Thursday, August 13, 2026

Bibarel, A Giant Beaver for Into The Oddish

Art generously donated by HODAG, key artist of Vileplume Mountain and many other OSR works!
 
You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!

BIBAREL, THE BEAVER POKEMON: These simple Pokemon are 3 feet long when fully grown (1 meter) and weigh 69.4 pounds. Fur coloration can vary, but dark brown is the most common. Like their cousins within their Egg Group, Bibarel will generally take to the water if danger comes their way. Their moody nature means they normally flee any attack, but will fight fiercely if cornered or if their Dam is in danger. They build great dams in order to create ponds in which to build their thick-walled mud and wood "lodges." Entire communities live in this single dwelling, and when the alarm is sounded (a tail slap in the water), all Bibarel rush to defend it and their young. They can be persuaded to build dams and other earthworks in exchange for Water Stones, Pokedollars, or gourmet Berries if there is water near the building site for them to work from. 

Bibarel
STR 13, DEX 11, WIL 8, HP 15, ARMOR 1.

Type: Normal/Water

Resistances: Fire, Water, Ice, Steel (Whatever That Is)

Vulnerabilities: Fighting, Grass, Electric

Immunities: Ghost
1d20 Move
1-7 Water Gun: Deals highest 1 of 2d4 Water-type damage to the target
8-12 Headbutt: Deals highest 1 of 2d8 Normal-type damage to the target. On a Critical Hit, the target flinches and misses their next turn
13-16 Yawn: Target rolls a WIL save at the start of their next turn. On a failure, they gain the Sleep status.
17-20 Bite: Deals highest 1 of 2d6 Normal-type damage to the targer. If rolling multiple damage dice and any damage dice match, the target flinches and misses their next turn

Cold Tolerant: Bibarel fur repels water and is also a fantastic material for heat retention. - Pokemon Legends Arceus (2022)

Hold Breath: Bibarel can hold its breath for a number of rounds equal to STR before it risks drowning.

Natural Lumberjack: It busily makes its nest with stacks of branches and roots it has cut up with its sharp incisors. - Pokemon HeartGold/Pokemon SoulSilver (2009)

Skills

  • It makes its nest by damming streams with bark and mud. It is known as an industrious worker. - Pokemon Diamond (2006) 
  • A river dammed by Bibarel will never overflow its banks, which is appreciated by people nearby. - Pokemon Black/White (2010)
  • While its movements out of water are sluggish, it can swim as fast as any Feebas. - Pokemon Pearl (2006)

Carrying Capacity: A light load for a Bibarel is up to 1 Slot; a medium load, 7 Slots; and a heavy load, 13 Slots. 

Training: Although intelligent enough, Bibarel remain unaware and require training before they can act as a Ride Pokemon. To be trained, a Bibarel must have a friendly attitude toward the trainer (this can be achieved through a successful WIL save). Training a Bibarel requires six weeks of work and a saddle. A Bibarel can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DEX save.

Climate/Terrain: Lakes, Rivers, Swamps/Marsh 
Organization: Solitary or Lodge (4-40)
Treasure/Possessions: 1-5: Oran Berry, 6: Sitrus Berry, 7-10: Nothing

Sources: x,x,x,x
Art Credit: Bibarel, Bibarel(Gen 1 Custom Sprite)















BIDOOF, THE PLUMP MOUSE POKEMON: Bidoof are worth 350 P apiece on the open market. 


 


Monday, August 3, 2026

Missing? No! - Absent and Misplaced Content from Into The Oddish

 

...Well? It ain't gonna fill itself!

 You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!
 

Howdy, Farmhands! 

    Into The Oddish, written by Prismatic Wasteland, is a heist-funded parody hack of Chris McDowell's "Into The Odd", using the chassis of the system to emulate (and poke some fun at) the Pokemon Franchise. It takes the classic dungeon-crawling fantasy and plops it directly in the center of the Kanto Region, in an era long after all Humans have mysteriously disappeared. Despite being a parody (or maybe this elevates the bit, idk) the game is fully functional and playable. The core book comes in two versions, Red and Blue. They are identical except for the Pokemon listed within it- of which only 1 of the player options changes between books. Of course I bought both, the joke isn't funny unless I did. It's only "official" adventure, "Vileplume Mountain" leans much heavier into parodying Dungeons and Dragons, specifically the module "Whiteplume Mountain", with the joke being that it retains much of the jank of the original adventure and also Pokemon are there. Isn't that fun? Isn't that hilarious?

    Yes, but unfortunately, Prismatic Wasteland has created a bit of a (pocket) monster. You see, Pokemon is an expansive series, and while Gen 1 is most definitely OSR, it's ALSO highly documented, based around completing a static collection, and incredibly formative for all the autistic millenials who might consider picking up a copy while the print run lasts. This means that when there's an omission, someone is going to notice.

     Hi, I'm someone.

    The format of the core books being what they are, there are Pokemon missing from their pages, either due to version exclusivity (which is very funny and part of the joke), or because actually printing all 151 pokemon's statblocks would balloon the size and price of the print (understandable but maaaaaaan). Similarly, while the core books have an impressive list of Pokemon moves, adapted for the system and easily referenced, there are still plenty of Moves from Gen 1 that have yet to be adapted. I like lists and completing tasks, and so I sat down to note every Pokemon that has yet to be converted, as well as every Move that is still missing. Not because I wanted to point out a flaw in the books I recieved, but as a starting point for anyone wanting to make use of Warren's incredibly permissive third party use policy:

Here is some legalese you can put in your adventure: “This is an unofficial adventure scenario for Into the Oddish, but what would make a scenario official anyway? You want me to get some certificate? My mom said I was allowed to post this and her brother works at Nintendogs.” - Prismatic Wasteland 

    I WILL however be pointing out the oversights I encountered while working on this resource. During my work, I noticed that many Moves that were "missing" from the Move Lists were actually in the books! They simply existed solely in Statblocks of specific Pokemon, meaning they could be completely missed when scanning for them. I will not be reprinting any of the Moves' mechanics, simply listing in which book and statblock they can be found. 

    Without Further Ado-

MISSING CONTENT 

LIST OF POKEMON THAT LACK CONVERSIONS 

  • Bulbasaur (and evos)
  • Squirtle (and evos)
  • Charmander (and evos)
  • Caterpie (and evos)
  • Weedle (and evos)
  • Nidoran (both genders and evos)
  • Clefairy
  • Clefable
  • Wigglytuff
  • Vileplume
  • Venomoth
  • Poliwag
  • Poliwhirl
  • Abra (and evos)
  • Machop
  • Machamp
  • Victreebel
  • Geodude
  • Graveler
  • Magneton
  • Doduo
  • Dodrio
  • Dewgong
  • Electrode
  • Exeggcute
  • Exeggcutor
  • Marowak
  • Lickitung
  • Chansey
  • Tangela
  • Kanghaskhan
  • Seadra
  • Seaking
  • Starmie
  • Tauros
  • Lapras
  • Porygon
  • Dratini (and evos)
  • Mew

    The Kanto Starters, as well as Caterpie, Weedle, and Nidoran families are in the books, but as playable options. Their "stats" are formated very differently from the enemy/wild statblocks of the rest of the 151. This may or may not make converting them easier, depending on your take. 

     Also, this list only includes the Pokemon that appeared in Gen 1, ignoring future additions to their lines. As I will add later, the books themselves do not hold TOO closely to ONLY adapting Gen 1 content, but until someone writes up a Johto expansion, I'm not going to presume such data is needed, this is about completion.

LIST OF MOVES THAT LACK CONVERSIONS

  • Barrage 
  • Bone Club
  • Clamp
  • Comet Punch
  • Constrict
  • Conversion
  • Dizzy Punch
  • Haze
  • Headbutt
  • High Jump Kick
  • Ice Punch
  • Jump Kick
  • Light Screen
  • Lovely Kiss
  • Mist
  • Roar
  • Rolling Kick
  • Sharpen
  • Sing
  • Smog
  • Soft Boiled
  • Sonic Boom
  • Spike Cannon
  • Splash
  • Spore
  • Superfang
  • Thunder Punch 

EXISTING BUT ODDLY PLACED CONTENT 

 LIST OF MOVES THAT EXIST IN VILEPLUME MOUNTAIN, BUT ONLY IN STATBLOCKS

  •  Aurora Beam (Seel)
  • Crabhammer (Kingler)
  • Fire Punch (Poliwrath)
  • Guillotine (Pinsir)
  • Hyper Fang (Raticate)
  • Minimize (Muk)
  • Leech Life (Zubat)
  • Poison Gas (Grimer)
  • Pound (Grimer)
  • Screech (Voltorb)
  • Sludge (Muk)
  • Smokescreen (Koffing)
  • Stomp (Kingler)
  • Vise Grip (Krabby) 

 LIST OF MOVES THAT EXIST IN THIS BLOGPOST, BUT ONLY IN STATBLOCKS

  • Thundershock (Magnemite)
  • Transform (Ditto)
  • Peck (Spearow)
  • Meditate (Hypno)
  • Glare (Arbok)
  • Drill Peck (Fearrow)

 AND HERE'S ONE LAST GEN 1 MOVE THAT WAS ADAPTED BY MITCHELL DAILY IN ONE OF HIS TRIFOLD ADVENTURES, "MIME HOUSE". THANKS MITCHELL THAT'S REAL NICE OF YA

  • Barrier (Mr. Mime)

ADDITIONAL NOTES OF INTEREST 

Despite being primarily based on Pokemon Generation One, a number of Moves listed across ItOish come from later in the franchise. This isn't a BAD thing in the slightest, but may be a stumbling block for people attempting to complete things, so I'll list them and their locations here.

  • Calm Mind (Vileplume Mountain, Gen 3)
  • Heat Wave (Vileplume Mountain, Gen 3)
  • Razor Shell (Vileplume Mountain, Gen 5)
  • Whirlpool (Vileplume Mountain, Gen 2)
  • Wood Hammer (Vileplume Mountain, Gen 4)
  • Infestation (Mime House, Gen 6)
  • Trick Room (Mime House, Gen 4) 

 And last but not least, there's a Move that is not only not from the Gen 1 List, it's ALSO only printed as part of a statblock- Flail (Gen 2) in Sudowoodo's entry. 

OK SO NOW WHAT?

    Again, I did not do this research and make these lists as a form of critique or to tell you not to pick up the game. I, frankly, adore these books and plan to run them in relatively short order. This post exists as a quick reference for folks who may want to create more adventures and supplements, to quickly guide them to where stuff still needs some work, or for GM's who may not even notice that something that's "Missing" from the reference lists that were included in the print product they're holding. Since writing this post, I have been informed that I completely overlooked the Held Items included in Vileplume Mountain, opening the door to everything related to them being up for a list. I won't fucking be doing that here. You can do it, since you're so smart. I look forward to hearing of works that let me whittle this list down, eventually. 

    As for me, I have a couple ideas in mind for supplemental stuff I could write; mostly with regard to items that were left behind from the original video game. The cool part about this game using Into the Odd as it's chassis is that I've already been writing additional mechanics and such for games that build off the same framework since the beginning of my blog. I've got a bit of a leg up, though the specifics of ItOish's rules require a little extra care to make work. I'm not here to BREAK things.

    Until then,

        Farmer Gadda 

Thursday, July 23, 2026

A Matter of Systems

You lot, after reading the clickbaity title. You are correct to do so.
Pull the trigger, Piglet. 

 You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!
 

Howdy, Farmhands!

    In 2024, I made a post titled "The Realms I Never Knew," in which I had a bit of an epiphany wrt setting design after reading Dwiz's Knight At The Opera blog series about the history and vibes of DnD's primary settings throughout the editions in quick succession to reading Seba "Moss Hut"s trio of Tri-folds efficiently adapting Knave to run adventures in The Forgotten Realms and Barovia. Neither of those two things exist on the internet anymore, so I'm having to start this follow-up/spin off from scratch. God fucking damnit. 

    To be fair to both authors, I have no right to their work, nor do they have any responsibility to continue offering me access to said work. I greatly miss the works now that I can no longer gesture towards them for others to experience, though I've long since personally archived both for private re-reading. It's simply a shame that the topic that's wormed itself between my ears builds off my previous arm flailing in their direction with the conclusion that I didn't know what to think about them, just the sense that there was something there. You can read it if you like, knowing the things it spoke about are inaccessible for context, or just pretend everything after the cut is a post on it's own.

    This will eventually sorta kinda not really be about Deathbringer, by the way. Skim this duology of blogs by Magnolia Keep to get yourself up to speed before I get there.

Friday, April 3, 2026

What's Gadda Up To? - Spring 2026

 

 
This, mostly.

Howdy, Farmhands!

    This January, I posted a year-in-review to cover what I'd accomplished (or neglected) in 2025, as well as posited what I'd learned. The big lesson was that blogging every single week wasn't for me, that I should focus on making good posts over frequent posts, something I immediately took to heart. You'll notice I didn't post but once between January 9th and last Friday.

    The break was good for me, all told, and gave me the chance to get some IRL needs in order as well as focus on some other personal projects. I returned to streaming, restarting the HEY!!!Craft project as HEY!!!Tale, with the launch of block game darling Hytale. The Digimon Fancomic is once again updating, with the chapter coming to a close by summer, I think. As evidenced by the 30 minute highlight above, link here in case it doesn't render right on your device of choice, I've gotten into a coding project to create an overly detailed reference for myself in the making of said fancomic. 

    Very little of this is easily bloggable-about, I'm afraid, and March marks the start of a hiatus for me wrt playing Tabletop rpgs. Bloggies season simply burned me out on the hobby, so taking a break to focus on other shit it is. I'm hoping that by the end of April, my energy will be back, and I'll start feeling strongly about elfgames again. This doesn't mean I'll be entirely absent, mind you. I do, in fact, have two fairly large blog projects in the works. 

    The Sonic SATAMdaptation Project has been kicked off, with both myself and Adam Seats (you might know them) working together to watch through the entire series and convert our thoughts on them into blogs. I will openly admit that I was responsible for more than a month's delay between our initial watch weekend and the publishing of our posts. Again, IRL stuff happened. We haven't set a dedicated release schedule, as finding time for us both to get into a discord call and have the verbal discussion is difficult. This project will be ongoing however, so you can look forward to them popping up from time to time. 

    The Neopets TTRPG died horrifically, and if you've been following me on Bluesky, you'll know I got embroiled in it. Here's a 4 hour recap back when the debacle was fresh for my full breakdown of what was wrong with it, before it's bombastic implosion with the license holder pulling the cord entirely. Much has happened behind the scenes that I've become privy to, and I'm working on a full writeup of what i've learned, my personal experience with it, and my thoughts on what went wrong where. The draft for that is currently at 5000 words. I've scheduled interviews. I'm doing a full on Journalism here. I have no idea when it will be done. 

    So yeah, that's a rundown of everything I've been up to for the last 3 months. It's been wild, and stressful, and definitely made it harder for me to blog about anything of value. What I should have done, and frankly, already learned once before, I can and should just blog about anything. I can't make promises that I won't just completely zone out and forget to update again for another month, though.  

    Until Next Time,

        Farmer Gadda 

Friday, March 27, 2026

Sonic SATAMdaption - Episode PILOT & #1

He's Way Past Cool
THE PREAMBLE -

    Being an aspiring micro-celebrity on the internet is fun. The majority of the effort needed to accrue an adoring public involves making oneself accessible to them, and they to your hilarious skeets on bluesky. My longest running endeavor to curate a space for all Gadda, all the time is my beloved Discord Server, which has never created problems or been a distraction for my writing process. Adam Seats, who you may very well know, pinged me in broad daylight to pitch an idea they'd had. We would watch the 1992 DiC cartoon, "Sonic The Hedgehog", and attempt to adapt concepts and elements of them into ttrpg blogposts and release them as a sort of cross-marketing technique to trick our audiences into giving attention to the other. Struck by the sheer gall needed to stop praising me with the rest of the masses, I instantly accepted. Not only would this be a fantastic project to share with a blogging peer I admire, it would give me a chance to rewatch what is still considered by many fans to be the high point of Sonic's animated outings. The rest of you masses can go on praising me, though. The Gall thing won't work on me again. 

    "Sonic the Hedgehog," known by it's more googleable nickname "Sonic SATAM" (as it aired on Saturday mornings, you see), was one of two animated series produced by the same Canadian company in the same year as it's sister series - "The Adventures of Sonic The Hedgehog". AoSTH focused more on Looney Tunes-style slapstick and comedy over SATAM's darker and plot driven action. SATAM featured the titular Hedgehog as a member of a guerilla rebellion of other woodland critters, fighting against the oppressive regime of Dr. Robotnik, who threatens their existence with urban development, pollution, and most horrifying of all, the complete stripping of their minds and bodily autonomy via a process called "Roboticization" which replaces organic material with robotics, converting victims into mindless slaves. Jim Cummings voiced the Doctor, and they added a sick reverb effect that makes him sound all encompassing and inescapable. One of the best to ever do it, ol' Jim.

    Sonic was in a bizarre place in the early 90's. Sega capitalized on the success of the video games and merchandise sales by essentially offering the liscence up to anyone willing to pay, and were relatively hands off in the adaptation process. The video games having a fairly loose setting, along with a lack of oversight of it's American branch's shenanigans lead to vastly different interpretations of the character showing up across media. SATAM and AoSTH being on tv screens concurrently, despite the different tones, is the best example of the extremes the Hog could go to.

    It is in this fertile ground that we shall dig deep for nuggets of inspiration to apply to our imaginary elfgames in a series of blogposts that will continue until we run out of material or otherwise get bored. There's only 26 episodes in this thing, but who knows? Maybe I'll have the chance to subject Adam to Sonic Underground. (Nobody tell them it's a musical)

THE ACTUAL BLOGPOST -

    We chose to watch the first two episodes for this first duo of blogposts, the Pilot, "Heads or Tails", and the actual first episode to air, "Sonic Boom." 

    S1 EP13: HEADS OR TAILS

    For some reason, despite all the elements of setting being established here, this episode wouldn't air on television until the very end of Season 1, thus being officially labeled as Episode 13. Thankfully, the playlist we're working off of places the episodes in -intended- order, as opposed to chronological release. A couple of other episodes have similar issues, but it's been 30 years, so they're well documented.

    The key bits are as follows

    - Dr. Robotnik has essentially won, taking over the world(?) and building a massive city called "Robotropolis." He converts people into robots with the previously mentioned "Roboticization" process. He even did it to Sonic's pet dog, Muttsky, which is wild.

    - He REALLY hates Sonic the Hedgehog, to the point of his illogical fixation on killing him distracting him from anything else. The episode doesn't do anything to explain why this is the status quo, just that it is.

    - Sonic and his crew live in the Great Forest, a massive wood that is apparently too large and dense for Robotnik to properly search to find them. They live in a location called "Knothole", which is hidden by a log slide in a specific tree. The tv show has this location in the open air, but other media places it as being a system of underground tunnels. I prefer that, but what can ya do.

    - Sonic alone can make use of a power-up called a "Power Ring," which emerges from a small pond within Knothole. I believe the show better establishes this later, but I remember the rings being limited to 1 a day, making them a consistant but scarce resource. 

     The actual plot of the episode is light, acting as an excuse to highlight the setting details more than anything. There is a chemical weapon Robotnik intends to deploy to kill off the trees of the Great Forest, exposing Knothole. The Freedom Fighters anti-air weaponry (A bunch of wooden catapaults) keep breaking, leaving them open to attack. Sonic makes a supply trip to Robotropolis for the scrap resources required to fix them, and learns of the Chemical attack. He is discovered, and must use the Power Ring to escape. There is a showdown where the weapon, escorted by a bunch of airborne Buzz Bombers, approaches the forest, and Sonic uses himself as bait to divert their course into range of the Catapaults.  

 S1 EP1: SONIC BOOM 

     The first adventure proper, and surprisingly dark when compared to the more slapstick vibe of the pilot! The episode begins during a stealth mission into Robotropolis to sabotage the launch of a fleet of aircraft, though what makes them important enough to take preemptive measures is never explained. While working within the computer system, Princess Sally discovers coordinates labeled with the childhood nickname her father, the missing King Acorn, used to call her. Attempting to learn more distracts Sally from the mission, which ends with the team being discovered and splitting up to reconvene elsewhere. During the escape, a member of the team realizes how close they are to being captured and chooses to use himself as bait to lure their pursuers away from the Princess. There is a scene where Jim Cummings has an absolutely banger line, hissing with menace that Robotnik has "-machines of all kinds. Marvelous machines; they can do things you would not believe." heavily implying an off-screen torture session. 

    Jesus Christ.

    Sonic is presented with two scenarios and must prioritize. Princess Sally is adamant on following the coordinates to a known dangerous location called "The Dark Swamp" in search of her father, but Cat is missing and presumed captured by Robotnik. Sonic chooses to rescue Cat, and then join Sally in the swamp. He finds Cat in a prisoner cell, but is warned before he can bust him out - Robotnik is aware of where Sally is going, and intends to ambush her at her destination. Unable to save Cat in that moment, he chases after Sally.

    There's some generic adventuring in the swamp and the abandoned prison structure within it, the bridge breaks with them on it, there's a robot guard that attacks them, standard fare for this kind of tv show. What they gain is evidence that the King was once held there, and a computer system that contains a display of the full blueprints of Robotropolis and it's surrounding geographic features, including cave systems that neither the Freedom Fighters or Robotnik were aware of. Using this information, and that day's power ring to destroy the robot guard, the team manage to return to the hangar with the aircraft, complete their original mission, and escape. Sonic returns to the prison cell to find it empty, and it is implied that Cat has been roboticized. The character will never return.

    There is a final good feelings moment, as the aircraft are launched and subsequently exploded, with Sonic using one of Robotnik's surveilance drones to directly call out that the action was revenge for Cat. Who is, again, functionally dead offscreen after presumably being tortured.

    Jesus fucking Christ. 

    THE DIGESTION

    After watching both episodes, Adam and I conferred via discord, sharing our thoughts about the episodes and throwing ideas for what our respective blog posts would be about. Adam suggested a number of systems that would be successful at emulating the sort of adventures shown here, however, my love and attention always circles back around to Elfgames and the uses thereof.

    The entire time I spent watching these episodes, especially during episode 2, I couldn't help but think of Dodecahedron's Old School Rebellion, a series of blog posts I like so much, I've printed them out into booklets so I can read them again and again. The premise of these posts is a theoretical reframing of elfgame/osr procedures to be about revolutionary forces aimed at liberating peoples and resources that have been consumed by an encompassing empire instead of more traditional elfgame experience of value extraction from holes in the ground and the people living in them. It's a good trilogy of theory posts, with links to others who have investigated similar avenues of elfgame design, and I highly recommend them. 

    Among the many great ideas within is the concept of an exposure clock- where actions taken raises the amount of attention the group gains from the powers that be, and measures how much longer they can act in one location before the weight of the tyrrany is pressed down on them, forcing them to flee and leaving the locals to suffer the empire's wrath. Balancing the need to do good without attracting too much attention is a fascinating element of Rowan's theorycrafting. That's not quite what we see in Sonic Satam, as the fuzzballs are region locked to one location for a couple reasons.

    FINALLY, THE POINT 

    There is a familiar and sound game cycle in most OSR campaigns. The Dungeon/Wilderness/Underground is a dangerous location you delve into, risking going deeper while your resources hold out, and returning to The Town/The Surface/Society and thus, safety, with your goods to prepare for another delve. The assured protection of being In Town is key to the gameloop, as resources can be expended in the Dungeon without consequence on the way back. I don't want to argue with this, but as with the inverse of power dynamics in Old School Rebellion, so too does the concept of safe zones shift.

    The Power Ring is a recurring resource, but a limited one, that acts as the final safety net before the characters are completely on their own. It's use is functionally a win button, but it's limited application (only Sonic can truly make use of them) and the window of their use is narrow (the invincibility and speed boost seems to only last moments, after which it is expended). Not only that, but it's only produced in one physical location, which cannot be moved, meaning that losing it would effectively mean losing the war. This is a seperate but equal concern to the potential loss of Princess Sally, who the show establishes as being the figurehead and primary tactician of the surviving populace. As with the risk of losing their tactician, Sonic is himself a limited resource. No other member, except maybe Bunnie Rabbot, who we'll see more of later, is capable of superhuman feats. His speed, and Robotniks fixation on him, are quite literally the strongest tool the rebellion has, and deciding where and when to deploy him is crucial to their continued survival. In Episode 1, Sonic being torn between two important missions requires him to prioritize the safety of the Princess over the life of another Freedom Fighter, a trade that Cat understood and willingly took earlier in the episode. Sonic could have used the Power Ring to blast Cat away, but we, the audience, are aware that without it, Sally would have presumably been killed by the Robot guard later that same day. 

    The idea that not only can your resources be expended inefficiently, but the very ability to acquire those resources in the future being something you risk every time you step away from it, is a fascinating one. Do you, the heroes with magic and shit, leave the city defenseless while you go out for whatever reason? Can you afford not to? In the Pilot, Sonic leaves Knothole for materials, leaving it essentially undefended, because not having the air protection the catapaults provide would make defending it in the future even harder. Can the safety of Knothole be assured without the tactical mind and morale Princess Sally brings to the table? Is another Freedom Fighter's life worth sacrificing to preserve her use to the cause? An attack aimed at deforesting the only bastion they have is on par with total destruction, while torture and death of an individual the heroes know by name and presumably have history with is a cost that the individual himself was willing to pay. How many of these choices can they make while still believing themselves to be morally just?

    And for our purposes, what on earth would all of this do to an Elfgame campaign? Placing an irreplacable resource within a region who's safety is in question would completely upend the traditional game loop in a way that could be fantastic or horrible depending on how prepared the table is to deal with these questions. Going forward, I want to keep this in mind as we watch and adapt more episodes of this silly cartoon show for children.  

    Wait, shit, there was something else I was supposed to do here wasn't there. What was it... OH FUCK RIGHT, ADAM MADE A POST ABOUT THIS TOO HOLY SHIT GO READ THAT NEXT 

    Until Next Time,

        Farmer Gadda