Episode Transcript
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0:11
This is writer and game designer
0:13
Robin D. Laws. And this is game
0:15
designer and writer Kenneth Hite. And
0:18
this is our podcast, Ken and Robin
0:20
Talk About Stuff. Bandwidth brought to
0:22
you by Pelgrine Press. Stuff for you
0:24
to talk about in this episode
0:26
include... Skipping the Big Battle. Milton Bradley,
0:28
The Person. Journey Narratives. And the
0:30
Hopkinsville Goblin. Ah,
0:49
spring. Time for planting seeds and utter
0:51
carnage in the garden. Wait, what
0:53
was that last one? You heard me,
0:55
Robin. It's time for some good
0:57
old -fashioned garden warfare. Vicious
0:59
Gardens is the new card game where
1:01
you combine the joy of horticulture
1:03
with the thrill of being a total
1:06
jerk. Oh, okay. Hold on. I
1:08
thought you were talking about gardening. We
1:10
are! Because in vicious gardens,
1:12
you're not just planting petunias,
1:14
my friend. You're sabotaging others
1:16
in a cozy cutthroat competition.
1:19
Oh, okay. That sounds a bit
1:21
intense for my usual pansies and
1:23
peonies. Oh, this is way beyond
1:25
pansies, my friend. This is a
1:27
battle for garden domination. You
1:29
gotta sabotage your opponents, steal
1:31
their plants, and choke out their
1:33
prize -winning produce. So it's
1:35
a strategy game, but with plants?
1:38
You got it. because the best gardeners
1:40
are willing to get their hands
1:42
dirty. Okay, I'm strangely into this. Where
1:44
can I join in the horticultural
1:47
havoc? Vicious Gardens is
1:49
available now! Order yours at
1:51
atlas -games.com, then prepare for
1:53
the meanest, greenest garden
1:55
Malie ever! The
2:02
rattle of dice, the thump of miniatures,
2:04
the thump of more miniatures, the
2:06
thump of miniature tanks, the thump of
2:08
miniature planes. So many miniatures,
2:10
Robin. Also, there are Doritos.
2:12
Also, there's Peter Frampton. We're coming
2:14
alive. We're in the gaming hut,
2:16
but we're in the gaming hut
2:18
where a climactic battle is going
2:21
on. We're for once getting to
2:23
crack out that mass combat section
2:25
of the rules where for once
2:27
getting to endanger the characters through
2:29
shot and shell because we're going
2:31
to do the thing that games
2:33
don't often do. PCs, you
2:36
know, flea and smith, and they say, hey, FBI
2:38
and Coast Guard, you take care of that. Or
2:40
they call in the Special Suppression Forces in
2:42
Azotarists. Or if they're Delta Green,
2:44
they just call in an airstrike
2:46
and say, you go US Air
2:48
Force, take out that temple. But
2:51
what if What if you wanted
2:53
that scene to still be suspenseful while
2:55
they're sitting on the radio? What if you
2:57
wanted them to take part in the
2:59
clampdown? Well, I was thinking actually we're gonna
3:01
look at ways to still make it
3:03
suspenseful if they don't take part. Okay. All
3:05
those miniatures are on the table for
3:07
no reason. I just wanted to show off.
3:10
You may see the miniatures doing stuff,
3:12
but I think what we're looking at is
3:14
because if you're there in the scene
3:16
for the climactic battle, that's not a weird
3:18
thing. That's the regular thing. And it's
3:20
suspenseful. Yeah, but what if You've got authorities
3:22
or mercenaries or special suppression forces or
3:24
so forth to do your job for
3:27
you. And you get to skip out
3:29
of the final battle, which makes perfect
3:31
sense, especially in a lot of horror
3:33
settings. I'm a dilettante in a hobo.
3:35
I don't really think I can be
3:37
here for this tank fight. It's
3:39
not what you want to do in an F
3:41
-20 game, right? It's skipping the big fight. It's
3:43
like that's the reward, having the big fight.
3:46
But here, you've done all the
3:48
mystery stuff. You've done all the fleeing.
3:50
and you're going to call on, you
3:52
know, I don't know, Casilda or the FBI
3:54
to take care of things. How do you
3:56
still make that more than just sort of
3:58
an afterthought? And first of all, in many
4:01
sessions, just having that be part of
4:03
an afterthought is fine. You
4:05
can, you know, if there's a big climactic
4:07
escape from in's mouth, you just say,
4:09
yeah, and then later you call the
4:11
FBI and Months later, you hear that there
4:13
was a successful submarine raid and everything's
4:15
fine. Everything's great. You don't have to
4:17
worry about that. The government took care
4:19
of it. Right. And just like they're taking
4:21
care of this depression. Yeah. And even
4:24
that, of course, you're adding a little
4:26
idea that, oh, maybe we should have been
4:28
there ourselves. But what if you're just
4:30
on the radio when the air strike
4:32
is calling in? How do you make that
4:34
final bit, if not a full, fleshed
4:36
-out scene, how do you make that fun
4:38
and dramatic and interesting? I think the
4:40
first thing is if the player characters
4:42
are on the radio, they should
4:44
still be able to influence what's
4:47
happening. Maybe they're, you know, acting
4:49
as spotters for the artillery or
4:51
they're talking the pilots through the
4:53
weird hallucinations that they're going
4:55
into as they're flying in towards the
4:57
temple or something is going on where they're
4:59
still relevant. Maybe not dice roll relevant,
5:01
although that would be the best kind of
5:03
relevant, but some kind of relevant where
5:06
they're part of it as opposed to just
5:08
sitting on a hill munching popcorn and
5:10
watching the, you know, explosions go
5:12
off. And that can, that will
5:14
depend on the exact type of
5:16
intervention, but I do feel like If
5:18
the player characters look like they're
5:20
going to call on the FBI to
5:22
solve the problem, it's incumbent on
5:24
you as GM to think, how can
5:26
I keep it still sort of
5:29
their problem? And maybe the problem is,
5:31
did the FBI do a good
5:33
job? I don't know that I trust
5:35
the FBI. They can't stop Capone.
5:37
Why can't, what's this about? So
5:39
you, the way it's suspenseful is
5:41
the FBI guy shows up afterwards and
5:43
doesn't, you know, a debriefing and
5:45
the suspense is trying to get from
5:47
this tight -mouthed fed what exactly happened
5:49
and did they do it right
5:51
and did you remember the subbasement and
5:54
things like that and so the
5:56
suspense is actually the denouement and the
5:58
setup maybe for the sequel. Right.
6:00
Or you can flip that and it's
6:02
like the scene where you inform
6:04
the FBI of this where you're trying
6:06
to sell them on doing it.
6:08
And so the suspenseful element is, can
6:10
you make them believe that there
6:12
are deep ones in this town? And
6:14
can you make them follow the
6:16
correct precautions and make sure that they
6:19
do it right? And so that
6:21
can be part of it. And you
6:23
can leave that feeling, oh
6:25
yeah, we really won this assistant to
6:27
Hoover over and he's definitely gonna
6:29
do the right thing and he's gonna
6:31
make sure that they torpedo the
6:33
coral reefs as well as the town.
6:36
Or you feel that, oh no,
6:38
we've just sort of... not going to
6:40
get it right somehow. But I
6:42
think that the big solution, however you
6:44
do this, is to have them
6:46
be able to observe the attack by
6:48
the specialists while it is happening.
6:50
And so you are, you know, one
6:53
town over in Innsmouth and you
6:55
have your binoculars out, or you're watching
6:57
the prisoner exchange on the bridge,
6:59
or again, you're on the radio, but
7:01
there's some way to follow in
7:03
real time what's going on and either
7:05
the stuff that you prepared them
7:08
for pays off or doesn't so that
7:10
you know what's happening. You're following
7:12
moment by moment and you as the
7:14
GM can narrate both advances and
7:16
setbacks and you don't necessarily have to
7:18
even think to yourself, well, you
7:20
know, how this goes or what their
7:23
contribution will be will determine whether
7:25
it's a success or not. You might,
7:27
you know, determine whether, you know,
7:29
their roles or what have you influenced.
7:31
how many people die or how
7:33
secret it is or how smoothly it
7:35
goes off. But it may well
7:38
be that you're just introducing suspense, making
7:40
it feel exciting, making them feel that
7:42
something actually happened and was dealt with
7:44
rather than just throwing it away and
7:47
in line of narration without necessarily thinking,
7:49
well, this could go really wrong and
7:51
then there'll be a sequel. Although, of
7:53
course, you could do that too. Yeah,
7:55
if you're good at narrating... action or
7:57
techno thriller type action. There's no shame
7:59
in just doing that for like two
8:02
or three minutes, giving them a sense
8:04
of catharsis as they watch their actions
8:06
play out. Even if they can't intervene,
8:08
even if they can't redirect the bomber
8:10
at the last minute, they
8:12
will still have vicarious thrills in the
8:14
same way that when we watch a
8:16
movie, we get these vicarious thrills. Your
8:18
job is just to not make it
8:21
last 25 minutes. like a Marvel fight,
8:23
make it last two minutes like a
8:25
good fight. And the thing
8:27
that I've found that really works
8:29
is front load the suspense. So
8:31
in my fall of Delta Green
8:33
campaign, the player characters have
8:35
called in, I think, three airstrikes
8:37
total. And every time you call
8:39
on an airstrike, the airstrike doesn't just
8:41
happen the next minute. The
8:43
Air Force guy says, all right,
8:45
bombers will be over the
8:47
target in 12 hours. And
8:50
then they're like, oh, No, we have
8:52
a lot more than 12 hours worth of
8:54
work to come back. Oh, too late.
8:56
So they have to go and they have
8:58
to rescue the NPCs that they care
9:00
about or make sure that the bad guys
9:02
will still be on the button in
9:04
12 hours. They have to stay there and
9:06
keep them there. And so the suspense
9:08
is, are we going to be caught in
9:11
our own airstrike? And that is a
9:13
great way to focus the mind of player
9:15
characters is, no, this whole valley will
9:17
be full of napalm Sunday morning. Just like
9:19
you asked, hope everything's good where you
9:21
are. and then they have to work out
9:23
what that means. And by the time
9:25
they've sort of, you know, made their compromises
9:27
with which lovable NPC they have to
9:30
leave in the path of the bombers, they're
9:32
drenched with a fictive sweat, just
9:34
trying to rescue their own mission objective
9:36
and their own character objective from
9:39
the conflagration that they've Unleashed it's a
9:41
it's a good way to do
9:43
the suspense and then that narration of
9:45
the of the F104 is coming
9:47
in and leveling the valley has real
9:49
meat to it because they're like
9:51
Oh, oh, no, not the cook. Oh,
9:53
well there. Yeah, all right And
9:55
that's a good moment in game the
9:58
suspense can also turn on the
10:00
issue of how trustworthy Your mop up
10:02
forces are right. So if you
10:04
are watching from the other side of
10:06
the bay or looking at the
10:08
bridge And instead of seeing the creatures
10:10
being destroyed, but instead you see
10:12
them being loaded into vats or put
10:15
in crates or what have you,
10:17
then it's like, well, okay, the
10:19
creatures have been taken care of. They're
10:21
not a threat to New England or
10:23
Paris. But that seems bad to me,
10:25
the fact that they're being led away
10:27
by this force that I thought I
10:29
could trust. And maybe they didn't, because
10:31
I said they were just... And so...
10:34
then do you go and intervene or
10:36
do you, uh, so you can have
10:38
the thing where it's like, you know,
10:40
classic horror thing where there's an apparent
10:42
success and then there's that nagging note
10:44
of something going to come back and
10:46
you can either, you know, just leave
10:48
that dangling or it's like, well, do
10:51
we, once the submarines come to shore,
10:53
do we try and follow them and
10:55
see where they're taking the vats with
10:57
the deep ones in it? Or are
10:59
we just going to, you know, Call
11:01
this a partial success. What are we
11:03
going to do? And then so that
11:05
can be, you know, not whether your
11:08
mop up forces win, but what exactly
11:10
they're going to do after they win
11:12
and whether that's a good thing or
11:14
a bad thing. And are your hated
11:16
other side NPCs majestic or the guy
11:18
from the Department of the Interior who's
11:20
been messing with you? What's he doing
11:22
here? How come he's taking samples? Why
11:25
is he running through the rubble? What's
11:27
he putting in his pocket? And you
11:29
can use that to build up. you
11:31
know, the bad guy because the bad
11:33
guy is taking just as much of
11:35
an advantage of the situation as you
11:37
were and they've obviously got their hooks
11:39
into the good guys as well. So
11:42
it can be sure they did everything
11:44
just right but there was something that
11:46
could have been done on the scene
11:48
that we're seeing our rival slash villain
11:50
getting to do and it's thanks to
11:52
us that that happened and again that
11:54
creates that urgency of either making a
11:56
sequel adventure or just marking them down
11:59
for a retribution in a future. Right.
12:01
And how much energy you put into
12:03
this should probably be a feature of
12:05
how hard it was for them to
12:07
get to this point. So
12:09
if their escape from Innsmouth was fraught
12:11
and terrible and they're all down to
12:13
their last ability points, then you can
12:16
say to yourself, well, that's fine. We'll
12:18
just let the, you know, we'll have
12:20
one little moment where deep ones swarm
12:22
one of the submarines, but then it
12:24
dives and knocks them off. So there's
12:26
just, you know, they're just one, oh,
12:28
and then everything's fine. Whereas if they
12:30
got out of Innsmouth in a, you
12:32
know, a logical but unsuspenseful way, that's
12:35
when you might bring up the thing
12:37
of, oh, they're actually sinking the submarines,
12:39
what do you do? Or, you know,
12:41
they're departing with the VATs and find
12:43
a way of sort of balancing the
12:45
relative ease of their actual climax with
12:47
a a coda that becomes more of
12:49
a climax. Yeah, and that's again,
12:51
you know, reading the room. Do the
12:53
players really, really, really want and deserve
12:56
a win? If so, there's
12:58
no more satisfying win than B -52s
13:00
showing up over the target site.
13:02
Are the players maybe in the
13:04
mood for something darker or twisted
13:06
or messed up? Is that part
13:08
of the social contract? Is that
13:11
something that they've got an appetite
13:13
for? Well, the history of Military
13:15
and secret service operations is the history
13:17
of screw ups. So all kinds of
13:19
things can go wrong and it won't
13:21
even look like special pleading on your
13:23
part when it does. Right. Well, our
13:25
submarines have arrived to take us to
13:27
the next segment and I'm sure nothing
13:29
will go wrong during this exciting commercial
13:31
message. 1968.
13:47
Sinister influences threatened to corrupt
13:49
America from within and without. The
13:51
federal government establishes a new
13:53
agency for overseas covert action. The
13:56
Bureau of Narcotics and Dangerous
13:58
Drugs, the BNDD. And within it,
14:00
the forces of Delta Green.
14:02
In the Borellis Connection, the new
14:04
globe -spanning mega -campaign for the
14:07
fall of Delta Green, you become
14:09
the mythos hunting agents hidden
14:11
inside the BNDD. Play eight linked
14:13
operations. As separate stand -alones. Or
14:15
linked into an epic hunt
14:17
for an infamous target. Escort a
14:20
sniper carrying a death warrant
14:22
for a San Warlord. Surveil a
14:24
Saigon drug summit. Track heroin
14:26
couriers on a flight. from Hong
14:28
Kong to LA. Investigate the
14:31
disappearance of an archaeologist working the
14:33
bozukepi ceremonial site. Smash a
14:35
Beirut drug deal. ID the actors
14:37
broadcasting the necronomicon from a
14:39
CIA -backed Munich radio station. and
14:41
waged the drug war amid France's
14:44
May 68 riots. Designed by
14:46
Kenneth Hyte. Written by Gareth Ryder
14:48
Hanrahan. The team that brought
14:50
you the Zoologyny Quartet and the
14:52
Dracula dossier. The Borellis Connection.
14:54
Gorgeously designed and horrifically illustrated by
14:57
Jen McLeary. A tale of
14:59
sorted intrigue. Cosmic horror. A desperate
15:01
action against the mythos. Now
15:03
available in Titanic Hardback. From specially
15:05
cleared gaming retail stores. And
15:08
the Pellgrain Press. Web Store. Now
15:10
also at the Web Store
15:12
as an instantly available PDF -only
15:14
purchase. The
15:20
old timey hats? the ruffled collars,
15:22
the many layers of clothing, the
15:24
uncomfortable shoes, and the elevated manner
15:26
of speaking tell us that we're
15:29
once more in the history hut.
15:31
And as we often are in
15:33
the history hut, we've gone back
15:35
to the century
15:37
to investigate the story of
15:39
Milton Bradley. Yes, the Milton Bradley,
15:41
unlike some famous brand names
15:43
that are the names of people,
15:45
is the name of a
15:47
real person. And it turns out
15:50
to be the name of
15:52
just an interesting person in history
15:54
and business history and cultural
15:56
history as well as in the
15:58
early days of board games.
16:00
And so Ken, you have started
16:02
at the starting square. You've
16:05
walled your dice and you've landed
16:07
on the 1836 square where Milton
16:09
Bradley was born in Vienna, Maine.
16:11
First, let me correct you. I
16:13
spun a spinner. There are no
16:15
dice. All right, of course. 1836,
16:17
Vienna, Maine, born to working class
16:19
parents. Milton Bradley named
16:21
after John Milton. His family is
16:23
descended from Puritans of the
16:25
Massachusetts Bay type, but they're
16:27
working class. They're not rich. So he
16:29
sort of has to scrabble around for
16:31
jobs. They get him off and on
16:34
into various colleges. He works
16:36
as a patent agent and
16:38
as a draftsman and eventually sets
16:40
up with the Wasson Manufacturing
16:42
Company in Springfield, Massachusetts. They
16:44
make railroad cars and then
16:46
they went bankrupt. in the crash
16:48
of 1857. But the
16:50
Pasha of Egypt did not know they
16:52
had gone bankrupt. And he wrote a
16:54
letter from Egypt and he says, I
16:56
want you to build all the train
16:58
cars for the Egyptian Railway service. And
17:01
so they got back together and cashed the
17:03
Pasha's check. So did he actually get his
17:05
trains? He did. He got his trains. And
17:08
Milton designed the bespoke train car
17:10
for the Pasha. And so the
17:12
Pasha gave him a little bonus.
17:14
He took that bonus. and set
17:16
up his own lithograph shop, the
17:19
Milton Bradley Company in Springfield, Massachusetts,
17:22
and got to marry his first
17:24
wife, Velona Eaton. But the
17:26
trouble with lithographs, Robin, is that
17:28
it's a swingy market. You
17:30
can overstock on a time sensitive
17:32
item. Exactly. So he's a
17:34
good Republican in Massachusetts, a good
17:36
anti -slavery guy like a descendant
17:38
of Puritans should be. So
17:40
he does tons of lithographs of
17:42
Abraham Lincoln. a rising Republican
17:44
candidate for the presidency. Republican
17:47
Abraham Lincoln. That's the problem is
17:49
that Lincoln won as a clean
17:51
shaven Republican and just like a
17:53
president immediately goes back on his
17:56
campaign promises and grows his beard
17:58
and all of the lithographs have
18:00
beardless Lincoln and foolishly Milton Bradley
18:02
had a money back guarantee if
18:04
you're not satisfied and people brought
18:06
in their lithographs and said this
18:08
Lincoln has no beard. Just draw
18:11
one on. No. And so he
18:14
basically lost a ton of money on
18:16
this and in desperation became a game
18:18
publisher. Yeah, the only reason to get
18:20
into games. That shows that shows that
18:22
life does not change from 1860 to
18:24
now. So in the winter of 1860,
18:26
he releases a game of his own
18:28
design or him and a friend named
18:31
George Tarpley. We're not a million percent
18:33
sure who designed it, but it's called
18:35
the checkered game of life. And it
18:37
was based on the new game of
18:39
human life. which was published in 1790
18:41
in England by John Wallace and Elizabeth
18:43
Newberry. John Wallace, perhaps, a
18:45
relation to another beloved game designer
18:48
of our knowledge, and The Mansion of
18:50
Happiness, which is another game by
18:52
George Fox in 1800. This is the
18:54
oldest game, by the way, for
18:56
which we know the name of the
18:58
designer. They were both very successful
19:01
in American editions, and unlike those games,
19:03
which were straight -up racetrack games, on
19:05
the checkered game of life, you
19:07
could move your piece in any of
19:09
the checker's directions. And so that
19:11
gave you choices and made the game
19:13
more fun for everybody. Right. And
19:16
Bradley, or his collaborators, departures from Mansion
19:18
of Happiness are very telling and
19:20
interesting. So Mansion of Happiness,
19:22
which is often found today in
19:24
suspiciously good condition, which suggests
19:26
that they Sold more copies than
19:28
people play. It wasn't something
19:30
that you played enough. Something that
19:32
your aunt would buy for
19:34
the kids and say, this will
19:36
give them moral instruction, and
19:38
the kids say, I'll bet it
19:40
will. Right. Because moral instruction
19:42
is exactly the point of Mansion
19:44
of Happiness. It's very overtly
19:46
religious, and it's harsh in both
19:48
its chrome, its theme, and
19:50
its gameplay. So there are
19:52
in American trash games, we're always American
19:55
trash games, I guess. So there's more chances
19:57
to be pushed back. then there are
19:59
to move forward and win. And
20:01
sometimes the, like the text for
20:03
some of the squares would be,
20:05
whoever becomes a Sabbath breaker, all
20:07
caps, must be taken to the
20:09
all caps whipping post and whipped.
20:12
That's W -H -I -P -T. And that
20:14
moves you back six squares. So
20:16
that's... One for each day of
20:18
the week that isn't the Sabbath,
20:20
I guess. Right. And the thematic
20:22
roots for this is a board
20:24
game. They go way, way back
20:26
to like Southeast Asia. There's Nepal's
20:28
Game of Karma. India's Gyanchapar, which
20:30
is both the wellspring for the
20:32
game of life and for snakes
20:35
and ladders also has this sort
20:37
of morally improving through life or
20:39
in that case getting shot back
20:41
down to be, you know, reincarnated.
20:43
And as you alluded to earlier,
20:45
there's there's a moralistic random device. Yeah,
20:48
he couldn't put dice in the game because
20:50
dice are tools of the devil. They're gambling
20:52
tools. So he had what then was a
20:54
T totem. like a little dreidel that you'd
20:56
spin around and it would fall down and
20:58
give you the side or it had a
21:00
piece of card punched onto it and it
21:02
would fall down and you'd look at the
21:04
top of the card. Yeah. That's not a
21:06
tool of the devil at all because the
21:09
devil is too embarrassed to use a T
21:11
totem. No. No one would gamble at that
21:13
because it looks naff. Then it became a
21:15
spinner in the reboot in 1960. But
21:17
don't worry, Robin. You're not worried
21:19
about salvation but about success. You
21:21
just want to get to a
21:24
ripe old age. That's the win
21:26
spot. This is Milton Bradley's big
21:28
thematic innovation. The American thing, it's
21:30
no longer you're saving your soul,
21:32
but that you are becoming successful.
21:34
So you're trying to score 100
21:36
points, landing on different squares. And
21:39
patience and charity, which features as
21:41
squares in the mansion of happiness, nowhere
21:43
to be found in the Milton
21:46
Bradley version. Truth is available as a
21:48
square in both, but in the
21:50
Milton Bradley version, landing on the truth
21:52
gets you nothing. Gets you
21:54
no points. Yeah, you get six
21:56
squares ahead to land on the
21:58
truth in mansion, but in life,
22:00
Zippo. So that's a beautiful American
22:02
commercial cynicism in there. There was
22:04
a square in the first edition
22:06
called Government Contract, and you landed
22:08
on it, and you got to
22:10
spin your tea totem, and on
22:12
a one or a six, you
22:14
got to go to big
22:16
payout and get a bunch of
22:18
points. And if you didn't get
22:20
a one or a six, then you
22:22
go to bankrupt square and then lose
22:25
points. And that was still too much
22:27
like gambling. So. He changed it so
22:29
that government contract just moves you to
22:31
big payout on the next go. Right.
22:33
And also, it undercuts the rest of
22:35
the message of hard work and persistence.
22:37
It's like, no, luck. That's what gets
22:39
you ahead in capitalism. There's
22:41
an instant lose square suicide, which
22:44
is right between ruin and fat office.
22:47
So that's something that a modern game designer
22:49
might not put in. And also, if
22:51
you get on the final square, happy old
22:53
age, that's worth half the point square. That's
22:56
worth 50 points. Milton
22:58
Bradley, perhaps working in an era before
23:00
game balance. Game balance. But, you know,
23:02
you have to get the other 50
23:04
points to get there, so it is
23:06
what it is. And hot sales. This
23:09
was big. Huge seller, sold 45 ,000
23:11
copies in less than a year. There's
23:13
many anecdotes of him showing up at
23:15
a store in New York and saying,
23:17
I have this board game and people
23:19
would look at it and play it
23:21
a bit and they would say, how
23:23
many copies can you sell me, you
23:25
know, give the number, I'm writing you
23:27
a check right now. So it's a
23:29
giant thing, keeps the doors open, huge
23:31
success for Milton Bradley. Another big year
23:33
for him in 1866, he releases
23:35
the Mary Opticon, which is like a
23:37
home version of the panorama. So there's
23:39
a painted scroll that you wheel past
23:41
a little window and you read the
23:43
script. And so instead of going out
23:45
to see the big panorama, you just
23:47
do it at home. And then he
23:49
also manufactured and sold Zoa Tropes. Which
23:51
are, you spin those around a light
23:53
and it makes a shadow. That's
23:56
basically where film comes from.
23:58
And he publishes and patents the
24:00
rules for croquet in 1866.
24:02
So huge year for him. The
24:04
next year, sadly, his first
24:06
wife dies. In 1868, he
24:08
produces the first children's jigsaw puzzle, the
24:10
smashed -up locomotive. Proving that children are also
24:12
eternal. Yes. And then in 1869, Mary's
24:14
his second wife, Nellie, and he has
24:16
two daughters. And this is probably what
24:18
gets him into the kindergarten movement. He
24:20
publishes a manual for kindergarten teachers and
24:22
becomes an activist in the kindergarten movement,
24:24
which to many Americans was the, let's
24:27
get our kids out of the house
24:29
before school starts. Just as soon as
24:31
we can get them out, let's do
24:33
that. And Mark said changing American economy
24:35
because you didn't need the kids to
24:37
work on your farm. He wanted them
24:39
out from underfoot. Right. Yeah, this is
24:41
for the urban crowd. In 1872, he
24:43
patents a Rummy variant on the game
24:45
Authors, which I don't know if everyone
24:47
in the world played Authors the way
24:49
that I did, but Authors is a
24:51
matching game. You match, you know, basically
24:54
such number of Authors and that's a
24:56
trick. In this, it's a bunch of
24:58
characters from individual books. They all have
25:00
points and it's a much more sophisticated
25:02
version of Authors. In 1879, he invents
25:04
the one armed paper cutter like you'd
25:06
find in an office even now or
25:08
a school. In 1893, he
25:10
begins publishing the perennial money loser kindergarten news
25:12
and it's because he believes so strongly
25:14
in kindergarten by then. Well, it works of
25:17
advocacy. You're not supposed to make money.
25:19
Yeah. In 1898, he releases the first fixed
25:21
colors set of crayons so that they're
25:23
all the same colors, no matter which
25:25
one you buy. That, you know,
25:27
beats crayola to market by, I think, four
25:29
years. And in 1906, He retires.
25:31
He's seven years old. He's been napping in
25:33
his office for the last several years,
25:35
and he would shut the presses down for
25:37
90 minutes during lunch so he could
25:39
get his nap in. And I assume that
25:41
his workers enjoyed that because that's like
25:44
extra lunch. But, you know, it's no way to
25:46
run a railroad. He dies in
25:48
1911. And in 1960, as
25:50
I alluded, Milton Bradley Company
25:52
publishes a new version of the Game
25:54
of Life. And in this one, it's even
25:56
more crass. You're in your pink car,
25:58
you're driving around, getting your pink babies, and
26:00
it's just about making money. And guess
26:02
who's on the money? Milton Bradley. And
26:05
so, in a way, that's
26:07
a lovely full circle for him
26:09
and his career. It captures
26:11
the suburban zeitgeist, again, a marker
26:13
of the changing economy and
26:15
an even better note of irony.
26:17
The 2007 reboot was
26:20
cashless. with a Visa
26:22
copromotion credit card for
26:24
each player. That's the
26:26
dystopic version of the game of life. Yeah,
26:29
if there's enough capitalism to make even
26:31
you get a silver expression on your
26:33
face, that's a lot of capitalism. Like
26:35
pure capitalism is play money with Milton
26:37
Bradley's face on it. I think we
26:39
all know that. Yes. Well,
26:41
now something is not at all
26:43
capitalistic and add another segment. Five
27:17
fresh new terrors await the
27:19
anti -mythos agents of your
27:21
Delta Green campaign in Arc Dream's
27:23
dead drop scenario anthology. In
27:25
Meridian, desperate youths gather at
27:27
a secret church. under an
27:29
inexplicable light in the Missouri
27:31
sky. Their salvation may show the
27:33
agent new meaning in madness.
27:35
In a victim of the
27:37
art, horrific murders strike a
27:39
quiet Long Island town. Unseen
27:41
powers give awful consequence to
27:43
evils unspoken and barely conceived.
27:45
From the dust sets the
27:48
agents on the trail of infant
27:50
disappearances in Brooklyn. Strange events
27:52
echo by night at a
27:54
construction site. The agents must
27:56
sift superstition and rumor from
27:58
a horror that lingers across decades,
28:00
across centuries. In presence a
28:02
young woman vanishes in Alabama.
28:05
She reappears in the same instant.
28:07
in Vermont. A door of
28:09
discovery opens to secrets more virulent
28:11
than the most appalling proliferations
28:13
of life. In Jack Frost, suitable
28:15
for use with the classic
28:18
1990s set Delta Green the Conspiracy
28:20
Source Book, Winter wipes out
28:22
an Alabama town. Did the military
28:24
hold the town in quarantine?
28:26
The characters join a sprawling team
28:28
of expert researchers from the
28:30
blackest reaches of government. The infamous
28:32
majestic project at its staggering
28:34
height as the 20th century stumbled
28:37
and died. Dead Drops also
28:39
features crucial background intel on the
28:41
little -known but pivotal Air Force
28:43
Office of Special Investigations. Available
28:45
as a full -color, 228 -page hardback,
28:48
228 pages. Or order
28:50
the PDF at
28:52
DriveThruRPG. Remember to rate,
28:54
review, and rive in
28:56
terror. Help this podcast pay its
28:58
rent on park place by pitching
29:00
in with such beloved Patreon backers
29:02
as James Candolino, Jesse
29:05
Lowe, Dreaming Johnny, Yaj
29:07
from Edinburgh. And Chris
29:09
Doyle. The
29:15
sense of rising action, the
29:17
constricting narrative tightness as we pass
29:19
through the door, and the fry -tags
29:21
triangle leaning against the wall welcome us
29:24
once more into the narrative hut
29:26
where beloved Patrick and backer Neil Barnes
29:28
asks, I've found the
29:30
typology of RPG Adventures
29:32
interesting, and this goes back
29:34
to episodes 563 through
29:36
569. It's the stuff that you set
29:38
forth in the Adventure Crucible booklet,
29:40
right, Robin? Yes, the Kraken chapbook. The
29:42
subtitle is Building Stronger Scenarios for
29:45
Any RPG. Right. But, continues Neil, I
29:47
think it would be very interesting
29:49
for you to look at some classic
29:51
adventures and stories and how they
29:53
fit into that schema. Is The Hobbit
29:55
or The Odyssey an example of
29:57
a journey, the missing sixth
30:00
adventure type? They both feel like
30:02
they can be translated into
30:04
an adventure pretty easily, unlike, say,
30:06
the Iliad. And Robin, do
30:08
you want a premise reject or shall I premise
30:10
reject? Well, I'm all set to do it.
30:12
So why don't you? All right. My premise rejection
30:14
is not that the journey is a bad
30:16
thing, but it's a campaign. It's not an adventure,
30:18
right? The Hobbit is a bunch of adventures. The
30:21
Odyssey is definitely a bunch of adventures. So
30:24
a journey is a great structure for
30:26
a campaign or can be. If
30:28
a journey is just an adventure, then
30:30
it's more likely either survival Right?
30:32
Or it's a dungeon, right? You're either
30:34
going through a string of bad
30:36
places in a hurry, or you're trying
30:38
to get out of a really
30:40
terrible place journey -wise, and that's your
30:42
adventure. Am I wrong, Robin? Tell me
30:44
I'm wrong. Well, of course, Neil
30:46
is not the only one to suggest
30:48
that there's a missing adventure type.
30:50
It's almost as though whenever you say
30:52
there are five types of something,
30:54
people say, I have invented the sixth
30:56
type. Right. Aristotle did it with
30:58
the four elements, which was real baller
31:00
of him. But I think if
31:02
you look at it, it's a hybrid,
31:04
as you suggest, of the dungeon,
31:06
which is not just literally an underground
31:08
environment, but is anything about moving
31:11
through and gaining control over a space.
31:13
The difference here is you're not
31:15
gaining control over the space
31:17
that you're moving through on a
31:19
journey, but you're still moving
31:21
through a series of places that
31:23
basically in, for example, the
31:26
Odyssey or in a way, also
31:28
the Hobbit, that they're just You're going
31:30
through a series of tests, or
31:32
you're going through a series of ablative
31:34
things to wind you down before
31:36
you get to the big thing at
31:38
the end. And so you could
31:40
look at Journey as a dungeon, where
31:42
the different locations where you deal
31:44
with problems, some of a combat nature,
31:47
some of a hazard nature, as
31:49
rooms in a dungeon. Or you could
31:51
look at it as a chain of
31:53
fights. And the chain
31:55
of fights is separated by learning
31:57
things, learning where to go
31:59
next, where the next fight is
32:01
also possibly hazards. So
32:03
as far as the scenario structure
32:06
goes, and remember, first of
32:08
all, that this was not about developing
32:10
a taxonomy of different scenarios. It's about
32:12
practically showing you how to make them
32:14
better. And I would argue that
32:16
you will have a better scenario.
32:18
If you think of it as either
32:20
a dungeon or a chain of
32:22
fights, then if you think of it
32:24
as its own separate thing and
32:26
have a series of tests, because that
32:28
will seem very linear. There's a
32:31
TV show right now that is very
32:33
much the literary structure of the
32:35
journey where the characters are moving physically
32:37
through a space, which leads them
32:39
to a series of tests that they
32:41
have to pass or fail in
32:43
order to keep going. That
32:45
shows Agatha all along. And
32:48
even as I show, that
32:50
structure is somewhat annoying and
32:52
shows, you know, a kind of
32:54
a lazy approach to obstacle
32:56
development and would very much annoy
32:58
a set of players because
33:00
it is so linear. And
33:02
the thing about a chain of fights
33:04
or a dungeon is it doesn't seem quite.
33:06
so linear so again the characters are
33:09
either choosing which areas to move through to
33:11
get to where they're going to the
33:13
big thing at the end or they're going
33:15
to places to learn things to tell
33:17
them where to go next. The
33:19
Hobbit as you point out is a
33:21
series of adventures but even if you sort
33:23
of collapse it into one thing it
33:25
would then have that sort of, you know,
33:27
now you have to pass this test,
33:30
now you have to pass that test, now
33:32
you have to pass another test, which,
33:34
although you can point to examples like that
33:36
in fiction, I think, again,
33:38
is unsatisfying in a narrative. And
33:40
you will note that when Tolkien
33:42
decided to do it again, but
33:44
way bigger in The Lord of
33:46
the Rings, he made it into
33:49
a very specific version of the
33:51
chain of fights in that it
33:53
has now become a chase. You're
33:55
being pursued by the Nazgul, which
33:57
is driving you toward the characters
33:59
through the narrative, especially early on.
34:01
And that increases the stakes and,
34:03
again, keeps the excitement going.
34:05
So I think that although arguably
34:08
the journey or as someone else
34:10
said, the adventure is something you
34:12
could put in the taxonomy that
34:14
you will get better, sharper results
34:16
if you conceive of them as
34:18
one of the other categories. And
34:21
from my own table, I will
34:23
say that if I do anything that
34:25
even begins to look like a
34:27
journey, one of my players will cast
34:29
a gimlet eye on me and
34:31
say, are we going up the Nile
34:33
again? Referring
34:35
to the legend that has been passed
34:37
down, I'm not even sure I have
34:39
a player who was playing in the
34:41
campaign, the Castle Falkenstein campaign where they
34:44
went up the Nile. Someone had such
34:46
a bad time that other people now
34:48
remember it. And it was so legendarily
34:50
terrible that people in my game now
34:52
still know that it is a sign
34:54
that Ken has sent you on a
34:56
bad journey. And so
34:59
we have successfully done
35:01
journeys. since then, but
35:03
it is very, very
35:05
fraught with fail points. And
35:08
the worst fail point of all, which
35:10
is not, oh, we've stopped and had to
35:12
turn around. Guess we don't get to
35:14
go on the stupid journey that we hated.
35:16
But the fail point of, there is
35:18
no way off this ride. We are stuck
35:20
on a literal mine car. there is
35:22
nothing off the tracks even, we just have
35:24
to keep going. And that
35:26
is just psychologically punishing to
35:28
players and it is eventually
35:30
psychologically punishing to a GM
35:32
who cares whether or not
35:35
their players are having fun.
35:37
And in the stories, it's
35:39
physically and psychologically punishing to
35:41
the characters because it is
35:43
sort of an arduous almost
35:45
sort of a self -scorging
35:48
experience in mortification that you
35:50
undergo in order to spiritually
35:52
qualify to succeed at the
35:54
end. And again, if we
35:56
want to look at Lord of
35:58
the Rings, the most arduous part of
36:00
that journey is all about Sam's
36:02
enormous sacrifice in carrying Frodo, the final
36:04
legs of the journey, into Mordor.
36:07
And that is therefore sort of a
36:09
spiritual thematic reason and is very
36:11
powerful. But your players do not want
36:13
to do that. Even Odysseus has
36:15
to take breaks, right? He stops off
36:17
with three different girlfriends on his way
36:19
back home to his wife, and he's
36:21
still a wreck when he gets to
36:23
Ithaca, and the players don't get to
36:25
dally with Calypso. They have to just
36:27
roll dally, and that's not as much
36:29
fun, I'm pretty sure. Right, and in
36:31
the source material, those iddles that break
36:33
up the suffering also don't have choice
36:35
points. Right, yeah. So you can get
36:37
the same sort of bang from what
36:39
you're doing as long as you adapt
36:41
one of these other structures that sort
36:43
of fights against the idea that you're
36:45
trapped in a dark ride, that your
36:47
spectator being dragged through and, you know,
36:49
you have to make a whole lot
36:51
of roles and suffer. And you could
36:53
also structure a journey as more of
36:55
a mystery where, you know, it's an
36:58
exploration where you're trying to find something
37:00
you don't know where it is. And
37:02
as you go along, you ask people
37:04
where you're the place that, you know,
37:06
you're looking for El Dorado, basically. And
37:08
And that too, I think,
37:10
gives the players more of
37:13
a sense that they are
37:15
moving the journey forward. because
37:17
they have to figure out where to
37:19
go next and what the best route
37:21
is. And by the very nature of
37:23
doing that, it's no longer a series
37:25
of tests that you pass or fail,
37:27
but a series of deductions you make
37:29
or choices. So if you have, well,
37:31
we can go through the desert, which
37:34
is very physically taxing, or we can
37:36
go through the forest, which is haunted.
37:38
At least then you have a sense
37:40
that the decisions you make impact
37:42
what happens. And as soon as you
37:45
do that, it's much more of
37:47
a dungeon experience than it is a
37:49
typical journey or quest. Yeah, the
37:51
quest, the Trump with the quest is,
37:53
it really is all about the
37:55
golden fleece, right? If you're not going
37:57
towards the golden fleece, then you
37:59
have implicitly failed. If you're not going
38:01
towards the grail, you have failed.
38:03
And, you know, the grail quest, you
38:05
know, again, is only achieved
38:07
by the guy who is too
38:09
pure and mighty to ever be
38:12
challenged by any of it. And
38:14
so, it's not a good story for
38:16
interactive play, traditionally. I mean, you
38:18
can make a quest work. People have
38:20
made quests work. I have made
38:22
quests work, but it requires a lot
38:24
of backstop and care
38:27
and, as you say, flavoring
38:29
like other kinds of
38:31
story, mystery being maybe the
38:33
classic example, go find the grail. Where's
38:35
the grail? I don't know. Look for it.
38:37
Where's unknown KDF? Go look for it.
38:39
That is at least something that, as you
38:41
say, the players get to make the
38:43
choices. They get to draw the map. They
38:45
get to say, well, it's either in
38:47
Castle Carbonac or Castle Perilous. I don't like
38:50
the name of Castle Perilous. We'll go
38:52
to Castle Carbonac and that at least sets
38:54
up know, a story that they've somehow
38:56
been complicit in as opposed to, yep, the
38:58
marshes are still dead, everything's still terrible,
39:00
you're still out of Lembus, Gollum is still
39:02
giving you crap, keep doing that, that's
39:04
just misery and no one wants to play
39:06
misery. Right. Well, let's put this segment
39:08
out of its misery and move on through
39:10
commercial to whatever lies on the other
39:12
side. Hold
39:31
the presses. Stop typing the teletypes.
39:33
It's time for another CarTas news
39:35
news bulletin. Gamers across the globe
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40:41
It's time once more to wander
40:43
into that most ill -defined of huts,
40:46
so that's where we're not really
40:48
sure what's going on, because there's
40:50
strange paleoarchaeology and weird fake artifacts
40:52
in this corner, and somebody over
40:54
here is thinking up some weird
40:56
chronology, but if we look out
40:58
the window, oh, there's the alien
41:00
big cat. He's screaming on the
41:02
moor. That must mean when we
41:04
look over in the other corner,
41:07
we've got the gray alien, the
41:09
Nordic alien, they're sharing a kombucha,
41:11
and this time, They're leaning a
41:13
bit forward because we're back in
41:15
their UFO alien territory because beloved
41:17
patron backer Ross Ireland can wants
41:19
to know about the Hopkinsville Goblin.
41:21
So take us back to August
41:23
21st, 1955 in Hopkinsville, Kentucky. Yeah,
41:26
actually, the Hopkinsville Goblin is better
41:28
known as the Kelly Goblin because
41:30
he appears or They appear, there's
41:32
more than one, in Kelly, Kentucky,
41:34
which is a sort of, what
41:36
I want to say, unincorporated community
41:39
near Hopkinsville. The guy named Billy
41:41
Ray Taylor, this is 7 p
41:43
.m., so we're not quite at
41:45
sundown, we're at dusk in August.
41:47
He's an itinerant carny. He's visiting
41:49
his friends, relatives, Glennie Lankford and
41:51
family in Kelly, Kentucky. He sees
41:53
a bright streak of light in
41:56
the sky that goes behind the
41:58
tree line and he comes in
42:00
and he says, I just saw
42:02
one of them flying saucers and
42:04
everyone who knows him says, no,
42:06
you didn't. And that's hilarity for
42:08
an hour. But an hour later, eight
42:11
PM, and now we're at roughly at
42:13
sundown, a barking dog
42:15
attracts Taylor and his friend
42:17
and fellow Carney, Elmer
42:19
Lucky Sutton. That's Glenny Langford's son by
42:21
a previous marriage. They're Ken Robin. Right. I
42:23
wonder if Lucky means he was a
42:25
lucky boy, someone who runs games in a
42:27
carnival. He could have been. He could
42:29
have been. And they go outside and they
42:31
see a creature. And they
42:33
run back inside and they get
42:35
guns, a .22 target pistol and
42:37
a shotgun. And then they go
42:39
back outside and start blasting to kill
42:41
the creature. Right. And that's how you
42:43
know it's 1955 and not 2015 because
42:45
they don't have AR -15s. Right. Well,
42:47
they could if they would, but they
42:49
don't. It's just a simple Carney family
42:52
in Kentucky. And they run out. I
42:54
shouldn't say that. Glendale Angford is a solid
42:56
citizen. She's not a Carney at all. It's just
42:58
all of her relatives and kin folk are. Anyway,
43:00
they have a running gun battle with
43:02
these creatures, by which I mean they fire
43:05
drunkenly into the woods for three hours.
43:07
At one point, Taylor says his hair is
43:09
grabbed by a clawed hand, but the
43:11
creatures, when they shoot at them, they don't
43:13
seem to have any effect and sometimes
43:15
they'll be in midair and they'll shoot at
43:17
the creature and it'll just sort of
43:19
float to the ground or they'll shoot at
43:21
it on the ground and it'll float
43:23
back up to midair. It's very weird and
43:25
annoying. Yes. Running gun battle implies that
43:27
the Aliens are shooting back, but
43:29
they're just they're not floating around being
43:31
jerks and being difficult targets to
43:33
hit, right? According to some testimony, every
43:35
now and again, you'll shoot at an
43:37
alien and you'll hear a plink or
43:39
a bang as though it hit a
43:42
metal bucket. So put that into your
43:44
into your mix. So anyway, the the
43:46
problem dies down. I think Lenny Langford
43:48
is saying, stop shooting into the woods.
43:50
You're scaring the children. And so they
43:52
all talk themselves back into a state
43:54
of mild hysteria. They climb into their
43:57
cars and they drive, this is
43:59
six adults and three children, drive to
44:01
the Hopkinsville police station, which is the
44:03
nearest big town, to report
44:05
the incident. And they show up
44:07
at 11 p .m. So that's when
44:09
they report it. They describe the
44:11
aliens as goblins. They have large
44:13
eyes, reflective or shining
44:15
silver -green skin, maybe antennas. Long
44:17
arms, they have claw hands, they
44:19
have spindly useless legs. That's
44:21
mentioned a couple of times. They're
44:23
about four feet tall or
44:25
maybe says Glany two and a
44:27
half feet tall. They could
44:29
levitate, obviously, as I mentioned. You don't
44:31
need good legs to levitate. Nope. The
44:34
sort of excited report is that
44:36
as many as 12 to
44:38
15 goblins besieged this little cabin.
44:41
And so the cops are like,
44:43
well, 12 to 15 goblins, that's
44:45
a big problem. Also, drunken people
44:47
shooting to the woods near other
44:49
people's houses, also a big problem,
44:51
let's go investigate. Yeah, it's either
44:53
a 916 of drunken shooting or
44:55
a 1216, which is Goblin's. Goblin's
44:57
sighting. And apparently, this is a
44:59
slow day in Hopkinsville because four
45:01
Hopkinsville city police, five Kentucky
45:03
state troopers, three deputy sheriffs from
45:05
various counties around, plus four army
45:07
military police from Fort Campbell. I
45:09
feel like a poker game may
45:11
have been going on at the
45:14
Hopkinsville police station. Maybe it's always
45:16
generally quiet in Hopkinsville. Right. So
45:18
anyway, they all roll out. They
45:20
look around the farm. They find
45:22
a lot of expended shells, obviously. They
45:25
find one hole in a window screen.
45:27
They do not at the time
45:29
report a lot of empty bottles,
45:31
but one of the surviving state
45:34
policemen later talked to UFO investigator
45:36
Joe Nickell and said, if you
45:38
ask me, the goblins came out
45:40
of a can. So there
45:42
you go. They found no tracks. They
45:44
found no landing site. They did find
45:46
a luminous green glow on a nearby
45:48
wood fence, so spooky, but
45:50
no goblins, no monsters, no problem.
45:52
They said, well, looks like they've
45:55
been scared off by this armada
45:57
of police. And, you know,
45:59
there you go, citizen. Good work. They
46:01
go away. Cops come back the
46:03
next morning as a follow up. I
46:05
guess that's routine in Hopkinsville. And
46:07
the house is empty and a neighbor says, oh,
46:10
the aliens came back. The goblins came back at
46:12
three thirty in the morning. They were
46:14
scratching all over the roof and it scared
46:16
everybody again. So they just went to Evansville,
46:18
Indiana. So Mrs. Langford
46:20
comes back. Later, to
46:22
clean up all the beer cans that the
46:24
cops have found in her house, she
46:27
talks to reporters, she shoes off sightseers and
46:29
lucky lose. Her little daughter, Mary, who
46:31
had hid under the bed with the other
46:33
children, has trouble keeping her cat under
46:35
control, Robin. This is the big development in
46:37
the story of the next day. And
46:39
out of control cat. This has to be
46:41
elliptinia of the highest water. Something alien
46:44
must be happening today. Seven -year -old
46:46
girl can't keep a large cat under control.
46:48
We're going to do a segment later about
46:50
you keeping Warren under control, and I'll look
46:52
to you how. Right, yeah. It's a six -year
46:54
-old game designer can't keep a cat under
46:56
control. Anyway, there's no Air Force
46:58
investigation. That is a myth
47:00
that is spread later on. And Robin,
47:02
if you would like me, I can now
47:05
fun ruin this. I don't want you
47:07
to, but our listeners do. Right, yeah. Fun
47:09
ruin away. All right. The UFO is
47:11
the Kappa Signed Meteor Shower. There are like
47:13
seven other sightings of bright streaks in
47:15
the sky. It's the Kappa
47:17
Signed Meteor Shower. It's part of
47:19
the Perseids. It happens all the
47:22
time. The luminous patch on the
47:24
wood, probably Foxfire, just rotting wood.
47:26
It closed. That's how it works.
47:28
Once you boil down all the
47:30
reports, Only two goblins are ever
47:32
seen at the same time. Well, you
47:34
don't want to present a Target with you
47:37
just shoot in a general direction hit
47:39
a goblin, right? Yeah, the neighbors only heard
47:41
four shots So maybe not a three -hour
47:43
running gun battle who can say everyone
47:45
who was investigated this says oh You just
47:47
got scared by owls. The great horned
47:49
owl is by the way. He is scary,
47:51
right? Two -foot tall owl, which is not
47:54
small now Of course Whitley striber would
47:56
say that seeing an owl means you've seen
47:58
An alien not the other way around
48:00
real aliens and they erased your memory. Yeah,
48:02
but In this particular case, the stories
48:04
exactly match owl behavior and it turns out
48:06
right around sunset is when horned owls
48:09
get super aggressive if you're near their nest.
48:11
They do have spindly legs. They're known
48:13
to be jerks when you shoot at them.
48:15
They will grab your hair with their
48:17
claw if you're running around in the midst
48:19
of them. They float. And if they
48:21
don't, a tree branch will. And if they're
48:24
two feet tall and you think they're
48:26
four feet tall and also you've been drinking,
48:28
this explains their bulletproof nest. Anyway,
48:30
in the archives of Project Blue Book,
48:32
although as I say, the Air Force
48:34
did not investigate it, the Blue Book
48:36
team lists it as one example of
48:38
a hoax. They have a list of
48:40
hoaxes. Hopkinsville is one of them. And
48:42
this is probably because unlike the Langfords,
48:44
who are all pretty cool, Billy Ray
48:46
would just sort of go and talk
48:48
to any reporter and make up new
48:50
parts of the story. So if you've
48:52
heard anything more lurid and wild than
48:54
the sober to use a term of
48:56
art narration I just gave, it was
48:58
probably Billy Ray making stuff up in
49:00
the late 50s. And the newspapers sort
49:02
of added the little green men description.
49:04
As I say, there was a sort
49:06
of a shining silver green was mentioned
49:09
by one of the witnesses at one
49:11
time, but it was not part of
49:13
the canonical Hopkinsville sighting necessarily. Now,
49:15
increasingly, when we talk about an elliptonic
49:17
phenomenon, the question comes up, is there
49:19
a festival or tourist event? And there
49:21
was a Kelley Little Green Men Festival,
49:23
but it was a casualty of the
49:25
pandemic. So it has not been revived
49:27
since then. And it was for this
49:29
festival that the mayor of Hopkinsville brought
49:32
UFO investigator Joe Nickell, who by the
49:34
way is very good at his job
49:36
and a good writer, and he gave
49:38
him the key of Hopkinsville and he
49:40
brought like a big time believer ufologist
49:42
also down and I think the goal
49:44
was they were both going to investigate
49:46
the case and then they were going
49:48
to present at the 50th anniversary of
49:50
the Hopkinsville sightings. So this was in
49:52
2005 and so that seems like a
49:54
well done mayor and I feel like
49:56
there is a a sort of a
49:59
wild jaws situation where the mayor is
50:01
like trying to keep this Hopkinsville goblin
50:03
fest going. And it doesn't matter that
50:05
there's still weird alien mind erasing owl
50:07
creatures out there doing stuff. It's like,
50:09
no, no, no, we've got we've got
50:11
to catch up with Point Pleasant. They
50:13
put their cryptid and it made them
50:15
a lot of money. Let's get it
50:17
done. Yeah. At the one that was
50:19
canceled, they're going to have the original
50:21
owls show up right fest or everything.
50:23
So the idea of, you know, a
50:25
whole bunch of weird invading aliens out
50:28
in the woods that you have to
50:30
shoot at is inherently a scary scenario.
50:32
I mean, it's Lovecraft's Whisper of the
50:34
Darkness right there. Yeah. And so you
50:36
could have an incident where, you know,
50:38
people get drunk and engage in some
50:40
owl shooting and then the real goblins
50:42
show up. That's something the esoterrorists would
50:44
certainly do is take a hoax or
50:46
a hallucinated event and then magnify it
50:48
into a real event later. Or it
50:50
could be, again, the the cover story
50:52
for some sort of psychogenic thing going
50:55
on in the woods and it's just
50:57
being read as a little green man
50:59
and you can go from there to
51:01
reveal something even scarier. Right. And as
51:03
you say, the owls are a popular
51:05
part of the screen memory in modern
51:07
day ephological war. You can either go
51:09
that direction where they were in fact
51:11
attacked by some sort of EBEs that
51:13
put the owls down as the screen
51:15
memory and that way if they don't
51:17
quite match the description of the aliens
51:19
in your game that's cool or you
51:21
can go a direction where it's an
51:24
owl spirit that they're not attacked by
51:26
an alien at all somehow they've angered
51:28
the mother of the woods and she
51:30
sends her owls after you and you
51:32
know that's Athena when she's in a
51:34
bad mood or you know Bobby Yaga
51:36
or somebody has got owls to send
51:38
after you. You know, Potnia Theron, the
51:40
pre -classical goddess of nature used to
51:42
send owls to mess with you. Yes,
51:44
and owls are considered so disturbing in
51:46
certain indigenous North American cultures that you
51:48
will see there's an episode of Reservation
51:50
Dogs that had a content warning owls.
51:53
Content owls, there you go. Yeah, because
51:55
it's seen as they're sufficiently horrible. Yeah,
51:57
and they will mess you up. If
51:59
you've never seen an owl suddenly at
52:01
night when you were not expecting an
52:03
owl, you don't stop and think, oh,
52:05
that's an owl. You immediately say, an
52:07
angry ghost wants to eat my soul.
52:09
is the response. And of course Owl
52:11
Bears, they're not good. Yeah, Owl Bears. And
52:14
you can also, if you want
52:16
to, low budget but super good supernatural
52:18
horror movie Lord of Tears introduces
52:20
the Owl Man. That's by Lowry Brewster
52:22
from 2013. And you can derive
52:24
as much or as little of that
52:26
and move it to rural Kentucky
52:29
and set it in the 1960s of
52:31
fall of Delta Green if you
52:33
want to have a sort of a
52:35
creepy X -Files -y type episode in
52:37
the midst of your mythos hunting. And
52:39
if you're doing Fall of Delta
52:41
Green, hunting down owl creatures in the
52:43
woods, maybe that's Spore of Kothanurin,
52:45
our very own great old one who
52:47
we birthed on this very podcast.
52:49
Yep. Part worm, part owl, all scary.
52:52
Right. Well, now that we've gone
52:54
from don't worry it's owls to oh
52:56
no, it's owls, we can declare
52:58
yet another episode of Victoriously Completed and
53:00
we'll be back a mere week
53:02
from today with yet another one. Stuff
53:05
having once again been talked about, it's time
53:07
to thank our sponsors! Atlas
53:09
Games, Pog Rain Press, ArcDream,
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GenCon TV, Dark Tower,
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and ProFantasy Software. Music as
53:16
always is by James Semple.
53:18
Audio editing by Rob Borges.
53:20
Support our Patreon at patreon.com
53:23
backslash Ken and Robin. Stave
53:25
off this podcast's final battle
53:27
by joining such backers as
53:29
Drew Eichols, Daniel Markweg, Manfred
53:31
Gabriel, Liz and Sisky,
53:33
and Robbie Carleton. Wear this show
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or drink it from a mug
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with Ken and Robin merch at
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kenrobin .dashry.com. Grab our latest design. Subtle
53:42
tea is for people who forgot
53:44
their their battering ram. On X
53:46
he's at Kenneth Height. And on
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Blue Sky he's robindelaws .biskey .social. See
53:50
you next time when once again
53:52
we will talk about stuff. You
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