[12:24 PM]Kieron: I’m Kieron Gillen – I’m a recovering game critic and (primarily comic) writer. In a previous life, I wrote about videogames – I worked at PC Gamer for 5 years, then co-founded the PC Games blog Rock paper Shotgun. Overlapping and after that, I’ve had a career in comics – both my own stuff and a whole bunch of stuff for other people (mainly marvel).
[12:25 PM]Kieron: My Marvel work basically includes all the characters you’ll have heard of and quite a few you probably haven’t – books included the recent Immortalk X-men, Journey into Mystery, Thor, Iron Man, Darth Vader, Star Wars, Doctor Aphra, Young Avengers, Eternals and more.
[12:27 PM]Kieron: My own stuff is mainly at Image comics, where I’ve done books like The Wicked + the Divine, DIE, Phonogram, Three, Ludocrats.
[12:27 PM]Kieron: https://imagecomics.com/creators/kieron-gillenImage ComicsKieron GillenKieron Gillen first came to attention as a comic creator with his 2006’s Phonogram, with Jamie McKelvie. Jamie and he formed into a gestalt monster that rampaged against the next fifteen years of comics, culminating with critical and smash hit The Wicked + the Divine. When not with Jamie, he has…
[12:27 PM]Kieron: My books elsewhere are things like Once & Future and Uber.
[12:29 PM]Kieron: Relevantly, back in 2018 I started a comic called DIE with Stephanie Hans, which is basically a big comic about my relationship with RPGs and what RPGs can do. It ran for 20 issues until I reached its conclusion. Stuff about it on its site…
[12:29 PM]Kieron: https://diecomic.com/editthissite
[12:29 PM]Kieron: Here’s some covers
[12:31 PM]Kieron: Alongside that, I wrote an RPG which basically allowed you to do your own version of the basic scenario of the comic – a group of realworld flawed people get sucked into a fantasy world where they’re confronted with versions of their hopes and fears – basically their inner life externalised.
[12:31 PM]Kieron: It went through a bunch of Beta, and eventually Rowan Rook & Decard helped me edit it to a reasonable shape, and we ran a kickstarter. Which went well!
[12:31 PM]Kieron: It’s for sale here now…
[12:31 PM]Kieron: https://rowanrookanddecard.com/product/die-the-roleplaying-game/Rowan, Rook and DecardDIE: The Roleplaying Game – Rowan, Rook and DecardDIE RPG is a roleplaying game based on the comic of the same name by Kieron Gillen and Stephanie Hans. Buy the PDF and book here directly from the publisher
[12:32 PM]Kieron: And we’ve just released its first expabsion BIZARRE LOVE TRIANGLES
[12:32 PM]Kieron: https://rowanrookanddecard.com/product/die-scenario-1/Rowan, Rook and DecardDIE RPG Scenarios Vol 1: Bizarre Love Triangles – Rowan, Rook and D…Undergo wild changes and endure novel dangers in this sourcebook for DIE RPG.
[12:33 PM]Kieron: And that’s the basics! Back later. Looking forward to chatting
[1:31 PM]Dan (Hardboiled GMshoe): Since you’ve already posted your introduction, the floor is open to questions!
[1:31 PM]Dan (Hardboiled GMshoe): How do the PCs get sucked into the fantasy world?
@Dan (Hardboiled GMshoe)How do the PCs get sucked into the fantasy world?[1:34 PM]Kieron: Magical dice, basically. As the name may imply, it’s a game which puts dice at the center of the whole thing – each of the player gets ownership of one of the six classic dice in the world, and their class is linked to it. So when people generate their characters, they’re each given a dice, a ritual happens and then they all find themselves in this fantasy world. It’s a bleak dice-centric portal fantasy set up.
[1:35 PM]Dan (Hardboiled GMshoe): How would you describe the fantasy world in which they find themselves?
[1:35 PM]Kieron: Here’s the teaser for the comic we put out in advance, which gives a tease of the vibe, btw(edited)
[1:37 PM]Kieron: And the whole first issue can be read here, which basically includes the in-comic version of what happens to the players.
[1:37 PM]Kieron: https://imagecomics.com/read/dieImage ComicsRead Die #1THE WICKED + THE DIVINE writer KIERON GILLEN teams up with artist supernova STEPHANIE HANS (THE WICKED + THE DIVINE 1831, Journey Into Mystery) for her first ongoing comic DIE is a pitch-black fantasy where a group of forty-something adults have to deal with the returning unearthly horror they…
@Dan (Hardboiled GMshoe)How would you describe the fantasy world in which they find themselves?[1:41 PM]Kieron: At the most broad level, that depends on the persona (the name for the real world people you play). The world is going to echo their hopes and fears, and specifics. The pre-generated scenarios all basically give a set fantasy situation which builds off the persona it generates – so there’s a scenario set at a horror versionof a con, for example, where all the players are annoyed comic creators. DIE can get meta. But the core DIe experience is what is called Rituals – where the Persona are old school friends who played an RPG at school, and now years later, they get together again to play this weird game the GM has found. (The GM has a persona too, but that’s likely something I’ll talk about later) the world they end up in is basically a warped version of their teenage fantasy RPG. It’s warped by how the persona’s life has gone awry, with aspects recalling their real life situation. We call this echoes – so if a persona has a really strained relationshp with their dad, you may end up with the Dark Lord Ultimate Villain of this warped teenage campaign being a lot like him.
[1:44 PM]Dan (Hardboiled GMshoe): How difficult is it to combine the personal issues of all of the different PCs into one setting?
@Dan (Hardboiled GMshoe)How difficult is it to combine the personal issues of all of the different PCs into one setting?[1:48 PM]Kieron: We make it as easy as we can – that’s very much why I wanted to do the game. This is me mechanising and ritualising basically what I do for a job – like, I’ve written DIE. DIE RPG is me showing how you can do your entirely bespoke version at home. Persona Generation takes the forms of nested questions – basically designed to create a suitably messy group of people, including big hooks. Between session 1 and 2, Rituals specifically gives you a very precise guided prep of how to take the notes from Persona Gen and create the selection of events, and locations to work into the game as you is required. And then as you play, you work these ideas into the larger structure of Rituals – and that Rituals is the Teenage RPG gives a lot of room to put almost anything in. Even being a little incoherent is fine – this is specifically someone’s game when they were quite young right?
[1:48 PM]Kieron: We also make it easier for folks, with the adventures and more specifically pre-generated scenarios.
[1:49 PM]Kieron: There, the persona gen questions narrow slightly, which means their answers can be plugged into an encounter. if you say “You had an ex you never got over. Who were they?” that person – whoever it is – can be plugged into an encounter.
[1:50 PM]Kieron: And at the core of DIE is that persona gen never ends – you can always ask more questions, and work that directly into the world.
[1:50 PM]Dan (Hardboiled GMshoe): brb — dog needs out1
[1:51 PM]Kieron: “What was your favourite song?” <answer> “The skeletons are playing a mournful version of it.” “Where did you meet?” <Answer> “The fortest opens up and you find a dilapidated version of that place. Vines have crept up it, choking the life of it. Written on teh side is a message in blood – I WILL NEVER FORGIVE YOU” And so on
[1:59 PM]Dan (Hardboiled GMshoe): (back)
[1:59 PM]Dan (Hardboiled GMshoe): Sorry about that. We have an elderly dog. When he needs to go, he needs to go.
[2:00 PM]Kieron: I feel that!
[2:01 PM]Dan (Hardboiled GMshoe): So just to clarify, do you play in the teen incarnation of the setting as well, or only in the 40-something version?
@Dan (Hardboiled GMshoe)So just to clarify, do you play in the teen incarnation of the setting as well, or only in the 40-something version?[2:04 PM]Kieron: The game you played as a teen is part of the backstory – it isn’t a magical game. It was just a very normal teenage game of (likely) quasi-D&D. The 40-something version you go to is the warped funhouse mirror version of your teenage fantasy. (This is Rituals, the standard game, I stress. I want to make that clear. The game’s loop is “Generate group of people, go to fantasy world, decide to go home or not”. The nature of the fantasy world and the people are big the variables.)
[2:06 PM]Dan (Hardboiled GMshoe): When you say “fantasy world”, do you specifically mean a world in the style of “traditional” fantasy TTRPGs, or do you simply mean “fantasy” as opposed to “reality”?
@Dan (Hardboiled GMshoe)When you say “fantasy world”, do you specifically mean a world in the style of “traditional” fantasy TTRPGs, or do you simply mean “fantasy” as opposed to “reality”?[2:09 PM]Kieron: The latter. The vast majority of scenarios are something we’d recognise as a fantasy game, but it means fantasy most broadly. There’s a pre-gen scenario which is basically everyone working for a game developer on a game that is clearly never going to ship, and the fantasy world the group end up going to is a series of regions each based around the videogames the head dev is obsessed by.
[2:09 PM]Kieron: (Which is still games, obv, but not TTRPG.)
[2:09 PM]Kieron: That specific scenario ends in an almost-perfect copy of the real world.
[2:11 PM]Dan (Hardboiled GMshoe): So would it be fair to call this a multi-genre game?
[2:11 PM]Kieron: But most games are basically “yeah, this is something I’d recognise as a fantasy game”
@Dan (Hardboiled GMshoe)So would it be fair to call this a multi-genre game?[2:12 PM]Kieron: I think fantasy is its backbone, but it’s certainly got other elements – there’s a lot of horror in the game, for example. One of the six classes has a cyberpunk vibe. But then again, RPGs have always been a bit multigenre originally. 1970s early D&D had all manne of stuff in, right?
[2:13 PM]Dan (Hardboiled GMshoe): True.
[2:13 PM]Kieron: I mean, the first Blackmoor game’s plot was basically “a group of people from the real world are now in this fantasy one”, so even the portal fantasy stuff goes right to the root.
[2:13 PM]Kieron: That’s kind of what DIE is about in some ways – the worlds these games give us, and why we choose to go there, for better or worse
[2:13 PM]Kieron: (and what we take home from them)
[2:14 PM]Dan (Hardboiled GMshoe): What are the six classes, and how do they manage to fit into whatever the fantasy world ends up being?
@Dan (Hardboiled GMshoe)What are the six classes, and how do they manage to fit into whatever the fantasy world ends up being?[2:17 PM]Kieron: Broadly speaking, they don’t – some scenarios absolutely warp what they look like (I just gave notes on an excellent adventure which has an unusaully playful light tone for DIE, which is basically a 13 year old dragging their family into a game, and it’s very toy story, with all the cast looking like the kid’s fave toys) but the core mechanics are there. The classes are some of the iconic bits of DIE – the things which make DIE DIE, if you see what I mean. There’s a few more, but the classes are the big ones.
[2:17 PM]Kieron: They are…
[2:18 PM]Kieron: What’s the swearing policy btw?
[2:21 PM]Dan (Hardboiled GMshoe): In here? Please keep the language kid-friendly.
[2:21 PM]Kieron: Aces. Wanted to check, as there’s swear in the way we regularly explain one of the classes.
[2:21 PM]Dan (Hardboiled GMshoe): (And thank you for asking.)
[2:21 PM]Kieron: Which I will skip
[2:21 PM]Dan (Hardboiled GMshoe): You can self-censor it in the description if you like.
[2:21 PM]Kieron: I will. See if you can spot it!
[2:22 PM]Kieron: Basically, the six classes are a deconstruction of some classic RPG classes (and player types). I’ll do a short version, but I could talk at length about any of them.
[2:22 PM]Kieron: (Even choosing which class was which dice is fun)
[2:24 PM]Kieron: D4 – Dictator. They use their voice, and they can warp whoever’s listening’s emotions, to magical heights. Taking the charm spell, and leaning into the horror. And I do mean magical, messy explosive heights. Bards, if everyone was petrified of bards. (And the class with the most safety tools attached)
[2:25 PM]Kieron: D6 – The Fool. The player who doesn’t take seriously. If they act in a carefree fashion, their hyper-luck abilities kick in, meaning bad things tend to happen to everyone around them. they get to doodle on their dice, which is fun.
[2:27 PM]Kieron: D8 – the Emotion Knights. We use Professor Robert Plutchik’s theory of emotions in the game to mechanise emotions – basically it’s “all emotions are mix of the eight primary ones”. If an EK feels their emotions, their powers kick in, and they purge the emotion to perform incredible feats. Get a terror knight scared enough, they can take down an army.
[2:28 PM]Kieron: D10 – the Neo. Our magical cyberpunk rogue type. Their gifts (gained from “The Fair” – think elves as re-imagined by William Gibson). The Gifts need to be activated by Fair Gold every day and can be over-charged by excess gold. This means they’re a rogue-class who have a very specific reason to go for gold.
[2:29 PM]Kieron: D12 – the Godbinder. Bartering with gods for deals – the cleric as demonologist. Their biggest abilities involve taking on Debt to their gods, which the gods then call in.
[2:30 PM]Kieron: D20 – the Master. Our reality-warping Game-master class. In the standard game, this is the GM only class, but we have rules for Player Masters (and GM playing the other classes) in an appendix. Basically they can bend the rules and even cheat… though if they get caught, it ends badly for them.
[2:32 PM]Kieron: Basically each one is meant to be flexible enough to give different persona a chance to express their nature through it. The Neo is obviously good for a story about someone who wrestles with addiction or has money problems or similar. The Emotion Knight can be turned to any persona who is exploring their relation with a specific emotion, whether positively (this persona is always angry) or negatively (this persona has never allowed themselves to be angry). The Dictator is about control, etc
[2:34 PM]Dan (Hardboiled GMshoe): Now, in terms of the setting, are these classes the classes that the PCs are choosing to play when they play the game, or are these classes what they end up being when they arrive in the fantasy world? In other words, when sitting down to play the game from their teenage years, would a PC say that she wants to play the Godbinder in the same way that a real-world gamer would aks to play a cleric?
@Dan (Hardboiled GMshoe)Now, in terms of the setting, are these classes the classes that the PCs are choosing to play when they play the game, or are these classes what they end up being when they arrive in the fantasy world? In other words, when sitting down to play the game from their teenage years, would a PC say that she wants to play the Godbinder in the same way that a real-world gamer would aks to play a cleric?[2:35 PM]Kieron: This is all interesting stuff, and there’s probably a few exceptions to what I’m saying, but the broad way of doing it…
[2:36 PM]Kieron: Well, the teenage game wasn’t DIE. It would just have normal classes of whatever game it was. In fact, “What did you play as a teenager?” is a standard DIE question to ask a player, and you can get a lot of story from that, in lots of ways.
[2:37 PM]Kieron: And quite often the class they get when they play DIE may be related to that – if someone’s says they played a rogue as a teenager, that may say something about them as a person… which means that giving them the Neo would make a lot of sense, right?
[2:41 PM]Kieron: But the fictional framing when the Persona sit down to play DIE (and I haven’t mentioned that, for fear of disappearing down a rabbit hole – after Persona Gen, players actually have a very small LARP when they all play as the Persona sitting down to play this weird game DIE that their friend has invited them to play). So in that whole sequence, each persona is given a class to play. (and their dice)… which leads to the magical transportation. There’s a quirk of DIE in there – for various reasons, the playerfs don’t actually pick what class they give. The GM gives the class appropriate to the Persona. The main reason is basically to try and give a magical moment to the player – the dice passing is absolutely magical, and not knowing who you’re going to be makes it really charged. Of course, in reality, the players likely mostly DO know. Players give preferences. Some Persona are very clearly going to be a certain class – if a persona is a care-free buffoon, they’re going to be a fool. GM can ask players for their feelings before doing so. But the moment remains as a “The GM gives you the dice and your character sheet” moment. Which is a christmas mornig vibe, even if you know you’re going to be a Neo or whatever. Even if you’re pretty sure you know what present you’re going to get, Christmas morning is still a fun ritual
[2:42 PM]Dan (Hardboiled GMshoe): So I’m assuming that there can’t be more than one of any given class in a group?
[2:44 PM]Kieron: There’s rules for it, but as standard, no.(edited)
[2:44 PM]Kieron: The rules are quite fun, I think, and leads to some fun play, but the core DIE game doesn’t.
[2:45 PM]Kieron: We’re quite into making each character feel really individual. There’s a lot of room inside the class (so that if you do have a duplicate they’re clearly their own thing – an Admiration Knight is polar from a Disgust Knight) but making each player feel really special was certainly a design goal.
[2:50 PM]Dan (Hardboiled GMshoe): Do you have a character sheet that we can see?
[2:51 PM]Kieron: Sure! All of RRD’s resources are here
[2:51 PM]Kieron: https://rowanrookanddecard.com/die-resources-for-playing-the-rpg/Rowan, Rook and DecardDIE: resources for playing the RPG – Rowan, Rook and DecardHi, and thank you for backing and supporting DIE: THE RPG! This page contains links to the latest versions of our free online and printable resources for DIE: THE ROLEPLAYING GAME. In order to use these resources you – or your group – will need a copy of the core DIE rulebook, which is available […]
[2:51 PM]Kieron: The sheets for Rituals – the standard game – are here.
[2:51 PM]Kieron: https://drive.google.com/file/d/1sHNZelgZ29BXXpPSuyruiIg5hZOFXhtz/viewGoogle DocsCharacter_Sheet_-_Rituals_Interactive.pdf
[2:52 PM]Kieron: Which basically give a selection of abilities from the manual so folks can get playing quickly.
[2:52 PM]Kieron: But the sheets include the core rules for each class, and also explains teh core mechanic. I was quite influenced by PBTA playbooks to say the least, even though we’re not in that space mechanically.
[2:53 PM]Dan (Hardboiled GMshoe): Taking a look here…
[2:55 PM]Dan (Hardboiled GMshoe): So are a class’s die type used to determine all of the PC’s attributes?
[2:57 PM]Kieron: It’s not – the game runs of a D6 dice pool system, and you get to add your class dice to the dice pool in certain situations (for example, the Knights add the D8 when using their weapon in a task and feeling their emotion). That a 4+ is a success means that mathematically speaking, the bigger dice are more powerful. You’ll also note that the Fool – using the D6 – seems to be left out here. That the fool SEEMS to be much more of a common-dice is part of the class.
[2:58 PM]Dan (Hardboiled GMshoe): So do the lower-dice classes have more powerful abilities to balance out their smaller die types?
[2:59 PM]Kieron: Generally speaking it’s less that they have more powerful abilities (everyone is incredibly powerful) and more that there’s more limits on being able to add their class dice to the pool.
[3:00 PM]Kieron: And occasionally a cost as well – the Godbinder accumilates a bit more debt if they roll a 1.
[3:00 PM]Dan (Hardboiled GMshoe): How does combat work?
[3:05 PM]Kieron: Mechanically speaking, I wanted something that worked, and mostly got out of the way. An attack is rolling dice pool. Subtrack a number of successes. Number of left over successes is a hit. Hits reduce guard (dodging ability, recovers very quickly) and then health (constitution). Hit zero, you fall over. So no damage roll specific – it’s all built in the dice roll. There’s also some cute things called specials – any 6+, as well as a success, also lets you activate a relevant special ability.
[3:06 PM]Kieron: Worth noting – if you don’t boost your stats, you have 2 guard and 2 health – so 4 successes are enough to kill you. DIE is a game where combats tend to end quite quickly. It’s more interested in the narrative part of it.
[3:06 PM]Kieron: Because the getting out of the way has two parts to it
[3:07 PM]Dan (Hardboiled GMshoe): Do weapons matter to damage, and how does armor work?
[3:07 PM]Kieron: Partially it’s because we also want to spend time on the persona-side as well as the character-side. So the GM will be making sure to ask folks what these actions FEEL like or make them feel. We try to never forget these are real people in strange new bodies. So… if you’re hit for the first time. “What’s the worst time your persona has been hurt in real life?” And they do that little flashback, and then we fold that into the game, etc. “It hurts just like that did”
[3:08 PM]Kieron: The other side is the scale of the narrative abilities – classes basically have 2 sets of powers. One which is procedural – which is the stuff I describe above. The other is narrative scale abilities – which are much bigger and hit the story harder. A godbinder’s procedural ability likely is some scripture which work a lot like cleric spells. Their narrative ability is asking their god to do ANYTHING, at the right cost.
@Dan (Hardboiled GMshoe)Do weapons matter to damage, and how does armor work?[3:10 PM]Kieron: DIE’s not a game where gaining equipment is stressed – the magical dice you have are the setting’s equivalent of the rings of power. Anything you get is of secondary importance. It’s also a game where the stats scale quickly – 2 is basic human, 3 is elite olympic athlete, 4 is basically superhuman.
[3:10 PM]Kieron: And the rules tend to think that Aragorn with a toothpick is going to murder anyone.
[3:10 PM]Kieron: HOWEVER!
[3:12 PM]Kieron: The players weapons often have their own specials, of varying levels of power. So a quarterstaff may have a special of “Gain a guard” so if you have a 6+ in your pool, you can essentially heal. And the specials on things like the Arcane Weapon of the Knight can be more so – for example, “If this hit wounds, do two wounds”, etc. There’s also rules about contextual gaining and losing dice from the pool in context. Fighting someone with a spear and you have a dagger? You likely lose a dice. Get close up? They perhaps lose one, etc.
[3:13 PM]Dan (Hardboiled GMshoe): Cool.
[3:14 PM]Kieron: Armor is mostly (but not completely) abstracted. Some classes have a higher defence as standard – the EK for one. And the EK player gets to choose what that means. Maybe it’s because they’re wearing awesome armour. Maybe it’s because they’re really quickj and hard to hit. Maybe it’s because they don’t feel pain, etc
[3:14 PM]Kieron: But advancement is all tied to the Dice as well, for example. As you increase in power, you unlock abilities from the Dice. They’re really central to the game.
[3:15 PM]Dan (Hardboiled GMshoe): Does the game include a bestiary and/or a “monster maker” of some sort?
[3:15 PM]Kieron: Yes! We’re really happy with the Bestairy.
[3:15 PM]Kieron: As well as the iconic DIE monsters – the Fallen, the Fair, DIE itself
[3:16 PM]Kieron: We have a selection oif classic RPG monsters… but specifically, our guides are about how you can subvert them in a game.
[3:16 PM]Kieron: As in, what sort of real world people would this monster be a useful thing to make an echo of?
[3:17 PM]Kieron: How are these creatures usually used in a story?
[3:17 PM]Kieron: Let me show a page, actually
[3:17 PM]Dan (Hardboiled GMshoe): Sure!
[3:18 PM]Kieron: This is one section I didn’t write entirely – this one is one of mine, but we got a bunch of great writers to do a bunch of these. I wrote 5 to give tone and approach, and this murderer’s row of folks did them.
[3:18 PM]Kieron: I love what they did here – I think there’s a lot to chew over for any game in here
[3:20 PM]Dan (Hardboiled GMshoe): That is pretty cool.
[3:20 PM]Dan (Hardboiled GMshoe): Actually, the whole game sounds fascinating.
[3:21 PM]Kieron: I think there’s a lot of fun stuff in here – like, it’s my love letter to it all, and a show and tell of how I put stories together and a bunch more
[3:22 PM]Kieron: So I hope there’s some stuff folks find interesting, even if it’s to lift and use elsewhere. The bestiary is the stuff I think is perhaps most useful there – it’s a lot of concentrated thought by a bunch of writers.
[3:25 PM]Dan (Hardboiled GMshoe): In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[3:28 PM]Dan (Hardboiled GMshoe): (And my apologies — I only just now saw your emails to me!)
@Dan (Hardboiled GMshoe)In the time remaining, is there anything we haven’t covered that you’d like to bring up?[3:31 PM]Kieron: I can fill any amount of space when talking about DIE, I fear. This is why RRD needed a chainsaw to turn it into the lovely book that exists now. Basically the only real thing is to say the comics form a complete story, and are in 4 volumes, which folks seem to like a lot and has a lot to say about RPGs. It’s got RPG history right at a core part of the story. (Not that you need to read the comic to play the RPG – there’s a lot of folks who came to the RPG first) The book is available from all the usual games and comic shops, and directly from RRD. Also, there’s a DIE discord, where folks are friendly, and if anyone wants to know more, come say Hi!
[3:31 PM]Kieron: https://discordapp.com/invite/6rjwmvEYOU’VE BEEN INVITED TO JOIN A SERVERDIE RPG703 Online2,308 MembersJoin
[3:32 PM]Dan (Hardboiled GMshoe): Thanks for joining us, @Kieron!
@Dan (Hardboiled GMshoe)Thanks for joining us, @Kieron![3:32 PM]Kieron: Thanks for having me. Lovely to chat!
[3:32 PM]Dan (Hardboiled GMshoe): Usual reminder: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at https://www.ko-fi.com/gmshoe. Anything’s appreciated! Ko-fiBuy Dan Davenport a Coffee. ko-fi.com/gmshoeBecome a supporter of Dan Davenport today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.
[3:32 PM]Dan (Hardboiled GMshoe): If you’ll give me a minute, I’ll get the log posted and link you!