[19:02] <+Dirk> So, Im Dirk Stanley and Dan was gracious enough to invite me to talk about my game Far Away Land
[19:03] <&Silverlion> Yay! Tell us about it 😀
[19:03] <+Dirk> FAL is pa simple, rule-lite rpg with world building elements
[19:03] <+Dirk> there are three stats and these stats are modified by boons and flaws
[19:04] <+Dirk> the scores represent dice, all modifiers either add or subtract the dice to be rolled
[19:04] <+Dirk> the idea was to keep it really simple and accessible for various ages
[19:05] <+Dirk> most of the math is single digit addition and subtraction
[19:05] <+Dirk> one of the main things in the game is the micro and macro aspects
[19:06] <+Dirk> the micro elements are the basic create a PC and have an adventure
[19:06] <+Dirk> the macro elements entail worldbuilding stuff like playing gods, historians, architects, kings, etc..
[19:07] <+Dirk> one of the things I like to think is fairly unique about FAL is the combining of these two elements, to allow players to participate in building there own worlds and then interacting in those stories to determine the results
[19:07] <+Dirk> heres an example
[19:08] <+Dirk> the Historians of FAL is a mini worldbuilding game where players take on rolesof historians attempting to piece the history of their world together
[19:08] <+Dirk> the players basically create the history as they play, characters, events, wars, etc..
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[19:09] <~Dan> (Howdy, Skywalker!)
[19:09] <+Dirk> FAl really encourages players to take on the roles of PCs in these minigames and to act out the events, to give a bit more randomness to determining certain histories
[19:10] <+Dirk> so while you may have a war, you may not know how it ended or who was a hero/villain/survived and that sort of thing
[19:10] <+Dirk> so I guess I feel like Im babbling here and need direction –
[19:10] <+Dirk> Ill be done and open this to some question/direction
[19:10] <+Dirk> done
[19:10] <+Skywalker> Dirk, I would be interested in hearing about what inspired you in the creation of FAL.
[19:11] <+Dirk> hey Skywalker
[19:11] <~Dan> Thanks, Dirk! The floor’s open to questions!
[19:11] <+Dirk> 80s cartoon mostly
[19:11] <&Silverlion> How does the mini game be impacted by PC death/need to make new character?
[19:11] <+Skywalker> Master of the Universe?
[19:11] <+Dirk> transformers, He-man MOTU, GI Joe,
[19:12] <+Dirk> yeah
[19:12] <+Dirk> Visionaries
[19:12] <+Dirk> Bravstarr
[19:12] <+Dirk> Bravestarr*
[19:12] <+Dirk> I basically wanted some over the top nonsense kind of stuff going on
[19:12] <+Dirk> crazy characters and worlds and stories
[19:12] <+Dirk> I grew upplaying the old D&D Mentzer boxed sets
[19:13] <+Dirk> I had the red box and the expert rules
[19:13] <+Dirk> As a kid when we played, we basically made shit up
[19:13] <&Silverlion> Don’t we all…
[19:13] <+Dirk> we referred to the rules for descriptions and core stuff but everything else was on the fly for the most part
[19:13] <~Dan> (Oh, please mind the language, Dirk. Family-friendly chatroom. 🙂 )
[19:13] <+Dirk> so that was a huge influence as far as design went
[19:14] <+Dirk> oh
[19:14] <+Dirk> sorry
[19:14] <+Dirk> np
[19:14] <~Dan> (No problem!)
[19:14] <+Dirk> im talking about kids cartoons and a game for kids and cursing – ugh
[19:14] <+Dirk> anyway
[19:14] <+Dirk> done
[19:15] <+Skywalker> Picking up on Silverlion’s comment, do the mini games, especially the mass combat system, have much interplay with the regular rules in the core book? Can you dive in and out of mass combat on a scene by scene basis? Do the deeds of the heroes impact on the Historians of FAL?
[19:15] <+Dirk> oh, I missed that, sorry
[19:16] <+Dirk> the game really isnt meant for players to play a single PC
[19:16] <+Dirk> I mean, you can play single PCs in a world the GM creates but maybe the GM wants to have a session where something is established in the past
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[19:17] <+Skywalker> “I am Argh, son of Varg, librarian of Putterville and daughter to King Zod”
[19:17] <+Dirk> she doesnt have to tell the PCs what is going on or how that will influence the present
[19:17] <~Dan> (Howdy, Sigh!)
[19:17] <+Dirk> so you create this history and the players make PCs for that story and interact
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[19:18] <+Skywalker> Coolies.
[19:18] <~Dan> (Howdy, Capricious!)
[19:18] <+Dirk> and maybe one of those PCs survives and is awesome and becomes part of the historical record
[19:18] <+Dirk> and maybe that storyline somehow ties directly to the present campaign
[19:18] <+Dirk> So maybe Argh, is the son of Varg – he just never knew it and that is the story created
[19:19] <+Dirk> I kind of think of everything as being a single thing
[19:19] <+Skywalker> What’s the shortest session that you have tried to run FAL in? Is it possible to play the full game (with min-games) in 3 or 4 hours?
[19:19] <+Dirk> I really wanted each system/minigame to compliment everything else
[19:20] <+Dirk> yeah, Skywalker, I have played a couple full adventures in less than that time with premade characters
[19:20] <~Dan> Speaking of which, how long does character generation generally take?
[19:20] <+Dirk> a basic clear a dungeon of some dastardly monsters kind of adventure was on I was using early on to test the game
[19:21] <+Dirk> making a PC takes about 5 minutes once you gte the hang of it
[19:21] <+Dirk> probably around 5-10 minutes if you are new to it
[19:21] <&Silverlion> Cool.
[19:22] <~Dan> Impressive!
[19:22] <+Dirk> combat was really scaled down from the origianl
[19:22] <+Dirk> I just wanted it to be fast and brutal
[19:22] <+Dirk> can I talk about the HP system?
[19:22] <~Dan> Please!
[19:22] <+Dirk> so you get XP in the game and you can use it to buy stuff
[19:22] <+Skywalker> I am kind of tempted to test FAL out with a “Keep of the Borderlands” style scenario, with the region and its history told on a micro and macro level 🙂
[19:23] <+Dirk> but there isnt really an HP upgrade
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[19:23] <+Dirk> HP works like this, when your positive HP number becomes 0 or less than 0, you have suffred severe wounds
[19:24] <+Dirk> when your severe wounds level drops below your negative level, you are dead
[19:24] <~Dan> Simple enough.
[19:24] <+Skywalker> Is damage still rolled like in the playtest document or is it all Margin of Success now?
[19:24] <+Dirk> as you increase levels, you gain HP, you also gain +1 severe wound level
[19:25] <+Dirk> Damage works like this, attacker rolls dice and takes the high roll
[19:25] <+Dirk> defender defends and takes the high roll
[19:25] <+Dirk> each roll is comapred
[19:25] <+Dirk> if the attacker’s roll exceeds the defenders roll, the defenders roll is subtracted from the attackers and added to the damage of teh weapon
[19:26] <+Dirk> the AC of the defenders armor soaks a certain amount of damage, the unsoaked damage is delivered to HP
[19:26] <~Dan> Does strength affect melee damage?
[19:26] <+Dirk> so MoS determiens extra damage dealt – the better u roll, the more damage you do
[19:27] <+Skywalker> Nice. That does make it quicker.
[19:27] <+Dirk> strength does affect melee damage as melee damage is based on strength
[19:27] <+Dirk> so to swing a sword you would add your Brute stat + Melee Boon for the total numbeof dice rolled
[19:28] <+Dirk> done
[19:28] <~Dan> Boons work like skills?
[19:28] <+Dirk> yeah
[19:28] <+Dirk> each Boon is based on a stat
[19:28] <+Dirk> u can upgrade and gain Boons
[19:28] <+Dirk> Flaws too
[19:29] <~Dan> Are they variable or flat bonuses?
[19:29] <+Skywalker> Any chance you can go through how you would make a non-humanoid PC? Such as a Unicorn or robot dog?
[19:29] <+Dirk> @Dan – Boons are Flat bonuses
[19:29] <+Dirk> Flaws are variable and subtract dice based on the event the Flaw is being used in
[19:29] <+DrNate> How do we obtain this game? And how does it play with two?
[19:30] <+Dirk> lol
[19:30] <~Dan> Oh, yes — want to post a link to the kickstarter, Dirk?
[19:30] <+Dirk> @Skywalker – You would choose an Archetype – so for a Unicorn maybe you choose the Animal Archetype or for the robot dog you choose the Construct Archetype
[19:31] <+Dirk> you use the Archetype as your guide to determine HP, AC and that sort f thing
[19:31] <+Dirk> you may alter the HP depending on size as well
[19:31] <+Dirk> there are like 100 different abilities in the book to give you a foundation to create specific racial abilties
[19:31] <~Dan> Nice!
[19:32] <+Dirk> hey – Im gonna have to run
[19:32] <+Dirk> Im sorry
[19:32] <&Silverlion> Very cool
[19:32] <~Dan> No problem. We’ll be here. 🙂
[19:32] <+Dirk> I will be back asap if people are still here tho
[19:32] <+Dirk> thanks
[19:33] <+Skywalker> How many “premade” races are there? Do we get the standard selection of elves, dwarves and creepy shoeless small people?
[19:33] <&Silverlion> Aye…
[19:33] <~Dan> Here’s the KS link: https://www.kickstarter.com/projects/305572273/far-away-land-rpg-fantasy-role-playing-and-worldbu
[20:26] <~Dan> So, DrNate tells us that he has three questions for you before he throws some cash your way.
[20:26] <+Dirk> kk,lol
[20:27] <~Dan> DrNate?
[20:27] <+Dirk> …
[20:27] <+DrNate> And how does it play with two?
[20:28] <+Dirk> with two people?
[20:28] <+DrNate> How well does it play with two?
[20:28] <+DrNate> yeah, a GM and player
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[20:28] <+Dirk> all of the early testing was with my wife, who basically dislikes games
[20:29] <+Dirk> she rolled up several characters and played them all at the same time ust to test mechancis
[20:29] <+Dirk> for a non-gamer, that went amazingly smooth
[20:29] <+Dirk> later on I tested with one of my colleagues and it went fine
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[20:30] <+Dirk> what we did in later single tests was to create advanced level PCs, which ensured a bit longer lifespan
[20:30] <~Dan> (wb, Sil!)
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[20:31] <~Dan> (Howdy, LW!)
[20:31] <+Dirk> I was talking about combat before, and it can be brutal, so my advice with a GM and single player would be to amp up the PC a bit
[20:32] <+Dirk> but, at the same time, there are various levels of play as far as PC death goes
[20:32] <+DrNate> The kickstarter page says that the game is ready, so why do we have to wait all the way until August?
[20:32] <~Dan> What’s your thinking on combining brutal combat with seemingly lighthearted inspirations?
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[20:32] <+Dirk> it was my first Kickstarter and I was unsure how the game would be received, I had no money to market it and in the off chance that it achived any stretch goal, I wanted ample time to get it done
[20:33] <+Dirk> so the August date is a buffer date for getting the stretch goals done
[20:33] <+Dirk> I posted an update on the KS site saying that I expected to have everything out by July
[20:34] <+Dirk> @Dan – I just thought it would be funny to have a lighthearted game with brutal combat
[20:34] <~Dan> Heh. Fair enough. 🙂
[20:34] <+Dirk> there is aan optional rule called Battle Scar which lets a PC choose a permanent reminder instead of death
[20:35] <+Dirk> that perm reminder could be physical (a lost limb), emotional, or mental (a phobia) – this also allows for new Flaws to be awarded to a PC after creation
[20:35] <+DrNate> So you’ll wait until all four books are done before shipping out any?
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[20:36] <~Dan> Now, did I understand you correctly that Brute doesn’t add directly to damage, but rather increases the chance to hit, and hence to get more success levels?
[20:37] <+Dirk> well, the Core Rules and Creatures Vol I are completed – with all of the stretch goals already included in those – if Magic Items and Weapons gets unlocked Im going to add it to the Core Rules
[20:37] <+Dirk> So,I am going to wait until everything is done before anything gets shipped.
[20:38] <+Dirk> @Dan – right, it increases the likelihood to add greater damage by the MoS – also, if you have a PC of larger size, it is awarded a melee damage modifier
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[20:38] <~Dan> Ah… That size thing addresses where I was going with that.
[20:38] <~Dan> That sort of system always makes me wonder if a game can handle strong-but-clumsy creatures.
[20:39] <+Jetrauben> heyhey
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[20:39] <~Dan> (wb, Jetrauben!)
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[20:39] <~Dan> So, a cyclops would have a flat bonus to damage based upon its size, for example?
[20:39] <+Dirk> right
[20:40] <~Dan> Excellent.
[20:40] <+Dirk> if it hits, it will deliver more damage
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[20:40] <~Dan> (Howdy, Heckboy!)
[20:40] <+Dirk> now, its really up to the Gm to say, the cyclops is big and clumsy and dumb, so he takes a modifier to his melee attack in a certain situation,
[20:40] <+Heckboy> Hi, Dan!
[20:41] <+Dirk> the chance of hitting and a high MoS would simply decrease
[20:41] <+Dirk> done
[20:42] <~Dan> You said that Boons are always flat bonuses. Does that make it impossible to create, say, an expert swordsman?
[20:42] <+Dirk> the Boons listed in the Core Rules are fairly broad – for example, there is a melee Boon which would be attributed to any melee type weapon
[20:43] <+Dirk> the Boons are given as a guide, but you could easily make it as crunchy as you want, say a specific boon for swords or maces or whatever
[20:43] <+Dirk> the same is true of flaws
[20:43] <+Dirk> in that they are a guideline
[20:44] <+Dirk> done
[20:44] <+Dirk> does that make sense?
[20:44] <~Dan> Right, but it’s a have-it-or-don’t thing, right? So attributes aside, no swordsman is more skilled than any other?
[20:44] <~Dan> It does.
[20:44] <+Dirk> kinda
[20:45] <~Dan> Or, to rephrase, is there any way go get better than just the +2 bump?
[20:45] <+Dirk> if u are using what is presented, the Boons as listed in the Core Rules, then your sword skill would be based on your BRT stat and Melee Boon, so your expert swordsman would simply have higher scores
[20:46] <~Dan> A higher Brute stat, you mean?
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[20:46] <~Dan> Howdy, lucidfox!
[20:46] <+Dirk> a higher BRT stat and a higher Melee Boon, becasue both Stats and Boons can be increased
[20:47] <~Dan> Ah! That’s what I was wondering. So the +2 from the Boon is just the starting point?
[20:47] <+Dirk> so you could have a PC with BRT 4 and Melee 4 and he would be rolling 8 dice compared to some scrub with a BRT of 1 and Melee 1 (2 dice)
[20:47] <+Dirk> right
[20:47] <~Dan> Okay, cool. That addresses my concern there.
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[20:47] <~Dan> (wb, jeffszusz!)
[20:47] <+Dirk> the boons you pick and the way you attribute scores to Stats really shape your PC
[20:47] * ~Dan nods
[20:48] <+Dirk> lol
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[20:48] <~Dan> (Howdy, TQuid!)
[20:48] <+TQuid> Evening, DAn
[20:48] <~Dan> What sorts of powers are available, and how does magic work?
[20:48] <~Dan> I think I read somewhere that you even have superpowers…?
[20:49] <+TQuid> Well all kinds of things I guess.
[20:49] <+TQuid> Ha no I don´t have superpowers
[20:49] <+TQuid> And I have to say I think magic is mostly psychological stuff.
[20:49] <~Dan> (Q&A in progress, TQuid. 🙂 )
[20:49] <+TQuid> OH
[20:49] <+TQuid> Sheesh. That makes it rude instead of just a bad joke. Sorry!
[20:49] <+Dirk> Pretty much any power from Balloon (where you make yourself fat) to Necrotic Nourishment (where you heal by eating dead stuff)
[20:49] <+Dirk> @TQuid lol
[20:50] <+Dirk> magic works like regular combat
[20:50] <+Dirk> You have an Arcane Boon which is added to your WIT score
[20:50] <+Dirk> you get to use your LVL + 3 magic spells per day
[20:51] <+Dirk> spells have one or two sentence descriptions, range, damage, and duration
[20:51] <+Dirk> duration is basically like rounds, minutes, hours, days, and is based on teh PCs LVL
[20:52] <+Dirk> magic is spell based and I think there are like 80 spells included
[20:52] <~Dan> Do you distinguish between powers and spells?
[20:52] <+Dirk> yeah
[20:52] <~Dan> Cool.
[20:52] <+Dirk> spells are all Arcane based, each power is based on a specific Stat
[20:52] <~Dan> Gotcha.
[20:53] <+Dirk> so something like Terrakinesis is WIT based
[20:54] <~Dan> What sorts of races/creatures are available as PCs?
[20:55] <+Dirk> everything in the Creatures book can be used as a PC if you wanted, there is also a custom creature builder so you can make your own races and stuff
[20:55] <+Dirk> the Core Rules are basically set up for a Human PC, but making something else is easy
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[20:56] <+Dirk> we had a session without any humanoid characters- a chicken, a slime type ooze thing, and a robot and it went well
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[20:56] <~Dan> (Howdy, Gemini!)
[20:56] <+Dirk> the test was to make ridiculous stuff
[20:56] <+Skywalker> The bestiary is called “Creatures vol 1”. That implies a vol 2, right? 😉
[20:56] <+Dirk> to see how it worked
[20:57] <+Dirk> @Skywalker – yeah, I have a bunch of monsters from over the years
[20:57] <+Dirk> I had an old webcomic called SimianAngel thatFar Away Land is based on
[20:57] <~Dan> What’s the human attribute scale?
[20:58] <+Dirk> the webcomic died a long time ago but all of the notes and creatures and artowk I had leftover are basically my fountain
[20:58] <+Dirk> of inspiration at this point
[20:59] <+Dirk> @Dan – I think the Core Rules say you can have up to a Stat score of 5 and a Boon of 5 – which would make you pretty awesome
[20:59] <+Dirk> that would be a high level PC though because you start with 6 stat points total, and each Boon starts at 1
[21:00] <+Dirk> the higher the score, the more XP to increase
[21:01] <~Dan> And what sort of dice do you use?
[21:01] <+Dirk> d6s
[21:01] <+Dirk> I probably should of mentioned that early on
[21:02] <~Dan> And did I read correctly that you just take the highest dice?
[21:02] <+Dirk> right
[21:02] <~Dan> Is there a way to get something higher than a 6?
[21:02] <+Dirk> but, if you roll mutliple 6s, then each additional 6 counts as a +1
[21:02] <~Dan> Ah, there we go.
[21:02] <~Dan> (This guy thinks of everything!)
[21:02] <+Dirk> say you roll 3,4,6,6,6 – then your score would be 6+1+1 = 8
[21:02] <+Dirk> lol
[21:03] <~Dan> So enough about the system for a moment… How would you describe the setting?
[21:04] <+Dirk> I have been getting a lot of messages that FAL is an Adventure TIme ripoff – and I can see the similarity in the artwork
[21:04] <+Dirk> but the setting is more serious
[21:05] <+Dirk> basically, there were these invaders who tried to take over FAL, they built tehse towers to bring in reinforcements but the towers failed because of these giant snails
[21:06] <+Dirk> the towers tore open space and time and ripped open various dimensions – a bunch of angry stuff was depsoited in FAL – thats why there are so many different things – why you can make so many different thing
[21:06] <+Dirk> Humans were one of those things deposited in FAL – in fact, the entire city of London was pulled to FAL
[21:06] <+Dirk> in a nutshell tho
[21:07] <+Dirk> FAL is a fantasy setting with a mix of scifi and humor
[21:07] <+Dirk> maybe its more like Adventure Time then I thought
[21:07] <+Dirk> …
[21:07] <+Geek2theRight> Hey, I only said “inspired by.” I did not say or even imply “ripoff.” :p
[21:07] * ~Dan chuckles
[21:07] <+Dirk> ?
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[21:08] <~Dan> What are some of the scifi elements?
[21:08] <+Dirk> robots, constructs, these giant floating heads called Soracan who shoot lazers
[21:08] <+Dirk> the Ten Times Ten Men, big robots who hate living things
[21:09] <+Dirk> these Agnun humanoids who rides bears worship an old robotic bear leftover from their home world – stuff like that
[21:10] <~Dan> Are there any high tech goodies that players can get their hands on?
[21:10] <+Skywalker> Can you tantalise us with what the last three stretch goals entail if we get enough pledgers?
[21:10] <+Dirk> @Geek – oh, I was talking about through the KS – people send angry messages
[21:10] <+Dirk> sure
[21:10] <&Silverlion> I’ve never done that..Angry? Really
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[21:10] <+Dirk> @silver yeah -lol
[21:11] <+Dirk> the maps are all gonna be Hex maps of greater detailed areas – unless I come up with some time to make some cool cartoony maps – which i would very much like to do
[21:11] <+Dirk> I’m thinking about 8 maps of important places
[21:12] <+Dirk> The Pantheon of Gods is going to inlcude a bunch of Gods we have created in testing – for example – the Herensuge – this giant dragon like creature that created dragons
[21:12] * +GenoFoxx perks up, robots, lazers?
[21:12] <+Dirk> The pantheon is going to include a creation myth
[21:13] <+Dirk> the Magic Items and Weapons is going to be a big list of magic items and descriptions
[21:14] <~Dan> Is there a reason why dragons have bug eyes? 🙂
[21:14] <+Dirk> Im not sure how many Magic Items Im going to include – enough to be worth it
[21:14] <+Dirk> @Dan – I wanted to make something kind of unique for the dragons
[21:14] <+Dirk> I find lots of little eyes to be scary – so I made lots of little eyes
[21:14] <+Dirk> lol
[21:15] <~Dan> They are pretty creepy. 🙂
[21:15] <+DrNate> Can the system do Green Lantern PCs?
[21:15] <+Dirk> lol
[21:15] <+Dirk> thats such a perfect question
[21:16] <+Dirk> yeah – the abilities/powers are a great basis for creating any power you want – you just make it and define it and use something already there as the basis
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[21:16] <+Dirk> I havent tested green lantern stuff though
[21:16] <~Dan> (Howdy, Jadomonkey!)
[21:16] <+Jadomonkey> Hi!
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[21:17] <+DrNate> How do you feel about the success of your kickstarter? You’re well past your goal, but the stretch goals seem so very far away
[21:17] <~Dan> What would you say is the ratio between “standard” fantasy elements and FAL-specific weirdness?
[21:18] <+Dirk> @DrNate – I never thought I would reach the funded goal – so I am totally happy -my goal now is to really add a bunch of cool stuff
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[21:19] <+Dirk> I hope we reach the stretch goals that are left, I made those goals becasue I thought all that stuff would be neat
[21:20] <+Dirk> @Dan – there are standard fanatsy themes and they are fairly heavy – however, most of the important races and creatures are all unique to FAL
[21:20] <~Dan> Elves, dwarves, goblins, orcs…?
[21:20] <+Dirk> there are Dwarves and Elves but they are overshadowed by Agnuns, Noknil, Ten Times Ten Men, Garl Snails, Zoordrooz, etc..
[21:20] <+Dirk> lol
[21:21] <~Dan> What are the pumpkin-headed dudes?
[21:21] <+Dirk> there are Goabs which are like goblins or orcs
[21:21] <+Dirk> Poomkin
[21:21] <+Dirk> lol
[21:21] <~Dan> What’s their story? 🙂
[21:21] <+Dirk> they can regenerate lost body parts
[21:21] <+Dirk> they live in giant mpkin and squash houses
[21:22] <+Dirk> pumpkin*
[21:22] <~Dan> Cool. 🙂
[21:22] <+Dirk> They are actually native to FAL
[21:22] <+Dirk> they grow on vines
[21:22] <+Dirk> lol
[21:23] <~Dan> Now, given the built-in comedy, how serious do you see the game?
[21:23] <+Dirk> serious as in…?
[21:24] <~Dan> Well, is it continual comedy, like, say, Tales from the Floating Vagabond, or is it more a bunch of humorous setting elements that are played “straight” within the setting, like Low Life?
[21:25] <+Dirk> I think the humor is played pretty straight
[21:25] <+Jadomonkey> Along those lines,I’d like to know if it’s intended to be played as a one-off beer n’ pretzels gag or if there’s enough meat to support campaigns if people wanted to get into it?
[21:25] <~Dan> So it’s all treated in a matter-of-fact manner?
[21:26] <+Dirk> what I found of my adult role playing experiences was that I was tired of taking games seriously – I really wanted soemthing that lent itself to being more humurous
[21:26] <+Dirk> I think so, here are some Poomkin, they look funny, but they will kill your PC and use them to fertilize their offspring
[21:26] <+Dirk> in the Poomkin patch…
[21:27] <~Dan> I think I see what you mean.
[21:27] <+Dirk> lol – sorry if I am unclear on that
[21:27] <~Dan> No, I think I get it.
[21:27] <~Dan> Grim, yet whimsical.
[21:27] <~Dan> Grimsical.
[21:28] <+Dirk> thats perfect
[21:28] * ~Dan bows
[21:28] <+Geek2theRight> I’m interested in less serious games. As much as I love lots of drama and serious bizness, sometimes you need something different. But the current “humor” games that I’m aware of — like Paranoia — just do nothing for me. This sounds more in line w/ my interests.
[21:28] <~Dan> Feel free to use that. 🙂
[21:28] <+Dirk> I will
[21:28] * +Geek2theRight bows before Dan.
[21:28] <+Dirk> When I was a kid I loved Paranoia – I dont feel like FAL is in that vein though
[21:29] <+Dirk> I havent played Paranoia in years tho
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[21:30] <+Dirk> I really didnt want to force humor into FAL either, I just wanted vibrant artwork and rules that made for inspiring fun and humurous gameplay
[21:30] <+Dirk> most of the humor written in the books is dry
[21:31] <~Dan> How do you think that will appeal to kids?
[21:31] <~Dan> (re: the dry humor)
[21:31] <~Dan> Oh, and yes, your artwork is delightful!
[21:32] <+Jadomonkey> Humorous or no, do you see people playing it one night and then they can put it on the shelf forever or do you want people to get some mileage out of it? Like, Paranoia isn’t meant to be a drawn-out experience.
[21:32] <+Dirk> Im not sure how kids will take the dry humor – I think things like pumpkin people and giant snails with fish living in them are more in line with my humor as a kid
[21:32] <~Dan> Yeah, I can see that. 🙂
[21:33] <+Dirk> FAL is really meant to be a long experience – where the players and GMs build their world, keep its history, live through the lives of various PCs, build and control kingdoms
[21:33] <+Dirk> one of the ways I thought this would work is to just implement a ton of options, make them all as simple as I could, and leave it open to the players
[21:34] <~Dan> So a sort of “Sim City” experience in which you can “zoom in” to individual lives?
[21:34] <+Dirk> exactly
[21:34] <~Dan> Interesting approach.
[21:35] <+Dirk> The sessions we have played where we were eworldbuilding and then decided to make characters in the history to determine what went on were some of the best moments – and very few were combat centered
[21:35] <~Dan> Oh, you mentioned levels earlier. Does the system have classes as well?
[21:35] <+Dirk> no classes
[21:35] <+Skywalker> Gotta go. Good luck with the KS, Dirk. Here’s to hitting the next three stretch goals 🙂
[21:35] <~Dan> (Bye, Skywalker!)
[21:35] <+Dirk> thanks Skywalker – I really appreciate it
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[21:36] <+Jadomonkey> Ok, it’s hard to tell sometimes if ‘not serious’ just means humor or how involved you could get.
[21:36] <~Dan> Oh, before I forget, Dirk: I’m also a game reviewer. Just let me know if you’d like to exchange a review copy for a review when the time comes. 🙂
[21:36] <+Geek2theRight> Oh, I didn’t mean to imply that FAL was anything like Paranoia. It was just the most prominent comedy-heavy game I could think of. The one that comes to the forefront of my brain when I think of RPGs that are less serious bizness.
[21:36] <+Dirk> yeah – I have never looked at FAL as a one off type game
[21:37] <+Jadomonkey> Well, there’s actually not anything particularly wrong with one-off games.
[21:37] <+Jadomonkey> I don’t really dig it, but it’s more like that board game sort of experience.
[21:38] <+DrNate> One offs are best for deciding if you like a system
[21:38] <+Dirk> @geek, yeah, I understood, I always think of Paranoia in that frame of reference as well
[21:38] <+BlasterKyubey210> Mainly because a longer-scale Paranoia campaign can be halted if you run out of Clones
[21:38] <+Dirk> lol
[21:39] <+Jetrauben> I am about to go berserk on my own party
[21:39] * +Jetrauben cackles
[21:39] <+BlasterKyubey210> I mean, some missions can really cause those 6 packs to burn up
[21:39] <+Jadomonkey> A lot of it could depend on how you run it too. Like, I could see running FAL almost depressingly serious if you wanted too. 😀
[21:39] <+Dirk> god that’s so funny
[21:39] <+Jadomonkey> …the more I’m looking at it.
[21:39] <+Dirk> that would be great
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[21:40] <+Dirk> play it at a funeral
[21:40] <+Jadomonkey> lolol
[21:40] <+xyphoid_> NO SMILING
[21:40] <+Dirk> lol
[21:41] <+Dirk> I havent really played a lot of funny games, serious games always turned into funny stuff, especially when people were really trying to be serious
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[21:41] <~Dan> Does the system include any sort of “hero point” mechanic?
[21:41] <+Dirk> not really – you get Luck as you gain LVLs, Luck letes you spend a point and buy an extra die to add to your roll
[21:42] <+Dirk> oh, also, you don’t necessarily play heroes, a lot of our sessions have been murdering one another
[21:43] <+Jadomonkey> So, what would you say is the core conflict of the game?
[21:43] <~Dan> That brings up another question: Is there any sort of built-in morality in the setting? Are there obvious Big Bads?
[21:44] <+Dirk> @Jado – The core conflcit mentioend in the Core Rules is you are a human in a world not your own – humans are few and far between
[21:45] <+Dirk> I think there are evils in the world and spending night after night killing your own party members gets old fast
[21:45] <+Jadomonkey> Ah, OK. I wasn’t sure if you played natives or not.
[21:45] <+Jadomonkey> That’s cool. 🙂
[21:45] <+Dirk> you can – since you can play any race you want
[21:46] <+Dirk> @Dan – there are alignment or morality rules
[21:46] <+Jadomonkey> But the core idea is exploration and discovery.
[21:46] <+Jadomonkey> ?
[21:46] <+Dirk> the rules talk about your actions following you – but this is really up to the GM,
[21:46] <~Dan> That being the case, do you have any sort of balancing mechanism in place between the races? Or is it more like RuneQuest, in which some races are flat-out better than others?
[21:47] <+Dirk> @Jado – yeah – its really about exploration,creativity, making cool stuff, and telling cool stories
[21:47] <+Dirk> @Dan – some races are flat out better
[21:47] <+Dirk> if your PC is a dragon, you will be awesome
[21:47] * ~Dan nods
[21:47] <~Dan> But you’ll have lots of creepy little eyes.
[21:47] <+Dirk> lol
[21:47] <+Dirk> true
[21:47] <+Jetrauben> Well, holy crap
[21:48] <+Jetrauben> Guess what happened when I tried to go berserk to save the captive?
[21:48] <+Jadomonkey> I don’t need to guess.
[21:48] <+Jadomonkey> I know.
[21:48] <+Jetrauben> …my character failed the struggle roll, accidentally shattered the bars, and a fragment flew out and killed her
[21:48] <+Dirk> lol
[21:48] <~Dan> (Q&A in progress, Jetrauben.)
[21:48] <+Jadomonkey> lol
[21:48] <+Jetrauben> (Oh, sorry Dan!)
[21:48] <+Jetrauben> (my bad my bad nm)
[21:48] <~Dan> (S’okay!)
[21:48] <+Dirk> pretty funny anyway
[21:49] <~Dan> (#rpgnet2 is open for general chat.)
[21:49] <+Dirk> oh hey Dan – earlier I said there were alignment and morality rules – I meat to say there are not any
[21:49] <~Dan> This system sounds pretty flexible. Do you have any thoughts regarding using it for other settings?
[21:50] <~Dan> Dirk: Ah! Yeah, I was wondering about that.
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[21:50] <~Dan> (wb, Capricious!)
[21:51] <+Dirk> I think it could be used for pretty much any setting – the mechanics are simple and really allow you to make what you want – so if you wanted a spy setting, I think you could easily tweak boons and stuff to fit it
[21:51] <+Dirk> that being said, I havent tried using it with anything else really
[21:52] <~Dan> Have you thought of publishing anything new with the system at some point, though?
[21:52] <+Dirk> I want to do a pirate expansion called Seas of Far Away Land – like waterworld kinda
[21:52] <+Dirk> you mean after the KS?
[21:52] <~Dan> Yeah. Down the road.
[21:53] <~Dan> Oh, and that would be great, re: pirates!
[21:53] <+Dirk> if people like it and want stuff, I will
[21:53] <~Dan> Cool.
[21:53] <+Dirk> I wanted to do a Creatures Vol II that has hundreds of monsters
[21:53] <~Dan> Awesome. 🙂
[21:53] <+Dirk> just a big thick tome of crazy stuff
[21:54] <+Dirk> we’ll see
[21:54] <~Dan> I should probably call it a night near the top of the hour. But before I do, is there anything you’d like to mention that we haven’t brought up?
[21:55] <+Dirk> I don’t think so. I appreciate being allowed to do this. I hope I was able to answer some stuff and clear some things up.
[21:55] <~Dan> I know you did on my end. I really appreciate you taking the time to visit with us!
[21:55] <+Jadomonkey> It sounds cool…oh, what are your plans for distribution post-Kickstarter?
[21:57] <+Dirk> pdfs and print online probably – I am looking into some other stuff and putting together a Bible with some cartoon stuff – that’s a long way off though
[21:57] <+Dirk> as soon as the Kickstarter stuff is out, everything will be available online
[21:57] <+Bigby> Can we get the Kickstarter link one more time before you go?
[21:57] <+Dirk> sure
[21:57] <+Dirk> (Link: https://www.kickstarter.com/projects/305572273/far-away-land-rpg-fantasy-role-playing-and-worldbu)https://www.kickstarter.com/projects/305572273/far-away-land-rpg-fantasy-role-playing-and-worldbu
[21:58] <+Jadomonkey> I actually had a little trouble finding it earlier. 😀
[21:58] <+Dirk> lol
[21:58] <~Dan> I’ll have a link to the chat log in just a minute, Dirk.
[21:58] <+Bigby> Cool, thanks.
[21:58] <+Dirk> Great