do want to touch on a moment for, um, the design philosophy we had when it came to feats Because one of the things that I tried my absolute best to avoid when introducing feats was feats that were just number go up[00:19:00] Sure The... There are a couple that are like that, but not in the same, but not exactly. A lot of times it was built on feats are little tricks that you can do to fur- to further personalize the character, and said tricks don't necessarily fit into any one existing Mm-hmm. And I f- I always felt that was the intent with feats when it was introduced in third edition D&D, of little tricks to personalize. somewhere along the l- line, the memo got lost or was put into forms I don't think it was designed for. You know, the whole feat chain problem or the feat tax problem as has been discussed plenty of spaces elsewhere. Um Yeah And to, and to that end, I don't really have a extensive amount of [00:20:00] prerequisites when it comes to feats. of times it's ju- it's just on three feat chains. Usually those ones have some kind of Roman numeral attachment I think a lot of what we're kind of talking about too, back to sort of the d- overall design of things, is that for almost every game out there, there's like ... I don't know if it's just the advent of the internet or now that, you know, all of us who grew up playing games are now adults and we kind of get games more, but there ends up being like the meta builds, right? And so you talk about like D&D and Mm-hmm. there's like this huge problem of like you can't play a rogue anymore in D&D 5.5E 'cause it's just terrible compared to the damage output of so many other classes. Oh, And a lot of people- on rangers. Yeah. Right. Right. And then a lot of people play as if combat or damage per turn or whatever is like the key factor, and if you aren't pumping out damage, then you aren't having [00:21:00] fun, right? But I, I think it's interesting that you've taken this approach with feats where it's like it's about things that you can do for your character. It's about the, the role play and the character building more than just the optimization. But I also think that just the sheer s- way that you've made this game makes it really hard to create any kind of like meta build. Like, maybe if, you know, a hundred thousand people were playing this game every week, there would start to be some patterns emerge, but it seems to me as if you've gone to really great lengths to give every class its own personality, Mm-hmm. I think that y- people would have a very hard time finding anything that's gonna be like super busted basically. It's more about having the fun playing the character you wanna play instead of optimizing every little thing. Yeah. Now, there's a, there's a couple things I can say on that. One,[00:22:00] Sure I will be flat out honest, whether it be in tabletop games, in video games, in war games, in board games, in card games, any kind of game period, loathe meta Me too. Because Me too I am, and I s- I have done my fair share of t- of tournaments, whether it be in, um, card, whether it be in card games. I w- I, I'm not great at it , but I did dabble in tournament scenes in, um, fighting games growing up. Cool I certainly don't do it as, as much these days, but I... But something I did. the reason I hate meta so much is I'm, I grew, I grew up ar- I grew up around a lot of, a lot of freestyle artistry. You know, whether it be Hmm import, the, um, the whole import tuner craze of the early [00:23:00] 2000s, the go- or listening to, listening to early hip hop in the golden age of sampling, j- or just remix culture with, um, music. Or j- or just the idea of freestyling when it came to building, um, stuff with Lego as a little kid. That's awesome. Yeah that idea of expression of building the style that, that fits y- that fits you, not necessarily is the best numbers. And Yeah what really helped hammer this home for me was when I was spending a bit of time revisiting, um, various shooters. And especially re- especially, um, getting an understanding for what the intent of the perk system in, say, early Call of Duty was Mm-hmm Because if you look at the perk list in say Modern Warfare or Mo- or Modern Warfare [00:24:00] 2 or Black Ops or whatnot, it's not about raw numbers. It is about, it is about picking ones that best fit a certain play style that you're trying to go for. Yeah Uh, like for example, somebody who picks scavenger probably gonna be using a light machine gun, because scavenger lets you get more ammo on ammo pickups so that, so you have more bull- you have more bullet per bullet. And if you're using an LMG, you're gonna be eating through that ammo pretty fast Oh. It's not really, it's not really about the numbers per se. And I've s- a similar thing to an extent with some of the unlocks in games like Team Fortress 2, where not picking them for numbers or percentages, you're picking them for a certain style. Uh, like a common build when I would play Pyro in was [00:25:00] having things like the flare gun and the Axtinguisher. The flare gun is a secondary, lets you set people on fire at range. It's just on an arc so it is a little bit tricky to use. And the Axtinguisher auto- always does critical hits if you're hitting somebody while they're on fire. So you can see how they feed into each other. And there were certain combinations that we saw where we thought this could be a particular annoyance or this could be a particular pest in combat, but it was funny so we kept it. one of the early examples of that that we've brought up and that we've brought up plenty of times over the years is somebody doing Arcanist and Fencer. Because Arcanist is all about incubating a curse within themself and then transferring that curse as a debuff to the next person who hits them. Fencer is all about taunting an enemy to force th- to force them in a duel where both sides get bonuses to hitting each other and penalties to [00:26:00] hitting anybody else There's good synergies for sure Mm-hmm. when it comes to the... There's been no end of arguments about game balance. seen, I've seen it talked Sure f- back and forth. I've seen people talk about balancing issues with this game back and forth. A Yeah me to, a lot of the balance arguments puts me to sleep for the same reason the, um, math breakdowns of classes back when I would follow the brilliant GameZologist forums put me to sleep. Even if I did rip off the whole Godzilla thing as a this is what I don't want. But The, but the, To bo- to dial myself back a bit, um We take an, we take a policy called Brawl Minus when it comes to game balance. The attitude being if everyone's potentially broken on all sides of the fence, no one is. So for a bit of context, Brawl [00:27:00] Minus was a response mod, some say a meme mod, to a mod for Smash Brothers Brawl called Brawl Plus. The intent with Brawl Plus was to nerf a lot of the overpowered elements in Brawl. Um, Meta Knight, I'm looking right at you. know what you did. Brawl Minus took the opposite approach of instead of nerfing the overpowered stuff, just make everybody ridiculously overpowered That sounds like a lot of fun Like, like a fully charged warlock punch from Ganondorf in Bro- in Brawl Minus could be a one-hit, um, knockout. And as ridiculous as that is, still the signposting and still the tells that can be punished if someone knows what they're doing. So as, as overpowered as everything is, there is still an internal logic of if you got hit by something like that, you were ignoring the very obvious tells and that, and [00:28:00] you're getting punished for that. Mm-hmm. you know, in the s- in the same way that I remember when I would, when I would play a lot of Halo 2, and a lot of people hated the glitch, um, BXR. And I had defended it because I, because at the time I had said the timing window for it is very specific, and if you don't get it right, you are going to get punished you just left yourself wide open and you can't hit back Yeah. Things that are strong come with a downside or they're projected so it's defendable against it Mm-hmm. And there is the concept in game design called signposting, where this is where you have those very obvious tells about what you should stay away from or what you should be wary about 'cause something's gonna come. Uh, and when you have the, when you have th- when you have that particular signpost and then you [00:29:00] ignore it, then it becomes your own fault, and you gotta deal with the consequences of that. Uh, think of any video game RPG where you've seen where the, where the game is telling you the enemy's preparing for a large attack, then you don't shore up your defenses and you get wiped Oh, it's the, it's the same principle. And I never want... I, be- I remember being so annoyed when I would see certain game developers take combinations that the community had discovered on their own that were, that added to the fun factor of creatively overcoming obstacles and take that away from them. Uh Yeah, it's kind of a lame approach for sure It's not only a lame approach, but I feel like it sends the wrong message. To me, it sends the message of don't bother getting better at the game because we're just gonna take away your tools. Yeah. Don't be creative yeah, [00:30:00] a big example of this would be Mercy hopping exploit that was found early on in Overwatch, where people figured out that with the right timing using Mercy's movement mechanics, they could clear a lot of ground very quickly. About less than a week after that was discovered, it got patched out Sure. Yeah, I, I, uh, it's a tough thing as a game designer too, because I do also feel you have a vision Mm-hmm. how you want the game to be played, and there are just some things where you didn't imagine it being used in a certain way, and it wasn't intended. And if it does become the situation where it's like, now that we know this exists, Mm-hmm. who does wanna play for the optimal meta build now must do this. Yeah That can take away from the fun as well, but I, I think it depends on, like, your priorities as a game designer. Like, is it is it around the fun? Is it around the [00:31:00] creativity? Is it around your original vision? And y- I often find you have to balance all of those things actually, so th- there have been some times where I've taken away toys from other people as well. Um, but yeah Legend Edition, because it's built around being, being a sandbox, having whatever my specific vision is, is not as important. The only time that I've really modified something so that it ta- so to take away certain tools that I f- I felt were, um, stepping over the line is if, is if I felt it was undermining other things. Um, the, the, um, benchmark that I use for this sort of thing is I don't want a knock spell. Um, I was never a big fan of spells like knock or teleport Hmm or oth- other games. I wasn't a fan of knock because I f- because I [00:32:00] felt it completely undermined the presence of having a rogue in the party. Like, Yeah, sure. why have Right all the time rolling to pick a, to pick a lock when you, when the wizard can cast knock and the lock is no longer a problem? Have the wizard be a rogue, yeah And I didn't like spells like teleport 'cause that, 'cause I felt that r- that took away from the narrative control of the Sure GM. Um, especially if you can tel- especially if you can just teleport right to where the dungeon is instead of having to Sure. thing of fi- of trying to find out where it is. Yeah and in the same vein, I also wanted to avoid things like CODZilla. Uh, CODZilla is something that came out of the tier sys- the tier system of effectiveness that the Brilliant Gamesologist forums, um, devised, where somebody re- the COD is short for cleric or druid, and it was a reflection Okay that somebody who [00:33:00] knows what they're doing with either of those classes is an entire party by themself. Yeah and to that end, when it came to designing the jobs, something that I tried to avoid was the idea of a single job being multi-role. Um, Yeah. I was impressed by that really quick as well. You know, when I was reading through the first time, and I mean, every time I go into it, Mm-hmm. it is very crystal clear what each class does. Mm-hmm. it, it, it's so focused that if it was only one... You could only play one class at a time, it may feel a little narrow, but I actually love that because you're mixing. Mm-hmm. think you, you really lasered in on what each job does and what they're about Yeah. Like for, for example, um, I had, I had gotten a bit of pushback over the fact that with the paladin, unlike s- [00:34:00] unlike plenty of the games, I did not give the paladin access to white magic. Um, part of that was had to answer the question, well, what do, what do you do if you have a paladin and white mage as part of your job trio? now Sure. things that would overlap. You're both... Yeah two, I felt pal- I felt the identity of paladin more centered around covering allies and taking the hits for them rather than white magic. Plus, I've never been a fan of, um, of half casters Interesting. Yeah. 'Cause they end up doing both things poorly in most games. Yes. Yeah. Oh Yeah, they're like half people basically. Yeah, the, the big pr- the big problem with, the big problem with it is doing that s- doing that sort of multi-role is gonna run into conflict when y- when class systems in general are about [00:35:00] specialization. Having a generalist in a b- in a game built around specializations has an inherent contradiction. feel like this is Sure why in D&D, um, the ranger has been cursed since the days of AD&D. Yeah, th- there's no identity there. I mean, I, there's no identity, and I, I think that's probably another big thing, right? Like, they, they don't know what they want ranger to be. You're just like a ranged fighter, but then you're not. But the things that you can do, anybody can do. It's not really that interesting. Yeah, I had... The funny thing is the one edition that I'm supposed to hate but I don't because the check bounced actually solved that issue Um, the fourth edition ranger, I don't have that problem with Oh yeah, I actually like fourth edition. Mm-hmm. It's kind of a bum that nobody else did I, I've, I've been a fan of fourth edition since it started out in 2008, and I have routinely taken the piss out of people [00:36:00] who go with that MMO argument, and I basically tell them, have no idea how MMOs actually work if that's your, um, main ar- if that's your main argument." Um, and Especially s-since, um When it comes to, when it comes to the po- when it comes to the power setup, I'd be remiss if I didn't point out that, that so many of us had reference index cards And nowadays you can get whole spell decks for casters Sure But I r- but the Ranger in fourth was one of the premier, one of the premier examples of the striker. real problem that it had was one infamous daily power that got, um, errated out that led to the meme of Kenshiro Orcaslayer, because if you hit, you could keep hitting until you missed. Oh. Um It's like [00:37:00] Thunderfury weapon or whatever it's called in WoW. Mm-hmm. The first- Yeah Yeah, and Orcus was one of the big high-level monsters in the, in Wind theory. Manual. Got it somebody who had the l- had the luck of the dice gods on their side could ju- Yep. keep Just one shot it. Yeah. he runs out. So Yep the And becau- because of that I w- I wanted... Now, with a lot of games, they can have multi-role effects with their classes because you're only picking that one class for the most part. Here, the multi-roleness comes from the combination of your class and jobs, also Yeah the fact that there's plenty of characters throughout Final Fantasy that don't quite fit one particular job exclusively Also because jobs changed between iterations. So, I mean, your solution makes a world of sense Yeah, like the, the knight in the original [00:38:00] Final Yeah. Right ultimately a proto-paladin. Right. Yeah. When you mentioned cover, that was the first thing I thought of Yeah, I th- I think the, when people think of the paladin in the classic sense, the first version they're gonna think of is Cecil in IV. Um, and in that s- in, in that same vein, there were s- there were some casting lists that were easy to design for. The hardest one was Blue Magic because, um, Blue Magic goes literally all over the place in every iteration, and when I That's like the point of it, yeah. Yeah a specific thing was important Right Ah. And I will, I will note that, um, with the ones that I took liberties with, those ones still that rule of I need to answer what exa- what exactly its [00:39:00] big, for lack of a better term, gimmick is. Um, now some got r- some were under other names but got renamed because of things I wanted to avoid. Dynamo was Gunner originally, um, meant to be a bit of a nod to the g- to the Gunner dressphere in X-2. Um, Mm-hmm. that and I said I wanted a John Woo-like, um, job. But of the fact that the job system is divorced from required weapons, which was something I wanted to do from the word go, um, I felt that calling it Gunner or calling the sniper, it was originally Archer, would Hmm Yeah from that So I went with names that were a little bit broader in that sense. and the other reason One of the things I'm obviously the most proud of is the weapon system and the fact that it is divorced from your choice [00:40:00] of job. So you could play a bl- you could have Black Mage as part of your combo and use a long sword, um, and still make it work because in addition to that whole not m- not fitting thing, there's If I were to do a standard weapon list that you see in a lot of fantasy games, there are so many weapons within Final Fantasy that don't fit that Yeah. Yeah, there's so many, yeah. Um, whether it the pinwheel for Noah, yeah yeah, the weird pinwheel thing that Rinoa has, Yeah um the, over- the oversized, um, shurikens that Yuffie has, the fact that hair accessories are the weapon of choice for Red XIII. Um, the Plus the, plus, um, I'd, I would, I'd think of certain unorthodox weapons that I would always pick in [00:41:00] other fantasy games. like I was I think I was m- I think once I was, um, like I was playing a character in an Eberron campaign that involved the desert elves, which are an interesting beast in and of themselves. I said, "You know what? It would fit that, it would fit that my character uses a khopesh instead of a long sword." Um- And isn't anything in the rule set for a khopesh, obviously, so we had to make that up Yeah And I've also mentioned that no matter what, there's gonna be some that has some weapon that ha- that has the same cool factor as when people first saw the Buster Sword back in 1997. Mmhmm instead of telling them, "Just house rule it," which is like pushing them off the deep end and saying, "Swim, damn it." Uh, I w- I wanted to, I wanted to provide a framework where people could make those unorthodox weapons[00:42:00] That's awesome instead, instead of just being Sisyphus having to constantly make new and bigger weapon lists. Uh, and again, for example, I, I know that the... There's the, um, common motif of the monk uses unarmed weapons, except when it doesn't. But I remember in the past pitching, "Okay, instead of, instead of using unarm- instead of using just bare hands, um, why, why not use a... why not use something like, say, a rope dart or a, um, sansetsukon?" Uh, a sansetsukon is a three-section staff Hmm. Okay. Yeah And obviously a rope dart is, well, exactly what you think it is. And I have, I have plenty of players who are firearm enthusiasts, much like me, and I know that they would come up with some unorthodox suggestions, [00:43:00] and I'm like, "Go, go right ahead with it." Um, I know one It's awesome who, who was playing this giant character, he said, "I wanna lug, I wanna lug around a m- a slightly miniaturized version of a punt gun." I'm like, "I'll let you do it, but, but you're... But, um, you can only fire it every other round because it's a punt gun. Those things weren't meant to be carried." Like, for context, a punt gun was a type of ridiculously oversized shotgun for m- for commercial duck hunting that was supposed to be mounted on a small boat, a punt They eventually Yeah, players won't do that good at their job Players will do that. They'll try to do the things that they shouldn't be doing. And, We-- I was gonna say we, we have a little bit of time left. I don't mean to cut you off on that thought, but, uh, once you finish that thought, I would love to go through some more of the classes and like just the, the most broken or [00:44:00] insane or fun stuff that people have come up with so far Um, I will note that from a design perspective, I like giving players powerful but unsafe equipment. benchmark for that kind of thing is if you remember the Noisy Cricket from Men in Black, that, Oh yeah, that was... I love that. Yeah. Oh. You know, That's awesome a hell of a lot of damage, but every time you fire the thing, you get sent flying Mm-hmm. Yeah. Why not? oh, this As far as cl- as far as some of the individual class, some of the individual classes and jobs, as far as some of the ideas, um, I remember being really proud of the way, um, fighter turned out. So a lot of times the fighter has the selling point of, "Oh, you can equip any weapon." But most people are gonna pick one way they equip their character and stick to it Yeah And I, I built [00:45:00] the fighter based on Firion's appearance in the Dissidia games, he's carrying around 10 different types of weapons That's awesome using all, and using all of them in his combos. So like, all right, the fight- the fighter is the walking arsenal. The weapon master is the opposite end. Um- Ah There was also the f- there's also, um, I think there's, there's some jobs that I think got slept on, that get slept on by people. Um, one of them that especially comes to mind is the Spiritmaster. Um, Spiritmaster is a def- is a defensive favoring support, um, But their Spiritism ability is, for those, those of, those who have used it properly, um, have caused a lot of salt because it doesn't remove debuffs, it moves them. It moves buffs as well from any Nice to another participant[00:46:00] That's awesome So it's a really great way to screw over the, B-beg that just put a bunch of buffs on th- that just put a few buffs on themselves. You know, you can have the B-beg go, "I'm, I'm conflicting, I'm inflicting paralyze on one of your a- on one of your allies," and somebody who's got Spirit Master can say, no you don't, and congratulations, now you're paralyzed." Sure. Yeah, it's really incredible Mm-hmm. Uh, and the l- something I tried to av- I tried to avoid was giving h- was giving whole new s- there's plenty of, there's plenty of, um, charac- there's plenty of characters and builds that have some sort of sub mechanic, like some sort of resource or the like, which Mmhmm reason I avoided doing the whole limit gauge thing because that'd be one more thing to track. Uh, but I wanted [00:47:00] to avo- I wanted to avoid, um, a setup that might pigeonhole a particular build or a particular, um, job. Um, like for, for example, somebody wants to just slightly dip into magic, you have multiple ways to do it. You could do it through a spell casting enhantment- enhancement from a magic weapon. could do it by get- by getting scrolls and be- because of the way consumables work, you are gonna be able to use that spell for the rest of the in- for the rest of the in- of, um, that adventure until you hit downtime again. But you do have access to it. just... And that can pair very well with something like ma- with something like Magic Knight, which has more in common with the Magus class in Pathfinder than a lot Hmm the traditional ma- a lot of the traditional Magic Knight approaches. Uh, and [00:48:00] it wasn't long before, it wasn't long before that came up that the idea of a caster build out of Outlaw Star came to be. Um, there's... I've s- I have seen pe- I've seen people, um- Go com- go completely s- go completely support based using c- using a combination of general and, um, and squire. So that they, Yeah able to do a lot of attacks, but if they're patient, they're let, they're gonna let their, um, party do a lot of attacks, especially with things like blade work. Um really liked the looks of Squire. I was surprised at how much I enjoyed it, in fact. Squire was a hard one to write for because I bet it was couldn't use a lot of the t- I couldn't use the techniques as is for Squire in tactics because it's meant to be your starter. Um, and instead I built it around the idea that it is this, this ultimate [00:49:00] pocket pick. And think... I will note that th- that, um, a lot of the design with the classes and jobs starts to click if you look at them like you would look at positions on a team sport Yeah, I agree with that Because any team sport, whether it be hockey, whether it be, whether it be rugby, whether it be football or other football, you don't really have a jack-of-all-trades position You have several multi-role positions and usually a, a secondary role as a backup for when the play breaks down, and it will. But you don't have somebody who's supposed to be good at everything Oh. And that was, that was how, that was that was a design, uh, goal that I, that I had. Um, I think you hit that. and- Yeah, it, it's fun too. I'll just interject really quick because I think a lot of modern game design is [00:50:00] about being able to do everything, and every class starts to feel the exact same. Mm-hmm. Um, I've even, you know, played a lot of different games out there that are classless and messed around with them myself with my own design in the past, and I find that people tend to gravitate towards the same things. They're like, "I wanna be able to fly and have invisibility and invincibility." And I actually like it a lot more when you're like, "Look, this is what I do, and then everything else I suck at," because it gives specific spotlights for everybody in the party to be able to jump in and do their thing. You're not always good, and that's part of, I think, the fun Mm-hmm. Ah. And for, for me, I wa- I always saw the high skill floor when it came to people really being able to explore the [00:51:00] potential customizations with s- with job design, and also Yeah of that, that sameyness in some of the more freeform ones. And Yeah. Yeah. games, pe- the selling point that people give me is, "Oh, you can build just about anything." The problem is a Not really. And Yeah. one th- And, And, meta builds. to mind yeah. to go for it especially with, um, false choice as I call it, is Shadowrun agree with it. Yeah, yeah, the idea of false choice is a big one, and I think people who aren't game designers often overlook that. But there's a lot of things out there, it's like, "Oh, you have 1,000 choices," but really it's like, yeah, but do you... Like, do you really? No. It's usually only a few things that are, like, the best. And oftentimes too, if you take something, it's either actively bad or it's so much worse than something else that you actually can't choose it, so it's, it's not a real choice [00:52:00] And I think of, um, I think of Sha- I think of Shadowrun where it ends up having a class system while trying to pretend it doesn't Sure. Sure, sure. Oh. Yeah. Yeah, so I un- I understand exactly what you're saying. Mm-hmm. And on, on the other Yeah um, you know, some g- some designers try to build these traps for some reason. Um Yeah To tr- to try and encourage system mastery. But the pro- I've always ha- I've always had an issue when games have the, try to have this hard divide between the people just learning the system and the people who've been at it for years, with not an Yeah pathway from one to the other I agree And whenever I've talked about that, s- some have con- have equate- have equated that to wanting ha- wanting the handheld, [00:53:00] and that's not the case. it's more, it's more about establishing where, where the li- where the lines are. Um, Mm-hmm. and I feel like what I've tried to do with Legend Edition is those lines end up being created organically because instead, instead of looking at character creation of, in the sense of, "Oh, we, we need a bl- we need a black mage for the party, so who's g- who's gonna be that?" It's more about I have a character concept in mind, and I'm using the tool set to try and get as close to that concept as I can It's awesome Uh, and there's nothing wrong with the idea of, oh, you're building a c- you're building a character class first and then going around it. That's how early D&D works, in a sense. Sure it's not something I think is compatible with f- with, um, Final Fantasy as s- as the series progressed[00:54:00] Yeah Because there are plenty of characters, even in games that are explicitly class-leaning, like say, IX, where they end up fit- they end up fitting the niche of multiple jobs instead of just one. Uh, at, say, um, Amarant in Final Fantasy IX I was thinking of him as well He's basically a hybrid between monk and ninja. Or in Final Fantasy X, look at the territory of, um, say Tidus on the, um, lic- on, not on the license grid, in the, um, sphere grid. Mmhmm a lot of it leans into time mage and squire-like effects. Uh And you have that, you have that sort of asterisk where in a lot of class-based games you're picking this one thing and that's it. But a lot of Final Fantasy characters, [00:55:00] you can't really fit them into that one thing And that's not even getting into the idea that some people might wanna go off the beaten path Right? For sure So with wrapping up, I have a couple more things to cover. Um, one class, for example, that I really wanna play some point coming up for a very specific reason is the Oracle, and that reason is because I can self and-- self-damage myself to get myself to a limit break faster. Are there other classes that, that use self-damage for a bonus of some kind so that, you know, somebody wants to, like, limit break as often as possible? So Lim- because limit break is a bu- is a buff, um, and the f- and the fact that between, that you do full heal between encounters, um, trying to, trying to race to limit [00:56:00] break all the time isn't as beneficial as it may sound. Um, I just wanted to try it at least one time And any sort of... There are some ef- there are some effects that, aside from Oracle, that let you do that kind of, um, that kind of risk thing. Um, obviously one of the big examples is gonna be Dark Knight, who Okay when they're using Soul Eater, they can add a die of any size, aside from D20, their d- to their damage. However, whatever that additional die rolled, they ta- they take in direct HP reduction Yeah, I love it Oh In the s- in the same... There's a similar thing that works for, um, paladin when it comes to cover. Or not when it Right when it comes to paladin's oath. They can add that Oh, okay to their defenses, but the next t- but the next time they're targeted with an attack and that [00:57:00] attack is a miss, whatever that bonus they got from that die was, they take in, um, reduction Which I felt the theme of sacrifice that's a, that is key to the paladin identity I think so too. I also like that it's a foil, in a sense, for Dark Knight. There's a lot of threads in these classes that are really fun to pull at when you start getting into it. I can tell a lot of heart and passion has gone into making this. Mm-hmm. So I guess the next question with that, this is probably my last question, or it's like a little series of questions. But have you thought... Because Final Fantasy, like when we played, the story was great, and the adventure was super fun, and everything that you made I really loved. Also, though, Final Fantasy is like often thought of as a very combat-heavy series. Have you thought about [00:58:00] doing some kind of like PVP tournament where it's just like build your biggest, baddest team and fight against people online? And, you know, you've, you have, you have like a tournament series that's, you know, like you schedule once a week to you and your party fight somebody else. Or having that kind of thing, but then like for bosses, where it's like you and your friends build a team, you know, once a week you fight against some mega boss. You're not really intended to win, but, you know, it can be like a little bit of a competition thing for the community sort of thing. Just curious if you thought about these kind of things. I have given them some thought, and the idea of, of, um, PVP I, I would not advise because it really is built with the idea of the party has its own particular set of mechanics and the NPCs and their, Got it have their own particular set of mechanics opposite them. It's... I've, I [00:59:00] remember, I remember going through a bunch of, a bunch of games in the mid-2000s that ha- that did the whole PCs and NPCs are built the same way, and I, I don't wanna do that, um, Sure, sure becau- because it... I feel like it would fall back into that same n- into that sameness that we talked about earlier. Mm-hmm. Mmhmm on the other hand, the i- the idea of competitively going up, going up against a certain boss, um, that I'd be a, that'd be a little bit more willing to go with. Um, it would certainly, it would certainly fit alongside some of the um, style video games that we, that we've seen over the last few years, stuff like, um, stuff like Dead by Daylight or the Friday the 13th game, for example. Or even the battle mode, uh, multiplayer entry that was in Doom Eternal. [01:00:00] Uh This i- this idea of asynchronous play. And the approach that I'd probably do is not a, "Oh, this is a, this is a, um, this is a near impossible bo- because I don't wanna revisit the trauma that people have had to deal with with certain hidden bosses in RPGs, Sure. every Tri-Ace game I've ever played. Or the, um... Are you familiar with, are you familiar with the infamy that was Absolute Virtue in Final Fantasy XI? No. No, I'm not familiar on record as one of the mo- as one of the hardest raid bosses of all time. Uh, like, it, it's just a long, long slog. Got it. I mean, that's no fun either. Yeah of course when people figured out how to beat, how to do exploits to beat it, they're like, "All right, we're gonna make him even harder." Got it. I have a special level of [01:01:00] hatred towards, Ozma as a hidden boss, mostly because he cheats. that's not Yep that's not me exaggerating. There's parts in his AI where you can completely jump his, um, ATB gauge depending I see. which is Yeah, I'm not surprised. why I Yeah the same way AI in, um, some RTS campaigns cheat Sure In, mostly in the they have unlimited resources and you don't kind of way Yeah, that's a pretty big cheat Oh. But what I'd prob- what I'd probably end up d- what I'd probably end up doing is some sort of, some sort of raid boss like enc- like encounter where beat, where, um, it's not just be- it's not just about beating the opponent, but also beating the opponent, surviving, and d- doing certain additional challenges Yeah[01:02:00] There's, I like there lot. Um, Yeah obvious- so think, think less of a raid boss in WoW and think more of, um, say a mission in Monster Hunter Yep, I'm tracking Oh. And 'cause I f- 'cause I f- I feel like doing a, doing a PVP thing is something that doesn't... It, it's certainly there in PVP. It has been in FF XI and XIV. But I feel like getting the coliseum part of the identity, you know, the coliseum mini-game that's been in multiple games, uh, the way to go about that would be to would be, would be to do something beyond just PVP, whether it be escalating monster types or, um, something that I just came up on the fly, a wager [01:03:00] system like you see in some ARPGs, where you can intentionally nerf yourself to potentially get better loot Yeah, yeah. It just comes to mind, I, and I think maybe you're totally right about this too, I mean, PVP can kinda be a feel bad thing sometimes as well. Mm-hmm. Whereas if you are even loosely competing against somebody, or maybe not even competing, but just, you know, competing against yourself to try and do X, Y, Z thing, fighting, like, a boss. I personally like competition a little bit, so maybe that could be fun. But, um, yeah, I hope you try something like that, 'cause I would, I would be in for it. I could get, I could get three other guys together, to be and we would, you yeah. see me build a s- build a separate, um, say c- say card game or s- or skirmish war Sure lean in- to lean into that instead Sure, sure Um, 'cause I feel like that would be- that would better f- fit that since [01:04:00] obviously I, even in those ca- even in, um, something like that, I still don't wanna have to deal with meta. I, Sure if you, I want, I would want to, um, I would wanna have it le- less akin to the flag or team deathmatch, and more akin to, like, big team battle in H- in Halo, for example. Sure a way, a way to experiment with the sa- with the sandb- with given sandbox, but not necessarily building it arou- around one, around one particular meta. Yeah. as I get it as- a bit of an aside, there wa- there was a incident at a, um, Yu-Gi-Oh tournament years ago where somebody in with a random ass deck and completely embarrassed everybody, and it was his first tournament. Because Oh, that's awesome. for, they were all planning for this very, very specific meta at that [01:05:00] tournament, and he wasn't playing that, so they ha- so they were basically coming in completely blind and had , and had no I love that no strategy at first to prepare for, and only got one as they adapted ov- over the, over subsequent rounds. Mm-hmm Um, it's ... Imagine, imagine a football coach spending hours watching film, only to realize he's watching film for the wrong team he's playing against Yeah, totally Oh. And I've I think that kind of thing's hilarious. I love that. yeah, I've always appreciated, um, I've always appreciated people pulling dumb stuff in games I agree. Yeah, I think it's part of the creativity and the fun and that, that's what we're talking about, right? Like, that's-- it's a role-playing game, so you can role play a character you want, not to optimize. But, Yeah um, yeah, I th- I guess we should probably wrap up here, Mm-hmm.[01:06:00] but I feel like we'll have more conversations coming up in the future. Is there anything else you want to wrap up with? Um, Or final things you wanna say, I, I should say? I will note that while it is gonna be a slow process, I am in the early stages of writing world books for Legend Edition. Cool. Um, Good to know been working on a, in a, um, not necessarily a default campaign setting, but a potential campaign setting, um, that I've codenamed Project Gaia. Um, which is do- is doing th- is doing a bit of, um, of steam pu- of steampunk with magic. It was my answer to the question of the magic versus technology motif that's often in steampunk and other speculative fiction. The answer I give is and technology are two sides of the same whole and feed into each other So, Well, that's great. mm-hmm Yeah, I'm [01:07:00] looking forward to that Oh yeah And, Well, thank you so much for coming on today then, Mildreth. It's always a pleasure. Oh, yeah I hope everybody, if you haven't tried out Legends Edition yet, you really need to. Um, I'll make sure to include a link. It is a free download for anybody who's been listening in and, you know, doesn't know anything about the project yet. Uh, it's a great game. I think you should take a look, find what class and jobs you wanna try, and, uh, yeah, let us know what you're having the most fun with with your group Mm-hmm. Oh otherwise, we will catch everybody later then Stay frosty Mm-hmm. Yeah, it's funny you said w- um, 45 minutes. We ended up going an hour and seven. Uh
July 24, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6RnO-Se1ols Transcription [00:00:00] Hey everyone, welcome back to Eternity TTRPG. It's been a little bit since I've been on with you as, uh... But today we have back Mildred the Monk, who is a friend of the channel. Uh, we had a great conversation last time. I have reviewed Final Fantasy Legends Edition, and you guys really liked it. Those are some of our most viewed videos, and we just wanted to bring you back on today. Thanks for coming on. Excited to talk. Thank you for having me. I enjoy being had So we're gonna be talking a- about a couple different things today, but let's start with, I think, the thing that the most number of people will be interested in who follow your work, at least as of recently as well, but jobs and classes for Final Fantasy Legend Edition. Do you wanna give people, like, a quick intro for those who don't know about this edition? So Legend Edition I started about [00:01:00] five years ago as originally it was an idea that kind of up, that kind of showed up in my head and wouldn't leave. Um, that idea of, um, taking Legend System, which was a three, a D&D 3.5 hack, um, that was part of the Test of Spite Arena Challenge on Giant in the Playground years and years ago, taking its track system that I thought was very interesting and applying the job system to, that's in Final Fantasy to it. That was the, that was a two-part stream that I did, that I did five years ago. had to be two parts because midway through, um, Mother Nature intervened we said, "All right, we'll do part two when, when, when things clear up tomorrow." Oh gosh. And when we-- And after that, the idea wouldn't leave my head, and I started working on it and working on it, [00:02:00] uh, until Legend Edition formed, which very much is its own beast. Um, there's been a few people who've looked at the fact that I use six ability scores and a D20 as a, as a core mechanic and say, "Oh, this is a D&D derivative." Um, it isn't... It's only that if you look at the barest surface, but looking at the surface is also very, um, shallow. I mean, by... I mean, if you're gonna g- if you're gonna go that low, then, um S- than say the Black Hack is a, is no different than playing D&D even though one's a, one's an aim high, one's an aim low. a better example is, and I've brought this up in the past, that'd be like saying Fading Suns is no different from D&D because they both use a D20. Even though Fading Suns is what I, is what I like to call D20 blackjack because it's about aiming high but also [00:03:00] aiming low Like you're trying I think un- you're trying to get under a threshold, but you're trying to get as close to it as you can Gotcha. Sure. I mean, yeah. I mean, people call tissue paper Kleenex, right? Like, that's just kind of, it's like the shorthand so that people know what there's talking about. But when you dive into it, every TTRPG is different, and Mm-hmm. this is the best version of Final Fantasy TTRPGs that's out there. So for players who wanna play Final Fantasy, yeah that was to estab- that was to establish a, that was to address a pet peeve that I had. And I, Oh? this the last time we talked about, but I have covered multiple Final Fantasy TTRPG projects, it Mmhmm games in all but name like Fabula Ult- like Fabula or Aegis, or direct fan projects like The Returners series of projects and the things that spun from them. And a pet [00:04:00] peeve that I had was a lot of them entirely on the SNES era. Now, don't get it wrong, like four, five, and six. A little bit mixed on Mystic Quest, but that's another story. But I know there's whole generations for whom they have more of an attachment to the PS1 era or the PS2 era. There's a whole generation for who- for whom 13 was their entry point. They speak on that as fondly as you or I might speak on six. There's gonna be a whole generation for whom 14, 15, and 16 have been their entry points. And those people, "Just house rule it," didn't sit with me. So I wanted Legend Edition to be a agnostic affair that draws upon the recurring mythos of Final Fantasy. Um, the exact kind of thing that MJ Gallagher has written several books about. [00:05:00] if you don't know, MJ Gallagher has written books on the mythological ties to multiple Final Fantasy entries. done two on seven, one on 16, and he's currently writing one for Tactics. Oh, nice uh, one on Tactics is going into, is going into things that I think even a lot of Tactics fans have overlooked. Things like ear- things like early Gnosticism, the c- the, um, idea of medieval demonology, and a lo- and a lot of, um, a lot of mythos about Be- about the story of Beowulf and story of the Knights Templar Mm-hmm. As well as the church relationships between Eng- between England and France and, of course, the Hundred Years' War. Taktics is a great game. There's a lot packed into it There's a lot packed into it. A lot Yeah especially the more [00:06:00] Shakespearean parts, is directly Matsuno's doing. And I've had a bit of a theory that the Cid in that one, Cidolfus Orlando, meant to be a nod to, um, um, El Cid, AKA El Campeador, the pr- the Prince of Valencia, who is kind of a national hero in Spain Okay. Yeah, I'm not familiar Mm-hmm. Oh. He was somebody who f- who fought on the side both Christians and Muslims during hi- during his time. Oh. Interesting especially in Valencia, kinda has this, kinda has the same heroic figure status that you'd see of a l- a lot of other medieval legends Mm-hmm. Uh, know if that's actually the case, but when I look at the position of that character, um, I can see the parallels[00:07:00] Sure But I wa- but the idea was I wanted something that was just as viable if someone was doing the high f- the, um, fantasy approach like in, um, like in the ori- like in the original or in three, the steam- the steampunk approach like in six, uh, or the futuristic approach like in eight or 13. Sure There's gonna be some house ruling, but minimal house ruling. Um, I've always held the belief that house ruling should be a spice and not the main dish Yeah, I mean, it's nice for people to be able to play the games the way they want to play. I think that's one of the main pillars of TTRPG is giving people the ability to customize, but also enough here that they can take something and work with it as is. [00:08:00] Uh, 'cause I, I don't wanna customize everything. That's why you're buying the game, right? So should we dive in maybe for some examples? Like, you- there's... What, what was it? Is it 56 classes? Jobs, I should say? around com- combining these, combining the ones from the, um, core book and the Ultima expansion, Yeah about jobs and four classes. Four pluses, right? Okay I do have to... Now, a lot of times job and class are interchangeable. In Yeah, I like the way you did this. Go ahead. Yeah things, and this is somewhat of a nod to the, to the delineation of jobs from the old Returners project that started in the mid-'90s. But it comes, it comes down to there are only four classes, and your class is basically a chassis. This is [00:09:00] what determines how well you develop HP and MP, what stats you're gonna be using for physical and magical combat, and how many skills that you have trained. Um, there are four of them. There are four classes as mentioned. Each of them corresponds to one of the original four crystals. Um, corresponds to the earth crystal, which is basically the per- basically everything physical combat is under that. Um, expert is kind of the skill monkey and corresponds with the wind crystal. Mage is self-explanatory and corresponds with the fire crystal, and adept, which is often the in-betweener, corresponds with the water crystal. There are also there are also a dozen or so jobs that are independent. These are jobs that are not associated with any of the four classes because when you're building a character, you're picking three [00:10:00] tracks. one that has fast progression, one that has medium progression, one that has slow progression. Any of the jobs are available. The only rule is at least one of them has to be associated with your class, and each, um, each class has about 11 or so jobs that are associated with it It doesn't have to be the first pick, it just has to be one of them. Oh. For ex- for example, um, the jobs associated with warrior are berserker, dervish, dragoon, fencer, fighter, knight, monk, samurai, sentinel, sniper, and weapon master. Oh. So if you take warrior, you gotta have one of them And this also means that you can't build a character out of nothing but independent jobs Hmm. I see Oh. Independent jobs are, I guess that, I guess I put them in the same category [00:11:00] as, like, prestige classes because they do re- they do re- not in the sense of you need to a bunch of stuff in order to qualify for them like you did with prestige classes back in the day. knows I'm not doing that. I did, I didn't like how some of those prereqs worked. more that th- they, the kit that they have demands a slightly higher system mastery, like a slightly hi- a slightly higher understanding of the way the mechanics work. And within the book, I have a disclaimer say basically saying, "You can pick th- you can pick these as your first character if you want to, but we do not recommend it." I see. Sure Of course, if you do do it and then you complain that it's too hard, don't come crying to me about it because you were given fair warning I love how when we were playing, [00:12:00] um, there are so many options. Mm-hmm. I think the replayability factor is gigantic with this game, 'cause even I hadn't thought about it too until you just mentioned it, but like I could be a warrior and then have the same three classes, but then I could play a different, um... Or, I'm sorry, the same three jobs, right? So I, I could have like a warrior class and then three jobs, change my class to something else with those same three jobs, and my play experience could be s- substantially different just based on my hit points, mana difference, skill difference. Not even to mention... um, weapons Yeah, and, and limit break. So the way that you play even the same three combination of jobs could be completely different. And I mean, not to mention the fact that you already mentioned there are 60, six- like a big, 6- 60 of them, right? So [00:13:00] I mean, it, it's, it was cra- it was... One of the hardest things was choosing what I actually wanted to play. Yeah also love that because it's like if you don't like it, just, you know, next time you create a character just build something different. Like I consider this the better form of analysis paralysis. Like a lot of Yeah, sure is in a game, it's more of wanting to pick a dis- to make a pick that's going to screw you over two or three sessions down, Mm-hmm. uh, or having to pre-plan your idea multiple levels in advance, which just creates false choice, which is also not ideal. Yep it's there are so... Instead, there are so many really good options that you could do that Right. is a good problem to have. That's a great problem to have a lot of the jobs are gonna be very familiar to people who have seen the job system as it's been presented over the years. Mm-hmm.[00:14:00] there are a few that aren't n- there are a few that are from adjacent games like Bravely Default, and there were a few that aren't in any of the video games, but I wanted to fill certain niches or certain motifs that I felt didn't quite fit any of the existing jobs Yeah Oh. And some of them are, the name is there where, where that name has been in past games, but the way it's executed is different to give it its own identity. Oh An example that comes to mind is the Arcanist. Um, I think one of the, one of the, of, one of the cases where Arcanist showed up is in Final Fantasy IV: The After Years. But ultimately it was just a black mage with a couple extra tricks, I Sure. Mm-hmm Then I looked [00:15:00] at the, um, Japanese version of the Arcanist job and it, and the translation for that is basically witch. Um, and I thought, "You know what? Let's build one around curses." So we Yeah, that's cool Um, and since you mentioned limit break, I will touch on that. Yeah conscious choice to not have limit break be some sort of uber attack Yeah I know that those w- I know that those kind of things are a staple Final Fantasy ever since VI. Um, VI technically first introduced it, VII obviously popularized it with a limit break gauge instead of it being a hidden mechanic. But at the end of the day, those are just jumped up versions of attacks, and for a tabletop system where you don't have the flashy effect to give a, Yeah signpost, that's not all that interesting[00:16:00] Not really. Yeah Especially since if I were to do it as a gauge, I would have to calculate out how the rate of gain for that gauge for any potential kind of attack. And to reference Batman Forever, it just raises too many questions Yeah, that's a dark hole of game design for sure. Mm-hmm. It's easy to miss something. You're dealing with a lot of interchanging pieces here with all the different jobs you can combine. I see the problem. Yeah So instead, I took inspiration from the game breaker rule that Fantasy Craft has. Fantasy Craft is one of the games I've listed as inspiration. It's one of... It is my favorite take on the 3.5, um, of the D20 system. I put it even above Pathfinder, that's how much I like Fantasy Craft in terms of sheer volume of flexibility. [00:17:00] But At a certain level, in- classes in Fantasy Craft have what is in turn, what is called by a lot of the homebrew community a game breaker, something that the class can already do just at a hi- just at a higher level. Sure Um, you sort of have something like this in video game form with the two-hour ability that was in Final Fantasy XI, which was this, um, improved version of what that job could already do. You just couldn't, you just could only do it once every two hours. Not once every two hours, it would've had a two-hour cool down. And the approach with this is you can activate a limit break when you're below half health. It lasts until the rest of the encounter, and is essentially an improved version of what that class already does. Uh And the catch is you have four limit breaks, three from your jobs and one from your class[00:18:00] Yeah Each of the... And when you activate one of them, you are locked off for the rest of the encounter from the other four, or from the other three, I should say So to use warriors as example, their limit break is action surge, which lets you make a weapon attack without using your action. You just can only do it once per round. Could you do this to do two attacks in the same round? Yes. You could also do other combinations if you want to as well Oh. You're just getting one weapon attack for free for the rest of the encounter, but some of the other stuff from your, from your job combinations you won't be able to do Uh, and I do wanna, I do want to touch on a moment for, um, the design philosophy we had when it came to feats Because one of the things that I tried my absolute best to avoid when introducing feats was feats that were just number go up[00:19:00] Sure The... There are a couple that are like that, but not in the same, but not exactly. A lot of times it was built on feats are little tricks that you can do to fur- to further personalize the character, and said tricks don't necessarily fit into any one existing Mm-hmm. And I f- I always felt that was the intent with feats when it was introduced in third edition D&D, of little tricks to personalize. somewhere along the l- line, the memo got lost or was put into forms I don't think it was designed for. You know, the whole feat chain problem or the feat tax problem as has been discussed plenty of spaces elsewhere. Um Yeah And to, and to that end, I don't really have a extensive amount of [00:20:00] prerequisites when it comes to feats. of times it's ju- it's just on three feat chains. Usually those ones have some kind of Roman numeral attachment I think a lot of what we're kind of talking about too, back to sort of the d- overall design of things, is that for almost every game out there, there's like ... I don't know if it's just the advent of the internet or now that, you know, all of us who grew up playing games are now adults and we kind of get games more, but there ends up being like the meta builds, right? And so you talk about like D&D and Mm-hmm. there's like this huge problem of like you can't play a rogue anymore in D&D 5.5E 'cause it's just terrible compared to the damage output of so many other classes. Oh, And a lot of people- on rangers. Yeah. Right. Right. And then a lot of people play as if combat or damage per turn or whatever is like the key factor, and if you aren't pumping out damage, then you aren't having [00:21:00] fun, right? But I, I think it's interesting that you've taken this approach with feats where it's like it's about things that you can do for your character. It's about the, the role play and the character building more than just the optimization. But I also think that just the sheer s- way that you've made this game makes it really hard to create any kind of like meta build. Like, maybe if, you know, a hundred thousand people were playing this game every week, there would start to be some patterns emerge, but it seems to me as if you've gone to really great lengths to give every class its own personality, Mm-hmm. I think that y- people would have a very hard time finding anything that's gonna be like super busted basically. It's more about having the fun playing the character you wanna play instead of optimizing every little thing. Yeah. Now, there's a, there's a couple things I can say on that. One,[00:22:00] Sure I will be flat out honest, whether it be in tabletop games, in video games, in war games, in board games, in card games, any kind of game period, loathe meta Me too. Because Me too I am, and I s- I have done my fair share of t- of tournaments, whether it be in, um, card, whether it be in card games. I w- I, I'm not great at it , but I did dabble in tournament scenes in, um, fighting games growing up. Cool I certainly don't do it as, as much these days, but I... But something I did. the reason I hate meta so much is I'm, I grew, I grew up ar- I grew up around a lot of, a lot of freestyle artistry. You know, whether it be Hmm import, the, um, the whole import tuner craze of the early [00:23:00] 2000s, the go- or listening to, listening to early hip hop in the golden age of sampling, j- or just remix culture with, um, music. Or j- or just the idea of freestyling when it came to building, um, stuff with Lego as a little kid. That's awesome. Yeah that idea of expression of building the style that, that fits y- that fits you, not necessarily is the best numbers. And Yeah what really helped hammer this home for me was when I was spending a bit of time revisiting, um, various shooters. And especially re- especially, um, getting an understanding for what the intent of the perk system in, say, early Call of Duty was Mm-hmm Because if you look at the perk list in say Modern Warfare or Mo- or Modern Warfare [00:24:00] 2 or Black Ops or whatnot, it's not about raw numbers. It is about, it is about picking ones that best fit a certain play style that you're trying to go for. Yeah Uh, like for example, somebody who picks scavenger probably gonna be using a light machine gun, because scavenger lets you get more ammo on ammo pickups so that, so you have more bull- you have more bullet per bullet. And if you're using an LMG, you're gonna be eating through that ammo pretty fast Oh. It's not really, it's not really about the numbers per se. And I've s- a similar thing to an extent with some of the unlocks in games like Team Fortress 2, where not picking them for numbers or percentages, you're picking them for a certain style. Uh, like a common build when I would play Pyro in was [00:25:00] having things like the flare gun and the Axtinguisher. The flare gun is a secondary, lets you set people on fire at range. It's just on an arc so it is a little bit tricky to use. And the Axtinguisher auto- always does critical hits if you're hitting somebody while they're on fire. So you can see how they feed into each other. And there were certain combinations that we saw where we thought this could be a particular annoyance or this could be a particular pest in combat, but it was funny so we kept it. one of the early examples of that that we've brought up and that we've brought up plenty of times over the years is somebody doing Arcanist and Fencer. Because Arcanist is all about incubating a curse within themself and then transferring that curse as a debuff to the next person who hits them. Fencer is all about taunting an enemy to force th- to force them in a duel where both sides get bonuses to hitting each other and penalties to [00:26:00] hitting anybody else There's good synergies for sure Mm-hmm. when it comes to the... There's been no end of arguments about game balance. seen, I've seen it talked Sure f- back and forth. I've seen people talk about balancing issues with this game back and forth. A Yeah me to, a lot of the balance arguments puts me to sleep for the same reason the, um, math breakdowns of classes back when I would follow the brilliant GameZologist forums put me to sleep. Even if I did rip off the whole Godzilla thing as a this is what I don't want. But The, but the, To bo- to dial myself back a bit, um We take an, we take a policy called Brawl Minus when it comes to game balance. The attitude being if everyone's potentially broken on all sides of the fence, no one is. So for a bit of context, Brawl [00:27:00] Minus was a response mod, some say a meme mod, to a mod for Smash Brothers Brawl called Brawl Plus. The intent with Brawl Plus was to nerf a lot of the overpowered elements in Brawl. Um, Meta Knight, I'm looking right at you. know what you did. Brawl Minus took the opposite approach of instead of nerfing the overpowered stuff, just make everybody ridiculously overpowered That sounds like a lot of fun Like, like a fully charged warlock punch from Ganondorf in Bro- in Brawl Minus could be a one-hit, um, knockout. And as ridiculous as that is, still the signposting and still the tells that can be punished if someone knows what they're doing. So as, as overpowered as everything is, there is still an internal logic of if you got hit by something like that, you were ignoring the very obvious tells and that, and [00:28:00] you're getting punished for that. Mm-hmm. you know, in the s- in the same way that I remember when I would, when I would play a lot of Halo 2, and a lot of people hated the glitch, um, BXR. And I had defended it because I, because at the time I had said the timing window for it is very specific, and if you don't get it right, you are going to get punished you just left yourself wide open and you can't hit back Yeah. Things that are strong come with a downside or they're projected so it's defendable against it Mm-hmm. And there is the concept in game design called signposting, where this is where you have those very obvious tells about what you should stay away from or what you should be wary about 'cause something's gonna come. Uh, and when you have the, when you have th- when you have that particular signpost and then you [00:29:00] ignore it, then it becomes your own fault, and you gotta deal with the consequences of that. Uh, think of any video game RPG where you've seen where the, where the game is telling you the enemy's preparing for a large attack, then you don't shore up your defenses and you get wiped Oh, it's the, it's the same principle. And I never want... I, be- I remember being so annoyed when I would see certain game developers take combinations that the community had discovered on their own that were, that added to the fun factor of creatively overcoming obstacles and take that away from them. Uh Yeah, it's kind of a lame approach for sure It's not only a lame approach, but I feel like it sends the wrong message. To me, it sends the message of don't bother getting better at the game because we're just gonna take away your tools. Yeah. Don't be creative yeah, [00:30:00] a big example of this would be Mercy hopping exploit that was found early on in Overwatch, where people figured out that with the right timing using Mercy's movement mechanics, they could clear a lot of ground very quickly. About less than a week after that was discovered, it got patched out Sure. Yeah, I, I, uh, it's a tough thing as a game designer too, because I do also feel you have a vision Mm-hmm. how you want the game to be played, and there are just some things where you didn't imagine it being used in a certain way, and it wasn't intended. And if it does become the situation where it's like, now that we know this exists, Mm-hmm. who does wanna play for the optimal meta build now must do this. Yeah That can take away from the fun as well, but I, I think it depends on, like, your priorities as a game designer. Like, is it is it around the fun? Is it around the [00:31:00] creativity? Is it around your original vision? And y- I often find you have to balance all of those things actually, so th- there have been some times where I've taken away toys from other people as well. Um, but yeah Legend Edition, because it's built around being, being a sandbox, having whatever my specific vision is, is not as important. The only time that I've really modified something so that it ta- so to take away certain tools that I f- I felt were, um, stepping over the line is if, is if I felt it was undermining other things. Um, the, the, um, benchmark that I use for this sort of thing is I don't want a knock spell. Um, I was never a big fan of spells like knock or teleport Hmm or oth- other games. I wasn't a fan of knock because I f- because I [00:32:00] felt it completely undermined the presence of having a rogue in the party. Like, Yeah, sure. why have Right all the time rolling to pick a, to pick a lock when you, when the wizard can cast knock and the lock is no longer a problem? Have the wizard be a rogue, yeah And I didn't like spells like teleport 'cause that, 'cause I felt that r- that took away from the narrative control of the Sure GM. Um, especially if you can tel- especially if you can just teleport right to where the dungeon is instead of having to Sure. thing of fi- of trying to find out where it is. Yeah and in the same vein, I also wanted to avoid things like CODZilla. Uh, CODZilla is something that came out of the tier sys- the tier system of effectiveness that the Brilliant Gamesologist forums, um, devised, where somebody re- the COD is short for cleric or druid, and it was a reflection Okay that somebody who [00:33:00] knows what they're doing with either of those classes is an entire party by themself. Yeah and to that end, when it came to designing the jobs, something that I tried to avoid was the idea of a single job being multi-role. Um, Yeah. I was impressed by that really quick as well. You know, when I was reading through the first time, and I mean, every time I go into it, Mm-hmm. it is very crystal clear what each class does. Mm-hmm. it, it, it's so focused that if it was only one... You could only play one class at a time, it may feel a little narrow, but I actually love that because you're mixing. Mm-hmm. think you, you really lasered in on what each job does and what they're about Yeah. Like for, for example, um, I had, I had gotten a bit of pushback over the fact that with the paladin, unlike s- [00:34:00] unlike plenty of the games, I did not give the paladin access to white magic. Um, part of that was had to answer the question, well, what do, what do you do if you have a paladin and white mage as part of your job trio? now Sure. things that would overlap. You're both... Yeah two, I felt pal- I felt the identity of paladin more centered around covering allies and taking the hits for them rather than white magic. Plus, I've never been a fan of, um, of half casters Interesting. Yeah. 'Cause they end up doing both things poorly in most games. Yes. Yeah. Oh Yeah, they're like half people basically. Yeah, the, the big pr- the big problem with, the big problem with it is doing that s- doing that sort of multi-role is gonna run into conflict when y- when class systems in general are about [00:35:00] specialization. Having a generalist in a b- in a game built around specializations has an inherent contradiction. feel like this is Sure why in D&D, um, the ranger has been cursed since the days of AD&D. Yeah, th- there's no identity there. I mean, I, there's no identity, and I, I think that's probably another big thing, right? Like, they, they don't know what they want ranger to be. You're just like a ranged fighter, but then you're not. But the things that you can do, anybody can do. It's not really that interesting. Yeah, I had... The funny thing is the one edition that I'm supposed to hate but I don't because the check bounced actually solved that issue Um, the fourth edition ranger, I don't have that problem with Oh yeah, I actually like fourth edition. Mm-hmm. It's kind of a bum that nobody else did I, I've, I've been a fan of fourth edition since it started out in 2008, and I have routinely taken the piss out of people [00:36:00] who go with that MMO argument, and I basically tell them, have no idea how MMOs actually work if that's your, um, main ar- if that's your main argument." Um, and Especially s-since, um When it comes to, when it comes to the po- when it comes to the power setup, I'd be remiss if I didn't point out that, that so many of us had reference index cards And nowadays you can get whole spell decks for casters Sure But I r- but the Ranger in fourth was one of the premier, one of the premier examples of the striker. real problem that it had was one infamous daily power that got, um, errated out that led to the meme of Kenshiro Orcaslayer, because if you hit, you could keep hitting until you missed. Oh. Um It's like [00:37:00] Thunderfury weapon or whatever it's called in WoW. Mm-hmm. The first- Yeah Yeah, and Orcus was one of the big high-level monsters in the, in Wind theory. Manual. Got it somebody who had the l- had the luck of the dice gods on their side could ju- Yep. keep Just one shot it. Yeah. he runs out. So Yep the And becau- because of that I w- I wanted... Now, with a lot of games, they can have multi-role effects with their classes because you're only picking that one class for the most part. Here, the multi-roleness comes from the combination of your class and jobs, also Yeah the fact that there's plenty of characters throughout Final Fantasy that don't quite fit one particular job exclusively Also because jobs changed between iterations. So, I mean, your solution makes a world of sense Yeah, like the, the knight in the original [00:38:00] Final Yeah. Right ultimately a proto-paladin. Right. Yeah. When you mentioned cover, that was the first thing I thought of Yeah, I th- I think the, when people think of the paladin in the classic sense, the first version they're gonna think of is Cecil in IV. Um, and in that s- in, in that same vein, there were s- there were some casting lists that were easy to design for. The hardest one was Blue Magic because, um, Blue Magic goes literally all over the place in every iteration, and when I That's like the point of it, yeah. Yeah a specific thing was important Right Ah. And I will, I will note that, um, with the ones that I took liberties with, those ones still that rule of I need to answer what exa- what exactly its [00:39:00] big, for lack of a better term, gimmick is. Um, now some got r- some were under other names but got renamed because of things I wanted to avoid. Dynamo was Gunner originally, um, meant to be a bit of a nod to the g- to the Gunner dressphere in X-2. Um, Mm-hmm. that and I said I wanted a John Woo-like, um, job. But of the fact that the job system is divorced from required weapons, which was something I wanted to do from the word go, um, I felt that calling it Gunner or calling the sniper, it was originally Archer, would Hmm Yeah from that So I went with names that were a little bit broader in that sense. and the other reason One of the things I'm obviously the most proud of is the weapon system and the fact that it is divorced from your choice [00:40:00] of job. So you could play a bl- you could have Black Mage as part of your combo and use a long sword, um, and still make it work because in addition to that whole not m- not fitting thing, there's If I were to do a standard weapon list that you see in a lot of fantasy games, there are so many weapons within Final Fantasy that don't fit that Yeah. Yeah, there's so many, yeah. Um, whether it the pinwheel for Noah, yeah yeah, the weird pinwheel thing that Rinoa has, Yeah um the, over- the oversized, um, shurikens that Yuffie has, the fact that hair accessories are the weapon of choice for Red XIII. Um, the Plus the, plus, um, I'd, I would, I'd think of certain unorthodox weapons that I would always pick in [00:41:00] other fantasy games. like I was I think I was m- I think once I was, um, like I was playing a character in an Eberron campaign that involved the desert elves, which are an interesting beast in and of themselves. I said, "You know what? It would fit that, it would fit that my character uses a khopesh instead of a long sword." Um- And isn't anything in the rule set for a khopesh, obviously, so we had to make that up Yeah And I've also mentioned that no matter what, there's gonna be some that has some weapon that ha- that has the same cool factor as when people first saw the Buster Sword back in 1997. Mmhmm instead of telling them, "Just house rule it," which is like pushing them off the deep end and saying, "Swim, damn it." Uh, I w- I wanted to, I wanted to provide a framework where people could make those unorthodox weapons[00:42:00] That's awesome instead, instead of just being Sisyphus having to constantly make new and bigger weapon lists. Uh, and again, for example, I, I know that the... There's the, um, common motif of the monk uses unarmed weapons, except when it doesn't. But I remember in the past pitching, "Okay, instead of, instead of using unarm- instead of using just bare hands, um, why, why not use a... why not use something like, say, a rope dart or a, um, sansetsukon?" Uh, a sansetsukon is a three-section staff Hmm. Okay. Yeah And obviously a rope dart is, well, exactly what you think it is. And I have, I have plenty of players who are firearm enthusiasts, much like me, and I know that they would come up with some unorthodox suggestions, [00:43:00] and I'm like, "Go, go right ahead with it." Um, I know one It's awesome who, who was playing this giant character, he said, "I wanna lug, I wanna lug around a m- a slightly miniaturized version of a punt gun." I'm like, "I'll let you do it, but, but you're... But, um, you can only fire it every other round because it's a punt gun. Those things weren't meant to be carried." Like, for context, a punt gun was a type of ridiculously oversized shotgun for m- for commercial duck hunting that was supposed to be mounted on a small boat, a punt They eventually Yeah, players won't do that good at their job Players will do that. They'll try to do the things that they shouldn't be doing. And, We-- I was gonna say we, we have a little bit of time left. I don't mean to cut you off on that thought, but, uh, once you finish that thought, I would love to go through some more of the classes and like just the, the most broken or [00:44:00] insane or fun stuff that people have come up with so far Um, I will note that from a design perspective, I like giving players powerful but unsafe equipment. benchmark for that kind of thing is if you remember the Noisy Cricket from Men in Black, that, Oh yeah, that was... I love that. Yeah. Oh. You know, That's awesome a hell of a lot of damage, but every time you fire the thing, you get sent flying Mm-hmm. Yeah. Why not? oh, this As far as cl- as far as some of the individual class, some of the individual classes and jobs, as far as some of the ideas, um, I remember being really proud of the way, um, fighter turned out. So a lot of times the fighter has the selling point of, "Oh, you can equip any weapon." But most people are gonna pick one way they equip their character and stick to it Yeah And I, I built [00:45:00] the fighter based on Firion's appearance in the Dissidia games, he's carrying around 10 different types of weapons That's awesome using all, and using all of them in his combos. So like, all right, the fight- the fighter is the walking arsenal. The weapon master is the opposite end. Um- Ah There was also the f- there's also, um, I think there's, there's some jobs that I think got slept on, that get slept on by people. Um, one of them that especially comes to mind is the Spiritmaster. Um, Spiritmaster is a def- is a defensive favoring support, um, But their Spiritism ability is, for those, those of, those who have used it properly, um, have caused a lot of salt because it doesn't remove debuffs, it moves them. It moves buffs as well from any Nice to another participant[00:46:00] That's awesome So it's a really great way to screw over the, B-beg that just put a bunch of buffs on th- that just put a few buffs on themselves. You know, you can have the B-beg go, "I'm, I'm conflicting, I'm inflicting paralyze on one of your a- on one of your allies," and somebody who's got Spirit Master can say, no you don't, and congratulations, now you're paralyzed." Sure. Yeah, it's really incredible Mm-hmm. Uh, and the l- something I tried to av- I tried to avoid was giving h- was giving whole new s- there's plenty of, there's plenty of, um, charac- there's plenty of characters and builds that have some sort of sub mechanic, like some sort of resource or the like, which Mmhmm reason I avoided doing the whole limit gauge thing because that'd be one more thing to track. Uh, but I wanted [00:47:00] to avo- I wanted to avoid, um, a setup that might pigeonhole a particular build or a particular, um, job. Um, like for, for example, somebody wants to just slightly dip into magic, you have multiple ways to do it. You could do it through a spell casting enhantment- enhancement from a magic weapon. could do it by get- by getting scrolls and be- because of the way consumables work, you are gonna be able to use that spell for the rest of the in- for the rest of the in- of, um, that adventure until you hit downtime again. But you do have access to it. just... And that can pair very well with something like ma- with something like Magic Knight, which has more in common with the Magus class in Pathfinder than a lot Hmm the traditional ma- a lot of the traditional Magic Knight approaches. Uh, and [00:48:00] it wasn't long before, it wasn't long before that came up that the idea of a caster build out of Outlaw Star came to be. Um, there's... I've s- I have seen pe- I've seen people, um- Go com- go completely s- go completely support based using c- using a combination of general and, um, and squire. So that they, Yeah able to do a lot of attacks, but if they're patient, they're let, they're gonna let their, um, party do a lot of attacks, especially with things like blade work. Um really liked the looks of Squire. I was surprised at how much I enjoyed it, in fact. Squire was a hard one to write for because I bet it was couldn't use a lot of the t- I couldn't use the techniques as is for Squire in tactics because it's meant to be your starter. Um, and instead I built it around the idea that it is this, this ultimate [00:49:00] pocket pick. And think... I will note that th- that, um, a lot of the design with the classes and jobs starts to click if you look at them like you would look at positions on a team sport Yeah, I agree with that Because any team sport, whether it be hockey, whether it be, whether it be rugby, whether it be football or other football, you don't really have a jack-of-all-trades position You have several multi-role positions and usually a, a secondary role as a backup for when the play breaks down, and it will. But you don't have somebody who's supposed to be good at everything Oh. And that was, that was how, that was that was a design, uh, goal that I, that I had. Um, I think you hit that. and- Yeah, it, it's fun too. I'll just interject really quick because I think a lot of modern game design is [00:50:00] about being able to do everything, and every class starts to feel the exact same. Mm-hmm. Um, I've even, you know, played a lot of different games out there that are classless and messed around with them myself with my own design in the past, and I find that people tend to gravitate towards the same things. They're like, "I wanna be able to fly and have invisibility and invincibility." And I actually like it a lot more when you're like, "Look, this is what I do, and then everything else I suck at," because it gives specific spotlights for everybody in the party to be able to jump in and do their thing. You're not always good, and that's part of, I think, the fun Mm-hmm. Ah. And for, for me, I wa- I always saw the high skill floor when it came to people really being able to explore the [00:51:00] potential customizations with s- with job design, and also Yeah of that, that sameyness in some of the more freeform ones. And Yeah. Yeah. games, pe- the selling point that people give me is, "Oh, you can build just about anything." The problem is a Not really. And Yeah. one th- And, And, meta builds. to mind yeah. to go for it especially with, um, false choice as I call it, is Shadowrun agree with it. Yeah, yeah, the idea of false choice is a big one, and I think people who aren't game designers often overlook that. But there's a lot of things out there, it's like, "Oh, you have 1,000 choices," but really it's like, yeah, but do you... Like, do you really? No. It's usually only a few things that are, like, the best. And oftentimes too, if you take something, it's either actively bad or it's so much worse than something else that you actually can't choose it, so it's, it's not a real choice [00:52:00] And I think of, um, I think of Sha- I think of Shadowrun where it ends up having a class system while trying to pretend it doesn't Sure. Sure, sure. Oh. Yeah. Yeah, so I un- I understand exactly what you're saying. Mm-hmm. And on, on the other Yeah um, you know, some g- some designers try to build these traps for some reason. Um Yeah To tr- to try and encourage system mastery. But the pro- I've always ha- I've always had an issue when games have the, try to have this hard divide between the people just learning the system and the people who've been at it for years, with not an Yeah pathway from one to the other I agree And whenever I've talked about that, s- some have con- have equate- have equated that to wanting ha- wanting the handheld, [00:53:00] and that's not the case. it's more, it's more about establishing where, where the li- where the lines are. Um, Mm-hmm. and I feel like what I've tried to do with Legend Edition is those lines end up being created organically because instead, instead of looking at character creation of, in the sense of, "Oh, we, we need a bl- we need a black mage for the party, so who's g- who's gonna be that?" It's more about I have a character concept in mind, and I'm using the tool set to try and get as close to that concept as I can It's awesome Uh, and there's nothing wrong with the idea of, oh, you're building a c- you're building a character class first and then going around it. That's how early D&D works, in a sense. Sure it's not something I think is compatible with f- with, um, Final Fantasy as s- as the series progressed[00:54:00] Yeah Because there are plenty of characters, even in games that are explicitly class-leaning, like say, IX, where they end up fit- they end up fitting the niche of multiple jobs instead of just one. Uh, at, say, um, Amarant in Final Fantasy IX I was thinking of him as well He's basically a hybrid between monk and ninja. Or in Final Fantasy X, look at the territory of, um, say Tidus on the, um, lic- on, not on the license grid, in the, um, sphere grid. Mmhmm a lot of it leans into time mage and squire-like effects. Uh And you have that, you have that sort of asterisk where in a lot of class-based games you're picking this one thing and that's it. But a lot of Final Fantasy characters, [00:55:00] you can't really fit them into that one thing And that's not even getting into the idea that some people might wanna go off the beaten path Right? For sure So with wrapping up, I have a couple more things to cover. Um, one class, for example, that I really wanna play some point coming up for a very specific reason is the Oracle, and that reason is because I can self and-- self-damage myself to get myself to a limit break faster. Are there other classes that, that use self-damage for a bonus of some kind so that, you know, somebody wants to, like, limit break as often as possible? So Lim- because limit break is a bu- is a buff, um, and the f- and the fact that between, that you do full heal between encounters, um, trying to, trying to race to limit [00:56:00] break all the time isn't as beneficial as it may sound. Um, I just wanted to try it at least one time And any sort of... There are some ef- there are some effects that, aside from Oracle, that let you do that kind of, um, that kind of risk thing. Um, obviously one of the big examples is gonna be Dark Knight, who Okay when they're using Soul Eater, they can add a die of any size, aside from D20, their d- to their damage. However, whatever that additional die rolled, they ta- they take in direct HP reduction Yeah, I love it Oh In the s- in the same... There's a similar thing that works for, um, paladin when it comes to cover. Or not when it Right when it comes to paladin's oath. They can add that Oh, okay to their defenses, but the next t- but the next time they're targeted with an attack and that [00:57:00] attack is a miss, whatever that bonus they got from that die was, they take in, um, reduction Which I felt the theme of sacrifice that's a, that is key to the paladin identity I think so too. I also like that it's a foil, in a sense, for Dark Knight. There's a lot of threads in these classes that are really fun to pull at when you start getting into it. I can tell a lot of heart and passion has gone into making this. Mm-hmm. So I guess the next question with that, this is probably my last question, or it's like a little series of questions. But have you thought... Because Final Fantasy, like when we played, the story was great, and the adventure was super fun, and everything that you made I really loved. Also, though, Final Fantasy is like often thought of as a very combat-heavy series. Have you thought about [00:58:00] doing some kind of like PVP tournament where it's just like build your biggest, baddest team and fight against people online? And, you know, you've, you have, you have like a tournament series that's, you know, like you schedule once a week to you and your party fight somebody else. Or having that kind of thing, but then like for bosses, where it's like you and your friends build a team, you know, once a week you fight against some mega boss. You're not really intended to win, but, you know, it can be like a little bit of a competition thing for the community sort of thing. Just curious if you thought about these kind of things. I have given them some thought, and the idea of, of, um, PVP I, I would not advise because it really is built with the idea of the party has its own particular set of mechanics and the NPCs and their, Got it have their own particular set of mechanics opposite them. It's... I've, I [00:59:00] remember, I remember going through a bunch of, a bunch of games in the mid-2000s that ha- that did the whole PCs and NPCs are built the same way, and I, I don't wanna do that, um, Sure, sure becau- because it... I feel like it would fall back into that same n- into that sameness that we talked about earlier. Mm-hmm. Mmhmm on the other hand, the i- the idea of competitively going up, going up against a certain boss, um, that I'd be a, that'd be a little bit more willing to go with. Um, it would certainly, it would certainly fit alongside some of the um, style video games that we, that we've seen over the last few years, stuff like, um, stuff like Dead by Daylight or the Friday the 13th game, for example. Or even the battle mode, uh, multiplayer entry that was in Doom Eternal. [01:00:00] Uh This i- this idea of asynchronous play. And the approach that I'd probably do is not a, "Oh, this is a, this is a, um, this is a near impossible bo- because I don't wanna revisit the trauma that people have had to deal with with certain hidden bosses in RPGs, Sure. every Tri-Ace game I've ever played. Or the, um... Are you familiar with, are you familiar with the infamy that was Absolute Virtue in Final Fantasy XI? No. No, I'm not familiar on record as one of the mo- as one of the hardest raid bosses of all time. Uh, like, it, it's just a long, long slog. Got it. I mean, that's no fun either. Yeah of course when people figured out how to beat, how to do exploits to beat it, they're like, "All right, we're gonna make him even harder." Got it. I have a special level of [01:01:00] hatred towards, Ozma as a hidden boss, mostly because he cheats. that's not Yep that's not me exaggerating. There's parts in his AI where you can completely jump his, um, ATB gauge depending I see. which is Yeah, I'm not surprised. why I Yeah the same way AI in, um, some RTS campaigns cheat Sure In, mostly in the they have unlimited resources and you don't kind of way Yeah, that's a pretty big cheat Oh. But what I'd prob- what I'd probably end up d- what I'd probably end up doing is some sort of, some sort of raid boss like enc- like encounter where beat, where, um, it's not just be- it's not just about beating the opponent, but also beating the opponent, surviving, and d- doing certain additional challenges Yeah[01:02:00] There's, I like there lot. Um, Yeah obvious- so think, think less of a raid boss in WoW and think more of, um, say a mission in Monster Hunter Yep, I'm tracking Oh. And 'cause I f- 'cause I f- I feel like doing a, doing a PVP thing is something that doesn't... It, it's certainly there in PVP. It has been in FF XI and XIV. But I feel like getting the coliseum part of the identity, you know, the coliseum mini-game that's been in multiple games, uh, the way to go about that would be to would be, would be to do something beyond just PVP, whether it be escalating monster types or, um, something that I just came up on the fly, a wager [01:03:00] system like you see in some ARPGs, where you can intentionally nerf yourself to potentially get better loot Yeah, yeah. It just comes to mind, I, and I think maybe you're totally right about this too, I mean, PVP can kinda be a feel bad thing sometimes as well. Mm-hmm. Whereas if you are even loosely competing against somebody, or maybe not even competing, but just, you know, competing against yourself to try and do X, Y, Z thing, fighting, like, a boss. I personally like competition a little bit, so maybe that could be fun. But, um, yeah, I hope you try something like that, 'cause I would, I would be in for it. I could get, I could get three other guys together, to be and we would, you yeah. see me build a s- build a separate, um, say c- say card game or s- or skirmish war Sure lean in- to lean into that instead Sure, sure Um, 'cause I feel like that would be- that would better f- fit that since [01:04:00] obviously I, even in those ca- even in, um, something like that, I still don't wanna have to deal with meta. I, Sure if you, I want, I would want to, um, I would wanna have it le- less akin to the flag or team deathmatch, and more akin to, like, big team battle in H- in Halo, for example. Sure a way, a way to experiment with the sa- with the sandb- with given sandbox, but not necessarily building it arou- around one, around one particular meta. Yeah. as I get it as- a bit of an aside, there wa- there was a incident at a, um, Yu-Gi-Oh tournament years ago where somebody in with a random ass deck and completely embarrassed everybody, and it was his first tournament. Because Oh, that's awesome. for, they were all planning for this very, very specific meta at that [01:05:00] tournament, and he wasn't playing that, so they ha- so they were basically coming in completely blind and had , and had no I love that no strategy at first to prepare for, and only got one as they adapted ov- over the, over subsequent rounds. Mm-hmm Um, it's ... Imagine, imagine a football coach spending hours watching film, only to realize he's watching film for the wrong team he's playing against Yeah, totally Oh. And I've I think that kind of thing's hilarious. I love that. yeah, I've always appreciated, um, I've always appreciated people pulling dumb stuff in games I agree. Yeah, I think it's part of the creativity and the fun and that, that's what we're talking about, right? Like, that's-- it's a role-playing game, so you can role play a character you want, not to optimize. But, Yeah um, yeah, I th- I guess we should probably wrap up here, Mm-hmm.[01:06:00] but I feel like we'll have more conversations coming up in the future. Is there anything else you want to wrap up with? Um, Or final things you wanna say, I, I should say? I will note that while it is gonna be a slow process, I am in the early stages of writing world books for Legend Edition. Cool. Um, Good to know been working on a, in a, um, not necessarily a default campaign setting, but a potential campaign setting, um, that I've codenamed Project Gaia. Um, which is do- is doing th- is doing a bit of, um, of steam pu- of steampunk with magic. It was my answer to the question of the magic versus technology motif that's often in steampunk and other speculative fiction. The answer I give is and technology are two sides of the same whole and feed into each other So, Well, that's great. mm-hmm Yeah, I'm [01:07:00] looking forward to that Oh yeah And, Well, thank you so much for coming on today then, Mildreth. It's always a pleasure. Oh, yeah I hope everybody, if you haven't tried out Legends Edition yet, you really need to. Um, I'll make sure to include a link. It is a free download for anybody who's been listening in and, you know, doesn't know anything about the project yet. Uh, it's a great game. I think you should take a look, find what class and jobs you wanna try, and, uh, yeah, let us know what you're having the most fun with with your group Mm-hmm. Oh otherwise, we will catch everybody later then Stay frosty Mm-hmm. Yeah, it's funny you said w- um, 45 minutes. We ended up going an hour and seven. Uh
July 19, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=SnvXjloeTQY Transcription [00:00:00] we are back with the Eternity TTRPG YouTube channel, and this time around, I wanted to c- pick up where we left off with our races of Eternity. Um, so we've already covered our Eteri/Empyrean humans, and then we did our Jadori and our Treant. This time, we're gonna cover the Croar and the Ezark. So I'm gonna start off with the Croar. The Kror isn't necessarily a, like, race on its own. It's actually created from other races with the help of a formula, the Kror formula. So a Kror can be a human or an Etarian, Empyrean, Jadori, Treant, so on and so forth, right? Because these beings are drinking this Kror formula, and what this Kror formula [00:01:00] does is it instills these beings with chaos, and from that chaos, they become, like, monstrous beasts. So with Kror, you will see humans with horns or with multiple eyes or in one of our images, we have a Kror that has, um, a mouth on its gut and teeth and extra tongues and all these different things to make it look really monstrous. The way that Core Formula came about is that when a star fell, it created these different chaos wastes, and the chaos waste infected, um, these different streams, and from these streams, these animals, of course, drank and started taking on these monstrous appearances. [00:02:00] So different beings in eternity decided that if these animals could drink this and turn into that, what would happen to humans? It was like a science experiment gone wrong, in a sense. And, you know, for some beings it went right because they wanted to take on these monstrous, um, features and be able to better, you know, combat their foes. Um, some kroor are very proud of this, and some kroor are very ashamed. So you'll see in some images where they're trying to cut off their horns, or they just no longer wanted to be monstrous, but there is no reversal. When you're looking at playing a Korred and trying to match it up to a class, they do best with fighter classes. So that's gonna be your judge, your thief, your assassin. Um, they have a high hit chance and low faith, [00:03:00] right? They are not good at casting spells, so I really don't recommend that they go into those races Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your video let's switch gears a bit and go into the Yzarc. So the Yzarc [00:04:00] has a bit of what I would say a complicated beginning that reminds me of Greek mythology in a sense, where you have all of these gods kind of vying for power. So to start off, the Aes Ark was created by the World Gods. The World Gods decided that they would create an angelic spirit and a demonic spirit. And then from these spirits, they decided to combine them and the Aes Ark was created, the first Aes Arks. Now, the reason the Aes Arks were created was to show the beginnings of the world, the first races, the humans, how to live, how to survive. And with that, right, with teaching all of these beings how to live, they're gonna start out in ways of squabble and very [00:05:00] run-down places. While these first Aes Arks that were just created by the gods know everything, they're gonna live in wealth and have these amazing things for them because they already know, and they're trying to teach these humans who have to, you know, learn. So it's not very good. So because these humans were upset that they were living in shambles while the Aes Arks were living in riches, a war started. Because the World gods saw that there was conflict between the humans and the Ezarks, the humans of course did what they could to end the Ezarks, but the World gods ultimately decided that it wasn't good for the Ezarks to be around anymore. So they destroyed them. They left all these other races be, and then the second Aezerk ended up coming around. The second Ezarks happened because the eternal gods [00:06:00] decided to go at war with each other, and from this war, the angelic and demonic spirits that we originally talked about were pushed out of where this eternal god was keeping them. And these pushed out spirits, the angelic and demonic spirits, became the second Ezark, and they took on a mortal form and now walk among all the other races of eternity. So these Ezarks, they typically... Now they take on a mortal form. However, You know they're an aezerk because they have bony wings as well as a tail. This depicts their demonic and angelic spirits within them. So now that is the second Ezarks, and that is where they are in the world, is that they're here, they take on the mortal form, and now that they take on the mortal form, they do take on different classes and roles in the Eternity world. Now, with Ezarks [00:07:00] being created from the gods, right, they don't take on the idea of they're best as a fighter or a mixed class or a caster. Because they are close to the gods, They take on a well-rounded form similar to that of the human. In fact, they have higher hit chance than humans because with being created by gods, they should be able to take care of everything, and because of that, they also have lower defenses. So if you're looking for a well-rounded race other than humans, it's gonna be your Ezark, and your Ezark can play just about any class effectively. With that in mind, I think Ezarks are really good for your mixed classes more than anything, which is gonna be your classes that do casting magic along with melee fighter sort of stuff So that's gonna cover our races for this go around. We do have [00:08:00] two more races left that we're gonna cover before we jump into our classes. The upcoming races are gonna be your Stoneborn and your Esper, my personal favorites for myself to play, not just as a getting started. So join us next time we do that, and we'll catch y'all next time. Make sure that you like, comment, subscribe, ask your questions, let us know how we're doing, and we'll see ya. Bye.
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