[19:01] <+Jordan_RotA> I am Jordan Chamalidis, the creator of Reign of the Accursed
[19:01] <+Jordan_RotA> Reign of the Accursed is a horror tabletop role-playing game that takes place in a fictional Gothic Victorian setting named Orbis Aerden.
[19:02] <+Jordan_RotA> We have drawn inspiration from many different sources but the main influences of the game are the World of Darkness, the Cthulhu Mythos and finally Game of Thrones.
[19:02] <+Jordan_RotA> The main themes of Reign of the Accursed are politics, scheming, investigation, mind-games and most importantly brutality and terror.
[19:05] <+Jordan_RotA> Reign of the Accursed uses an original d10 system that was designed to complement the Mythos and mood of the setting. . In this system, there is a heavy emphasis on character-driven drama as well as in varying types of horror elements, and the mechanics were created to promote these two aspects.
[19:06] <+Jordan_RotA> When we were creating the system it was our goal that characters, PCs and NPCs, felt as realistic and multidimensional as possible so that the drama and consequently the plot derives from their decisions.
[19:07] <+Jordan_RotA> So, in Reign of the Accursed the Game Master, here known as Game Keeper, does not simply narrate a story but controls a number of NPCs who act according to their fleshed out personalities and most importantly react to the PCs’ actions and decisions.
[19:08] <+Jordan_RotA> As such, the game puts the playing characters (PC’s) in the driver’s seat and re-invents the role of the Game Master into a more active and engaging one.
[19:09] <+Jordan_RotA> (done)
[19:09] <~Dan> Thanks, Jordan! The floor is open to questions!
[19:09] <~Dan> I’ll start us off with a basic one: What are the Accursed?
[19:09] <+xyphoid> So what do you do mechanically as far as this NPC focus?
[19:10] <&Silverlion> How does the utilizing nPc’s differ from other RPG’s?
[19:10] <~Dan> (Question pause.)
[19:11] <+Jordan_RotA> The Accursed are vampires but not the typical undead kind. They are decedents of a fallen God and partly divine themselves.
[19:12] <+Jordan_RotA> If you have not yet watched prelude I suggest that you do. You can find it here: (Link: https://www.youtube.com/watch?v=VTARlejCoFQ)https://www.youtube.com/watch?v=VTARlejCoFQ
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[19:13] <+Jordan_RotA> The way that NPCs (and PCs for that matter) of RotA are different than in most other ttrpg’s is that they are not caricatures of characters but multidimensional personalities.
[19:16] <+Jordan_RotA> A character in RotA will react to something according to how his personality dictates. But to elaborate on this I should first talk about the character creation system on which all of this is based upon.
[19:16] <~Dan> Please do!
[19:17] <+Jordan_RotA> When creating a character for Reign of the Accursed you get to choose among various templates that end up determining what your character is like.
[19:17] <+Jordan_RotA> We call this system the multi-self and it works as such: you chose a template for your character’s physique, personality archetype, psyche, philosophical views and finally a template for your higher-self.
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[19:18] <+Jordan_RotA> These templates along with some other factors determine your attributes and skills’ starting values along with your character’s behaviour and personality.
[19:19] <~Dan> Interesting approach.
[19:20] <+Jordan_RotA> So, when we are talking about a character’s personality in RotA we are not talking about simplistic terms such as good, evil, lawful etc
[19:20] <+xyphoid> Neat! So that means that a NPC can be respresented quite compactly by a stack of templates?
[19:21] <+Jordan_RotA> Yes, of-course because of their “complexity” it is not recommended to Game Keepers to create important NPCs on the fly.
[19:22] <+Jordan_RotA> Most of the preparation a Game Keeper has to do for a campaign revolves around the NPCs
[19:22] <+Jordan_RotA> Then the campaign takes a natural course almost on its own
[19:23] <+xyphoid> and i suppose points of conflict leap out when you compare NPC template stacks against PC template stacks?
[19:23] <+xyphoid> (and other NPCs)
[19:25] <+Jordan_RotA> In a sense yes, although the characters are more than just a combination of templates. Through the chosen templates a unique personality emerges that the player can then work on to make even more realistic, detailed and deep.
[19:26] <+Jordan_RotA> Also, there are enough templates in each category that you have to really try, or do it intentionally, to make the same character twice.
[19:27] <+xyphoid> i’m mostly thinking from a GM’s point of view, yeah – getting that multiple axes of conflict thing is hard work, so i really like the sounds of this approach as a helper for me there
[19:27] <+BlasterKyubey210> Any Combinations that make for a nice laugh if it goes “wrong” (in a sense)?
[19:27] <+Jordan_RotA> In case you are wondering about the higher self it is essentially the wraith that inhabits your character from the point that he or she was delivered into vampirism. Even though it has become one with your character it still strives to impose its will and influence your decisions.
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[19:28] * ~Dan chuckles
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[19:28] <+Jordan_RotA> BlasterKyubey210, Meaning?
[19:28] <+BlasterKyubey210> When I mean “goes wrong” I ment the player flubs up how he’s supposed to roleplay some of the combinations
[19:29] <+BlasterKyubey210> Leading to a laugh at the table OoC wise even if it goes against the game’s intended tone
[19:29] <+Jordan_RotA> Oh, I see what you mean.
[19:29] <+xyphoid> it sounds like you’ll often end up with npcs who agree with PCs on some things and disagree on others out of the box, which seems pretty sweet
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[19:31] <+Jordan_RotA> As an optional part of character creation the player is advised to make-up her mind about the way that her character thinks, feels and acts regarding general matters. This of-course based on the combination of her chosen templates.
[19:32] <+Jordan_RotA> Also, it was our intention to have certain templates contradict or oppose others. Internal conflict is a very real thing in this system.
[19:32] * ~Dan nods
[19:32] <~Dan> Very nice.
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[19:33] <+Jordan_RotA> (done)
[19:33] <+Jordan_RotA> Dan, thank you 🙂
[19:33] <~Dan> Can you tell us what the world is like?
[19:33] <~Dan> (You’re welcome! 🙂 )
[19:33] <+Jordan_RotA> Sure
[19:34] <+Jordan_RotA> Orbis Aerden loosely resembles the real Victorian era.
[19:34] <+Jordan_RotA> I say loosely because not everything is the same with how things worked back then.
[19:35] <+Jordan_RotA> Technology is more advanced in some fields and has fallen behind in others.
[19:37] <+Jordan_RotA> For instance, advancements like electricity and the steam engine are still in their early stages of research while psychiatry, architecture and even engineering, in some regards, are somewhat ahead.
[19:38] <+Jordan_RotA> However, the mood and appearance remain Victorian and Gothic.
[19:39] <+Jordan_RotA> Geographically, Orbis Aerden is huge. It consists of 5 continents, 13 regions and 25+ city-states.
[19:42] <~Dan> (With city-states being the largest form of society?)
[19:42] <+Jordan_RotA> Various regions and cities present different cultures and political systems as well as different architectures, climates and economies thus providing a range of different flavors for campaigns.
[19:42] <+Jordan_RotA> Dan, no there are empires as well.
[19:43] <+Jordan_RotA> But the city-states and empires of the Aerden are part of a worldwide economy that along with their differences in religion and polities, create tensions and rocky diplomatic relations between them.
[19:44] <+Abstruse> (Crap, I’m missing a Q&A?!)
[19:44] <+Jordan_RotA> As such, war is an all too common site.
[19:45] <~Dan> (Abstruse: Yup!)
[19:45] <+Jordan_RotA> (done unless you have other questions about the setting)
[19:46] <~Dan> In a way, yes: To what extent are the vampires a part of a larger supernatural world?
[19:46] <+Abstruse> (Still playing catch-up on what’s been asked, so apologies if I repeat something)
[19:46] <~Dan> (No worries.)
[19:46] <+Abstruse> You said you have an original d10-based system. What can you tell us about how that works?
[19:46] <+Jordan_RotA> Abstruse, no worries mate, take your time
[19:47] <+Jordan_RotA> let me answer Dan’s question first and I will get to that
[19:47] <+Abstruse> (BTW Jordan, my name is Darryl Mott Jr. and I write the tabletop gaming column for Ain’t It Cool News and produce and co-host the Gamer’s Tavern podcast with host Ross Watson)
[19:47] <+Jordan_RotA> Nice to meat you Darryl 🙂
[19:47] <+Jordan_RotA> meet*
[19:49] <+Jordan_RotA> So, the accursed belong to the society of horrors,as they call it. This society concerns the accursed alone but that does not mean that they do not know of the existence or do not deal with other supernaturals. It is just not the way things usually work.
[19:51] <+Jordan_RotA> Do not forget that the accursed are creatures whose ultimate purpose is to rule the Aerden. As such, none is happy with their intentions and actions, including the rest of the supernaturals.
[19:51] <+Jordan_RotA> (done)
[19:51] <~Dan> What can you tell us about the other supernaturals themselves?
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[19:52] <~Dan> Are there ghosts, werewolves, wizards…?
[19:52] <+Abstruse> How does your new d10 system work?
[19:52] <~Dan> (Oh, sorry — forgot Abstruse’s question was up next.)
[19:54] <+Jordan_RotA> Not much, Reign of the Accursed lets you know about how the accursed view them and not how they really are. So, we want to preserve this kind of “mystery” at least until our other games come out which will allow the players to experience Orbis Aerden through different perspectives than that of the accursed.
[19:54] <+Abstruse> Also, don’t you feel that your name and genre are going to be pretty confusing to gamers with the Meliorvia Accursed game also being about the supernatural and undead and also very recently Kickstarted?
[19:55] <~Dan> Abstruse: The Savage Worlds one?
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[19:56] <~Dan> (Howdy, MonkofLords!)
[19:57] <+Abstruse> Yes. It’s a dark fantasy game that just Kickstarted late last year and is still fulfilling its stretch goals. When I saw the topic, I almost called Ross to find out why he didn’t tell me they were already expanding Accursed.
[19:57] <+Jordan_RotA> Abstruse, we only learned about Accursed RPG recently. Our full title is Orbis Aerden: Reign of the Accursed so we hope that there will not be any confusion there. We also plan to add a disclaimer to our kickstarter campaign, something along the lines “RotA is not to be confused with Accursed RPG”
[19:58] <+Jordan_RotA> I can assure you though that the two games are nothing alike other than the fact that they evidently they contain men who have been cursed.
[19:59] <+Abstruse> …to be mythological creatures made famous by Victorian-era horror…
[19:59] <+Jordan_RotA> sorry, one too many they 🙂
[20:00] <~Dan> 🙂
[20:01] <+Jordan_RotA> Our version of the creatures differs greatly from the classic vampire mythos.
[20:02] <+Abstruse> So back to my first question. How does the original d10 system you created work for your vampires that are different from classic mythos?
[20:03] <+Jordan_RotA> Well, we have already talked about character creation. I could talk a bit about combat if you’d like.
[20:03] <+Jordan_RotA> Or do you have something specific in mind?
[20:04] <+Abstruse> Just how task resolution and stuff works. Whether it’s combat or social encounters or lockpicking…
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[20:05] <+Jordan_RotA> In most situations the players either roll contested rolls (usually 2d10+modifiers) or roll against a difficulty set by the Game keeper.
[20:06] <+Jordan_RotA> In social encounters for instance it is almost always contested rolls.
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[20:06] <+Jordan_RotA> (done)
[20:07] <+Abstruse> How are the modiferies determined? And where do character abilities come into play?
[20:08] <+Jordan_RotA> The modifiers I mentioned usually derive from a skill or attribute value.
[20:08] <+Jordan_RotA> For the second question you would have to be a bit more specific.
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[20:10] <+TBell> how many skills are in the game and attributes?
[20:11] <+TBell> (trying to follow up on abstruse question on the 1d10)
[20:11] <+Jordan_RotA> 8 attributes, around 23 main skills
[20:12] <+Jordan_RotA> And then there are particular fields of knowledge as well.
[20:13] <~Dan> Could you tell us what the attributes are?
[20:13] <+Jordan_RotA> This can be anything from combat techniques to history etc
[20:13] <+Abstruse> How far along are you in the design process?
[20:15] <+Jordan_RotA> The game-system is in place but we have not yet started our play-testing period. While we do not expect it to change significantly we do want to consider potential feedback and suggestions from our community before we call it done.
[20:16] <+TBell> Is it safe to say it’s similar to Wod in its bare elements?
[20:17] <+Jordan_RotA> Attributes: Strength, Dexterity, Constitution, Intelligence, Will, Perception, Appearance, Charisma
[20:17] <+Jordan_RotA> TBell Are you talking about the system?
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[20:17] <+TBell> yeah not the gameplay
[20:17] <+TBell> mechanics
[20:18] <+Jordan_RotA> No, the mechanics are different from WoD
[20:18] <+Jordan_RotA> There is no dice pool and no difficulty in rolls
[20:19] <+Geek2theRight> Well, that was disappointing. When I signed on for my game tonight, it turns out the game had been postponed(again) and the GM didn’t use the Infrno message system, so I only found out about 15 minutes prior to when the game was supposed to start when I signed into Skype. After I’d even turned down Korean food with my family for the game, too. 😦
[20:19] <+Jordan_RotA> When you roll in RotA you are trying either to beat an opposing roll or a certain difficutly
[20:20] <+Jordan_RotA> In WoD you roll and try to beat a difficulty in each result of a dice
[20:20] <~Dan> (Geek2theRight: Q&A in progress. 🙂 )
[20:20] <+Jordan_RotA> And then accumulate your successes
[20:20] <+Jordan_RotA> (done)
[20:21] <+Jordan_RotA> WoD has only served as an inspiration in regards to its themes not the mechanics
[20:21] <~Dan> Can you give us a quick overview of combat?
[20:21] <+Abstruse> So aside from their origins, what makes your vampires different?
[20:23] <+Jordan_RotA> I’ll answer Abstruse’s question first.
[20:25] <+Jordan_RotA> It depends, each bloodline has its own traits. For instance some do not drink blood but leech the emotional essence of their victims to sustain themselves, others must consume parts of their prey and so on.
[20:26] <+Jordan_RotA> There are various traits in each bloodline that set them apart from the typical vampire. You can read a bit about the orders of the accursed here: (Link: http://www.deadeyedshadegames.com/#!reign-of-the-accursed/c1ib9)http://www.deadeyedshadegames.com/#!reign-of-the-accursed/c1ib9
[20:26] <+Jordan_RotA> (done)
[20:26] <+Abstruse> Don’t forget Dan’s combat question.
[20:27] <+Jordan_RotA> The combat system in Reign of the Accursed was designed to be as fast paced, realistic and engaging as possible.
[20:28] <+Jordan_RotA> It is based on a point expenditure system and it is as simple as spending points from a set pool each round so you can perform various actions such as movement, attacks etc.
[20:28] <+Jordan_RotA> The rounds, however, are short so that everyone can act almost simultaneously and you won’t have to wait until the “battlefield” has shifted significantly before it is your turn to engage.
[20:29] <+Jordan_RotA> This also makes strategic movement and placement in combat interesting as you can predict and potentially counter an enemy’s move before it even happens.
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[20:29] <+BlasterKyubey210> So you can pull some hillarious moments due to simultaneous actions leading to… I dunno, two guys killing each other at the same time?
[20:30] <+Jordan_RotA> No, that can’t happen. I said ALMOST simultaneously, as in the closest thing that we could achieve with our design.
[20:31] <+BlasterKyubey210> Ah whoops, but heh, must be fun to see how it comes together
[20:32] <+Jordan_RotA> For instance, let say that an enemy is charging towards you, sword in hand, planning to slice you up. In real life, if you were holding a readied ranged weapon like a bow or a pistol you would probably be able to take at least one shot at him before he got to you.
[20:32] <+Jordan_RotA> It is in situations like this where the short round scheme shines best and allows for reactive game-play.
[20:33] <+Jordan_RotA> But reaction is further worked into the system by allowing you to act out of your turn should certain conditions arise.
[20:34] <~Dan> Speaking of combat, how powerful are starting PCs compared to a normal human?
[20:34] <+Abstruse> How crunchy is the system? Does it rely more on rules or rulings?
[20:34] <+Jordan_RotA> If you are being attacked in close combat you get the chance to parry or dodge, if someone decides to flee you get the chance to react before your opponent is gone and so on.
[20:35] <+Jordan_RotA> There are certain rules in place though that moderate all these conditions so that the spectrum of possible actions and reactions is limited within realistic confines.
[20:36] <+Jordan_RotA> There are more things to talk about regarding combat. Would you like me to skip those? Have you heard enough?
[20:36] <+Jordan_RotA> or read, I suppose 🙂
[20:37] <~Dan> Just a couple of quick questions… Does armor reduce damage, and does degree of success increase it?
[20:37] <+Jordan_RotA> Even the lowest of the Accursed are at least moderately more powerful than humans.
[20:38] <+Jordan_RotA> Armor only soaks damage.Melee attacks hit automatically unless parried or dodged.
[20:39] <+Jordan_RotA> No, armor soaks a set amount of damage always if that is what you are asking.
[20:41] <+Jordan_RotA> In a sense it works like damage reduction used to work back in D&D, 3-3.5 if you are familiar with that
[20:41] <~Dan> Huh. I didn’t realize that damage reduction was a thing then.
[20:41] <+Jordan_RotA> It was, just not with armor 🙂
[20:42] <~Dan> Oh. 🙂
[20:42] <+Abstruse> Optional rule for armor as well in 3.5
[20:42] <+Jordan_RotA> You could only have it either as a result of some racial-special ability or from the result of a spell such as stoneskin
[20:43] <~Dan> Gotcha.
[20:44] <~Dan> Oh… if you answered this, missed it: Are you able to reveal what other creatures exist in the setting?
[20:46] <+Jordan_RotA> I did answer and while I can say that for instance there are werewolves or wraiths I cannot go into too many details. We want the players to know only as much as the common accursed knows.
[20:46] <~Dan> Understood. No problem. 🙂
[20:47] <+Jordan_RotA> In our next 2 planned games you will get to experience the Aerden through different perspectives than that of the accursed and it is then that you will learn more details about the rest of the supernaturals.
[20:47] <+Jordan_RotA> One at a time.
[20:47] <~Dan> Can you say if there is magic in the setting (other than intrinsic supernatural powers)?
[20:48] <+Jordan_RotA> Yes, there is and although uncommon it is destructive.
[20:48] <+Jordan_RotA> Usually
[20:49] <~Dan> Do you cover its use in RotA?
[20:49] <+Jordan_RotA> No
[20:49] <+Jordan_RotA> The accursed do not use magic.
[20:50] <+Jordan_RotA> only blood powers
[20:50] * ~Dan nods
[20:51] <~Dan> In the time we have left — and you’ve been a serious trooper for staying up late/getting up early for this! — is there anything you’d like to cover that we haven’t brought up?
[20:52] <+Jordan_RotA> I think we covered most of the basics.
[20:52] <+Jordan_RotA> I have stayed up late by the way, there was no way that I could wake up so early 🙂
[20:52] * ~Dan chuckles
[20:53] <~Dan> Are there any other questions, then, or shall we let Jordan get some sleep? 🙂
[20:54] <~Dan> Alrighty then!
[20:54] <+Jordan_RotA> I guess that was it.
[20:55] <~Dan> Thanks very much for coming by, Jordan_RotA! If you can hang on just a moment longer, I’ll get the log posted and get you the link. 🙂