[19:06] <+CaoimheSnow> Hi everyone, I’m Caoimhe Ora Snow and I’ve been gaming since I was in 6th grade or so — started with AD&D, got in trouble for trying to read the DMG (my first gaming purchase besides dice) during class.
[19:06] <+CaoimheSnow> The Queen’s Cavaliers is my latest game design project, and it’s a swashbuckling, Baroque fantasy game inspired by the Three Musketeers and other similar fictional and historical sources!
[19:07] <+CaoimheSnow> We are currently kickstarting it at this URL: (Link: http://tinyurl.com/tqcks)http://tinyurl.com/tqcks — we are over $11K funded toward a goal of $4K, which means we are working on adding stretch goals now!
[19:07] <+CaoimheSnow> (done)
[19:08] <~Dan> Thanks, CaoimheSnow! The floor is open to questions!
[19:08] <+noon> (Hi Dan)
[19:08] <~Dan> So what are the fantasy aspects of the game?
[19:08] <+noon> Does it have zombies?
[19:10] <+CaoimheSnow> The fantasy aspects of the game — besides the fantasy of being able to fight effectively in long dresses and tight corsets — are related to what I call “subtle magicks.” Magic in TQC is less about fireballs and more about mysteries and portents. (more)
[19:12] <+CaoimheSnow> The primary forms of magic in the setting are alchemy (which has many of the trappings of “science”), charmweaving (which is about fashion and art), and reading portents and omens in nature. So it’s not a “high magic” setting, but magic plays an important role. (done)
[19:12] <~Dan> What are the clockwork aspects of the setting?
[19:13] <+CaoimheSnow> I ran a one-shot con game with zombies, werewolves and a mad scientist in a mecha suit, so it’s possible to include zombies and not break the game. It can be an option for GMs but zombies aren’t part of the core setting. (done)
[19:13] <+noon> How many queens does it have? Do I get a horse? On a scale of 1 to pirates how much swashbuckling are we talking about?
[19:14] <+Songtress> What is Charmweaving? Since you said its fashion and art, and the kickstarter talks about the ‘Laws of Fashion’… are they like magical laws, social constructs? Would a poor person have access to Charmwoven appeal or is it only the very rich?
[19:15] <+CaoimheSnow> Clockwork in TQC is our version of steampunk technology, but with gears and springs instead of steam engines. We have airships, repeating crossbows, guns that reload themselves, stopwatches, and more. There’s a partial list in the playtest docs but the full system presents ways to build your own inventions too. (answered)
[19:15] <~Dan> (Question pause.)
[19:16] <+CaoimheSnow> The queen in the title is queen Mariana of Gallinea, but there are other queens in the setting, including the queen of neighboring Ondala. You get a horse if one of your classes gives you one for free (several classes do) or if you buy one.
[19:17] <+CaoimheSnow> I’d say the swashbuckling is approximately 1.25 pirates. (answered)
[19:18] <+CaoimheSnow> Charmweaving is a method of weaving rare items, special threads, astrologically-tuned gemstones, and other “charms” into the fabric of a material that is then crafted into clothing to be worn. It enhances your skills as well as being minorly self-repairing. (more)
[19:19] <~Dan> (brb)
[19:19] <+CaoimheSnow> The primary Law of Fashion is a magical one — if you wear too many charmwoven items of clashing colors, they don’t all function, which means you need to plan what your look will be like, and thus what your character’s “signature colors” are. (more)
[19:19] *** Dan is now known as Dan-brb
[19:20] *** SambearPoet has joined #rpgnet
[19:20] *** ChanServ sets mode +v SambearPoet
[19:20] <+CaoimheSnow> Poor people in TQC generally don’t have access to Charmwoven materials, although most player characters would. There is some inherent conflict between a purportedly egalitarian society such as Gallinea’s which still continues to have wealth inequalities. (more)
[19:21] *** SambearPoet is now known as SamChupp
[19:21] <+CaoimheSnow> Richer nobles are more likely to be able to afford charmwoven clothes and they can be seen as a sort of status symbol. That said, the primary cost of charmwoven materials comes from the skill of the weaver, not the actual materials costs. (answered)
[19:21] *** Dan-brb is now known as Dan
[19:21] <~Dan> (Welcome to #rpgnet, SamChupp!)
[19:22] <+SamChupp> (Thanks Dan!)
[19:22] <+GenoFoxx> so can I assume the airships of this setting are more lighter than air and not heavier than air type craft/
[19:23] <+CaoimheSnow> I want to point out one of the other people who are working on the project — Sam Chupp, who you might know from his work on oWoD materials and other gaming projects, agreed to work on an adventure as a stretch goal, and that goal was met!
[19:23] <~Dan> Congrats, SamChupp!
[19:23] <+Anduwaithe> 🙂
[19:23] * +SamChupp smiles and waves. “Happy to do it.”
[19:24] <+CaoimheSnow> The airships of the setting are basically “blimps with ships hanging beneath them” (except for some experimental designs) and have only been around for 20 years or so. They use a rare fantasy material called “phlogistone” which burns to produce fumes that can lift ships afloat. (answered)
[19:25] <+Servbot52> How much will alchemy be capable of? Like stat boosting potions, explosives, and/or CSI like deductions. what level of mad science are we talking about here?
[19:25] <+CaoimheSnow> Phlogistone mining drives one of the minor conflicts in the setting, as the major nations compete for colonial lands which have natural resources that they’d like to possess.
[19:26] <+noon> Where do you expect the majority of a sessions time to be spent? As in combat, skill rolls, role play, etc. and what rules do you have in place or are avoiding to make sure session time is mostly X instead of Y or Z?
[19:26] <+CaoimheSnow> Stat-boosting potions, yes; explosives, yes (although those aren’t in the playtest docs at the moment); CSI-esque analysis, also yes. The exact level of mad science is hard to pin down but it’s basically “enough that it’s fun but not so much that it overshadows swordfighting and swinging from chandeliers.” (answered)
[19:28] <+CaoimheSnow> Ooh, good question noon. My generically worthless answer is that I strive for balance, but a more useful one is to look at the playtest sessions we’ve run and what’s been done in them. Fights are roleplay-oriented so that you don’t have to shut down RP when swords come out. (more)
[19:29] *** MonkofLords has joined #rpgnet
[19:29] *** ChanServ sets mode +v MonkofLords
[19:29] <+CaoimheSnow> Usually there are two or three fights in a four-hour session, with roleplaying and/or skill rolls taking up the bulk of the time. A fight usually runs a good 45 minutes or so with 4 PCs who are generally familiar with the game, but it depends on the opponents as well. (more)
[19:30] <+CaoimheSnow> The game has different levels of opposition, from “rabble” who get taken out with one hit up to “major characters” who are the equals (if not better) than the player characters. The rabble are for those fights where 4 swashbucklers take on 40 of the duke’s guards or whatever. (more)
[19:32] <+CaoimheSnow> It -is- a swashbuckling game and that -does- lend itself to swordfighting, but the game isn’t at all about only combat. Characters have a wide variety of skills and can interact with their environment and society — and wow that answer sounds really generic.
[19:33] <+CaoimheSnow> A better answer is that in the type of games I run, which is what the system is primarily designed to support, roleplaying and use of skills play major roles in adventures and take up a lot of the time, not just filling time between fights. (answered)
[19:33] <+GenoFoxx> are the queen’s cavaliers a mixed gender service or more female dominant?
[19:33] <+CaoimheSnow> Oh wait, just a sec. (backing up)
[19:34] <+CaoimheSnow> You asked what rules are in place about session time focus — I don’t have any strict rules in place to support my preferred style of gaming, but it’s implied throughout the game design that a balance is necessary. (now answered)
[19:34] <+CaoimheSnow> (on to GenoFoxx’s)
[19:36] <+CaoimheSnow> The Queen’s Cavaliers is very mixed-gender. In Gallinea’s matriarchal/matrilineal society, it was thought that men do the gruntwork and women do the thinking. They realize now that was a stupid stereotype, and work hard to overcome that kind of sexism. (more)
[19:37] <+CaoimheSnow> Being a cavalier is both “gruntwork” and “thinking”, so it crosses both gender stereotypes, but there are certainly male generals now and women footsoldiers throughout Gallinean society these days. (done)
[19:38] <~Dan> Do you have a character sheet posted?
[19:38] <+GenoFoxx> any plans or rules to say transplant to setting to say a space opera?
[19:38] <+Servbot52> many classic swashbuckling moves cause harm to those who use them (like swinging through a glass window, cutlass between your teeth). will this damage be represented in game? If it is, will there be additional mechanical benefits for using those moves?
[19:39] <~Dan> (Question pause.)
[19:40] <+CaoimheSnow> Character sheet: Yes, the playtest pack (which is available to $1 backers) includes two versions of the character sheet, and the design blog has an example of a filled-in character sheet that everyone can view. (more)
[19:40] <+CaoimheSnow> (Link: http://boldpueblo.com/dazed/tqc/sample-character-creation-marcile/)http://boldpueblo.com/dazed/tqc/sample-character-creation-marcile/ (answered)
[19:40] *** BlasterKyubey210 has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[19:41] <+CaoimheSnow> GenoFoxx, that’s a good question but right now I am concentrating just on the core system/setting. It’s also worth noting that the mechanics of the game will be available for EVERYONE to use for free, under an OGL-like Creative Commons license. (more)
[19:42] <+CaoimheSnow> That was one of the stretch goals — a CC-licensed SRD — and this will let people build their own games using the setting if I don’t get around to doing a space opera! (answered)
[19:43] <+CaoimheSnow> Servbot52, that’s another way this is “fantasy” — in a reasonable context with real-world physics, a lot of swashbuckling stuff would get you killed easily. So TQC isn’t a reasonable setting — it’s less about the laws of physics and more about looking cool and stylish. (more)
[19:44] <+CaoimheSnow> So it’s assumed that you’re able to do cinematic stunts and have a good chance of success rather than making it harder for you to do things. Let me give an example from my own game-playing experience. (more)
[19:45] <+CaoimheSnow> This is when I was playing D&D 3.0. I was a rogue, a would-be swashbuckling type. (Go figure.) There was a pit but we could run around it. I wanted to grab a rope, swing across the pit, do a flip, and land next to my opponent and hit him with my blade. (more)
[19:46] <+CaoimheSnow> So the DM made me roll all sorts of things like rope use, jumping, tumbling, etc. Eventually I failed one of those rolls, fell down the pit, and died from falling damage. I could have walked around the pit, but I wanted to be stylish and cool. (more)
[19:47] <+CaoimheSnow> In a game like that DM’s D&D game, maybe it made sense for me to have to roll dice and risk death because I wanted to be cool. I didn’t think that was right, so in TQC I specifically don’t penalize characters for being all thematically cinematic. (more)
[19:48] <+CaoimheSnow> Now, in TQC you can earn Style Points which you can spend to influence your dice pools (maximizing one die in a pool, rerolling a pool, adding more dice). The way you get more Style Points is by spending some of your success points on them. (more)
[19:49] <+CaoimheSnow> You are slightly less effective at what you are doing right then, BUT you get a special “close up” scene whenever you EARN a style point that lets you describe how awesome and cool your character is being at that moment. And later you can affect the dice with that style point. (more)
[19:50] <+CaoimheSnow> This helps to contribute to the over-the-top cinematic feel of the game, by not punishing you for looking showy and by giving you a chance to earn the spotlight. (answered)
[19:50] <~Dan> Puts me in mind of Feng Shui, a bit.
[19:51] <+CaoimheSnow> Oh wait, I forgot something else — for swashbuckling purposes, there’s a standard Genre Rule in the game: “if there could possibly be a rope, vine, curtain, chandelier, or anything else to swing on, there IS.” (now answered)
[19:51] <~Dan> Heh. Are you familiar with Tales from the Floating Vagabond, CaoimheSnow?
[19:52] <+CaoimheSnow> Yeah, Feng Shui was basically the pioneer RPG in cinematic style of over-the-top roleplaying games!
[19:52] <+CaoimheSnow> Not in great detail, although I’ve heard of it.
[19:53] <~Dan> One of the “Shticks” is the “Swashbuckler Effect”. The character will always be able to find something to swing from; however, said character can never be so boring as to enter a building through a door.
[19:54] <~Dan> That just put me in mind of what you were describing. 🙂
[19:55] <+CaoimheSnow> Haha, nice!
[19:55] <~Dan> But! Back to the subject at hand. What is the core mechanic?
[19:57] <+CaoimheSnow> First, the dice pool mechanic. You have a pool of dice — I’ll explain how you build one in a sec — and you roll it. You keep the two highest dice from there and add them together for your total. This is sorta like your “to hit” roll in D&D on a d20. (more)
[19:58] <+CaoimheSnow> Of those two dice, the lower number you kept is your number of Success Points you can potentially spend. Your opponent (usually the GM) rolls the same way, keeping the two highest, calculating total and success points. (more)
[19:59] <+CaoimheSnow> Whoever has the highest total gets to spend her success points. The character sheets are pre-printed with the success tables for each skill, so that if you stab someone and get 6 success points, you could spend 4 points to inflict a wound and 2 to increase your advantage die. (more)
[20:00] <+CaoimheSnow> Dice pools are built based on the skill and specialty you’re using. Lunge is a Dueling specialty using the Verve attribute, so you add your Verve die and your Competency die (if you’re trained in Lunge) to the dice pool. For each extra rank you have in Lunge, you add an extra die. (more)
[20:01] <+CaoimheSnow> You also add the weapon die for the weapon you’re using (daggers are D6, cannons are D12) and an applicable charm die if you’re wearing charmwoven clothes. So you might have D8 + D6 + 2D8 + 1D8 + 1D6, and roll all those together.
[20:02] <+Songtress> Holy moley
[20:02] <+CaoimheSnow> It’s easier to explain with the character sheet in front of you — it’s a lot less complex than it looks 🙂 And the combat tracker sheet has a spot to write down your standard dice pools! So you don’t have to calculate them out each attack. (more)
[20:03] <+CaoimheSnow> Since you’re only taking the two highest, it’s easy to ignore the lower dice out of that 4D8+2D6 batch. There’s a full combat explanation on the design blog, which URL I will provide in just a moment after I dig it up. (answered)
[20:04] <+Servbot52> Is there some form of character advancement? If so, how much will it matter, could a fresh character be thrown into a long running campaign and still feel like he/she contributes mechanically?
[20:05] <+CaoimheSnow> (Link: http://boldpueblo.com/dazed/tqc/tqc-basics-the-dice-pool-system/)http://boldpueblo.com/dazed/tqc/tqc-basics-the-dice-pool-system/ — here’s the dice pool system explained with charts, and later posts (linked at the bottom) are a combat example.
[20:06] *** Jetrauben has joined #rpgnet
[20:06] *** ChanServ sets mode +v Jetrauben
[20:06] <+CaoimheSnow> At its heart, TQC is a skill-based system, so the more experienced your character, the more +1s you’ve spread out among your skills. Skills for beginning characters start at 0 and go up to +2, but more experienced characters can get up to a maximum of +5 eventually. (more)
[20:06] <~Dan> (Howdy, Jetrauben!)
[20:06] *** Gemini has joined #rpgnet
[20:06] *** ChanServ sets mode +v Gemini
[20:06] <~Dan> (Howdy, Gemini!)
[20:06] <+noon> Wait so two daggers are on average stronger than a canon?
[20:06] <+Gemini> (Ahoi)
[20:08] <+CaoimheSnow> A starting character has a Competency die of D6, which advances to a D8, a D10, and a D12 with experience spent. An inexperienced character (Competency die D6) in a D10-Competency campaign is going to be behind the curve, but can still contribute. (more)
[20:08] *** Gurkenglas has quit IRC: Ping timeout
[20:08] *** Acenoid has quit IRC: Disintegrated: ChatZilla 0.9.90.1 [Firefox 29.0.1/20140506152807]
[20:09] <+CaoimheSnow> You don’t have drastically increasing numbers of hit points, for example, and you can still be killed by the same number of wounds if you have a D12 Competency die or a D6 Competency die. If you fill a gap in skills you may be able to contribute a lot to an ongoing game as a new character. (answered)
[20:10] <~Dan> Are there any nonhuman antagonists?
[20:10] <+CaoimheSnow> Noon, since it’s a dice pool system, a D6 is a lot less likely to contribute to being one of the top two dice in the pool than a D12. Which means that 2 daggers aren’t actually better than a cannon. 🙂 (answered)
[20:12] <+CaoimheSnow> Dan, to stay close to the source materials, there aren’t nonhuman antagonists. At best you could fight a bear or something, but who would want to fight a bear, right? Bears are nice. (more)
[20:13] <+CaoimheSnow> If you want a game where you fight nonhumans, demihumans, vampires, aliens, or dragons, TQC isn’t the game for you. You can hack it to do, though, and that’s okay, but out of the box it’s humans all the way down. (answered)
[20:13] * +SamChupp chuckles.
[20:13] <+Servbot52> how will money work mechanically, and sense I’m on the subject what is the economics of the setting like?
[20:13] <+SamChupp> Oh this is one of the coolest parts of the game, the money system.
[20:17] <+Songtress> OH?
[20:17] <~Dan> Still there, CaoimheSnow? 🙂
[20:17] <+CaoimheSnow> (still here, yup)
[20:17] <+SamChupp> (for me, yes, but I hate cost accounting)
[20:17] <+CaoimheSnow> Originally I had a system where you tracked your Crowns, Sols, and Lunes individually, and bought gear like you were going into a D&D adventure. Which is fun and all, but it didn’t really capture what I wanted from the game. (more)
[20:18] <+CaoimheSnow> Instead, characters have a Wealth roll score, which consists of their Competency die, and a Social Rank die for each of their classes. Like if you are a Courtier, you have Noble (D10) and if you are a Fusilier, you have Soldier (D6). (more)
[20:20] <+CaoimheSnow> So that character might have a Wealth roll of 2D6+1D10. To purchase something, you roll against the cost and availability. Say you’re noon and you’re buying a riding horse. Cost is 1D8 (I think), and they’re pretty easy to find in the setting, so D6 at the most. (more)
[20:20] <+CaoimheSnow> You roll your Wealth roll against the cost+availability, take the two highest like before, spend your success points to buy the horse if you win. If you lose, it means either you didn’t have the funds on hand or you couldn’t find a horse right then. (more)
[20:21] <+CaoimheSnow> If you sell something, you get its value in Barter Dice to represent the money which you received from it — and you can apply those to a future Wealth roll. So if I sold my musket (D8), I get a D8 barter die and I can include that later when I try to buy a horse. (more)
[20:22] *** Ettin has joined #rpgnet
[20:22] *** ChanServ sets mode +v Ettin
[20:22] <+CaoimheSnow> When someone gives you a sack of coins, say the Queen for saving the country or the sheriff for capturing a bandit, you get Reward Dice. You use those to buy things without making a Wealth roll, just trade them in. (more)
[20:23] <+CaoimheSnow> If the queen gave me a D8 Reward Die, I can take that and go to the horse market and just hand it over and get a horse with a cost of D8, no questions ask. You start the game with Reward dice equal to your Wealth roll, so the example above would have D6, D10, and D6 Reward dice to buy starting gear. (more)
[20:24] <+CaoimheSnow> Oh, I don’t really have another (more). So (answered)
[20:25] <+Servbot52> Is their something in place to keep my players from spamming buy stuff rolls (other then me saying no) until they get what they
[20:25] <+Servbot52> want?
[20:25] *** Moah has quit IRC: Disintegrated: Pull the pin and count to what?
[20:26] <+CaoimheSnow> Oh! Right! I forgot. Each time you make a Wealth roll, after you are done you remove one of the dice from your Wealth roll pool. It comes back at the start of the next session. You can avoid removing this die if you roll well enough on a Wealth roll. (more)
[20:29] *** CaoimheSnow2 has joined #rpgnet
[20:29] *** ChanServ sets mode +v CaoimheSnow2
[20:29] <+CaoimheSnow2> Net problems, I am back now.
[20:29] <~Dan> wb!
[20:30] <+CaoimheSnow2> Did my last reply about the wealth roll success charts (1 = buy the item) go through?
[20:30] <~Dan> Last thing I saw: +CaoimheSnow> Oh! Right! I forgot. Each time you make a Wealth roll, after you are done you remove one of the dice from your Wealth roll pool. It comes back at the start of the next session. You can avoid removing this die if you roll well enough on a Wealth roll. (more)
[20:31] *** CaoimheSnow has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[20:32] *** Guest03 has joined #rpgnet
[20:32] *** ChanServ sets mode +v Guest03
[20:32] <~Dan> (Welcome to #rpgnet, Guest03!)
[20:32] *** Guest03 has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[20:34] <+CaoimheSnow2> The success chart is simple and printed on the character sheets. When you spend your success points, 1 = purchase item, 4 = don’t remove a die from the wealth pool. So if you roll high enough, you could keep going on buying things but it’s a risk. (more)
[20:34] <+CaoimheSnow2> Thus a rich noble might be able to buy a bunch of daggers, but a soldier is probably going to be restricted to about three purchases per game, apart from spending Reward dice, which everyone should be earning. (done)
[20:35] <+CaoimheSnow2> I lost my chat history so if there’s another question pending you will have to re-ask it, sorry.
[20:35] <~Dan> I think you’re caught up.
[20:36] <~Dan> Do swordsmen get all the cool moves, or do, say, pikemen get any love? 🙂
[20:37] <+CaoimheSnow2> You can play a character with a pike! Pikemen can do pretty much everything a swordsman can do. They have a bigger die to do it (pikes are D10 weapons, swords are D8 weapons) but usually have to use both hands for their big pikes. (more)
[20:37] <+CaoimheSnow2> There are some class and regional Style Maneuvers that work with pikes, although right now I can’t remember which ones those are. Varendish, maybe? (answered)
[20:40] <~Dan> Are clockwork guns commen enough to allow for gunslinger types?
[20:40] <~Dan> (common, even)
[20:41] *** Le_Squide has joined #rpgnet
[20:41] *** ChanServ sets mode +ao Le_Squide Le_Squide
[20:41] <+GoldenH> hi squide
[20:41] <+CaoimheSnow2> Depends on what you mean by gunslinger types, but pistols and muskets are very common. Guns can be fitted with clockwork autoloaders and you can reliably fire your pistol every round. So I think so! (answered?)
[20:42] <&Le_Squide> Heya GH
[20:42] <~Dan> (Howdy, Squide!)
[20:42] <&Le_Squide> (Oh, Queen’s Cavaliers Q&A going on?)
[20:42] <~Dan> (Yup!)
[20:43] <~Dan> Well, in this context, I’m using “gunslinger” to mean a person who can rely on pistols as his primary weapon.
[20:46] <+CaoimheSnow2> Yeah, pistols as a primary weapon are very viable.
[20:48] *** Anduwaithe has left #rpgnet
[20:50] <+CaoimheSnow2> Any other questions?
[20:50] <+CaoimheSnow2> The $1 backer level of the kickstarter gets you access to the playtest documents which can help you decide what you think of the system. If you look and don’t like it, you can always cancel and I won’t be sad. 🙂
[20:50] <~Dan> Well, in the time we have left, is there anything you’d like to bring up that we haven’t covered?
[20:52] <+Songtress> So what’s the next shiny stretch goal?
[20:52] <+CaoimheSnow2> Oh I don’t know, I am better at answering questions than thinking them up! We have a blog with design/setting info, as well as info on the kickstarter project as well. (Link: http://boldpueblo.com/dazed/tqc/)http://boldpueblo.com/dazed/tqc/
[20:53] <+CaoimheSnow2> The $12,000 stretch goal is going to add the stretch content into the printed books (rather than being separate PDFs). I haven’t yet announced the next stretch goal.
[20:54] <~Dan> Very cool. 🙂
[20:55] <+Songtress> Ahh thats cool are there going to be printed books from the Kickstarter is there a PoD option?
[20:56] <+CaoimheSnow2> The basic backer level of $15 is for a PDF, $35 for a softcover book, $60 for a hardcover. After the kickstarter, we’ll have PDF and PoD available on DriveThruRPG.
[20:58] <+CaoimheSnow2> No more questions? 🙂
[20:59] <+Songtress> I was asking because I was curious about acquiring the PDf but if I was spending 15 and couild get it all in one package that’d be neat
[20:59] *** Iridium has joined #rpgnet
[20:59] *** ChanServ sets mode +v Iridium
[20:59] <+Songtress> Or at the 15 dollar level do you get hte ‘stretch PDFs too?
[20:59] <+CaoimheSnow2> Yep!
[21:00] <+CaoimheSnow2> $15 gives you original core rules plus the stretch goals.
[21:00] <+Songtress> oooh… 🙂 Awesome.
[21:00] <+xyphoid> is there a ‘default adventure’ or the like – what do you expect your average PC group to be
[21:00] <+Songtress> Several -looking at those stretch goals
[21:01] *** Disconnected.
[21:02] *** Dan_ has joined #rpgnet
[21:02] *** Topic on #rpgnet is: #rpgnet welcomes Caoimhe Snow (The Queen’s Cavaliers) 05/27/2014 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/
[21:02] *** Topic set by Dan (5/23/2014 at 8:24 AM)
[21:02] *** ChanServ sets mode +v Dan_
[21:02] <+Dan_> Whoops… Sorry about that!
[21:02] <+CaoimheSnow2> but your campaign can break that model and we’ll be presenting other campaign styles such as being mercenaries, spies for another country, criminals, pirates, the cardinal’s musketeers, a traveling circus, or whatever. (answered?)
[21:02] <+CaoimheSnow2> Hi Dan.
[21:02] *** Dan has quit IRC: NickServ (GHOST command used by Dan_)
[21:02] *** -NickServ- Ghost with your nick has been killed.
[21:02] *** Dan_ is now known as Dan
[21:02] *** ChanServ sets mode +qo Dan Dan
[21:02] *** -NickServ- You are already identified.
[21:05] <~Dan> Caoimhe, can you hang out with us for just a bit while I get the log posted?
[21:05] * +SamChupp smiles.
[21:06] <+CaoimheSnow2> Sure, no problem. Also you can ask Sam things if you want. 🙂
[21:06] * +SamChupp grins
[21:06] <~Dan> Well, first off, I’d like to thank you very much for coming by! You as well, Sam!
[21:06] <+SamChupp> My pleasure, great to be here.
[21:07] <~Dan> SamChupp: Hopefully you’ll agree that we’re mostly harmless here? 🙂
[21:07] * +SamChupp grins. “Yup.”