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Lonely TTRPG EP 52 - Rift by Eric Dill
Episode 5228th August 2023 • Lonely TTRPG • Black Dragon Dungeon Company
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Transcripts

SteelStash:

Greetings, weary wander and welcome back to Lonely T T R P G, the

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Solo Actual Play and Review podcast.

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This week we are playing Rift by a friend of the pod Eric Dill.

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Now Rift is a game based on Rune, written by Spencer Campbell of Gila RPGs.

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So this is gonna follow the same rules as Rune.

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To get the full experience of this game, you will need to get the Rune core set.

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But there are enough rules in here that we're able to cover most of it while

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just using the game book that we have.

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Now, as for equipment, we're gonna need some D sixes, at least two.

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But there will be options for having more.

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And you're gonna need a four by four grid, four combat encounters.

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Now one is provided in the back of the game book, so you have that going for you.

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The galaxies and rifts legends tell of the formation of the

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galaxy by the supernatural entity known as the dust of creation.

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No one knows who or what the dust of creation is or whether there

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are multiple creatures or only one.

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As time passed, the denisons of the galaxy learned to take the residual

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energy present around strange spatial anatomies, rifts, and compress

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them into cores of immense power.

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Powerful individuals, corporations, and even the galactic military

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uses these cores to exercise augmented power against the masses.

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The plethora of heinous acts performed in pursuit of more power did not go

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unnoticed by the dust of creation.

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In response, mighty Warriors created with the task of taking back.

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These cores were created within the rifts.

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These warriors were formed from the raw creative energies and exhibit both

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humanoid and mechanical qualities, making them powerful forces within the galaxy.

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These warriors are known as the Rift born.

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So in this game, you are the Rift born.

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That means that you are an immortal being created to find

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these cores and take them back.

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Now, being immortal does not mean that you are in vulnerable.

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In fact, you only have 10 health to start out with.

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But what it does mean is that if your health ever drops two zero,

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you are going to be taken back to the rift that you emerged from,

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where you'll be reconstituted with full health and all equipment, gear,

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items, and data you previously had.

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Now, of course, getting destabilized in this way is going to have an effect, and

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any fight that you've managed to succeed except against unique enemies is going to

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be reset every time you get destabilized.

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So what that means is as you're bebopping around the map, if you go

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through three fights and on the third fight, You fall and become destabilized.

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All three of those fights are gonna reset and you're gonna have to redo them.

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But you do gain everything that you found along the way.

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So to start out with, you are going to have 10 health and two stamina.

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The stamina represents your d sixes.

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When you take damage, you're gonna reduce your health until you get to

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zero, at which point you destabilize.

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In addition, you're going to start out with two starting weapons

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or spells, any combination.

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You can have two weapons, two spells, one weapon, one spell,

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however you want to do it.

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You're also gonna have one piece of gear and one core.

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Now this game does not have a max limit for items you can carry.

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But you can only equip two weapons, one gear, and one core at a time.

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Now, throughout the gameplay, you can swap a lot of this stuff out during the game.

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However, you cannot do it mid combat.

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So what you got rolling into combat is what you got

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for playing the game.

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This is a souls like game.

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Both in the sense that you're going to die and be reborn, but also in the

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sense that there is no concrete story.

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Things are gonna have descriptions and tags along the way, and you

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kind of build the story as you go.

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But gameplay is done in two phases, exploration and combat.

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Exploration involves moving from point to point on the mission map, gaining data,

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information, et cetera, and then combat.

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You're gonna switch to your four by four grid and conduct that.

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So this is a point crawl.

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So for exploration, you start out at your starting point and that

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point will indicate what other points you can get to from there.

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So, For example, you might be able to go from 0.1 to 0.2 and then

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from 0.2 to either 0.3 or four.

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It all depends on what direction you wanna take and how you wanna pursue this.

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But you can only move to the points indicated by the

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description in in the point map.

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And once you get to the point, you will have a variety of things that you can do.

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You can search, delve, learn, or fight as indicated by the point.

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And these again, once you search, delve, learn that is completed at that point,

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no matter how many times you destabilize.

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However, fights will reset unless it is against a unique enemy.

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But if fight is indicated, you do need to undertake the fight before

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you can do anything else at the point.

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As for these tasks, searching is used to find hidden items such

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as treasures or useful items.

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For delving, there are some points where there are incredibly

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dangerous and well protected.

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Delves typically requires something from the Rift board to enable an undertaking

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such as so many points of data or world events who have happened, but they

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do have secrets, items or equipment.

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Once the delve is complete, learning allows you to increase

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your knowledge and therefore data.

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And then of course, fighting is undergoing combat.

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Moving to your four by four grid and dealing with the enemies present,

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the unsealed Rift is that special location on every map where you begin

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your journey, and where you can go back to, to either regain health

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or when you've been destabilized.

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You can return to the rift at any point to rest and regain health.

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But again, this is going to reset any of your fights.

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Now, some rifts are gonna have a rift clock.

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And that's going to have special triggers.

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So whenever you do so many things, you're gonna add ticks on your

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clock, and then when your clock gets to a certain point, that's going

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to trigger certain world events

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for combat.

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Once you enter combat.

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First, you'll set up your four by four grid.

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Your combat encounter will tell you where to place enemies and terrain,

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and then you start your rounds.

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Combat will consist of rounds, and those rounds will have five steps.

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First of all, you're gonna determine enemy actions, so you're gonna roll a

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D six for each enemy in the fight, and then you're gonna use that enemy card to.

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Determine their moves and actions for that round.

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Next, you're gonna move the enemy and you're gonna do any non harm

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related actions for that round.

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Alright?

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For both the enemies and you.

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So if you have any non harm related things, you would also do that.

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Step three will be determining your own actions.

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So you're gonna roll your own stamina dice.

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And assign those to your weapons or spells.

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Weapons and spells can only be used once per round.

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And when you're looking at your weapon and spell cards, there will be

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numbers associated with your actions.

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So you take your dice, you take your role and assign that to your weapon or spell

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based on what actions you wanna perform.

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So that.

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Maybe, maybe you only get to move this round, or you might be able to

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move and fire, or you might be able to just fire and attempt to deal harm.

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Once you've rolled your dice and decided what you want to do, you're

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gonna go ahead and move your rift born.

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Based on whatever your weapon or spell says that you can do, and then

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you're going to resolve any harm that everybody else would've done.

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So harm happens simultaneously.

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So if an enemy can hit you, they deal harm, but you also deal harm.

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But again, it's simultaneous.

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So if you would've killed that enemy, it doesn't matter.

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They still deal that harm to you prior to them dying.

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In addition for combat, there is also a terrain and there

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are three types of terrain.

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Difficult terrain, permanent terrain and cover terrain, so difficult terrain such

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as hallways, unstable footing or ground that would make combat challenging.

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While on difficult terrain, all harm is dealt with a minus one penalty.

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So if you only roll the ability to deal one harm, you're not dealing

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any harm on difficult terrain.

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Permanent terrain includes large unmovable objects and cannot be moved through.

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And then cover terrain is any kind of destructible terrain

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that a character can hide Behind.

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Cover has a durability of four and prevents damage up to that number.

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Once cover has reached zero durability, it breaks and becomes difficult terrain.

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Now there are certain effects like Pierce that can penetrate cover.

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So if you manage to do a piercing attack, you ignore cover and

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deal harm directly to the enemy.

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However, normally you have to be, you have to either avoid the

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cover or break the cover before you can deal that on that harm.

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Now as for equipment, again, there are three types of equipment, weapons,

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including spells, gears, and core weapons are how you deal harm.

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It's what allows you to move and how you deal harm.

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There are cards for each weapon in the game, so you.

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Again, you equip that weapon or spell you, roll your stamina,

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dice, and whatever the role is, determines what you can do for that.

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Round.

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Gear is an item that aid you in your mission

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and gear can only be used when certain conditions are met.

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Now some gear can be used anytime the condition is met, but some

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gear, like the shield generator can only be used once per combat.

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So make sure that you're paying attention to that as you're selecting your gear.

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Then you have your rift cores, where as you take on more areas and you defeat

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unique enemies, you have a chance to find the core warden and defeating

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them will allow you to gain their core.

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Each core is different and provide its own unique bonuses as indicated on the card.

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Now, when you use the core, it is not consumed,

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But you won't be able to use it again if, especially if it has a special thing.

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Until you enter the rift and get it recharged.

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And then of course there are consumable items throughout your adventure.

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You're going to find certain items like stem packs, med packs, that sort of thing.

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Those are one-time use items

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that.

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Once you use them, they are, they are done, and these

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items do not travel with you.

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So if you move from your current exploration area to a new area, then

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that item now goes away and you have to find new ones at the new location.

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Of course, once you have gained the core, you have completed everything

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you need to complete at that location.

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You can enter the rift and go to a new location.

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When traveling through the rift, you're going to reset your Rift born.

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So reset your health in stamina.

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Back to their max values of 10 and two.

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Data becomes zero.

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Again, consumables are destroyed by the dust of creation, but your cores are

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refreshed and you can also change any equipment that you want at that point.

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If you do leave an area before defeating the core warden, any tasks

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that you have completed in that area stay completed with the exception of

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fights just like becoming destabilized, those fights are going to reset.

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And a slight correction on the cores.

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Before we dive on into this with the cores, some of the cores are

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gonna provide lasting abilities.

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Some of the cores are gonna provide like one-off type abilities.

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Just make sure you read what the core says.

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It looks like most of the cores in this, especially the starting course, just

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provide upfront lasting abilities to help augment and improve your rift born.

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But with that, we're gonna go ahead and transition into our gameplay.

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So I have started out.

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With the ballistic pistol blast, the shield generator

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and the meteoric iron core.

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So the ballistic pistol has a range of adjacent and two, meaning

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I can attack anybody next to me or two squares away from me.

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Note with the ranges in this game.

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If it says range two, that means you have to be two squares away.

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So these ranges are exact.

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There is no up two.

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There is, if it says two to three, they have to be two to three

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spaces away for you to hit them.

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So ballistic pistol, I have adjacent and range two, but if I

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roll a six, I can also use Pierce.

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For Blast, that is a spell that will allow me to knock back enemies so I

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can push enemies away from me up to two spaces at the best one, and if I

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push them into any type of terrain, I will also deal harm when I do that.

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And then for the gear, I chose a shield generator, which means if

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I get below half health once per encounter, I can activate a four health

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shield to take on incoming damage.

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So basically I've increased my health to 14,

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but only once I get below half health.

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So, If I get below five, so if I get to four health or lower, I can activate my

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shield generator, get four free health, and I will have that throughout the run.

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So every encounter I can just reactivate that and increase my available health,

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allowing me to push on further.

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And then for my core, I chose meteoric iron, which increases

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damage dealt by weapons by one.

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So my ballistic pistol is now doing.

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More damage per round.

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So to start off, we.

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Exit the unsealed rift and find ourselves in the back of a hangar

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of a ship, with only one place to go, we enter the hangar proper.

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So entering the hangar, we have two things we can do.

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We can fight and we can search.

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So first of all, we have to fight it.

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So let us enter our combat mode now with this fight.

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We have two Marines and one Marine Lieutenant.

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The marine lieutenant is unique, so we will not have to face him

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again if we beat him or her or them.

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But again, combat's in a four by four grid.

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To denote where things are on the grid, there is a grid reference

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system of A, B, C, D and 1, 2, 3, 4.

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So your columns are your letters, your rows are your numbers.

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So we have a marine at a two.

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We have a Marine at B two.

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We have a marine lieutenant at a three.

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We have cover terrain at B three, C two and D two.

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And then we are starting at D four.

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All right, so first things first, we need to roll for what our enemies are doing.

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So that's gonna be three D six

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for one D six per enemy.

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And we're just gonna go straight down the straight down the line.

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We got a one, a three and a six.

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That's annoying.

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That means that our marine lieutenant got the best one.

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So for the Marines, With a one and a three.

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They both get to move one.

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So we're gonna move our marine from B two to C two so that they can get behind

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cover, and then from a two to B two.

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So we have one Marine behind cover, one Marine getting ready to move up on us.

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The other Marine, the marine lieutenant got a six, so they don't get to move,

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but if I get right up next to 'em, they will deal to harm and knock back.

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So that is, That is no good for us.

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And then a note on the movement, you can only move left, right up or down.

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You cannot move diagonal.

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So now it is our turn.

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We are gonna roll two D six for ourselves, and we got two and four.

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So with that two and that four.

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We can move to,

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We can actually move up to four total.

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A four for the ballistic pistol will let us move one harm one.

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And a two for the blast will let us move to knock back one.

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So one of the problems we have here is one of these Marines is.

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Is undercover

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now it says may move, so that doesn't mean we have to.

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So what we're gonna do is we're gonna move from D four to D two and get

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right up next to this Marine at C two.

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Who is undercover

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and

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we're gonna use our knock back one to knock them back

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and we're gonna knock them up to C one.

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I don't know if that's entirely how it works, but I don't bel you can't have

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enemies occupying the same area, so I don't believe I can push 'em into b I

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don't believe I can push that Marine into the other Marine at B two, but

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that Marine at B two does not have,

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Does not have cover.

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Which means that I can deal one harm to them,

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which is nice.

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So we're gonna deal one harm to them.

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And their health is gonna go from three to two.

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And that will be the end of round one.

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So moving on to round two, once again.

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Rolling three D six for everybody.

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We got four, six, and five.

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So the first Marine got a four, meaning they get to move one, harm one.

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And.

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They will always attempt to move towards me, so that puts him undercover

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and that is going to harm my cover.

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Drinking that from four to three.

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I know that's skipping ahead.

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You're supposed to resolve harm all at once, but it makes sense for me

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to do this all like, all right now.

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Now the other Marine got harm to surge one.

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Also correction to earlier two characters can occupy the same square.

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So I could have pushed that first Marine into that second Marine.

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But that's fine.

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Now with that second Marine, with that marine at C one,

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they are diagonal from me and.

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Everything on the rules say no moving diagonal.

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It doesn't say anything about attacking diagonal, and I don't remember what

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the official ruling on this is.

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So here's the thing, we're gonna say, no, there will be no diagonal

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attacks and that goes for everybody.

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So I will not get, I will not get diagonal attacks either, but our marine lieutenant.

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With a five gets a harm.

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One Knockback one.

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I am not anywhere near them.

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So I do not have to worry about that.

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So rolling for my turn.

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I got another four and two.

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I also forgot my weapon deals plus one damage.

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So that marine that I hit for one earlier, I actually hit for two.

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So the marine undercover at C two is at one instead of two because of my core.

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This is why cores are important.

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All right, so with a four and a two,

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I am not going to, I am not going to move.

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I am going to use my knockback and I'm going to knock back

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the Marine from C two to B two.

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So I will use that with my two, with my four, I will use my pistol and I will

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deal too harm to that Marine bringing them to zero.

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That marine is now no more.

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Also side note, because Knockback is not a harm attack, that means that the

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damage that Marine did to my cover.

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Doesn't exist.

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So my cover is still at four.

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That Marine is.

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That marine is no more.

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All right, so moving on to round three.

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Rolling.

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For the Marines, we got a three and a one.

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So with that three.

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The Marine at CCE two or correction, the Marine at C one can move to C two.

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They are now behind cover

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and the marine lieutenant can finally move and attempt to get near me,

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but they're still diagonal, so

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we are fine for right now.

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For me, I'm gonna roll for myself and I got a one and a two.

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And that only gives me move options.

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But a two does allow me to utilize Knockback.

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So what we're going to do,

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Is, we're gonna put ourselves in a little bit of danger here because we

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are gonna move ourselves from D two to C two, and we are going to knock

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back the marine from C two to b B two.

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Now this is putting myself in danger because I am now.

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Able to be hit by the marine lieutenant.

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Now I'm still behind cover, so I got that going for me.

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But this could get risky quick this could get risky very quickly.

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But that's everything that I can do and nobody dealt any harm.

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This turn.

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All right, so rolling for the Marines.

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Both of them got a four.

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Luckily for me, the lieutenant only gets to move on a four, but the regular Marine,

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they get to move and attempt to harm.

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Again, I'm behind cover, so that is going to take my cover from four to three.

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But neither of them is going to decide to move.

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All right, so for my turn, I got two and three.

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Now when you're in a situation like this,

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You have two options.

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You can either split your dice and put two on one and three on the other,

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or you can add them together and do whatever that is for your one thing.

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So I got five total.

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So I have two and three, which means that I can either a,

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Knock back a target one square

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and move, which I don't want to do because I'm behind cover, or B, I could

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take the five and I could do some harm.

SteelStash:

Now with Knockback, it says if a target would enter

SteelStash:

terrain, deal one harm as well.

SteelStash:

This is only a four by four grid, so

SteelStash:

I would see that as,

SteelStash:

I would see that as hitting the wall at the edge of the grid.

SteelStash:

My knockback value is two for a five.

SteelStash:

This is why we're having this discussion with a blast.

SteelStash:

I can knock back two

SteelStash:

end deal, two harm.

SteelStash:

I have a marine that if I knock him back, two, they hit the wall.

SteelStash:

So I'm gonna call that one harm.

SteelStash:

Plus the two that I would deal.

SteelStash:

This Marine only had a health of three, so that marine is no more.

SteelStash:

I am left with only my marine lieutenant who will now roll their turn.

SteelStash:

They got a two,

SteelStash:

which means they can only move.

SteelStash:

We're gonna roll our two D six.

SteelStash:

They're not gonna move.

SteelStash:

They're gonna stay where they're at.

SteelStash:

And once again, I got a two and a three for a total of five.

SteelStash:

So we're gonna do the same trick on this guy.

SteelStash:

We're going to knock them back into the wall.

SteelStash:

So they're going from C three to C four into the wall.

SteelStash:

They take one harm from that, two harm from the knockback attack,

SteelStash:

and that takes them down three.

SteelStash:

So they went from five to two.

SteelStash:

And that ends the round,

SteelStash:

which was very good that I knocked them back because they rolled a five,

SteelStash:

which is a harm one, knock back one.

SteelStash:

But they have to be adjacent.

SteelStash:

They have no move, which means that they are raging.

SteelStash:

Evidently against the machine.

SteelStash:

Meanwhile, I just got double fives,

SteelStash:

which means I can move one harm, one I, and I can har.

SteelStash:

Do a harm to knock back.

SteelStash:

All right, so.

SteelStash:

Non harm actions occur after enemy movement.

SteelStash:

My move actions do not occur until after that, so nobody gets any knock back.

SteelStash:

Nobody will get any knock back.

SteelStash:

We don't have to worry about any of that.

SteelStash:

However, Here's the thing.

SteelStash:

If I move up and kill this person, because I actually no, I don't have to do that.

SteelStash:

My blaster has my blaster has range.

SteelStash:

Yeah.

SteelStash:

My ballistic pistol has a range of two.

SteelStash:

They are two away.

SteelStash:

That five allows me to do one harm, but with my core, I do two harm.

SteelStash:

So long marine lieutenant.

SteelStash:

And with that area two, the hangar is cleared.

SteelStash:

All right, so now what I can do is I can also search and we are going to do that.

SteelStash:

So we're gonna roll one D six on the search and see what we find.

SteelStash:

We got a two, which means a battle sim plus or plus one harm for one fight.

SteelStash:

Outstanding.

SteelStash:

So area two is now complete.

SteelStash:

So from the hangar, I can either travel along a corridor to the open barracks

SteelStash:

or a locked elevator will take me down to level four.

SteelStash:

But instead that is what we're gonna call it.

SteelStash:

So that is Rift by Eric Dill.

SteelStash:

So this is a.

SteelStash:

This is a fun game.

SteelStash:

So I like the rune system.

SteelStash:

It's a very,

SteelStash:

it's a good way to deal with point crawls in combat.

SteelStash:

I really like the combat in this.

SteelStash:

I really like the point crawl.

SteelStash:

What Eric brought to this was Rune was built around a dark fantasy.

SteelStash:

Genre.

SteelStash:

Eric definitely made this sci-fi and he did a great job with

SteelStash:

turning this into a sci-fi game.

SteelStash:

Now

SteelStash:

with that, one of the limitations of Rune is it is very young,

SteelStash:

and as it stands right now,

SteelStash:

there is not any real.

SteelStash:

Random procedural generation for these areas like this all has to be crafted.

SteelStash:

And like I said, Eric did a good job with crafting this encounter.

SteelStash:

I like everything that I see in Rift.

SteelStash:

I wish there was more.

SteelStash:

I wish there was more because there's only the one setting so far.

SteelStash:

There is only the one ship so far the one mission and I got it.

SteelStash:

I got it.

SteelStash:

It is a solo developer working on their own and you know

SteelStash:

you only have so much time.

SteelStash:

I know, I know how that is.

SteelStash:

I too.

SteelStash:

Am a solo developer working on my, working on my own for a lot of my games.

SteelStash:

And there's only so much time, especially when you have a full-time

SteelStash:

job, especially when you have a family, which you know, Eric has all of that.

SteelStash:

So what I would love to see is I would love to see Eric continue

SteelStash:

to develop out this system and to continue to build missions for this,

SteelStash:

and that will definitely make this go.

SteelStash:

That will definitely make this very nice.

SteelStash:

He has a great way of creating atmosphere and map.

SteelStash:

His maps are amazing.

SteelStash:

If you've, if you've never checked out any of his map, like he does great map working

SteelStash:

and you can definitely see that in here.

SteelStash:

You can definitely see that in the way that he built this all out.

SteelStash:

So I would love to see more missions.

SteelStash:

I would love to see more missions get added to this.

SteelStash:

But the only way I really see that happening is if this turns

SteelStash:

out to do really well for him.

SteelStash:

You know, if people come out and say, Hey, this is great, we want more,

SteelStash:

and you know, also pay him for more.

SteelStash:

Because here's the thing, rift is being offered.

SteelStash:

For free.

SteelStash:

I mean, it's been offered for name, your own price, and I can tell you straight

SteelStash:

up, anytime something is listed as name, your own price, that's basically free.

SteelStash:

You know, most of us are gonna pick it up for free.

SteelStash:

Some of us are gonna be nice.

SteelStash:

And throw a couple dollars.

SteelStash:

If you go to do it, please throw him a dollar.

SteelStash:

Please throw him at least a dollar.

SteelStash:

This is definitely worth a dollar.

SteelStash:

I can tell you straight up, this is definitely worth a dollar.

SteelStash:

The setting that you get out of this is great and definitely worth a dollar.

SteelStash:

Alright What you gotta look at it as is, you know, how much entertainment

SteelStash:

are you gonna get out of this?

SteelStash:

You're gonna get at least an hour's worth of entertainment out of

SteelStash:

this by running this whole thing.

SteelStash:

You're gonna get at least an hour's worth of entertainment out of this.

SteelStash:

So a dollar for an hour's worth of entertainment, that seems

SteelStash:

completely reasonable to me.

SteelStash:

And multiple people.

SteelStash:

Picking this up and tossing him a dollar is one of the only ways he'll

SteelStash:

be like, you know, maybe I should make some more settings for this.

SteelStash:

And getting those out there.

SteelStash:

Mm-hmm.

SteelStash:

You know, heck

SteelStash:

probably won't even take that many of you guys getting together

SteelStash:

and, you know, demanding.

SteelStash:

He starts up a Patreon or something, whereas pa where it's just a

SteelStash:

monthly release of a new setting.

SteelStash:

I don't know.

SteelStash:

I'm spit balling ideas here.

SteelStash:

I'm trying to help Eric be successful.

SteelStash:

But.

SteelStash:

No, this is a, this is a great game.

SteelStash:

He does a great job with the atmosphere of this game.

SteelStash:

This is definitely, this is definitely worth checking out and

SteelStash:

again, at name your own price.

SteelStash:

There is nothing for you to lose.

SteelStash:

So go check it out.

SteelStash:

Go toss him a dollar.

SteelStash:

Go tell him that Steele Stash sent you because.

SteelStash:

That helps me out too.

SteelStash:

When you guys, when you guys go and tell creators that you found them because of

SteelStash:

me, that makes me valuable to creators.

SteelStash:

They wanna work with me more, which means I get to play more great games.

SteelStash:

But speaking of reaching out and telling friends, also tell

SteelStash:

friends about this podcast.

SteelStash:

Do you have people who are interested in solo games who wanna learn about them?

SteelStash:

Send them my way?

SteelStash:

I love talking with people about solo games.

SteelStash:

We have all the contact info at the end of the podcast.

SteelStash:

We have the website at, you know, www.blackdragondungeoncompany.com.

SteelStash:

We have a Reddit community.

SteelStash:

We have a sub Reddit r Lonely TT RPGs.

SteelStash:

You can go on Reddit and post stuff in there if you want.

SteelStash:

You know, you can shoot me emails at.

SteelStash:

BlackDragonDungeoncompany@gmail.com.

SteelStash:

You can find me on Twitter, on blue sky, on threads on Tumblr,

SteelStash:

all B D D C pod in some variation.

SteelStash:

Either B DDC pod, B DDC underscore pod, one of those two.

SteelStash:

All right.

SteelStash:

You can find me at all those places just like that, you know?

SteelStash:

I love talking about solo games.

SteelStash:

I love introducing people to solo games.

SteelStash:

I love helping people find the games they wanna play and.

SteelStash:

You know, again, we have a lot of recommendations based off of

SteelStash:

how long we've been doing this.

SteelStash:

Sending your friends to these shows, if you think they might be interested

SteelStash:

in something again, point 'em in one of a point, 'em in one of our podcasts.

SteelStash:

See if it's interesting to them.

SteelStash:

If they have more questions, tell 'em they hit us up.

SteelStash:

But that's enough begging on my end.

SteelStash:

With the exception of also we have a Patreon as well.

SteelStash:

Black Dragon Dungeon Company at Patreon.

SteelStash:

Links down below.

SteelStash:

But like I said, go check out.

SteelStash:

Go check out Rift.

SteelStash:

You can find it on itch.io at drake spire itch.io/rift.

SteelStash:

The links will be down below for your ease and convenience.

SteelStash:

So go check that out again.

SteelStash:

Go pick this up.

SteelStash:

Great opportunity, great aesthetic really fun way to make this a good sci-fi game.

SteelStash:

And remember, I mustache yall to stay awesome.