(13:06:52)<JeffDee>Hi, I’m Jeff Dee. A lot of people know me as an artist from the early days of AD&D. Others know me as the co-creator of the Villains & Vigilantes superhero RPG. These days I run my own RPG publishing company, UNIgames.
(13:06:55)<Silverlion>For everyone else #rpgnet2 is open for general discussions..
(13:08:22)<JeffDee>UNIgames in based in central Texas. Our first product was our compact universal rules system, Pocket Universe. Its been selling on RPGNow since 2000.
(13:09:03)<JeffDee>Since then we’ve published two campaign supplements for Pocket Universe, ‘Teenage Demon Slayers’ and ‘Quicksilver’, our fantasy RPG.
(13:09:53)<JeffDee>Our most recent gave is Cavemaster, a paleolithic RPG that you play with handfuls of rocks, just as our primitive ancestors did.
(13:10:23)<JeffDee>We’ve just launched a Kickstarter for our next game, Bethorm: the Plane of Tekumel.
(13:10:58)<JeffDee>Bethorm re-introduces the Tekumel setting, which was the first complete setting ever published for an RPG, back in TSR
(13:11:16)<JeffDee>TSR’s 1975 game, ‘Empire of the Petal Throne’..
(13:12:31)<JeffDee>It’s going to be a big, lavishly illustrated book and it uses our Pocket Universe system.
[13:21] <Silverlion> >Awesome to hear.
(13:13:52)<JeffDee>Tekumel is basically a fantasy setting with a science-fiction Premise. The magic has a SF rationale, and the races are all aliens, who colonized the planet along with humans in the ancient past but have reverted to barbarism after being cut off from the rest of Humanspace.
(13:15:50)<Silverlion>I’ve noticed Bethorm is called “The Plane of Tekumel” is that suggesting play will expand beyond the initial world?
(13:18:03)<JeffDee>Totally. The Tekumel setting is really a multiverse, with ‘demons’ who live on other planes of reality. ‘Nexus Points’, as dimension-travel gates are called, can be opened with spells or ancient technological devices. Some of the races also have natural dimension-travelling ability, and Nexus Points can also open at random anywhere in the world.
(13:18:13)*GenoFoxx perks up (sci-fi)
(13:18:57)<Dan>Hey, guys! Just need to run to the restroom real quick, then I’ll be ready to roll. Sil, could you PM me on what I’ve missed so far?
(13:19:38)<JeffDee>Oops, van I say a bit more on that last question?
[13:19] <+JeffDee> Oops, van I say a bit more on that last question?
[13:20] <+JeffDee> ‘Bethorm’ is the Tsolyani word for a ‘pocket dimension’. The disaster that cut Tekumel off from Humanspace dropped its entire solar system into a pocket dimension. And we’re using our ‘Pocket Universe’ game system. Hence the name 🙂
[13:20] <+JeffDee> [done again]
[13:20] <&Silverlion> Cool.
[13:20] <&Silverlion> What is the Pocket Universe System like?
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[13:21] <+JeffDee> It’s a skill-based system. Characters are built on points, but the points are segregated between stats, ‘personal traits’, contacts, and skills.
[13:22] <+JeffDee> It uses only 2 d10’s. Most rolls are a 2d10 roll, trying to roll an attribute score, or skill, score, or less.
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[13:22] <+JeffDee> Doubles are critical. Doubles that succeed are a critical hit, and doubles that fail are a fumble.
[13:22] <+JeffDee> [done]
[13:23] <&Silverlion> Are there any special adaptations from core Pocket Universe to Bethorm Pocket Universe?
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[13:23] <+GenoFoxx> so technology wise how far has civilization fallen?
[13:24] <~Dan-brb> Okay, back!
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[13:25] <~Dan> (Thanks for your help, Sil! You rock!)
[13:25] <+JeffDee> The Tsolyani (that’s the people from Tsolyanu, the Empire of the Petal Throne, the central civilization in a Tekumel-based RPG) make most of their weapons and armor out of the rhino-like hide of a creature called a Chlen. They do this because iron is exceedingly rare on Tekumel. For Pocket Universe, we had to make separate stats for chhen-hide weapons …
[13:26] <+JeffDee> …ad armor, which is pretty good (kind of like fiberglass once its chemically treated), but still not quite as good as steel. Steel arms and armor are rare, valuable, and capable of holding an enchantment which chlen-hide is not.
[13:27] <+JeffDee> Also, Bethorm uses a conversion of the magic system used in previous Tekumel RPGs, rather than the generic magic system we’d previously published for Pokcket Universe.
[13:28] <+JeffDee> Other than that, it’s pretty much the same as other Pocket Universe games.
[13:28] <+JeffDee> [done]
[13:28] <+Malcolmpdx> Jeff: why did you chose to use a different magic system? What makes Tekumel magic different?
[13:29] <~Dan> As a follow-on to that question, do I recall correctly that there’s no “secular” magic?
[13:30] <+JeffDee> Re: Technology after the Fall. The ‘Great Ancients’, as the original settlers are known, had roughly Star Trek level technology… except that they also ‘generated’ power by drawing it from parallel dimensions.
[13:30] <~Dan> (Question pause.)
[13:32] <+JeffDee> Its been tens of thousands of years since the fall. Several waves of civilizations have already risen and fallen again. the ‘Lords of the Latter Times, who ruled right after the fall, made all kinds of crazy post-holocausty kind of gadgets from their dwindling resources and knowledge.
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[13:32] <~Dan> (Welcome to #rpgnet, Battlejack!)
[13:33] <+JeffDee> The ‘modern’ Tsolyani are pretty much at the level of technology of Imperial Rome, though they also use sorcery for certain things, such as the Empire’s telepathic communications network.
[13:33] <+JeffDee> [done]
[13:35] <+JeffDee> Magic in Tsolyani is the exclusive domain of the temples. If you have psychic ability, and can get accepted, you go to a temple-run school to learn spells. Each of the 20 different temples have its own set of spells – which are virtually identical at the low end, but unique to each temple at the high end.
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[13:36] <+JeffDee> [done]
[13:36] <~Dan> Did you see Malcolmpdx’s question about choosing a different magic system, JeffDee?
[13:36] <&Silverlion> What attracted you to the Tkumel setting?
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[13:39] <+JeffDee> I saw that, Dan. Well… Tsolyani magic also comes in 2 different forms… ‘psychic’ magic is easier and faster, and can be cast in combat but they’re less powerful, while ‘ritual’ spells are harder and more powerful but require complex gestures and incantations that are more difficult to get away with in a combat situation.
[13:40] <+JeffDee> Other than that, mostly what’s ‘unique’ about Tsolyani magic is just the specifics of the individual spells, which required us to adapt the previously published system to our game.
[13:40] <+JeffDee> [done with magic question I think]
[13:40] <+Malcolmpdx> Jeff: thanks. consider me answered
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[13:42] <+JeffDee> There isn’t just one thing that attracts me to Tekumel. It’s the extraordinary depth and breadth of the setting. Its creator, Professor M.A.R. Barker, was a linguist who developed Tekumel for the sake of novels he wanted to write for about 30 years before it ever showed up in a game.
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[13:42] <+JeffDee> You know how Tolkien’s Middle Earth has its ancient history, and languages? Tekumel is that on steroids.
[13:43] <+JeffDee> [done]
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[13:44] <+CaptainMicro> Have you played with any of the previously published game systems before you settled on Pocket Universe?
[13:44] <~Dan> What is it about Pocket Universe that you think makes it a good match for Tekumel?
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[13:45] <+JeffDee> Yes I did, CaptainMicro.
[13:46] <+JeffDee> Pocket Universe is ‘rules light’ in the sense that it doesn’t have a lot of different rules, which is important for running any setting that’s as involved as Tekumel. You wouldn’t want to use a set of rules that attracted too much attention to itself.
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[13:48] <+JeffDee> But within its small set of rules, Pocket Universe allows for a lot of detail in terms of equipment stats, fighting styles, skills, and other character details. So it also does a good job of allowing players to explore the options that the Tekumel setting offers, when making their characters.
[13:49] <+JeffDee> Pocket Universe is *not* very well suited to superhuman/superheroic campaigns, which is why I haven’t used it for a supers game. But it works great at the human scale, which suits Tekumel just fine.
[13:49] <+JeffDee> [done]
[13:49] <~Dan> About that… It’s a roll-under system using 2d10, correct?
[13:49] <+JeffDee> Correct.
[13:50] <~Dan> Does that mean that 20 is a hard universal cap on attributes/skills, or is there a workaround there?
[13:53] <+JeffDee> 20 isn’t a hard cap… but skills get more and more expensive as you improve. So it’s not as if hitting 20 comes up very often. And even if it did, the system allows you to accept penalties to your target number in order to pull off more amazing stunts.
[13:53] <+JeffDee> [done]
[13:54] <+JeffDee> May I share some URLs at this juncture?
[13:54] <~Dan> Ah, I see. On a related note, I saw that damage is rolled randomly. Does Pyshique influence melee damage, and does degree of success affect damage as well?
[13:54] <~Dan> And yes, please do, re: URLs!
[13:56] <+JeffDee> Physique increases your unarmed damage directly, and it allows you to wield heavier weapons which inherently deal more damage. Degree of success doesn’t affect damage, except in the case of a critical.
[13:56] <+JeffDee> The Bethorm Kickstarter is at tinyurl.com/bethorm
[13:57] <+JeffDee> The official Bethorm RPG web site is (Link: http://www.bethorm.com)http://www.bethorm.com
[13:57] <+JeffDee> aha! here’s the KS link again, clickable this time: (Link: http://www.tinyurl.com/bethorm)http://www.tinyurl.com/bethorm
[13:57] <+JeffDee> And UNIgames’ central site is (Link: http://www.unigames.us)http://www.unigames.us
[13:58] <+JeffDee> If you want to dive into a huge, beautifully presented site full of information about Tekumel, try (Link: http://www.tekumel.com)http://www.tekumel.com
[13:58] <+JeffDee> [done]
[13:59] <~Dan> How robust are starting Bethorm PCs, and how gritty/cinematic would you say the setting is?
[14:00] <+JeffDee> Slight clarification on the previous question: you can accept penalties to your chances to hit in order to make called shots, including shots that do more damage. It just doesn’t happen automatically.
[14:00] * ~Dan nods
[14:00] <~Dan> And light weapons make that easier?
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[14:00] <+JeffDee> (Exactly, Dan!)
[14:00] <~Dan> Excellent.
[14:01] <~Dan> How does armor function?
[14:03] <+JeffDee> The recommending starting points for a Pocket Universe character make PCs slightly more capable than the average ‘beginner’. I’m not a big fan of TPK, so the system also provides GMs with rules of thumb to help balance combats. On the other hand, Tekumel is a pretty deadly place. Especially watch out from poison, from all the creeply alien critters and plants
[14:03] <+JeffDee> [done]
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[14:05] <+maxmahem> At this point, how much of the manuscript is written? How much of the art?
[14:06] <+JeffDee> Armor deducts directly from damage taken (this is actually a slight change from the originally published Pocket Universe rules, but will be official in PU2). Armor also has light/average/heavy coverage, expressed in terms of the penalty to a called shot to avoid it…
[14:07] <~Dan> Thumbs up on both counts from me, at least.
[14:07] <+JeffDee> Armor also sets a limit on the maximum Deftness you can use while wearing it, so nimble characters will naturally opt for lighter armor.
[14:07] <+JeffDee> [done]
[14:07] * ~Dan nods
[14:08] <+Malcolmpdx> Any specific rules applying to group actions (combat or otherwise)? Given the deadliness of critters on Tekumel, my take has been that collaboration is key to survival.
[14:08] <~Dan> (Question pause.)
[14:09] <+JeffDee> The manuscript is currently in a completely playable form. We’ve been playing Bethorm for at least 5 years already. Took a while to get the license 🙂 The spell list still needs some revision – there are things about the game we converted it from which are a bit unwieldy, and we want to make it easier to handle…
[14:11] <+JeffDee> Also, the document doesn’t currently explain what Chlen-hide is, or what a clan is, or various other Tekumel-specific details; it just has the *rules* for handling those things. We’ll be putting in basic explanations of everything that’s essential to play and run in Tekumel before we publish.
[14:11] <+JeffDee> [done]
[14:15] <+JeffDee> Pocket Universe combat is best played on a tabletop, with minis, and the combat system includes basic things like blocking enemies from moving past you. Advantages from coordinated strategy emerge organically from simply playing it out…
[14:16] <+JeffDee> I had a group almost overwhelmed by a swarm of Atlun-spiders the other day. They barely managed to escape, fell back, regrouped, healed, came up with a strategy, went back in and slaughtered the damn things.
[14:16] <+JeffDee> [done]
[14:16] <~Dan> Is there any sort of “fate point” mechanic?
[14:16] <+JeffDee> No.
[14:17] <~Dan> Is that inherent in Pocket Universe, or is it a choice made to reflect the grittiness of the setting?
[14:18] <+JeffDee> There’s ‘Divine Intervention’ in Bethorm, though, where you can pray to the gods to get you out of a jam. It’s unlikely, and requires major sacrifices, but it’s awesome when it works. And terrible if you offend them.
[14:20] <+JeffDee> It’s inherent in Pocket Universe. I figure anyone who feels they must have ‘fate points’ in their campaign can shoehorn that it. For me, as a player, ‘fate points’ drag me right out of my character and put me in the position of thinking about the story from *outside* of the story, which is exactly where I do not want to be.
[14:20] <+JeffDee> [done]
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[14:21] <~Dan> So magic isn’t “real” magic in Tekumel… Are the gods “real” gods?
[14:21] <+JeffDee> I know fate points are a big fad these days. Call me old-fashioned 🙂
[14:21] <~Dan> Hey, nothing wrong with that. Whatever’s fun for people. 🙂
[14:23] <+JeffDee> It depends on what you mean by ‘real’. ‘Magic’ exists, and it works, and understanding the otherplanar science behind it is beyond the grasp of the modern Tsolyani, so it may as well really be magic. Same with the gods. They absolutely exist, they do stuff, and they’re beyond the understanding of mere mortals.
[14:24] <+JeffDee> Maybe they’re otherplanar entities – really just extra-powerful ‘demons’. Maybe they’re immortal survivors from before the Fall. Impossible to know; fascinating to debate about 🙂
[14:24] <+JeffDee> [done]
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[14:25] <~Dan> Well, granted, it may be a distinction without a difference, but I gather that Tekumel “magic” is somewhere between advanced psionics and Lovecraftian “science”, and that the gods of Tekumel are akin to HPL’s gods (i.e., extraplanar unknowable entities).
[14:26] <~Dan> Actually, let me come at that from another angle… Are there supernatural creatures on Tekumel?
[14:26] <+JeffDee> You’re totally welcome to gather that. Officially, it’s unknowably beyond mortal ken.
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[14:27] <~Dan> (Oh, and just a reminder that the floor is open to questions, guys! 🙂 )
[14:27] <+Malcolmpdx> Given the amount of setting info that’s present, are you focusing your setting details in a particular region? Perhaps speak a bit about how you are whittling the setting info into something manageable to including with the game.
[14:29] <+JeffDee> That depends on what you mean by ‘supernatural’. People have ‘souls’, which demonstrably go on to the “paradises of Teretane’ (the ‘heavens’ of the various gods) after death. Does that count? Even so, they may just be’dimensional echoes’ of the original person – some sort of pseudoscientific rationale.
[14:29] <+JeffDee> [done]
[14:29] <~Dan> Are there zombies, spirits, demons, etc.?
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[14:30] <~Dan> (Howdy, Lee!)
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[14:30] <+Lee_Szczepanik> Hey there. Decided to run a quick test. In the middle of novella writing today
[14:31] <+JeffDee> Zombies? Yes… the ‘undead’ are dead bodies re-animated through otherplanar power. It’s not a ‘curse’, in fact one of the gods – Sarku, the Lord of Worms – offers ‘undeath’ as a prize to his best followers.
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[14:31] <~Dan> (Whoops… I was just about to introduce you to Lee. Ah, well. 🙂 )
[14:32] <+JeffDee> Spirits? Not quite. There are spells for calling back the ‘spirit-soul’ of a dead person for questioning, but I’ve never seen anything to indicate that there are ‘ghosts’ in the sense of souls hanging around bugging people.
[14:32] <+JeffDee> Demons? Yes. That’s what you call a creature from another plane.
[14:33] <~Dan> (I’ve got a related question but will let you take care of Malcolmpdx’s question first.)
[14:33] <+JeffDee> [done]
[14:35] <+JeffDee> We’re focusing on the Empire of Tsolyanu. We’re not including creatures that that only encountered outside its borders, or character generation for non_Tsolyani. That’s about it for ‘whittling’. Mostly, we’re not going to try and cram all of the source material that
[14:37] <+JeffDee> …thats already been published into Bethorm. It would become a set of encyclopedias. We’re drawing the line at simple introductory explanations of the basic stuff you need to know to start playing in Tekumel. Anything beyond that is already available elsewhere. Some has fallen out of print, but the Tekumel Foundation is bringing it back.
[14:37] <+JeffDee> Search for Tekumel on RPGNow. You’ll see what I mean.
[14:37] <+JeffDee> [done]
[14:39] <+JeffDee> We’re just 60 bucks shy of our next stretch goal. Probably gonna pop while we’re chatting here 🙂
[14:39] <~Dan> How large of a bestiary are you including?
[14:39] <~Dan> (Yay! 🙂 )
[14:40] <+JeffDee> 70+. Not including special-case things like magic items that come alive and try to kill you, summoned demons, and so on. Do you want an exact count?
[14:40] <+JeffDee> Actually, make that 90+. I forgot the ones I haven’t drawn pictures of yet.
[14:40] <~Dan> Not unless you have one handy. That’s pretty darned impressive, though.
[14:41] <~Dan> Make that extremely impressive!
[14:42] <+JeffDee> 🙂
[14:42] <~Dan> In your experience, how do players handle the peculiarities of Tekumel morality?
[14:42] <~Dan> As in, “Be the best whatever-you-are that you can be, even if you’re a complete bastard”?
[14:44] <~Dan> (Assuming I have the concept correct, of course.)
[14:44] <+JeffDee> With varying degrees of success. Some muddle along, and may have to be occasionally reminded. Others over-do it. The way I *run* it is this: Tsolyani morality is an *ideal*. They don’t always live up to their any more than we always live up to ours.
[14:45] <~Dan> Well, let me put it another way…
[14:46] <+JeffDee> So as long as you remember how you’re ‘supposed’ to behave, you can feel free to behave however you feel like. Usually that won’t make you dead or anything.
[14:46] <~Dan> …Based on my reading of the Guardians of Order Tekumel game, it seems almost like the worshipper of a good god and a worshipper of an evil god will “punch in” for the day like the coyote and sheep dog from Warner Bros., fight all day, then bid each other a good evening as they punch out again.
[14:47] <~Dan> So long as each is doing what is expected of him, all’s well.
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[14:47] <~Dan> (Welcome to #rpgnet, Guest64!)
[14:47] <+JeffDee> Right. Though tat should be ‘stability’ and ‘change’, not ‘good’ and ‘evil’.
[14:48] <~Dan> So Tekumel has more of a “Law vs. Chaos” thing going on?
[14:49] <+JeffDee> More like that, yes. Instead of ‘good’ and ‘evil’, they have ‘Lan’ (Noble Action) and ‘Bussan’ (Ignoble Action). Which is kind of what you were getting at.
[14:50] <~Dan> Hmm. So the “stability” guy and the “change” guy both see each other as on the Lan side of the ledger so long as their each fighting for their side with everything they’ve got?
[14:50] <~Dan> their = they’re, sorry
[14:51] <+JeffDee> They’d see each other as ‘Lan’ as long as they’re each *basically* fighting for their side. Doing it with everything you’ve got would make it MORE ‘Lan’.
[14:52] <+JeffDee> Not sure when I should say [done] on this topic 🙂
[14:52] <~Dan> So would it be possible for them to be friends? IIRC, that’s what the GoO edition suggested, although it seems like if they were going for more Lan, they’d do their best to kill each other at every opportunity.
[14:53] <~Dan> (Actually, you don’t really have to give us a “(done)” unless there’s a question pause on. 🙂 )
[14:53] <+JeffDee> Of course! There are entire clans made up of a total mix of followers of all the various gods.
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[14:54] <+Malcolmpdx> (lan == good, bussan == bad; khomoyi == noble (action) ramoyi == ignoble (action) – just had to interject)
[14:54] <~Dan> How does that work, if they’re in opposition? Is there some kind of agreed-upon “time in/time out” thing at play?
[14:55] <+JeffDee> There’s no need to kill someone on sight just because they follow a god from the other side of the coin. Of course if they were actively getting in the way, and you could get away with it (in the Underworld, say), then all bets are off. But the same would apply if they were opposing you for reasons other than religion.
[14:55] <~Dan> Ah. So it has to do with what they’re doing at any given time, rather than who they are?
[14:56] <~Dan> Which means it IS sort of like punching in/out for the day?
[14:56] <+JeffDee> Same reason Christians don’t all try to kill Buddhists on sight, or vise-versa Dan.
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[14:57] <~Dan> True, but I’d think there’s a pretty big difference between a Christian living next door to a Buddhist and a Christian living next door to a Satanist. 🙂
[14:57] <+JeffDee> Yeah. Everybody’s just doing their thing, whatever their thing happens to be. It’s not a problem unless there’s a direct conflict. But that’s no different from non-religious conflicts.
[14:58] * ~Dan nods
[14:58] <~Dan> I think I get it.
[14:58] <+JeffDee> Satanists and Christians don’t attack each other on sight either.
[14:58] <~Dan> It would probably take some getting use to, but that’s to be expected with an exotic setting.
[14:58] <+JeffDee> Professor Barker was a Muslim, by the way.
[14:58] <~Dan> Really? Interesting.
[14:58] <+JeffDee> Exacty.
[14:59] <~Dan> So as usual, you’re welcome to hang out here with us as long as you like, whether to answer questions or just to chat. That said, is there anything you’d like to bring up here at the end of “regular” time that we haven’t discussed?
[15:00] <+JeffDee> I think you’re experiencing the impulse I mentioned before, that some players feel, that in order to role-play a Tsolyani you have to be a fanatic. You totally don’t. It’s just that the highest-profile, most-‘respected’ members of their society kind of ARE.
[15:00] <+JeffDee> Lemme think…
[15:02] <+JeffDee> I think we kind of covered it. I’d just like to invite everyone to check out the Kickstarter, and pledge a few bucks if you like what you see 🙂 (Link: http://www.tinyurl.com/bethorm)http://www.tinyurl.com/bethorm
[15:03] <+JeffDee> And OH, by the way, we DID hit that stretch goal while we were chatting here. Otulengba!
[15:03] <~Dan> Oh, I do have one last question: Are there any “Big Bads” built into the setting, or is everything pretty relative?
[15:03] <~Dan> Congrats!!
[15:05] <+CaptainMicro> Woo hoo! 😀
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[15:06] <+JeffDee> Thanks! Big bads… well there’s Baron Ald, the warlord of Yan Kor. Kinda got pissed off at Tsolyanu (not without cause) and went to war. His advisor Fu Sii (if I spelled that right) appears to be some kind of creepy creature. Prince Dhichune seized the Petal Throne, held it for a while, and has been deposed but is still out there somewhere…
[15:07] <~Dan> Cool.
[15:07] <+GenoFoxx> are there any flying machines?
[15:08] <+JeffDee> …possibly on a plane devoted to his god Sarku. And he’s rumored to have fathered a kid. The Pariah Gods fall outside the Tsolyani pantheon, and would like nothing better than to end existence entirely. Their cultists are pretty bad…
[15:08] <+GenoFoxx> like heavier than air ship or are there just blimps and dirigibles
[15:09] * +xyphoid only just got here, so this may have been covered, but as i understand it you are doing a game system without a full setting book. Is the game aimed at particular kinds of adventures – do you cover the ‘well what the hell do we do in this setting’ stuff?
[15:09] <+xyphoid> what’s a default adventure look like?
[15:09] <+JeffDee> …The Ssu and the H’luss were the planet’s original natives. They were driven into ‘reservations’ when Humans came, and still hold a grudge. The empires of Mu’ugalavya and Salarvya are both constantly watching for opportunities to claim territory from Tsolyanu…
[15:09] <+JeffDee> Is that enough big bads? I could go on.
[15:09] <~Dan> I think I got the idea. I just like running games for Big Damn Heroes, and that calls for Big Bads. 🙂
[15:10] <+JeffDee> Flying machines? You bet! (Link: http://www.rpgnow.com/product/126368/Aircars-of-the-Ancients-Set-1-Bethorm-Paper-Minis)http://www.rpgnow.com/product/126368/Aircars-of-the-Ancients-Set-1-Bethorm-Paper-Minis
[15:12] <+JeffDee> Yes, we cover the ‘what the hell do we do in this setting’ stuff. The simplest thing is to start like D&D: grab a weapon and a few of your friends, and walk down a stairway into some ancient catacombs full of nameless horrors. But there’s ORE to do thatn that, onvce you get into it.
[15:12] * ~Dan nods
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[15:12] <~Dan> Very cool.
[15:12] <~Dan> (Howdy, fant!)
[15:12] <+JeffDee> *MORE I mean:)
[15:12] <~Dan> I figured. 😉
[15:13] <+JeffDee> Okay. Its been fun, thanks everybody!
[15:13] <~Dan> Thank you, Jeff!
[15:13] <~Dan> Oh, before you go, do you have a cover image for the book that’s not in that video?
[15:13] <~Dan> (For the log posting.)
[15:13] <+JeffDee> I’ll send it to you on Facebook.
[15:14] <+JeffDee> Later!
[15:14] <~Dan> Cool. I’ll send you the link to the log the same way once it’s up.
[15:14] <+CaptainMicro> Thanks Jeff.
[15:14] <~Dan> Thanks for coming by, Jeff!
[15:14] <+JeffDee> cool
[15:14] <+JeffDee> My pleasure!