[19:07] <+Lee_Szczepanik> Name is self explanatory. I’m one of the owners and the Production Manager for Daring Entertainment. We’ve been around since 2006, when we used to be known as Arbor Productions. We’ve worked in the M&M Superlink license (from 2e M&M), and are best known for the War of the Dead product line in Savage Worlds.
[19:08] <+Lee_Szczepanik> I’ve been an author in one form or another for over 20 years, and in RPG development for about 8 years now.
[19:09] <+Lee_Szczepanik> Daring Comics is our latest offering, which takes the Fate Core system as well as some elements from Fate 3.0 (such as definitive uses for Shifts in some powers) and is designed to emulate Comic Books in Fate.
[19:10] <+Lee_Szczepanik> And that was a huge thing for me, and has been my mantra since we started talking about it on Halloween: Emulating comics, not simulating reality, so to speak
[19:10] <+Lee_Szczepanik> And that’s that for the intro. 🙂
[19:10] <~Dan> Thanks, Lee!
[19:10] <~Dan> The floor is open to questions!
[19:11] <~Dan> Does Daring Comics set out to emulate any particular comicbook era?
[19:12] <&Silverlion> What changes have you made to Fate to optimize for supers and unusual powers.
[19:12] <+Lee_Szczepanik> It’s core design is focused on the current era . . . what’s Marvel call it, the Heroic Era? I wanted to do that because it’d likely be the immediate thing people expect. I’ve worked on optional rules for Iron Age and such, but found out that until we get into the no one gets really hurt of the Silver Age, most the mechanics remained the same.
[19:13] <&Silverlion> Heroic Age
[19:14] <+Lee_Szczepanik> And you would think I’d remember that. LOL
[19:14] <~Dan> 🙂
[19:14] <+Guest41> The way Fate core handles zones for movement, has that changed in Daring Comics any? Also with knocking someone many zones back with a punch or attack?
[19:14] <+Lee_Szczepanik> And I would like to say that when designing a supers RPG, Superman is a Super-Pain
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[19:16] <~Dan> (Guest41, you can set your name with the /nick command. 🙂 )
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[19:16] <~Dan> (Thanks! 🙂 )
[19:16] <+Agent> Got it, thanks!
[19:16] <~Dan> (Also, welcome to #rpgnet!)
[19:16] <+Lee_Szczepanik> No. Zones remain generally the same. At one point we played around with a version of the “Areas” from old FASERIP (and I do include that as an “option”) but play testers preferred the Zones in play because it kept things fluid based upon the scene environment.
[19:17] <+Lee_Szczepanik> So, zones remained, plus the group has the option of more defined ‘Areas” of universal size if that is their preference. Which mainly came about from Knock back, naturally
[19:17] <+Agent> Cool, I like the Zones for Fate Core as well. 🙂
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[19:17] <+Catseye> That’s a bit of a misnomer. Plentry of people got hurt in the Silver Age. It was just that it was rare for main protagonists to be. But there was plenty of violence and straight up death.
[19:18] <+Lee_Szczepanik> Yes, that is true. I was thinking in current terms, like Batman being bandaged for 4 issues after the Court of Owls ran him out of a high story window
[19:18] <+Catseye> I can’t help it. I’ve been readiung actual Silver Age comics lately. And a lot of people make some really wrong assumptions abvout them
[19:18] <~Dan> Are attributes folded into skills, and how do you handle super-attributes?
[19:20] <+Lee_Szczepanik> We kept everything in Fate the same, so you have Aspect, Skills, Stunts, and powers. In the case of Super Attributes, it varied. Super-Strength, as shown in the preview PDF adds to lifting and damage. Then we have in Update #10 at the Kickstarer Extraordinary Intellect, which at its base has a simple effect that can be expaded through power Special Effects
[19:20] <+Agent> If you’re familiar with Marvel Heroic, I didn’t care for how they handled Invulnerability, if you were out of plot points, you were screwed. How does Daring handle it?
[19:20] <+Lee_Szczepanik> Some things like Spiderman’s agility were folded into Stunt families.
[19:21] * ~Dan didn’t care for Marvel Heroic, period, but that’s another story…
[19:22] <+Lee_Szczepanik> I well know Marvel Heroic. Invulnerability straight up offers Armor Rating. It mitigates damage. Like the Physique skill (but more so) it also offers extra Stress boxes and Consequence slots. So, first you negate damage. BUT, if you take it, you can also take more and stay up longer. Play testers felt that really worked well to represent the heavy Tankers
[19:23] <+Lee_Szczepanik> Yes, in Daring Comics, Superman and Hulk are hard to put down. But when they do go down, it’s a huge thing and they tend to be beat-up pretty bad to have gotten to that point.
[19:23] <~Dan> Speaking of which, do related skills stack in any way? Like, say, if Hawkeye has so many levels of Dexterity and so many levels of Archery?
[19:24] <+Lee_Szczepanik> No, that had brought up a lot of balancing issues for us with that type of synergy. So, we went the route of he has good Stunts.
[19:24] <~Dan> Hmm… So how would that work in practice?
[19:25] <+Lee_Szczepanik> Meaning . . . in what type of scenario?
[19:25] <+Lee_Szczepanik> Because remember, we don’t use attributes. This maintains the Fate Core Aspects, Skills, Stunts
[19:26] <~Dan> Well, like, let’s take Hawkeye in particular. He clearly has outstanding hand-eye coordination, and he’s also an insanely good archer. How would you put him together?
[19:27] <+Lee_Szczepanik> So, he’d have a high Accuracy skill, some good modifying Stunts, an Aspect or two, and he’d work the same as in any other Fate game. Although his Trick Arrows would be built as a Power Set, probably with a base Blast power and a bunch of Special Effects to represent the various types.
[19:28] <+Agent> How are Rogue’s powers from Marvel simulated?
[19:28] <~Dan> Ah, I see. Bear with me here, as I’m not as well-versed in Fate as I should be.
[19:28] <+Lee_Szczepanik> Sorry, sick daughter texted me. Back
[19:28] <+Lee_Szczepanik> Ahhh, that explains that, Dan. 🙂
[19:28] <~Dan> No problem, Lee! I hope all’s well.
[19:28] <+Lee_Szczepanik> Okay, so let me answer you first . . .
[19:29] <~Dan> (I’ve read Kerubus Club and Strands of Fate.)
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[19:30] <~Dan> (Welcome, Guest19! You can set your name with the /nick command. 🙂 )
[19:30] <&Silverlion> How are things like unique powers handled? Like Hulk’s Strongest One there is–or that a stunt?
[19:30] <+Lee_Szczepanik> I would personally give Hawkeye an Accuracy of Fantastic (+6) rating, which is the beginning skill cap. He is JUST that good. Then I would give him an Aspect (off the top of my head) of “Never Misses a Shot”. Stunts I would have to look up, but let’s say he has one that offers him an extra free Invoke when he succeeds at creating a situation aspect to take…
[19:30] <+Lee_Szczepanik> … aim.
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[19:31] <~Dan> (Hey there, QTGames! Long time no see! 🙂 )
[19:31] <+QTGames> Heya Dan!
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[19:31] <+QTGames> How’s things?
[19:31] <+QTGames> Looks like I arrived in time for the Q&A. 🙂
[19:31] <+Lee_Szczepanik> So, he spend a round to take aim, rolls, get a success, and therefore get two free invokes instead of one on the “Taking Aim” aspect. Next round, he tags them both, getting a +4 to the roll for a new base of the Fate Dice +10 to the roll.
[19:31] <~Dan> Going well, thanks! And so you did, re: the Q&A. 🙂
[19:32] <+QTGames> It starts in 30 min, correct?
[19:32] <+QTGames> Hi Lee. 🙂
[19:32] <~Dan> (It started 30 minutes ago. 🙂 )
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[19:32] <+Lee_Szczepanik> THEN if he has the Special Effect that lets him spend a Fate Point once her scene to cause a Consequence instead of Stress, the one shot really hurts.
[19:32] <+QTGames> Shoot. whispers. Sits in seat and listens.
[19:32] <+Lee_Szczepanik> Now, Rogue. Hang on while I open the file.
[19:32] <~Dan> (Welcome, Guest75! You can set your name with the /nick command. 🙂 )
[19:33] <+Agent> no prob Lee, hitting you with hard stuff with Rogue. 🙂
[19:33] <~Dan> (Everyone hates it when somebody goes Rogue.)
[19:33] <+Agent> lol @ Dan
[19:33] <~Dan> 🙂
[19:34] <&Silverlion> You never go full on Rogue
[19:35] <+Lee_Szczepanik> Rogue was done through the Power Mimicry power, but with the Power Theft special effect. What the means is that instead of simply mimicking their powers, you actual steal them. Succeeding at the roll places a Power Loss aspect on them and you have their powers. The effect lasts until the end of the scene. (cont below)
[19:35] <+Lee_Szczepanik> If they want to try to regain their powers early, they can spend a Fate point to roll against you. We allowed that to represent that fact that even Rogue’s timer on having them various in some stories.
[19:36] <+Lee_Szczepanik> And the power ain’t cheap. 🙂
[19:36] <+QTGames> Sounds painful to the victim!
[19:36] <+QTGames> emotionally, I mean.
[19:37] <+Agent> That sounds sweet, love it.
[19:37] <+QTGames> 🙂
[19:38] <+Lee_Szczepanik> Hmmmm. You’d be one of those GMs to make the poor victim take a mental based Consequence in addition to getting power leeched, wouldn’t ya? 🙂
[19:38] <~Dan> One thing that turned me off from ICONS from the get-go was the universal ability cap of 10. From my skimming of your preview document, it doesn’t look like that’s an issue for Daring. Am I correct?
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[19:38] <~Dan> (Howdy, Stormy!)
[19:38] <&StormBringer> Hey, Dan!
[19:38] <+QTGames> I wasn’t complaining, Lee. Just thinking how I wouldn’t want to be the guy who lost his power. Sounds fun all around.
[19:38] <+Lee_Szczepanik> Correct, like in Fate, there is a beginning skill cap of Fantastic (+6), which is plenty high. However, every Major Milestone that cap can raise by +1 on the ladder.
[19:39] <~Dan> What level of skill is considered superhuman?
[19:39] <+Lee_Szczepanik> Oh, I know you weren’t complaining. But I’m evil . . . so I was already thinking of the next poor victim at my table. 🙂
[19:40] <+Lee_Szczepanik> Hang on, let me close down my Novella files and open more DCRPG files.
[19:40] <+QTGames> Can you also purchase it to get the skill cap higher, aside from the Major Milestones?
[19:42] <+Lee_Szczepanik> No. We kept the Skill Cap limit in place because it worked. Granted, some powers will extend you above it. Like Hulk might have Phyique +6 and Super-Strength 6, giving him a lifting skill (with the full special effect,. which he has) of Inconceiveable (+12) when lifting, breaking things, grappling, et cetera
[19:42] <+Lee_Szczepanik> Why? Because he’s HULK. :0
[19:42] <+QTGames> That’s what I meant, sorry. My rulesfu in Fate is only so high.
[19:42] <+Agent> Strongest one there is!
[19:42] <+QTGames> Yep!
[19:43] <+Lee_Szczepanik> Dan, and anyone else for Skill Benchmarks. Easiest thing is to go here: (Link: http://www.daringentertain.com/content/daring-comics-rpg-dev-journal-3)http://www.daringentertain.com/content/daring-comics-rpg-dev-journal-3
[19:43] <+Agent> Superman would fall in the same category I would imagine? Strength wise
[19:43] <+Lee_Szczepanik> I layout the skill rating in that Dev Journal
[19:43] <+QTGames> Thanks, I meant ability scores cap, but appreciate the link.
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[19:44] <~Dan> I see… So technically, Legendary (+8) is where “super-skill” territory starts?
[19:44] <+J_Arcane2> ok im drunk now
[19:45] <+Lee_Szczepanik> Well, remember, DCRPG stays true to Fate. So, Aspects, Skills, Stunts. No attributes.
[19:45] <+QTGames> Ah.
[19:45] <+Lee_Szczepanik> Yes. And while the “Skill” itself won’t start there, your Skill Stunt bonus will give you that level of effect in the right areas.
[19:46] <~Dan> Is Super-Strength the only power that directly stacks with a skill?
[19:46] <+Lee_Szczepanik> That’s the thing about Fate for those new. Unlike in other RPGs, A Skill of +6 isn’t as hard a number. Stunts can not only offer bonuses when the Skill is used a certain way, but also remember the nature of Fate dice: they can roll a -1 to -4 right there on the dice.
[19:49] <+Lee_Szczepanik> Super-Strength is the only one that adds to it that way, yes. It was the only one where it was really needed. Other situations, like with Extraordinary Intellect or the Superhuman Agility Stunts, enhance the character in their own ways.
[19:50] <~Dan> So how does Superhuman Agility function?
[19:51] <+Lee_Szczepanik> That particular stunt is for people like Spiderman (and some play testers argued the old Cassandra Cain batgirl) of getting bonuses to Athletics for dodging, and using Athletics in place of Fight when taking a Defend action in hand-to-hand.
[19:51] <~Dan> I see. Cool.
[19:52] <+QTGames> That does sound good, Lee.
[19:52] <+Lee_Szczepanik> Thanks
[19:52] <~Dan> When it comes to powers, it sounds like the game uses a “modified cafeteria” system.
[19:53] <+Lee_Szczepanik> One thing I did during the last 8 months of finalizing design was . . . boy . . . I must have been getting upward of 30-40 graphic novels a month from local libraries and pouring through them.
[19:53] <~Dan> heh. 🙂
[19:53] <+Lee_Szczepanik> What does that mean, Dan?
[19:54] <+etaoinshrdlu> Sounds to me like you get a superpower with a side of everything.
[19:54] <~Dan> Well, I’m told that “cafeteria” power systems are the opposite of “effects-based” power systems like Champions.
[19:54] <~Dan> In this case, it sounds like you buy a base power and tweak it.
[19:54] <+Lee_Szczepanik> I would say, if I had to use a correlation, we’re actually pretty close to old DC Heroes MEGS and M&M 1e or 2e (less 3e, which was very Champions-d20)
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[19:55] <~Dan> (Howdy, DrNate!)
[19:55] <&Silverlion> Allo DrNate
[19:55] <~Dan> Right… MEGS is definitely a cafeteria system.
[19:55] <+Lee_Szczepanik> But I do have rules in there for building your own powers as well.
[19:55] <~Dan> That’s good to know.
[19:55] <+Lee_Szczepanik> Ahh, then yep. I guess so.
[19:56] <~Dan> Oh… If you’re familiar with Strange Fate? Totally effects-based.
[19:56] <+Agent> How do you go about creating items, like Batman’s gear. Are those Aspects of their own?
[19:56] <&Silverlion> How does damage to an area work? Since Superheroes are often environmentally unfriendly…
[19:56] <+Lee_Szczepanik> Looking back, MEGs was probably my favorite supers system. I tried to get rights to it in 2008, but that thing was in “who owns it?” hell.
[19:57] <+Lee_Szczepanik> Batman’s gear depends on the type. For his more Mundane items in the belt, buy Ultility Belt for 1-point, which is a modified function of Universal Gadget from Spirit of the Century.
[19:57] <+Lee_Szczepanik> You mean environmental damage?
[19:58] <&Silverlion> Yes.
[19:58] <&Silverlion> Tearing up a dozen buildings between Hulk and the Thing for example
[19:59] <+QTGames> Do you use a knockback system? (Hi Silverlion!)
[19:59] <+Lee_Szczepanik> GMs have a couple of options. Option one is for the “who cares” groups. Call it narrative unless the players use the Collateral Damage rule to avoid taking personal injury. Option 2, treat it as Aspects placed on the environment. This is for those who use the Plot Stress system, in which case of the heroes don’t do “something” about the damage or the people..
[19:59] <+Lee_Szczepanik> …it can become extra weight on the series story (now you know why Marvel decided ya’all need to register when they had enough of that).
[20:01] <+Lee_Szczepanik> Area Effect shots automatically tear up the environment, as can your missed Eye Beams.
[20:01] <&Silverlion> Allo QTgames! 😀
[20:01] <+Lee_Szczepanik> Or, knocking your enemy through a building. 🙂
[20:02] <+QTGames> 🙂
[20:02] <+Agent> Ok for Iron Man, is one of the powers like Power suit and then you build it up with points?
[20:02] <+Lee_Szczepanik> Oh, we did a whole Dev Journal on Power Suit. 🙂
[20:03] <+Lee_Szczepanik> Hang on, let me find the link.
[20:03] <+Agent> ok cool 🙂
[20:03] <&Silverlion> What about “Do anything?” types like Dr. Strange or Green Lantern?
[20:04] <+Lee_Szczepanik> Actually, gonna do one better than a Dev Journal link. Here’s a link to the preview PDF we tossed together “from” the Dev Journals for the Kickstarter: (Link: http://www.daringentertain.com/content/daring-comics-role-playing-game-preview)http://www.daringentertain.com/content/daring-comics-role-playing-game-preview
[20:04] <+Lee_Szczepanik> Has a ton in there, including the Power Armor design notes.
[20:05] <+Lee_Szczepanik> That was a tough one in early design, Silver. At first we tried the expected route of powers that mimic others, like the old Omni-Power in DC Heroes MEGs.
[20:06] <+Lee_Szczepanik> That failed miserably. Those powers either break a system or become an hour looking through a rulebook to do something.
[20:07] <+Lee_Szczepanik> So, we started looking at the comics and decided that they would have a series of base spells/powers like Marvel FASERIP seemed to get right, back in the day. Green Lanterns most obvious would be Blast, Force Control (grappling, lifting things at a distance, barriers) . ..
[20:07] <+Lee_Szczepanik> Force Field, Flight. Maybe one or two more. All the other effects that he uses, but not nearly all the time as his normal suite, treat as Power Stunts.
[20:09] <+Lee_Szczepanik> And that worked much better in play. Also the Create an Advantage action was a huge boost to mimicking what they do.
[20:09] <~Dan> On a related note, is this a “one source of power” setting or an “anything goes” sort of superheroic setting?
[20:09] <~Dan> (The former being something like, say, Wild Cards.)
[20:09] <+Lee_Szczepanik> The rulebook, itself, is a generic rulebook ala M&M.
[20:10] <+Lee_Szczepanik> So, we don’t define any setting stuff. That would be Daring Comics, which has multiple power sources in the setting
[20:10] <+QTGames> Could you go into a tiny bit more detail of how you handled Create an Advantage?
[20:10] <+Lee_Szczepanik> Are you familiar with Fate Core?
[20:10] <~Dan> If you’re talking to me, I know of it. Not many specifics.
[20:10] <+QTGames> Only somewhat. If it’s too basic or generic a question, no worries. I own the game, just haven’t dug deep enough into it yet.
[20:11] <+Lee_Szczepanik> Not at all, just had to know what type of info you were looking for. 🙂
[20:11] <+QTGames> So much on my plate. Sorry, newb on Fate currently. That’l change and I appreciate your time.
[20:12] <+Lee_Szczepanik> Okay, so Create an Advantage is what Fate Core called creating situation aspects. Basically, you roll against a TN, usually Mediocre (+0) for a general scene situation, or in an opposed roll against the target if placing it on a specific character (cont below)
[20:13] <+Lee_Szczepanik> If you succeeded, you generally get 1 or 2 free invocations of the aspect, depending upon how well you did. You can also, as normal, spend a Fate Point to Compel the aspect, i.e. make a certain narrative effect happen. Generally, if you compel an aspect you placed on a specific character, you give them the Fate Point
[20:14] <+QTGames> I think I understand. Thanks for the clarification, Lee.
[20:14] <~Dan> (Quick aside, Lee: Despite your fears to the contrary, you’re doing very well. 🙂 )
[20:15] <+Lee_Szczepanik> For example, say you threw sand in someone’s eyes and created the situation aspect of “Blinded” on them. You would get 1 or 2 free invocations, adding +2 or +4 to a roll you make against them (such as Attack or Defend). You could also spend a Fate Point and compel it, for example causing them to attack a target other than they intended.
[20:15] <+Lee_Szczepanik> (Thanks)
[20:15] <+QTGames> Cool.
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[20:16] <+Lee_Szczepanik> The think we liked about Fate, and really like in our Supers games, was that while traditional RPGs give you a hard-chart of modifiers based on situations, in Fate it doesn’t. You use the RP and create situation aspects to create your own roll bonuses where appropriate
[20:16] <~Dan> How well does Daring handle cosmic/godlike entities like Galactus? Are such things “off the scale”, or are you able to stat them?
[20:16] <+Lee_Szczepanik> *the thing
[20:16] <~Dan> (Howdy, BPIJonathan!)
[20:17] <+QTGames> Ah Galactis (drools) sorry. Love my FF villains. 🙂
[20:18] <+QTGames> *Galactus, ahem
[20:18] <+Lee_Szczepanik> That’s an odd corelation to make. I mean, you can make Superman from the start if your series level is that range (that’s in the preview I linked to everyone). But can he take on Galactus? If we agree that Galactuc us a Marvel Earth Team-Up event, then that “should” remain NPC. After all, he’s there to challenge the heroes.
[20:19] <+QTGames> Not sure, but I think what Dan meant was how well does the system handle the disparity in power between weak street level and uber tough, which I suppose definitely includes Superman.
[20:19] <~Dan> Oh, I didn’t mean Galactus-level being as a PC.
[20:20] <~Dan> I just meant that some games throw up their hands once you get to that level and say, “Galactus is just a plot device. No stats.”
[20:20] <+Lee_Szczepanik> Oh, then yes. Just like in Fate (and the same even in Savage Worlds) GMs are not bound by the same character creation rules as PCs. After all, the villains should challenge your group. I loved that about both Fate and Savage Worlds.
[20:20] <+QTGames> Right, some games get messed up – the mechanics can’t handle uber high levels of toughness.
[20:20] <+Lee_Szczepanik> Oh no, you stat him.
[20:21] <+Lee_Szczepanik> He gets Aspects, higher than PC allowed skills, stunts, and powers.
[20:21] <+QTGames> So, I think you answered Dan’s question. The game doesn’t seem to have a problem dealing with it.
[20:21] * ~Dan nods
[20:22] <+Lee_Szczepanik> Nope. When I ran both Galactus in our Marvel game and Darkseid in our DC game using the system, both managed to be major threats, and both managed to be beatable eventually.
[20:22] <~Dan> I’m a biiiiig believer that any game, but supers games in particular, should be able to stat pretty much anything.
[20:22] <+Lee_Szczepanik> As am I, Dan.
[20:22] <+Lee_Szczepanik> My two favorites of all time were FASERIP and MEGS
[20:23] <~Dan> I mean, some people say Cthulhu shouldn’t have stats. Me? I want to know how strong the big bastard is. 🙂
[20:23] <+Lee_Szczepanik> I hear ya, hahaha
[20:23] <+QTGames> And not just stat ’em, but have them not break the mechanics in some odd way (kind of like how D&D struggled with their mechanics at higher levels)
[20:23] <~Dan> True, QTGames.
[20:24] <+QTGames> Heck, I enjoy the lesser gods (at least) having stats. 🙂 I’ve had some PC’s become gods after playing in my campaign for decades and high power can be fun just like street level can be. Glad to hear yours handles it. 🙂
[20:24] <+Lee_Szczepanik> But yeah, no character in DCRPG is treated as only a plot device. Him ’em all stats, Stress, Consequences, and let the heroes try . . .
[20:24] <+Lee_Szczepanik> *give ’em all stats.
[20:25] <+Lee_Szczepanik> Can I have my editor, please! Editor, aisle 2 clean-up!
[20:25] <+QTGames> No worries. You are among friends. 🙂
[20:25] <~Dan> Also, I like the potential for superhuman levels of skill. It’s long been my opinion that characters like Batman may not be directly super-powered, but that they have what amounts to superhuman levels of “mundane” skill.
[20:26] <~Dan> (One reason I like the “Super-Skill” power in Basic Roleplaying, for example.)
[20:26] <+QTGames> Agreed. Batman really pushes the envelope of what “Olympic Level” really is.
[20:26] <+Lee_Szczepanik> Oh, and he would. In Fate, too, you’d see that in how his different Stunts would come into play, and his Aspect invocation.
[20:27] * ~Dan nods
[20:27] <&Silverlion> I know how I handled that 😀
[20:27] * ~Dan nods
[20:27] <+QTGames> 🙂
[20:28] <+Agent> I love that with Fate, you can have a street level hero and a Thor character together and there’s no level imbalance. Marvel Heroic did that well, some other supers games break.
[20:28] <+Lee_Szczepanik> One of my players in a game was a Krpytonian from the future, son of Kal and Diana from that time line. I remember when his actions forced him up against Batman. Batman didn’t go at him hand-to-hand like he tried to make happen. Batman gave him a fight, nonetheless.
[20:28] <~Dan> I mean, I think it was in Superman: The Man of Steel that Batman was able to hide from Superman just because he knew the city that damn well. That’s superhuman stealth, right there.
[20:29] <+QTGames> Agent: You mean by allowing street level to have super level skills, rather than super level powers?
[20:29] <+Agent> Yes, like that. @QT Games.
[20:29] <+QTGames> Ah, yes, I like that in games. 🙂
[20:29] <+Lee_Szczepanik> In our current game, we have a Superman level PC, two Nightwing levels, and “around” the Green Lantern level and it plays fine. I always ask afterward if the lower powered folks felt useless or overshadowed, and thus far no one has.
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[20:31] <+Lee_Szczepanik> Hey guys, give me 5. Been in this chair 90 minutes now. Bad disc in my lower back so need to move around a moment and stretch the muscles.
[20:31] <~Dan> Oh, no problem!
[20:31] <+QTGames> Sorry to hear about your back!
[20:31] <~Dan> I’ll step away for just a mo’ myself.
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[20:31] <+Lee_Szczepanik> brb. Feel free to type any questions and I’ll answer them in a very, very short bit
[20:32] <&Silverlion> Any cool sample characters/foes?
[20:33] <+QTGames> What has your playtesting looked like yet (blind/multiple groups…)?
[20:35] *** Dan-brb is now known as Dan
[20:36] <~Dan> Good Q&A. 🙂
[20:36] <+QTGames> 🙂
[20:37] <~Dan> The one from earlier today was very nice as well.
[20:38] <+QTGames> Drat. What’d I miss earlier today?
[20:38] <+QTGames> Have to check your log!
[20:38] <+Agent> Is initiative going to be the same as how Fate Core uses initiatives?
[20:39] <+Lee_Szczepanik> Back
[20:39] <~Dan> QTGames: Breachworld, a gonzo post-apocalypse game using Mini6.
[20:39] <~Dan> wb, Lee!
[20:39] <~Dan> I’ll let you get caught up on questions.
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[20:40] <+QTGames> Shucks, I love post-apocalypse.
[20:40] <~Dan> (Howdy, Wondy!)
[20:40] <+Lee_Szczepanik> I haven’t done sample characters yet, only because with the context of the rules, I feared things would get lost with folks. Play test was run the same format as with War of the Dead for Savage Worlds. So I could have access with the groups easily, we use local Game Shops and recruited local gaming groups.
[20:41] <+Lee_Szczepanik> I mean, I HAVE obviously done characters, just not posted them yet. 😛
[20:41] <+QTGames> Glad to hear regarding playtesting.
[20:41] <+QTGames> Of course.
[20:41] <+Lee_Szczepanik> Depending upon what year, since this started play test in 2012 originally, we ran anywhere from 10 to about 23 groups at a time.
[20:42] <+Lee_Szczepanik> Not counting my group
[20:42] <+QTGames> Nice.
[20:42] <+Agent> Play testing is huge, like knowing you had a lot of groups trying out your game. I get scared with some KS games where they need the pledgers to play test.
[20:43] <~Dan> Will Daring contain archetypes to get people playing more quickly?
[20:43] <+QTGames> Offering pledgers to playtest is fine, but you want to have done a good amount of playtesting well before that stage.
[20:43] <+Lee_Szczepanik> You know it’s funny, I had people at Google+ asking to have play testing as a tier. And I thought about doing it for them, and then the businessman in me smacked me in the head and said the same thing you just did: bad perception could be generated.
[20:44] <+QTGames> Yes. It’s all in the description. I don’t care for a tier for playtesting, but offering people to be able to playtest is always a good thing.
[20:45] <+QTGames> Presentation, I mean, not just spelling it out, but how you spell it out.
[20:45] <+Lee_Szczepanik> Also, by this point, it’s been tested like crazy, changed, tweaked, et cetera ad nauseum where needed. I believe it’s ready for prime time now. Naturally, Group A might love it out of the box, but Group F want to houserule this or that, It’s the nature of RPGs. My biggest fear was also that once people back it, they’d feel “part of the team” on making changes
[20:46] <+Lee_Szczepanik> to suit “them.” And that just isn’t always viable.
[20:46] <+QTGames> It is a fool’s errand to try and please everyone. But yes, tons of playtesting is a good thing and a good sign.
[20:47] <+Lee_Szczepanik> Thank you. And exactly, you can’t please everyone. I learned that a long time ago in writing professionally.
[20:47] <+Lee_Szczepanik> It’s the biggest thing I teach new writers.
[20:47] <+QTGames> You want your pledgers to feel ownership – invested in its future, but like you said, not the right to make changes. Suggestions are fine. Final say must always be retained.
[20:47] <+Lee_Szczepanik> Exactly.
[20:48] <+Lee_Szczepanik> I give new writers 5 laws to live buy:
[20:48] <+Lee_Szczepanik> Your writing can improve. So, on the next book improve it. People will like your work. People will dislike your writing. People will recommend you. People will troll the hell out of you.
[20:49] <+Lee_Szczepanik> If you can’t accept those 5 laws down to the core of your soul and be fine with them, then I suggest a career elsewhere.
[20:49] <+QTGames> Agreed. As for trolls. Heck, they’ll troll you even before they see your game!
[20:49] <+QTGames> Book, whatever.
[20:50] <+Lee_Szczepanik> Yes, they do. I have friends in the MMO industry at Cryptic, SOE, and Blizzard. Oh, you should hear the stories. 🙂
[20:50] <+Lee_Szczepanik> Same in what I do, too.
[20:51] <+QTGames> I’ve been trolled just for mentioning I design games. Bad people are out there. Glad to hear you’ve made a lot of good, solid progress, Lee. Things are looking good and I’ll look forward to checking things out more when I get a breather.
[20:51] <+Lee_Szczepanik> When Dawn of Legends came out for Savage Worlds, one guy didn’t like it and wrote a scathing review of it. Then, posted it at every avenue on the internet available to him. THEN joined my forums and critisized it.
[20:51] <+Lee_Szczepanik> He was damned determined.
[20:51] <+Lee_Szczepanik> 🙂
[20:53] <~Dan> Quick note: We’re creeping up on two hours, but you’re welcome to continue fielding questions as long as you like. That said, is there anything we haven’t covered that you’d like to mention?
[20:53] <+Lee_Szczepanik> Yeah, check it out when you have time. I won’t lie. I don’t feel a lot of personal pressure on these things anymore. I’d love for it to Fund and get released, but know going in that it always might not. That’s where business comes in. Chalk it up to lack of interest and move on. Sounds rough, but it’s how it has to go to publish, ya know?
[20:53] <+QTGames> Ah the world is filled with happy people! There will always be those. A long time ago I heard someone say regarding comment cards at restaurants and other places that the outrageously positive and outrageously negative comments can pretty much be ignored as neither are as helpful.
[20:53] <&Silverlion> That sucks. I know how that feels.
[20:53] <&Silverlion> I’ve gotten like half dozen good reviews for my supers game, but the one bad one hurts..
[20:54] <+Lee_Szczepanik> It especially hurts when that one bad makes sure to be the absolute loudest. 🙂
[20:55] <+QTGames> I’m afraid my skin isn’t as thick as I’d like it to be. I feel for anyone getting bad reviews and am sure I’ll get ’em too once I get rollin’ more. But you can usually tell which ones have any validity to them, and which ones aren’t worth reading.
[20:55] <+Lee_Szczepanik> Oh course, I might get flak for this, but those are the folks I also tend to ignore nowadays. Goes back to what QTGames said above about comment cards
[20:56] <+Lee_Szczepanik> I actually don’t read reviews of my work unless they are pointed out to me by the author or a fan. I’ve had a couple mediocre reviews by folks, for example, then check sales at RPGNow and see them listed and continuing to buy the product line’s new material. /shrug
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[20:57] <+Lee_Szczepanik> But I try to interact with folks at FB and Google+ anyway, so it isn’t like people can’t reach me with questions or dislikes directly. 🙂
[20:58] <+QTGames> I think where we can see helpful feed back is when we see trends where lots of people are saying the same thing. For example, I love Galactus and Silver Surfer and Thanos. If I see a comic with one of them in it, I’ll pretty much be in a good mood and think it’s a great comic if I don’t watch myself. If I hate cheese cake and you force it on me. I’ll say it’s
[20:58] <+Lee_Szczepanik> So, anyone have any other questions before I go get into a battle with a 4 year old?
[20:58] <~Dan> How do weapons work in Daring?
[20:58] <+QTGames> terrible even if everyone else loves it, because I don’t like it. Or if I’m in a bad mood. Just an example. People are funny like that.
[20:59] <+Lee_Szczepanik> We use the Fate weapon rating option. So, say for example, you have a gun (or power) rated at Weapon 3 rating. When you actually hit your target, you do an automatic 3-Shifts of damage, plus whatever you rolled over their defend total.
[20:59] <+Bigby> Was there a link to the game and I missed it?
[21:00] <~Dan> How does Might relate to melee weapon damage?
[21:00] <+Lee_Szczepanik> This is a quick preview we put together that compiled the information from the 8 original Dev Journals: (Link: http://www.daringentertain.com/content/daring-comics-role-playing-game-preview)http://www.daringentertain.com/content/daring-comics-role-playing-game-preview
[21:01] <+Lee_Szczepanik> Also, check out some of the updates at the Kickstarter, (Link: https://www.kickstarter.com/projects/2092114443/daring-comics-role-playing-game?ref=live,)https://www.kickstarter.com/projects/2092114443/daring-comics-role-playing-game?ref=live, which previewed some additional powres
[21:01] <+QTGames> Thanks for the links.
[21:02] <+Lee_Szczepanik> Might was a skill from Spirit of the Century. We kept with the Fate Core method where it simply comes off your Attack skill roll. However, Super-Strength gives a weapon rating equal to its level. So, if you have Super-Strength 5, you also have Weapon 5 rating.
[21:03] <~Dan> So what happens if you have Super-Strength and use a weapon?
[21:04] <+Lee_Szczepanik> Take the higher of the two ratings.
[21:04] <+Lee_Szczepanik> Sorry, even I can’t figure out for the life of me why Diana uses a freaking sword, unless that sword has some nice side effects to it, like spending a Fate Point to turn their Stress into a Consequence.
[21:05] <+Bigby> Is there a benefit for Bricks (Super-Strengths characters) using improvised weapons like light poles and vehicles as we so often see in the comics?
[21:05] <+Lee_Szczepanik> Yes, the most immediate is going to be getting a +2 to the roll (similar to invoking an aspect) and being able to strike multiple targets without having to split your total between them.
[21:06] <+Bigby> Cool.
[21:06] <+QTGames> Sounds good. What about reach? Being able to hit them farther away?
[21:06] <+Bigby> That’s something some superhero games don’t handle well.
[21:06] <+Lee_Szczepanik> That’s why Thing loves those scenery weapons. 🙂
[21:06] <+Lee_Szczepanik> Yes, QT
[21:07] <+QTGames> Cool.
[21:07] <~Dan> Oh, did you see my archetype question, Lee?
[21:08] <+Lee_Szczepanik> But like in Fate, we keep that asbract. For example, Fight or Weapons is usualy straight up hand to hand range. I.e. in your face. Use that street light, and the attack can hit further? How much further? Well, what makes sense to the size of the pole? 10 feet? 20 feet. So, you aren’t worrying about and calculating measured distances at the table.
[21:08] <+Lee_Szczepanik> Ahh, no Dan. Let me scroll up for it.
[21:09] <+QTGames> So are we talking gridless or is there an option for a grid, or? Me, I’ve always enjoyed using Heroclix minis for supers.
[21:09] <+Lee_Szczepanik> Wow, dude, I’m really missing it. I assume, do we offer Archetypes in the rulebook? If so, yes. We’ll have 10 or 12 of them ready to be used for play
[21:09] <~Dan> Yup, that was the question. 🙂
[21:10] <+QTGames> It was way up there.
[21:10] <+QTGames> Great.
[21:10] <+Lee_Szczepanik> We kept it with Fate in that it uses the “zones”. If there’s enough call for a more battlemap/grid option system down the line, I’d likely create it and make it a free download add-on at RPGNow
[21:10] <~Dan> I think I’m good for questions. 🙂
[21:11] <+QTGames> Very nice.
[21:11] <+Lee_Szczepanik> Anyone else?
[21:11] <+Lee_Szczepanik> If not, I am going to face MY Kryptonite: 4 year old + bed time. 🙂
[21:11] <+MonkofLords> Godspeed
[21:11] <~Dan> Oh, let me know if you have an image you’d like me to use for the Q&A log, Lee.
[21:12] <+Lee_Szczepanik> All right then. Thanks for coming guys. I had fun.
[21:12] <+QTGames> I’m good for now. I’d like to look over those files some more and check out your Kicktarter more. Best of luck my friend. The Kickstarter campaign is sitting really good so far.!
[21:12] <+Lee_Szczepanik> Will do, Dan. I’ll send you something tomorrow in the AM
[21:12] <+QTGames> Thanks, Lee. Cheers!
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[21:12] <~Dan> Thanks, Lee! come by any time!
[21:12] <+Lee_Szczepanik> Hey, join us at the Daring Entertainment Google+ Group if you have anymore questions
[21:12] <+QTGames> 🙂
[21:13] <+Lee_Szczepanik> Night all
[21:13] <~Dan> Good night!