[19:02] <+Thorin> Hello. I’m Thorin Tabor. I’m the author of the new RPG “Against the Dark Yogi: Mythic India Roleplaying” which is currently in the last couple days of its Kickstarter.
[19:02] <+Thorin> Against the Dark Yogi is a game that lets you tell stories in the vein of Indian myths.
[19:02] <+Thorin> And that’s really cool! There aren’t a lot of India-inspired games on the market, and there aren’t a lot of systems that I feel really capture the sort of larger-than-life feats seen in Indian myth very well.
[19:03] <+Thorin> So a couple years ago, when I sat down to design Against the Dark Yogi, I wanted to really capture the feel of the myths and ancient India itself.
[19:03] <+Thorin> Towards that end, almost all of the powers and other abilities in the game are directly inspired by different feats seen in the myths.
[19:03] <+Thorin> The other hurdle to writing an Indian myth game is that a lot of gamers aren’t as familiar with Indian mythology as they would be with a lot of Western mythologies.
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[19:03] <~Dan> (Howdy, Pundit! We’re just getting started.)
[19:03] <+Thorin> And this is something I wanted to directly acknowledge when writing in the game.
[19:03] <+RPGPundit> Hello!
[19:04] <~Dan> (Pundit: Want me to copy/paste what you’ve missed?)
[19:04] <+RPGPundit> yes please dan
[19:04] <~Dan> (Sure, just a sec. Please proceed, Thorin.)
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[19:05] <+Thorin> So we make sure to explain different aspects of the mythology in the game itself, for example, talking about the role that archery has in ancient India as teh martial style of kings and some of Indian myth’s greatest warriors.
[19:06] <+Thorin> We also point out, for example, that duels are traditionally fought with these large two-handed maces called gadas. And an Indian duel is something of a mace fight crossed with wrestling match.
[19:07] <+Thorin> Finally, I wanted to make sure that the combat system, and other systems in the game, could handle the sort of larger-than-life, almost demigod-like stunts performed by heroes in Indian myth.
[19:08] <+Thorin> So one thing I decided to do early on is to provide something of a default hook in the setting that GMs who wanted an easy storyline could use.
[19:08] <+Thorin> And that’s where the name of the game comes from.
[19:09] <+Thorin> The default hook is that this sinister figure, the Dark Yogi, is seeking to bring about the fourth and final age of the world. You see, in Indian myth the world goes through four ages (Yugas). And each age is more corrupt than the one before it, as people get further from dharma.
[19:10] <+Thorin> What the Dark Yogi’s trying to do is to bring about this final age, where the asura Geli will be born, and then there’s 10,000 years of darkness, that sort of thing.
[19:10] <+Thorin> And so the default hook is, of course, for the heroes to stop that.
[19:11] <+Thorin> (done)
[19:11] <~Dan> Thanks, Thorin!
[19:11] <~Dan> The floor is open to questions!
[19:12] <~Dan> I suspect some are brewing as we speak, but can you give us an overview of the system?
[19:12] <+Thorin> No problem.
[19:13] <~Dan> Oh, actually, first…
[19:13] <~Dan> Have you met RPGPundit?
[19:13] <+Thorin> We’ve commented back and forth over Google+
[19:13] <+RPGPundit> Well, as the author of Arrows of Indra, currently the only Indian themed RPG., I’ve obviously got an interest in this game. We’ve friendlied up to Thorin and he’s talked a bit about Dark Yogi in the official Arrows Google group.
[19:13] <~Dan> Ah, cool. Just wanted to make sure. 🙂
[19:13] <~Dan> Excellent.
[19:14] <~Dan> Okay, sorry to interrupt, Thorin. Please proceed! 🙂
[19:14] <+RPGPundit> From what you describe here, Thorin,. it sounds like in terms of history you go further afield in your setting than AoI; which is pretty well a carbon copy of the Bharata Kingdoms at the time of the Mahabharata
[19:15] <+RPGPundit> Would you say that’s accurate? That you made a choice to make something a bit more variant from history, maybe to focus more on the mythology?
[19:15] <~Dan> (I’ll call for a question pause there — that and the system info will take a bit, I’m guessing.)
[19:16] <~Dan> (Thorin, please feel free to address whichever you like first.)
[19:17] <+Thorin> That is accurate. Against the Dark Yogi has less of a historical approach than Arrows of Indra, and it focuses more on matching the feeling of the heroes in myth.
[19:18] <+Thorin> We’ve also set our game in the fantasy world of Bhurloka, which has many direct parallels to places and events in ancient India, but does take more creative liberties than the Bharata Kingdoms do in Arrows of Indra.
Session Close (#rpgnet): Tue Mar 04 19:19:53 2014 -0600
Session Start (Dan:#rpgnet): Tue Mar 04 19:20:02 2014 -0600
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[19:20] *** Topic on #rpgnet is: Happy GM’s Day! || #rpgnet welcomes Thorn Tabor (Against the Dark Yogi) 03/04/2014 7:00 p.m. CST! || Q&A schedule: (Link: http://tinyurl.com/rpgnetschedule)http://tinyurl.com/rpgnetschedule || Q&A logs: (Link: https://gmshoe.wordpress.com/)https://gmshoe.wordpress.com/
[19:20] *** Topic set by Dan (9 hours ago at 10:02 AM)
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[19:20] <~Dan> (Whoops)
[19:20] <+Thorin> In play each player will have a have of cards, representing their good karma. And they’ll play either from their hand or from the top of the deck. Doing heroic deeds can earn a character more good karma, which means more cards in hand, which means more options.
[19:20] <+Thorin> A player will often have several cards face-down in front of them, representing their bad karma. These bad karma can be burned off to the character’s detriment in play.
[19:20] <+Thorin> Anyway, when a card is played it has a value which is added to the character’s Stat and Skill. This is compared to a target number. The more you beat it by the better.
[19:20] <+Thorin> Different suits are also trump for different stats. So when you play a card that’s trump for that action, you get a bonus.
[19:21] <+Thorin> And this system of trumps interacts with various abilities in the game.
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[19:21] <~Dan> (Did I miss any system info before “In play each player…”?)
[19:22] <+Thorin> (one line: The base mechanic in the game uses a deck of cards. By default the game assumes a typical deck of poker cards (since they’re ubiquitous and cheap), but we also have rules for playing it with traditional Indian playing cards as well (Ganjifa).)
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[19:22] <~Dan> (Thanks!)
[19:23] <~Dan> Mind if I clarify a point here, Thorin?
[19:24] <+Thorin> Sure
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[19:25] <~Dan> Okay. So it sounds like you’re combining two techniques I’ve seen to playing card-based design: a random draw replacing a die roll, and a hand of cards as a player resource to spend as if it were a die result. Is that accurate?
[19:25] <+Thorin> This is accurate.
[19:26] <~Dan> Interesting. I don’t think I’ve seen that approach before.
[19:26] <+Thorin> When you play a card from your hand it is not immediately replaced, so they are something of a limited resource, pending gaining them back through play.
[19:26] * ~Dan nods
[19:26] <+Thorin> In the combat system, each round a player will gain a certain number of points of prana – life energy – that can be put into different chakras. But only one prana can go in each.
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[19:27] <+Thorin> Each player character has five chakras. These prana are then spent on the character’s turn to perform actions. Different types of actions require prana from different chakras.
[19:27] <+RPGPundit> so is there no die mechanic at all?
[19:27] <+Thorin> Multiple actions can be taken per turn if the character has enough of the right kind of prana.
[19:27] <+Thorin> In this way a player playing tactically has to pace himself with his prana accumulation, rather than just spamming his most powerful ability each round.
[19:27] <+Thorin> There is no die mechanic. It’s purely cards.
[19:28] <+Thorin> (done)
[19:28] <~Dan> What are the attributes, and how broad are the skills?
[19:28] <+RPGPundit> ok, so I have another design question here. You’ve been perhaps more bold than I was with Arrows of Indra, which being an OSR game is somewhat conservative in keeping with the D&D type of system.
[19:28] <+RPGPundit> In your system you use many elements of Indian religion or mysticism, you already mentioned Prana, Karma, and Chakras
[19:29] <+RPGPundit> These have huge historical and sectarian differences in terms of how they are treated and viewed or were viewed over time. So is your use of them in keeping with a specific sect?
[19:31] <+Thorin> There are 8 attributes: Strength, Dexterity, Speed, Endurance, Intelligence, Perception, Charisma, Determination. Four physical, four mental. There are 21 skills, if that gives an idea of their broadness.
[19:32] <~Dan> It does, thanks. I’ll hold my follow-up until after your reponse to Pundit.
[19:32] <+Thorin> To answer Pundit’s question:
[19:32] <+Thorin> When I first started work on the game I looked at number of different options regarding how to frame the game’s uses of Indian spiritual concepts. In the end that’s partially what lead me to decide to set the game in the heavily Indian-inspired but fictional world of Bhurloka rather than directly in the Vedic myths themselves.
[19:32] <+Thorin> Setting the game in a fictional world buys more room creative license. It’s also less likely to step on the toes of people’s beliefs – after all, I’m not trying to assert any particular view regarding the real world, I’m just trying to create a fun game.
[19:33] <+Thorin> This creative license, for example, can be seen in the game’s take on chakras, which deviates significantly from real world views on chakras in many ways, particularly in the higher chakras. This is perhaps less authentic, but it’s a concession made for more streamlined gameplay.
[19:33] <+Thorin> India – especially throughout history – has an amazing diverse set of beliefs.
[19:33] <+RPGPundit> makes a lot of sense, I would say.
[19:33] <+RPGPundit> yes it does.
[19:35] <+Thorin> (done)
[19:35] <~Dan> Are there any playable non-human species?
[19:39] <+Thorin> This is something I seriously considered in the game, but in the end I decided to focus on humans and playing humans. We have talked about potentially doing a supplement for the game of campaign options, and it we do that the ability to play a number of non-human types is high on my list of things to include.
[19:39] * ~Dan nods
[19:40] <~Dan> Can you give some idea of the scale of play? How powerful are starting characters?
[19:41] <+DrNate> How can we get this game? Got a link for us?
[19:43] <+Thorin> Sure! Here’s a link to the Kickstarter: (Link: https://www.kickstarter.com/projects/1395919461/against-the-dark-yogi-mythic-india-roleplaying)https://www.kickstarter.com/projects/1395919461/against-the-dark-yogi-mythic-india-roleplaying
[19:43] <+Thorin> The game makes liberal use of mook rules. And in the very first fight of the sample adventure in the book the PCs face off against 40 bandits. And this is not meant to be a difficult fight, more a learning the ropes sort of battle.
[19:43] <+Thorin> Within a few sessions PCs can be doing things like building bridges by firing arrows, changing size, riding in flying chariots.
[19:44] <~Dan> Awesome.
[19:44] <+RPGPundit> very very different power level than Arrows of Indra, which is the standard AD&D power levels, though higher level characters end up being somewhat more epic than your typical AD&D equivalent
[19:44] <+Thorin> And the game scales up very well. At the higher end PCs can lead armies, or defeat armies single-handedly.
[19:45] <~Dan> So this would be on par with… I’m trying to recall the name of India’s national epic here… Starts with a “V”, IIRC?
[19:45] <+Thorin> I would not run the game in a low-powered scenario. It’s really not geared towards that. But there are already other systems out there that do that sort of thing well.
[19:45] <+RPGPundit> Dan: the mahabharata is probably what you are thinking of
[19:46] <+DrNate> Wow, beat your goal much?
[19:46] <+Thorin> Yeah, the Mahabharata or Ramayana, probably
[19:46] <~Dan> RPGPundit: Might be. Is that the one with what seem like mystical spacecraft and such?
[19:46] <+RPGPundit> although this power level sounds a bit closer to the Ramayana I would think
[19:46] <~Dan> Ramayana is… yeah, I think that’s it.
[19:46] <~Dan> Not sure where I got the “V” bit from…
[19:46] <+RPGPundit> Vimana
[19:46] <+Thorin> I have been very happy with the Kickstarter, and we have some awesome backers.
[19:47] <+RPGPundit> the magical spacecrafts,. really just magical flying machines
[19:47] * ~Dan nods
[19:47] <~Dan> So would it be fair to say that this is to Arrows of Indra as D&D is to Exalted?
[19:48] <+Thorin> That’s a fair comparison is many ways
[19:48] <~Dan> (Er, got that last part backwards, but yeah.)
[19:49] <+Thorin> (I know what you meant)
[19:49] <~Dan> 🙂
[19:49] <+RPGPundit> the vimanas are first and mainly referred to in the Ramayana; the Ramayana takes place thousands of years before the Mahabharata (so in arrows of indra its the ancient history of the setting); and by the time of the mahabharata the power level has scaled down quite a bit
[19:50] <~Dan> Ah, right. I recall that from our discussion of AoI.
[19:50] <+RPGPundit> I would like to ask Thorin: Obviously I haven’t read Yogi yet; have you had a chance to read arrows of indra?
[19:51] <+Thorin> I have.
[19:51] <+RPGPundit> Ok;
[19:51] <+RPGPundit> so here
[19:51] <+RPGPundit> (sorry writing on my tablet..)
[19:51] <~Dan> (No problem.)
[19:51] <+DrNate> In your mind, what most makes this game stand out from the crowd? What will jump out at me first when I open it and begin to peruse?
[19:51] <+RPGPundit> so here is a tricky question: What do you think Yogi will handle better than Arrows and what you think Arrows will handle better than Yogi?
[19:52] <+DrNate> How many jokes about a pic-a-nic basket can we make before you’ve had enough?
[19:52] <+RPGPundit> lol
[19:52] <~Dan> (Question pause.)
[19:54] <~Dan> Actually, quick observation: It also seems like AoI and AtDY are akin to RuneQuest and HeroQuest in Glorantha: same setting (sort of, in this case), but different scale of play.
[19:56] <+Thorin> To Dr Nate’s Question: I think the abilities are going to jump out, since the sort of feats performed in Indian myths vary quite a bit from many western stories – particularly regarding archery and the siddhis (mystic perfections).
[19:56] <+Thorin> We also have an option for campaigns to take place over multiple incarnations, with players playing successive incarnations of their character. And the karma system ties into that. And that, while not entirely unique, is certainly an unusual feature.
[19:56] <+Thorin> And one that’s very relevant to Indian myths.
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[20:01] <+Thorin> (Writing up the answer to Pundit’s question, sorry it’s kind of long and taking a bit)
[20:01] <~Dan> (No problem!)
[20:04] <+RPGPundit> meanwhile let me congratulate thorin on the success of his project thus far; you should post some more about it on therpgsite.com
[20:05] <~Dan> Indeed! Well done, sir!
[20:05] <+RPGPundit> from a recent kickstarter thread there I saw quite a few members of our forum had contributed to the campaign
[20:05] <&Editor> Indeed. it looks awesome (sorry running agame elsewhere)
[20:06] <+RPGPundit> And I hope that when you release the game, you’ll consider sending me a review copy!
[20:06] <~Dan> Ditto. 🙂
[20:07] <+Thorin> To Pundit’s Question: I think Arrows and Dark Yogi both go for a different tone of game. When I think of playing Arrows, and the OSR in general, I think of a tense game with hard choices. And there’s a lot of fun to be had in rolling up that character with 8 Dex and a spear, and making that work.
[20:07] <+Thorin> Arrows does a good job of putting characters in this historical-like ancient India, and making journeys into Patala (the underworld) really dangerous.
[20:07] <+RPGPundit> There you go; you have the two best most famous rpg reviewers in the hobby willing to review your game!
[20:07] <+Thorin> On the other hand, Dark Yogi has a more larger-than-life big, mythic approach. I would run it for the sort of stories where a lone group of heroes faces off against an army. Or a scenario like Hamuman’s venture into Lanka Island (part of the Ramayana) – sort of larger-than-life venture to find the kidnapped princess Sita.
[20:07] * ~Dan chuckles
[20:07] <+Thorin> It can get tense at times, but it’s the sort of game where players are going to want to show off their mythic abilities.
[20:08] <+Thorin> We certainly plan to send out some review copies once the final PDF is done.
[20:08] <+Thorin> When it comes to hard copies, though, as much as I like dead tree, international shipping is kind of a nightmare.
[20:09] <+RPGPundit> Hmm, yeah. From an historian’s perspective it really sounds like Yogi is “Ramayana: the RPG” and Arrows is “Mahabharata: the RPG”. Your game is “Mythic India” and mine is “Heroic India”
[20:09] <~Dan> That’s the way it sounds to me as well.
[20:09] <&Editor> So this is—like what Exalted wanted to be?
[20:11] <+Thorin> Exalted did some really cool things, but I’m still not quite sure exactly what it wanted to be. Especially, comparing different editions and the sort of divergent directions they went.
[20:11] <~Dan> Can you give us an idea of the attribute scale? What’s an average human score, and what’s the maximum (if there is one) PC score?
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[20:12] <~Dan> (Howdy, Wondy!)
[20:13] <+RPGPundit> brb
[20:13] <+Thorin> Attributes are (mostly) on a human scale of 1 – 10, with 4 being “normal” human average and 6 being the hero average. Epic heroes can go beyond 10, but normal people typically cap at 10.
[20:13] <~Dan> Are the PCs epic heroes?
[20:14] <+Thorin> PCs are assumed to be epic heroes, yes.
[20:14] <~Dan> Who (and what) are their adversaries?
[20:14] <+Thorin> Starting characters are unlikely to have stats beyond 10, but they can get that high if the player spends his advancement to do so
[20:16] <~Dan> Hmmm… Well, let’s try this from a different angle: When it comes to those mythic stunts you mentioned — building a bridge of arrows, etc. — are we talking about expressions of mythic levels of attributes and/or skills, special powers, something else…?
[20:17] <+RPGPundit> back
[20:17] <~Dan> (wb!)
[20:18] <+Thorin> So there are a variety of human foes, from bandits to scheming mantris (basically Indian viziers). The most powerful of these will have Adharma abilities (villainous abilities). There are various nonhuman peoples – devas, asuras, yakshi, nagas, etc. There are beats like tigers, rampaging elephants (I remember one player in the playtest trying to wrestle and )
[20:18] <+Thorin> pin down an elephant)
[20:19] <+Thorin> There are also mystic beings, rakshasas, vetalas, bhoots
[20:19] <+Thorin> The game has somewhere around 30 – 40 pages of bestiary. I’m not sure exactly where the page count will fall after it goes through art and layout.
[20:20] <~Dan> Cool. That’s always a big selling point for me.
[20:22] <+Thorin> To answer that question about abilities: PCs will have some number of paths (typically 2 or 3). Each path provides a list of traits along a particular archetype that a character can purchase during character advancement.
[20:23] <+DrNate> How does it play with just two humans available?
[20:23] <+Thorin> One of these paths is the Archer. And it has a list of abilities like building structures from arrows, piercing the clouds to make it rain, knocking targets back with the force of an arrow’s strike, etc.
[20:24] <~Dan> Wow.
[20:24] <+Thorin> It plays well with just two people. The fact that one character can have multiple paths helps the character have a potentially broad set of abilities. The GM just needs to keep in mind to scale encounters to two people.
[20:25] <+Thorin> (I think that’s all the questions… Did I miss any?)
[20:25] <~Dan> Does the game support improvised stunts as well? Or is all the really badass stuff based on paths?
[20:25] <~Dan> (I think you’re caught up.)
[20:27] <+Thorin> The game has some support for improvised stunts. Typically these are subject to GM approval and cost one of the cards in your hand – meaning you can do them a limited number of times, but they’re there if you really need them.
[20:27] <+RPGPundit> do you deal with gods or religion in the setting? Are the gods from the Vedic or Hindu pantheon, or neither?
[20:29] <+Thorin> The gods are more-or-less direct analogs of the Vedic pantheon, but the serial numbers have been filed off and some room left for reinterpretation.
[20:29] <+Thorin> For example, the Indra analog is Omdra.
[20:30] <+RPGPundit> avataras?
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[20:30] <~Dan> (Howdy, Jadomonkey!)
[20:30] <+Jadomonkey> (Hi!)
[20:31] <+DrNate> Not a question: Only $30 to go until the next stretch goal!
[20:31] <~Dan> Great!
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[20:32] <~Dan> Can you walk us through combat?
[20:34] <+Thorin> The gods certainly can take mortal form and interact with the PCs, and we have an example of that in the books. But we don’t really have a analog of the Avatars of Vishnu or anything.
[20:34] <+Thorin> I mean, we kind of have a setup where in the default hook the PCs the could step in and defeat Geli (our Kali analog – the asura, not the goddess). And that’s kind of the role Kalki (the 10th avatar of Vishnu) plays. But it’s not quite the same.
[20:35] <+Thorin> Sure, I can give a quick combat walk-through.
[20:39] <+Thorin> So imagine you’re playing a PC. Combat has just begun. You started it, so you get to act first.
[20:39] <+Thorin> You take your starting prana and distribute them among your five chakras – crown, brow, throat, heart, lower. You know you want to attack and call on some special abilities.
[20:39] <+Thorin> Attacking is a lower prana. You want to knock your target backward a zone, which takes a heart prana and you also want to pin the target to a tree, which takes a brow prana.
[20:40] <+Thorin> So you spend them, make your attack and it’s a success! You deal some damage, knock the target back a zone and pin them to the tree.
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[20:41] <+Thorin> You spent 3 different prana to do this, which you had. But you only will regain 2 a turn, so you can’t keep this up. You’ll have to pace yourself in future rounds.
[20:42] <+Thorin> You’ve gone, you regain two prana and the next character goes.
[20:43] <~Dan> So does the difficulty remain the same regardless of the objective of your attack, so long as you spend the prana?
[20:43] <+Thorin> It’s an enemy. A group of mooks. They attack you as a group. And they don’t have separate chakras mechanically, as they’re just a group of mooks. So these 40 spearmen descend upon you.
[20:44] <~Dan> (Oh, sorry — didn’t mean to interrupt.)
[20:45] <+Thorin> They will make an attack against your Defense (the target number to hit you). A defense has two target numbers – the value needed to hit you, and the value needed to get a critical hit on you. Your attack on the guy earlier worked the same way.
[20:45] <+Thorin> If you hit the critical hit number you deal more damage and often certain abilities will have more of an effect.
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Session Close (#rpgnet): Tue Mar 04 20:47:00 2014 -0600
Session Start (Dan:#rpgnet): Tue Mar 04 20:47:09 2014 -0600
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[20:47] *** Topic on #rpgnet is: Happy GM’s Day! || #rpgnet welcomes Thorn Tabor (Against the Dark Yogi) 03/04/2014 7:00 p.m. CST! || Q&A schedule: (Link: http://tinyurl.com/rpgnetschedule)http://tinyurl.com/rpgnetschedule || Q&A logs: (Link: https://gmshoe.wordpress.com/)https://gmshoe.wordpress.com/
[20:47] *** Topic set by Dan (11 hours ago at 10:02 AM)
[20:47] *** ChanServ sets mode +qo Dan Dan
[20:47] <~Dan> (Stupid keyboard.)
[20:47] <+Thorin> So the mooks hit you, but it isn’t a critical. Mooks are more scary when there are larger number of them. And they deal damage a number of times based on their order of magnitude – just count the digits. 40 has two digits, so those mooks will score 2 hits on you.
[20:48] <+Thorin> On the other hand, you have a value called Attrition. Attrition is basically how many mooks you take down just in the process of them attacking you. Say your attrition is 8.
[20:48] <+Thorin> So these 40 spearmen swarm around you, stabbing you twice, but even in their attack you shoot down 8 of them in the process.
[20:49] <+Thorin> Now, when you’re attacked, if you have the prana you could have chosen to take a more active defense.
[20:50] <+Thorin> The “Dodge” option basically lets you give a bonus to your Defense for that attack. But doing this costs a lower prana. And since lower prana are also the basic prana used to attack on your next turn, they’re often in short supply.
[20:51] <+Thorin> So here you’ve chosen not to spend the extra effort dodging, because you hope to save that lower prana for your next turn and finish the mooks off with it.
[20:51] <+Thorin> I think that gives some insight into combat.
[20:51] <+Thorin> (done)
[20:51] <~Dan> Thanks!
[20:52] <~Dan> So what governs damage in non-mook combat?
[20:53] <+Thorin> Typically damage is based on your Strength and your weapon. And if you hit the critical hit TN you double it.
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[20:53] <~Dan> Makes sense.
[20:53] <+RPGPundit> are the chakras then something different than attributes (like strength, etc.)? Or are they another term for the same thing?
[20:55] <+Thorin> Chakras are pools you can put prana into. They have maximum values based off attributes. So, for example, crown is based off of Intelligence, brow is based off of Perception, etc.
[20:55] <+Thorin> At the start of a combat these chakras won’t typically be full.
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[20:56] <+Thorin> There’s an Equilibrium value, which is how many prana you start combat with. And you can distribute those prana at the beginning of combat however you see fit, between your chakras (keeping within the usual limits).
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[20:57] <~Dan> (I realize we’re getting close to the top of the hour here, Thorin. Are you good for more questions, or do we need to wrap up?)
[20:57] <+Thorin> You know, one of our backers did make a quick-and-dirty character sheet. Give me a second, I’m going to see if I can link it.
[20:58] <~Dan> Oh, good!
[20:58] <+Thorin> So, fan-made character sheet, but here it is: (Link: https://dl.dropboxusercontent.com/u/7019410/Dark%20Yogi/ATDY%20Character%20Sheet.pdf)https://dl.dropboxusercontent.com/u/7019410/Dark%20Yogi/ATDY%20Character%20Sheet.pdf
[20:58] <+RPGPundit> cool
[20:59] <~Dan> Very nice!
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[21:00] <+Thorin> I was quite happy to see it
[21:00] <~Dan> Yeah, see, now I know just how broad your skills are, for example, and how they relate to attributes. Very good to know.
[21:01] <+RPGPundit> so anyone other than me or dan have questions??
[21:01] <~Dan> Well, we just got some folks back who were playing a game in another room, so maybe they’ll jump in. 🙂
[21:02] <~Dan> Unless you need to run, Thorin?
[21:02] <+Thorin> I have about another 15 – 20 minutes, then probably need to run.
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[21:03] <+RPGPundit> meanwhile a blatant plug for Arrows of Indra: available now! (Link: http://www.bedrockgames.net/about.html)http://www.bedrockgames.net/about.html
[21:03] <~Dan> I do have another question, then: Is there a magic system?
[21:03] <~Dan> Or is everything based on paths?
[21:04] <~Dan> (Or is this splitting hairs in the setting?)
[21:04] <+Snoof> A quick question about your mook rules: Occasionally with simplified mook combat, you end up eliminating parts of the combat mechanism, making certain characters much less effective than you’d expect them to be. The typical example would be low-skill high-Strength characters in Feng Shui – since their mook combat doesn’t use damage rolls, they’re basically awful at fighting large crowds of foes. Have you managed to avoid issues lik
[21:04] <+RPGPundit> hey thorin, are you planning to have discussion forums? Maybe we could team up and have an “Indian RPGs discussion forum” on therpgsite?
[21:04] <~Dan> Sort of an… Indian reservation?
[21:05] <+RPGPundit> no.
[21:06] <+Thorin> So characters on the Ascetic or Yogi paths can learn Siddhis, which are mystic abilities. This includes things like growing very large, floating on the winds, a lot of stuff that would normally be part of a magic systems. Other paths have some abilities that are pretty blatantly “magical” too, like the charioteer’s floating chariot. Or the archer’s ability
[21:06] <+Thorin> to pierce the clouds.
[21:07] <~Dan> I see. Cool.
[21:07] <+Thorin> For Siddhis, though, there is a system where a character can undergo austerities. And this builds up large amounts of prana, which can even go above the normal maximums.
[21:07] <+Thorin> And as long as they can contain the excess prana – through meditation or other means – they can hold it long enough to power some really big effects.
[21:10] <+Thorin> Groups of mooks in Against the Dark Yogi function pretty much like other characters, except: they take Attrition damage when they attack, they deal hits based on the number of mooks in the group, you track their prana just as a single pool and each HP is basically a single mook.
[21:11] <+Thorin> Most of the “mook rules” in Dark Yogi are either a conceit to make tracking them easy on the GM or to make them go down fast.
[21:12] <+Thorin> So we avoid many problems my making them mostly play by the same rules.
[21:13] <+Thorin> So a PC attacks a group of mooks, and may end up downing 5, 10 or even 20 of them in a single flurry of attacks.
[21:14] <+Snoof> Right.
[21:14] <+Thorin> We’ve been thinking about starting a Google+ community, but are open to other forum options.
[21:15] <~Dan> So the big bruiser can take out mooks just as easily as the nimble swordsman?
[21:16] <+Thorin> Yeah. The big bruiser is going to take out mooks by having a high base damage. The nimble swordsman is going to take out mooks by hitting that critical hit Defense TN more often and doubling his damage as a result.
[21:16] <~Dan> Gotcha. Yeah, that addresses the Feng Shui issue nicely.
[21:17] <~Dan> (Because it disconnected mook swatting from damage, if your character relied on dishing out heavy damage, he was screwed.)
[21:17] <~Dan> (Well, as screwed as one can be when fighting mooks, anyway.)
[21:18] <~Dan> Sounds like a great game, Thorin! I suspect this will do well.
[21:18] <+Thorin> Thank you very much
[21:19] <~Dan> Shall we call for last questions?
[21:19] <+Thorin> And thank you for having me on #rpgnet chat
[21:19] <+RPGPundit> good luck from here on.
[21:19] <+Thorin> You, too
[21:19] <~Dan> Ah, need to head out? No problem.
[21:19] <~Dan> Thanks for joining us, Thorin! It was a pleasure having you. Please come by any time you like!
[21:19] <+Thorin> Unfortunately, I should soon.
[21:20] <+Thorin> Thank you.
[21:20] <~Dan> I’ll have the chat log link emailed to you shortly.