[19:07] <+SteamCraft> Ok. This is Jame Hardy. Probably should have used that name instead of this login. If It will help, I can switch it.
[19:07] <~Dan> Might be a good idea. The command is “/nick [name]”
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[19:08] <+JamieH> Ok, things switched to something more appropriate I hope. Anyway, I am the creator of a couple of rpgs. SteamCraft being the most well-known since it is in distribution.
[19:08] <+AHardy> (Link: http://www.perilousjourneys.com)http://www.perilousjourneys.com
[19:08] <+AHardy> That is our website
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[19:09] <+AHardy> (Link: https://www.kickstarter.com/projects/666449184/steamcraft-rpg-the-supplements-edition)https://www.kickstarter.com/projects/666449184/steamcraft-rpg-the-supplements-edition This is our current kickstarter campaign
[19:10] <+JamieH> SteamCraft is a steampunk rpg. It is a game where we really tried to make it steam punk. It is not victorian, weird west, or steam pulp like most other games. The goal was to create a 19th century dystopian world that evokes the punk aspects of games like Cyberpunk and Shadowrun.
[19:11] <+JamieH> Coal is the major power source. Weapons are circa 1860 is technology. Everything else is around 1880. However analytical engines (computers) have been invented.
[19:12] <+JamieH> Like any good steampunk game, there are steam and spring powered gadgets and airships.
[19:12] <+JamieH> Character creation is point-based. There are no classes or levels. Instead it is a skill based system. The core engine is percentile based.
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[19:13] <@Silverlion> Are there any fantasy elements?
[19:13] <~Dan> (Hey there, Brad! Here for the Q&A?)
[19:13] <+JamieH> There are rules for creating items and airships. There are rules for airship combat.
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[19:13] <+JamieH> We have magic and some non-human races.
[19:13] <~Dan> (Silverlion: Please hold questions until the end of the introduction. 🙂 )
[19:13] <+Brad_Elliott> Howdy, Dan! Oh yes – I have a not-so-secret love of anything steampunk, so hence am here. 🙂
[19:13] <@Silverlion> (ops sorry)
[19:13] <~Dan> (No problem. 🙂 )
[19:14] <+JamieH> Magic and machine do not work well together. Things tend to go boom, but there are renagades that have been successful.
[19:14] <+Brad_Elliott> Ah, the Arcanum Option, with a twist?
[19:15] <+JamieH> Those that do that are known as technomages and are hunted down.
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[19:16] <+JamieH> Then, like any good punk, we have evil corproations and weak governments. Poor people living in horrible conditions, Drugs, prostitutes, etc.
[19:16] <+Brad_Elliott> Hey, GoldenH! Long time no see!
[19:16] <+GoldenH> xhello
[19:16] <+GoldenH> oh hey brad good to see you
[19:17] <+Brad_Elliott> Likewise. 🙂
[19:17] <+JamieH> As a more company note, we are running our second kickstarter. Our first was successful and we have met all of our rewards pretty much on time.
[19:18] <+AHardy> Oh, I”m Angela Hardy, BTW (sorry had to go afk for a sec) I am the second half of the development team for SteamCraft. I do some writing and I do editing, PR, etc.
[19:18] <+AHardy> (we’re both done)
[19:18] <~Dan> Thanks, guys!
[19:19] <~Dan> The floor is open to questions!
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[19:19] <~Dan> (Howdy, Le_Squide!)
[19:19] <+Bradford_Elliott> Sorry about that. Something went wrong.
[19:20] <~Dan> So what’s the core mechanic? 🙂
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[19:20] <+JamieH> Percentile. You roll under your kill rating
[19:20] <+JamieH> skill
[19:20] <~Dan> Can the system handle scores in excess of 100%, and if so, how?
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[19:21] <+JamieH> There are modifiers that can be applied to make actions easier or more difficult.
[19:21] <+JamieH> However, given how ratings are done and the diminishing returns of a percentile system, it is difficult to get over 100 and not really worth it
[19:23] <~Dan> Is there a degree of success mechanic?
[19:23] <+Bradford_Elliott> Stole my question, Dan – thankee, sai!
[19:23] * ~Dan bows
[19:23] <~Dan> That’s why they pay me the Big Bucks.
[19:23] <+AHardy> More information: We have 4 products out so far under the SteamCraft line: The core book, a GM screen, an adventure, and a setting supplement.
[19:24] <+JamieH> Yes and no. Ok, let me start with the core rules. In here a roll of 5 of below is a great success and in combat can do some beneficial things. A roll of 96 and above is an automatic failure.
[19:24] <+JamieH> In the first major supplment, I introduced the 3d10 system
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[19:24] <@Silverlion> So there is magic?
[19:25] <+AHardy> Yes, there is magic.
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[19:25] <+JamieH> Under the 3d10 system, the third die determines the degree of sucess of failure and there are charts with suggested results.
[19:25] <+AHardy> and 8 different playable races.
[19:25] <~Dan> (Howdy, Servbot52!)
[19:26] <+JamieH> Our future rpgs will have the 3d10 system at its core.
[19:26] <~Dan> (wb, BlasterKyubey210!)
[19:27] <+JamieH> We have different types of magic skills in the game each governing a different sphere of magic. So necromancy for raising the dead, socerey for demons, enchantment for general magic
[19:27] <+JamieH> Well not just raising the dead. More like making undead monsters not resurection.
[19:28] <~Dan> How “flashy” is magic? Fireballs and lightning bolts?
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[19:28] <~Dan> Or more ritualistic?
[19:30] <+JamieH> Magic is based off of mana. When you cast a spell it drains your mana points. Different spells have different mana costs. Some spells, like raising the dead or summoning a demon are ritualistic and require circles of protection. Most do not require anything.
[19:31] <+JamieH> Many of the spells are damage focused, but there are many spells that do not involve combat aspects.
[19:31] <+AHardy> The 8 races: Dwarf, Elf, Fomorian(semi giant like race), Gnomes, Tegs, and Scaths (think dark elves)
[19:32] <+AHardy> Human, and Dryad(tree nymph, actually bark covered skin, leaves for hair)
[19:33] <+JamieH> Things such as invisibility, flatten, create illusions, unlock, control plants, speak through animals, make people bald, force them to lie, force them to tell the truth, make them commit sin, fart smells, etc.
[19:33] <+JamieH> Hopefully that gives you an idea about the magic
[19:34] <+JamieH> done
[19:35] <~Dan> What’s the thinking behind weapons technology lagging behind other tech?
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[19:35] <~Dan> (Howdy, MonkofLords!)
[19:36] <+JamieH> Balance in combat. We made things black powder and toned down its strength in order to make it seem ‘realistic’ that guns would not kill people as fast as they do in real life.
[19:37] <~Dan> Is there an in-setting explanation?
[19:37] <+JamieH> The problem is in real life a couple of bullets will kill you pretty fast regardless of armor so I wanted to avoid that.
[19:38] <+AHardy> You don’t want your combat to be too deadly because one of 2 things happens: your PCs die quickly, and nobody likes having their PC they worked on to get just so to die in the first battle, or, you just roll over your opponents, making battles very boring.
[19:38] <+JamieH> Yes. The recipe for black powder has never been perfected and many of the more magical creatures are immune to bullets. Or rather, they just aren’t as effective.
[19:39] <+Aeolius> “In the brain and not the chest. Head shots are the very best.”
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[19:39] <~Dan> (Howdy, Ettin!)
[19:39] <+JamieH> We do have optional rules that make combat more deadly. It does involve charts to determine location of shots and well head shots tend to kill people when those rules are used.
[19:40] <+Bradford_Elliott> Hey, It’s Ettin!
[19:40] <+JamieH> It is influced by the Friday Night Firefight rules of CP2020 and Warhammer 40k.
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[19:40] <~Dan> (Howdy, Jetrauben!)
[19:41] <+JamieH> Oddly enough, we have trolls but no Ettins. Maybe I should add some . . .
[19:42] <~Dan> How magical is the world as a whole? Are there rampaging orc hordes out there? Raids by dragons?
[19:43] <+JamieH> Magic in the game world works off of cycles. There are periods of little to no magic. Right now, the world is having magic come back. Orcs and dragons are separate from the magical aspects.
[19:43] <+AHardy> First, I’d like to point out that the setting is a “new world” scenario, so there is lots of unexplored territory with as of yet, undiscovered lands and creatures…
[19:43] <~Dan> The equivalent of the Americas?
[19:44] <+JamieH> Races are divided into civilized (seelie) and uncivlized(unseelie)
[19:44] <+AHardy> Australia, actually
[19:44] <+AHardy> ish
[19:44] <+AHardy> It’s a southern continent.
[19:44] <+JamieH> Orcs, goblines and the like are uncivilized and live more like barbarians. They do not embrace technology and large cities. They are viewed for lack of a better term, not fully human.
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[19:45] <~Dan> (Howdy, Murazor!)
[19:45] <+Murazor> (ello)
[19:45] <+AHardy> *waves*
[19:45] <+JamieH> They do raid small town and things like that. The civilized races do hunt them and push them out. In fact, our first supplement has a section covering where some of those non-human races were used as slaves.
[19:46] <+AHardy> Then a slave rebellion happens, lots of nastiness, slaves are freed, then forced out of town to live up river.
[19:47] <+AHardy> so lots of animosity between the seelie and unseelie races.
[19:47] * ~Dan nods
[19:47] <+JamieH> Returning to magic, magic has only returned to the world in the past 20-30 years or so. It is pretty rare to be used. Most people rely on technology.
[19:48] <+JamieH> Although, there are those who put nature first and want a return to magic because of environmental damage.
[19:48] <+AHardy> ^^^eco terrorists
[19:48] <+JamieH> We tried to set up a lot of potential conflict areas for people to explore depending on their interests.
[19:49] <~Dan> Speaking of technology, what’s the level of military tech? Obviously, based on your cover, there are armed airships. Are there ironclad dreadnought ships? Steam tanks?
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[19:49] <~Dan> (Howdy, CC!)
[19:49] <+JamieH> and we have communists, anarchists, and religious conflicts.
[19:50] <+JamieH> Airships are coal powered and have cannons. There is some metal armor for some vessels.
[19:50] <+JamieH> There are no steam tanks, but there are armored trains.
[19:50] <+JamieH> Of course private companies do a lot of experiments with weird items so steam tanks are things they are likely working on.
[19:51] <+AHardy> also territory conflicts between colonial and indigenous groups.
[19:51] <+AHardy> There are also creation rules for just about anything you want to make.
[19:52] <+AHardy> We leave the world purposefully open so that GMs can put their own mark and style on the world and game.
[19:52] <~Dan> Earlier today, Angela mentioned that steampunk gadgetry tends to consist of one-off devices. Can you expand upon that a bit?
[19:53] <+AHardy> Our game really embraces the “maker” aspect of steampunk culture.
[19:53] <+AHardy> In our game, those who make mechanical objects are called tinkerers
[19:54] <+AHardy> While some things can be massed produced, tinkerers specialize their contraptions to the task at hand.
[19:54] <+JamieH> Another thing is that items have to be hand built. The modern assembly line is a 20th century invention. This really reduces what is available.
[19:55] <~Dan> Good point.
[19:55] <+JamieH> We also ignore common steampunk items. For example, there are vacuums that people use. We have trolleys. People with money will have mechanical limbs or accessories to help them with their jobs
[19:56] <+JamieH> It is just that you cannot make a spring powered gadget for an arm to increase strength without customizing it to the arm.
[19:56] <~Dan> So shopping for steampunk limbs will cost you an arm and a leg?
[19:57] <+JamieH> On a personal note, I like characters that invent gadgets. I think those are interesting so allowing players to invent and make their own items to use is beneficial to achieving that goal.
[19:57] <+Janus> (( beats on Dan for the pun ))
[19:57] <+AHardy> You can also modify items that are already produced. For example, say you have a wind-up car. If you want it to perform a certain circuit of motions, you must customize the gears yourself.
[19:57] <+JamieH> Usually you are already missing them when you buy new ones.
[19:58] <+JamieH> We do have steam powered cars, clock work horses, etc.
[19:58] <+AHardy> ba dum tsh!
[19:58] <~Dan> Any heavier-than-air aircraft?
[19:58] <+JamieH> We just avoided having the other the top steam-pulp giant mechanical robot being common place in every town.
[19:59] <+AHardy> technically all of them? but we fudge the physics a bit 😉
[19:59] <+JamieH> All current aircraft use hot hair to raise them. There are no fixed wing aircrafts yet. There are gliders that can be used for boarding actions between airships.
[19:59] <+Gar> Hard times for Elves and the other wooden creatures…I guess…
[20:00] <+JamieH> Elves actually like tecnology. But yes, there is an environmental push back by those seeing their forest getting destroyed and water turning black
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[20:00] <~Dan> (Howdy, Acenoid!)
[20:01] <+JamieH> There are some plot points in the latest supplement about environmental damage mutating creatures that now attack people.
[20:01] <~Dan> Are there any obvious supernatural Big Bads in the setting, or is it mostly a matter of dealing with the corporations?
[20:02] <~Dan> Come to that, is there a default assumption about what the PCs will be doing?
[20:02] <+AHardy> Oh, I’d like to point out that on the kickstarter, we have stretch rewards that are sent to all the backers who pledge at one of the product levels. Basically, as long as you back, you will get everything that is funded.
[20:03] <+JamieH> The threat that most people seem to gravitate towards are technomages. These are those that break the laws of nature by mixing magic and machine. For example, you attach mechanical saws to zombies, or use a brain to build a clockwork beholder.
[20:04] <+JamieH> The first adventure deals with technomages. It starts to connect it to corproations as part of the plot. Corps become more important in later adventures and supplements.
[20:05] <+AHardy> The assumtion is that you will be hired by corporations, guilds, or other groups to do jobs for them that are off books type stuff like corporate espionage, or investigating accidents in a discrete manor.
[20:05] <+AHardy> A character that does such work is called a “mucker”
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[20:06] <+AHardy> But honestly, the world is pretty open and sandbox-like to allow for traditional adventure-style gaming, or what-have-you.
[20:07] <+AHardy> There are even ancient ruins from extinct cultures where one can find lost technology (read pyramids in the central desert)
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[20:08] <~Dan> Angela, I missed your answer from earlier today regarding what distinguishes SteamCraft from Victoriana. Mind recapping?
[20:09] <~Dan> (brb — please continue)
[20:09] <+JamieH> One thing that is different is we tried to put things is a small area for the playable game world. It make it easier to manage and flesh out than an entire game world. Victoriana is often in London. Other places are mentioned, but not detailed.
[20:09] <+AHardy> J is typing that out right now… it may take a minute.
[20:10] <+JamieH> Let’s see. It depends on your edition of Victoriana. 2nd edition was clearly Victorian in tone. Realizing the direction people were going, it only embraced steampunk in supplements and then redid things for 3E.
[20:10] <+AHardy> I know that our setting supplement that we wrote goes into MUCH more detail on the daily life of people in the town, Newport.
[20:11] <+JamieH> With that said, Victoriana is on Earth. It is focused on the UK. Magic is important. All of the cool things are magic based.
[20:11] <+AHardy> We actually did lots of research on the daily life of people in the Victorian era.
[20:12] <+JamieH> SteamCraft, on the other hand, is set in an alternate world that frees players from history. We detail out the game world. While magic exists, it is opposed to machine. Items are built using steam and spring power.
[20:12] <+JamieH> We have airships, they really don’t have them.
[20:13] <+AHardy> And airship combat
[20:13] <~Dan> (back)
[20:13] <+JamieH> I would say that steamcraft is really about the punk, while Victoriana is about the Victorian period. It is more like Dickens, and SteamCraft follows in the footsteps of steampunk litterature and style. We used Gibson’s the Difference Engine as a spring board.
[20:13] <+AHardy> (wb)
[20:14] <~Dan> (Thanks! Great to be here.)
[20:14] <+AHardy> Speaking of The Difference Engine, as the conversation went earlier today…
[20:15] <+AHardy> Technology (computing power) is much further advanced because Babbage’s Difference Engine was actually built
[20:15] <+AHardy> This allowed for much larger computations to be performed at a much earlier time period.
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[20:15] <+AHardy> (Link: http://en.wikipedia.org/wiki/Difference_engine)http://en.wikipedia.org/wiki/Difference_engine
[20:16] <+AHardy> The consequence of this is that things like credit cards and identification cards occur much sooner.
[20:17] <+AHardy> This also allows for a “big brother” scenario with tracking the movement of persons.
[20:17] * ~Dan nods
[20:17] <+JamieH> While the world is dystopian, we avoided some of the problems with role-playing that Victoriana has. For example, in the 2E. it talks about how woman can’t wear pants. It talks about the lower status of women. It has a lot of social status aspects. None of which seem fun to role-play.
[20:17] <+AHardy> for example, magic users must register with the government offices in order to legally practice magic.
[20:19] <+JamieH> I do not see why women would want to play in a world where they are restricted on what they can do. By being steampunk instead of Victorian, people are free to play the types of characters they want and dress in steampunk clothing with goggles instead of hosting a tea party and wearing dresses.
[20:20] <+AHardy> In general, women have equal rights to men.
[20:20] <+AHardy> They are allowed to retain jobs, hold government positions, purchase land, hold titles, etc.
[20:21] <+AHardy> We just didn’t feel that was an appropriate conflict to role play.
[20:21] * ~Dan nods
[20:22] <+AHardy> …quiet bunch…
[20:22] <+AHardy> 😉
[20:22] <+Anduwaithe> 🙂
[20:22] <~Dan> I notice that you have melee weapons falling under Strength. Do you make any allowances for agile swashbuckler types?
[20:23] <+AHardy> the European crowd was much more rowdy 😉
[20:23] <+Bradford_Elliott> Dan’s doing such a good job of asking incisive questions, he’s pretty much reading what I’d ask off the top of his head!
[20:23] <~Dan> Heh. 🙂
[20:23] <+Bradford_Elliott> Oh? Is there a transcript on the European Confab?
[20:23] <+AHardy> economical 😉
[20:24] <~Dan> Bradford_Elliott: That was just a casual discussion ealier today. 🙂
[20:24] <+Bradford_Elliott> Will you be putting that up too, Dan?
[20:25] <~Dan> I hadn’t planned on it, especially since I wasn’t there for all of it. 🙂
[20:25] <+AHardy> (J is looking stuff up for the current question)
[20:25] <+AHardy> I think we re-hashed a good amount of the questions.
[20:25] <+Bradford_Elliott> Aha.
[20:25] <+AHardy> I didn’t stay much longer than you, Dan.
[20:25] <~Dan> AHardy: *nod* I wouldn’t think weapons like rapiers would rely on strength.
[20:26] <+JamieH> While melee weapons falls under strength, this is more for mechanical reasons in the game. It has no impact on the type of melee character you play. So you can still be a swashbuckler type. Let me give you an example.
[20:27] <+JamieH> You want to roll to hit, so you roll against melee weapons. You want to do some fancy swashbuckling thing like hold your sword and swing from a rope, that is acrobatics.
[20:28] <+AHardy> Something I’d like to point out about the mechanics: We designed the game play mechanics to be quick and simple–mainly so that I would be able to run games–so that no maths are really required for the game master.
[20:28] <+AHardy> It makes for a quick and simple combat.
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[20:28] <+JamieH> I wanted to go with skill bundles to give skills a broad category. This is why there isn’t a separate fencing skill under agility and a hammer skill for strength.
[20:28] <~Dan> A worthy goal. 🙂
[20:29] <~Dan> How competent are starting PCs, generally speaking?
[20:30] <+AHardy> depends on how well their dice are rolling 😉
[20:30] * ~Dan chuckles
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[20:30] <+AHardy> We’ve run a few demos and I have to say, we haven’t lost a character yet.
[20:31] <+JamieH> They are competent. We wanted PCs to be able to do things. I dislike the unrealistic leveling up and scaling up of class/level games. You are a good adventurer, but there is still room for growth. I would say in terms of AD&D power, like 8th level if that helps anyone.
[20:31] <~Dan> It does.
[20:31] <+JamieH> Scores range from 20-60 with most skills probably in the 40-50% range.
[20:32] <+AHardy> generally, the idea is that you start with a narrow skill set that you are marginally good at and you grow to become better in your early skills, as well as pick up a broader set of skills along the way.
[20:32] <+AHardy> *trained skills
[20:33] <+JamieH> I also did this weird thing, which throws people off. In many games if you do not have the skill, you can’t do it. Even if the rules say default to 10% of an attribute, GM’s often miss that. So, players start with 10% of their attribute in almost every ability. This way people always have a chance to do something.
[20:33] * ~Dan nods
[20:33] <~Dan> I approve of that.
[20:34] <~Dan> (Not that you were waiting for my approval. 🙂 )
[20:34] <+AHardy> also, you always end up with a certain percent in EACH skill (between 1-9%) to show that you are capable of performing any basic task,(except magic) given concentration and time.
[20:34] <+AHardy> heh… great minds think alike 😉
[20:34] <+JamieH> It also means that people can do common things like ride a horse, boil water, hit someone with a stick, etc.
[20:35] <+AHardy> for example, you may not know exactly how to pick a lock, but you’ve seen someoen use these two pieces of metal and pick around. You have a small chance of actually succeeding out of sheer luck.
[20:35] <+JamieH> But the mechanics throws people off when they say, what can I do with a 4%? This is where I point them to modifiers. Hitting someone with a stick when their back is turned and they are close gets a high bonus.
[20:35] <~Dan> Oh, going back to the combat issue for just a moment: what attribute do creatures use for their attacks?
[20:36] <+JamieH> We just do not want players to feel they cannot attempt something because they do not have a skill
[20:36] <+JamieH> Depends on the creature. Most of the time, I give them a skill such as melee weapons or ranged weapons. If not, you default to the agility rating.
[20:37] * ~Dan nods
[20:37] <+AHardy> Much of the time, though, you will be combating other humanoids.
[20:38] <+AHardy> so they will have similar stats as PCs
[20:38] <+AHardy> though much more streamlined.
[20:38] <~Dan> Non sequitur: Are there dinosaurs? 🙂
[20:39] <+AHardy> In our version anyway, I suppose you could do the whole MMORPG thing and run out to the desert and kill sand scorpions to skill up 😉
[20:39] <+AHardy> *not version, but our mind’s eye of the game.
[20:40] <+JamieH> There are bones in the ground. People are starting to think about evolution. I haven’t really thought about if there are dinosaurs per se. If there were, then I would assume dragons are the last surviving dinosaurs.. Something to think about.
[20:40] <+AHardy> so to answer your question, not YET 😉
[20:40] <~Dan> 🙂
[20:41] * ~Dan loves settings with dinosaurs. 🙂
[20:41] <+JamieH> I do have some adventure ideas involving submersibles. Maybe it can do into an underground realm with dinosaurs will exist.
[20:41] <+AHardy> One archetype PC we have is the average adventuring archeologist.
[20:41] <+Bradford_Elliott> Everything’s better with monkeys! I mean, dinosaurs!
[20:42] <~Dan> Very cool. 🙂
[20:42] <+JamieH> Speaking of the ocean, the oceans are filled with horrible creatures that destroys ships. This is why most people use air.
[20:42] <+AHardy> So yes, you can play Indiana Jones.
[20:42] <+AHardy> ocean BAD
[20:43] <~Dan> Are such creatures supernatural, or just really nasty natural creatures?
[20:43] <+AHardy> a mixture of both.
[20:44] * ~Dan nods
[20:44] <+JamieH> Demons come from other realms. Deital minions come from other realms/gods. Undead are created by magic. On the other hand, orcs came about through a natural process.
[20:45] <+AHardy> One thing we’ve done is create natural creatures that are fantastical, like zebrions, crosses between zebras and lions.
[20:45] <+AHardy> quilled wolves, cross between wolves and porcupines.
[20:46] <+JamieH> There are also paranormal creatures like ghosts, banshees, poltergeists, etc
[20:46] <+AHardy> we had a duck-billed something…..
[20:47] <~Dan> Pelican-billed platypus?
[20:47] <+JamieH> That eats cargo ships 🙂
[20:47] <+AHardy> maybe we will now…
[20:47] <+Anduwaithe> A laundry-billed platypus!
[20:48] <~Dan> Yup, pelican-billed platypus. I wasn’t joking. 🙂
[20:49] <~Dan> Now, I should mention that you guys are welcome to hang out with us as long as you like, and any time you like, for that matter.
[20:49] <+JamieH> Thanks
[20:49] <~Dan> We have quite a few game author regulars, and they are all welcome to talk up their products. 🙂
[20:50] <+AHardy> thanks 🙂
[20:50] <~Dan> That said, in what’s left of “regular” time, is there anything you’d like to bring up that hasn’t been covered?
[20:51] <+AHardy> Thanks for inviting us.
[20:51] <+AHardy> um.. *thinks*
[20:51] <+JamieH> Going back to combat, one thing we noticed is an odd realism. What I mean is that sometimes, guns get drawn and people die fast. Then other times, it goes on very long because everyone misses.
[20:52] <+JamieH> It really depends on the situation and if people can take cover, it is like an old western where people shoot and miss a lot.
[20:52] <+AHardy> Our setting supplement is a horror supplement, with the feel of areas like New Orleans. Very dark, supernatural creature based. It very really gave me nightmares after reading it once it was all put together.
[20:52] <~Dan> Cool! 🙂
[20:53] <+JamieH> A lot of the feel and meta plot in the game is done through newstories. You have regular newspapers and tabloids. This allows the GM to decide what way he or she wants to go with the meta plots.
[20:53] <+AHardy> On the other side of the coin, it really puts detail on the everyday lives of people in the town. entertainment, homes, transportation, shops, etc. Lots of story fodder.
[20:55] <+AHardy> For example, you will have to similar stories, one is the official newspaper story, the other is an outrageous tabloid story. Which one is the truth? It’s up to the GM. They can either choose to go with a straight-forward plot or go with the conspiracy and cover-up.
[20:55] <+JamieH> There is an edges and flaws system for characters. This didn’t come up in the Q&A. We also added contacts in the mechanics as well.
[20:56] <~Dan> Oh, yes! I saw that a character can be attractive to cats. 🙂
[20:56] <+AHardy> also a flaw “friend zoned”
[20:56] <~Dan> 🙂
[20:56] <+JamieH> So loved by cats and friended by women. People can now play themselves in a steampunk world!
[20:57] * ~Dan snickers
[20:57] <+JamieH> Although mentioned before, we are running a kickstarter. What wasn’t mentioned is we have freelancers who are doing a lot of the work on these projects. These freelancers are writers for Shadowrun and other Catylst games.
[20:57] <~Dan> Nice!
[20:59] <~Dan> Does anyone else have any questions you’d like to have on the chat log?
[20:59] <+JamieH> While the game is skill-based we also provided archetypes of help people build their characters. These provide a set of abilities that should be taken at character creation. So you have archeologists, airship pirates, infiltrators(spies), clackers(hackers of analytical engines), tinkers (sort of like riggers from Shadowrun)
[20:59] <+AHardy> also an edge of “inedible” that allows you to eat any inedible object that fits in their mouth without ill effects to health, like glass, metal shavings, etc. We added this because of some side show geeks we befriended, so we wanted them to be able to create their own chracters.
[21:00] *** Bradford_Elliott has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[21:00] <~Dan> Heh. 🙂
[21:01] <+JamieH> A lot of other archetypes. If we can get the player’s guide funded as a stretch reward, we will adding more to the archetypes concept and expanding things to help with building groups suitable for different play types and plots
[21:01] <~Dan> Cool. 🙂
[21:02] <+Alaren> I’ll just have to settle for reading the Q&A since I don’t know what Qs have already been Ayed. The game looks intriguing though!
[21:02] <+AHardy> I want to let people know that we’d love to hear about their games they play in SteamCraft.
[21:03] <+JamieH> Feel free to repeat a question if you have it 😉
[21:03] <+AHardy> So, when you play, feel free to message us or share on our facebook.
[21:03] <+AHardy> (Link: https://www.facebook.com/SteamCraft)https://www.facebook.com/SteamCraft
[21:04] <~Dan> Do you have anything you’d like to ask, Alaren?
[21:04] <+AHardy> If you would like to run the game at local conventions, let us know.
[21:04] <+JamieH> If you have any other questions you think of after the Q&A, we have our own boards, you can email us, or you can ask about it on our kickstarter page.
[21:04] *** Le_Squide is now known as Le_Showah
[21:05] <~Dan> Oh, that reminds me: I’m helping game authors arrange online demos of their games, if you guys are interested.
[21:05] <+AHardy> Oh, yeah. Our game is in distribution, so it should be available at your local game store. If not, they can order it.
[21:06] <+AHardy> But, just as a reminder, we do have our kickstarter running right now, and you can order our whole catalog through it.
[21:06] <+JamieH> Yes, we have 3 US distibutors, one international one, and we might have another international distributor as well. We should know in about a month.
[21:06] <+JamieH> Thanks for letting us know about the demos. We will see if we can work something about for that.
[21:07] <+AHardy> afk
[21:07] <+Alaren> How ‘out there’ is the tech? Aside from airships, are there rules for things like clockwork golems and steam tanks and such?
[21:07] <~Dan> Excellent!
[21:09] <+JamieH> Yes. There are rules for making pretty much whatever you want. Essentially there are complexity tables. Depending on what it does, you have greater complexity. The complexity is based on if/how it moves, how it is powered, how long before refueling, if it does damage, etc.
[21:10] <+JamieH> For example, a steam powered mechanical spider has a complexity of 66 (out of 100).
[21:10] <+AHardy> back
[21:11] <+AHardy> Nasty mothers too…
[21:11] <@Silverlion> Can I make steam powered ray guns?
[21:11] <+JamieH> Shadows Over Newport, our latest supplement, expands the rules to build hand weapons as well.
[21:11] <+Anduwaithe> Does the John Peters flaw help with making the spider?
[21:12] <+JamieH> You can make a gun that uses batteries to shoot electricity.
[21:13] <+Alaren> Nice
[21:14] <+JamieH> Shadows Over Newport has a frost gun and layden bullets. These are tiny layden jars that when it hits their targets releases electricity. These are just items people can buy. Of course, you can use your imagination to build your own weapons.
[21:14] <+MonkofLords> Hyup
[21:15] <+AHardy> John Peters flaw? sorry, my google fu isn’t working on that one…
[21:15] <+Anduwaithe> Hehe, sorry, obscure Kevin Smith reference. 🙂
[21:16] <+AHardy> must be pretty obscure. I’ve seen most of his films.
[21:16] <+JamieH> Hehe. If this was done last week, we could have asked Jason Mews about it.
[21:16] <+AHardy> he was here at a comic con last weekend.
[21:16] <+Anduwaithe> Nice!
[21:17] <~Dan> I should have gone to the one here in Dallas. Then I could have seen you guys. 🙂
[21:18] <+AHardy> but you also would have been broke
[21:18] <~Dan> True. 🙂
[21:18] <+AHardy> insane door prices
[21:18] <+JamieH> Yes, it would have been great to meet you, but the new owners of DCC want to take everyone’s money.
[21:19] <+AHardy> You should come to Apollocon in Houston 😉
[21:19] <+JamieH> She’s the programming director
[21:19] <+AHardy> ahem.. sorry.. shameless plug.
[21:19] * ~Dan chuckles
[21:19] <~Dan> Shameless plugs are always welcome here. 🙂
[21:19] <+AHardy> quite by accident
[21:19] <+JamieH> Although there will be demo games of SteamCraft going on.
[21:19] <+MonkofLords> We are pretty shameless
[21:20] <+AHardy> I botched my “never volunteer for anything” roll.
[21:20] <~Dan> 🙂
[21:20] <+AHardy> I said I would *help* with programming. Suddenly I WAS programming
[21:20] <+AHardy> On the up side, this year’s apollocon is going to ROCK
[21:21] <+AHardy> (Link: http://www.apollocon.org)http://www.apollocon.org
[21:21] <+AHardy> if anyone here is in the houston area.
[21:22] <+JamieH> Well, if we are plugging things, take a look at the sonic screwdriver I made. Me and the 8th doctor compared our sonics. Mine is the bottom sonic. They both light up. (Link: http://www.perilousjourneys.com/downloads/sonic1.jpg)http://www.perilousjourneys.com/downloads/sonic1.jpg
[21:22] <~Dan> I’ll go ahead and log the discussion, if you guys don’t mind. Not to run you off — I just have to log this thing at some point. 🙂
[21:22] <+AHardy> sure 🙂
[21:22] <+JamieH> Our cat attraction flaw is acting up anyway
[21:22] <~Dan> Thanks for coming, guys, and again, please stay as long as you like!
[21:23] <~Dan> Just give me a minute here, and I’ll get you the link to the log.