[20:01] <+Kevin_Lore> Great to be here, and thank you for the invite!
[20:01] <~Dan> You are quite welcome!
[20:01] <+David_LoreRPG> Yes, thanks for the invite Dan. My name is David and I’m the CEO of GameFace Publishing, maker of the soon to be released new RPG…Lore
[20:02] <+Kevin_Lore> And I am Kevin. We’ve been working on Lore for almost two years now
[20:02] <+Kevin_Lore> Play testing for the last year
[20:02] <+David_LoreRPG> Which has gone very well.
[20:02] <+Kevin_Lore> When David and I first met, we found that we had ideas
[20:02] <+Kevin_Lore> Ideas we wanted to see become reality for gamers
[20:03] <+Kevin_Lore> Something simple but elagant
[20:03] <+fantomx11> hey-o #rpgnet
[20:03] <+Kevin_Lore> A d20-base system that took players new places
[20:03] <+Kevin_Lore> Gave game masters more options, and players more ability to forge their destiny
[20:04] <+David_LoreRPG> Lore is played in a similar context as D&D/Pathfinder (i.e. Medieval fantasy) with the following new and unique game mechanics
[20:04] <+David_LoreRPG> Customizable armor Customizable combat (Melee/Range/Incantations) New Races New Classes New Creatures Crafting system (In final development) Strong emphasis on roleplaying (storytelling) Simple rule system that can handle any level of play Scalable creatures (Levels 1-25)
[20:05] <+David_LoreRPG> Sorry…I got so excited that I forgot to add commas to that last post
[20:05] <+Kevin_Lore> We created a world in which to engage, Candlewood, and a backstory
[20:05] <~Dan> Commas. They’re enough to give you pause.
[20:06] <+Kevin_Lore> We worked on new races, spells, prayers, rituals, creatures…
[20:06] <+David_LoreRPG> amen
[20:06] <+Kevin_Lore> Our first entre was at Gen Con last year and it’s been full throttle ever since.
[20:06] <+David_LoreRPG> Here is a link to the backstory as we have it developed thus far…(Link: http://gamefacepublishing.com/top-navigation/origins.html)http://gamefacepublishing.com/top-navigation/origins.html
[20:07] <+Kevin_Lore> We wanted modules, or quests that had an arc, and ever developing story
[20:07] <+Abstruse> (Hi, sorry, was getting the new episode of the podcast up. I’m Darryl Mott Jr., the tabletop columnist for Ain’t It Cool News and owner/producer/co-host of the Gamer’s Tavern podcast)
[20:07] <+Kevin_Lore> One that started and 1st level and continued to build
[20:07] <+Kevin_Lore> linkages between each adventure quest
[20:08] <+David_LoreRPG> good to talk to you again Abstruse
[20:08] <+David_LoreRPG> with some quests standing alone
[20:08] <+Kevin_Lore> Glad to have your Abstruse
[20:08] <+Kevin_Lore> The idea is to keep gamers asking “I wonder if that’s worth remembering?”
[20:09] <+Kevin_Lore> As far as the game itslef…we wanted to keep things rolling
[20:09] <+Kevin_Lore> It shouldn’ take 2 hours to handle a five minutes melee
[20:09] <+Kevin_Lore> David did some great mechanics work to ramp that up
[20:09] <+David_LoreRPG> we have put a lot of time into the rules so you won’t have to
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[20:10] <~Dan> (Howdy, jcfiala_!)
[20:10] <+David_LoreRPG> evening jcfiala
[20:10] <+Kevin_Lore> That’s a good intro (done)
[20:10] <+Abstruse> So is Lore a game system or a setting or both?
[20:11] <~Dan> Thanks, guys! The floor is open to questions!
[20:11] <+Kevin_Lore> Both
[20:11] <+David_LoreRPG> Lore is the game system; Candlewood is the world in which it is played if desired
[20:11] <+Abstruse> What makes the setting unique from other medieval fantasy settings?
[20:11] <+Kevin_Lore> We’ve built a world in which players can engage, but are free to create their own based on what they want for their campaigns
[20:12] <+Kevin_Lore> It has been said that all the stories have been told, the craft is in how you tell them
[20:12] <~Dan> (Heh. Oddly enough, you’re our second guest in as many nights with a setting (or part of a setting) with that name. 🙂 )
[20:12] <+Kevin_Lore> We took a cue from the master, J. R. R. Tolkein
[20:12] <+David_LoreRPG> The setting is very detailed while at the same time allowing for individual customization
[20:12] <+Kevin_Lore> With the Silmarillion, he created a sense of scope that went well beyond just a story
[20:13] <+Kevin_Lore> Players in Lore can — if they so choose — use our world
[20:13] <+Kevin_Lore> But if not, the present the exist in is thousands of years since the creation of Candlewood
[20:13] <+David_LoreRPG> We’ve tried to create a world that is believable yet steeped in fantasy
[20:13] <+Kevin_Lore> There is a lore within Lore
[20:14] <+Kevin_Lore> That gives us a springboard for Adventure Quests, to expand the story and engage the player’s imaginations
[20:14] <+David_LoreRPG> What sets us apart are the story-based quest we create and the unique game mechanics of Lore itself
[20:14] <+Kevin_Lore> Indeed
[20:14] <+Gar> Does it mean that you do provide a whole mythology for your world?
[20:15] <+David_LoreRPG> yes
[20:15] <+Gar> Story/Literature-wise?
[20:15] <+Kevin_Lore> We do: an origin for good and for evil
[20:15] <+David_LoreRPG> a complete backstory that ties into much of our quests
[20:15] <+Gar> Nice…
[20:15] <+Kevin_Lore> As with LotR, there are heros of old whose lives were rich with tragedy and honor, glory and betrayal.
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[20:16] <+Kevin_Lore> That is the environment
[20:16] <~Dan> (wb, Sil)
[20:16] <+Abstruse> What sets your setting apart from Greyhawk or Forgotten Realms or Golarion? Or was it the intent to be as familiar and accessible as possible, hitting the familiar tropes?
[20:16] <+Silverlion2> (Did you cover races?)
[20:16] <~Dan> (Not yet.)
[20:17] <+Kevin_Lore> Familiar tropes are key, says George Lucas
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[20:17] <+Kevin_Lore> Familiar enough to resonate, but unique enough to feel at home and original
[20:17] <+Silverlion2> What races are their and what makes them unique?
[20:17] <+Kevin_Lore> We’ve served up a stage, it’s up to the players, with the game mechanics to bring the story to life
[20:18] <+David_LoreRPG> All fantasy worlds will have some familiarity given the genre they are written in. We’ve just tried to be as originative and engaging as possible
[20:18] <+David_LoreRPG> as well as writers
[20:18] <+Kevin_Lore> We felt it was necessary to provide the standards: humans, elves, and dwarves
[20:18] <+David_LoreRPG> We would like to find writers to draw out stories from the world of Candlewood
[20:18] <+Kevin_Lore> Then move on from there
[20:19] <+Kevin_Lore> There are seven great races in all
[20:19] <+David_LoreRPG> Human, Elf, Dwarf, Bykken, Woodkin, Woaden and Gwilyte.
[20:19] <+Kevin_Lore> The three mentioned above and plus Woodkin, Bykken, Woaden, and the Gwilyteem
[20:19] <+David_LoreRPG> each with unique backgrounds and characteristics
[20:19] <+Kevin_Lore> You can read all about them, with images here: (Link: http://gamefacepublishing.com/races)http://gamefacepublishing.com/races
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[20:20] <+Kevin_Lore> The Gwilyteem were once human, but evil had different designs
[20:20] <+Kevin_Lore> Through fell craft and purpose, these humans were taken captive and changed
[20:20] <+Kevin_Lore> Made more brutal.. More instinctive.
[20:21] <+Kevin_Lore> Some fled, found their way back to Candlewood where they are the outcasts, the rejects
[20:21] <+Kevin_Lore> They have to come to terms daily with their dysfunctions
[20:21] <+Kevin_Lore> Makes for interesting game-play
[20:22] <+Kevin_Lore> The Woaden are almost entirely made up of women
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[20:22] <+Kevin_Lore> A warrior caste form a different realm trapped here
[20:22] <+Kevin_Lore> Theirs is a matriarchy
[20:22] <+David_LoreRPG> very matriarchial society
[20:22] <+Gar> Amazonian like?
[20:22] <+David_LoreRPG> but not tall
[20:22] <+Kevin_Lore> Trying to find their way in a patriarchal society
[20:23] <+Kevin_Lore> That too makes for interesting game-play
[20:23] <+Kevin_Lore> The Woodkin are as graceful as elves, but taller, and more removed from society
[20:23] <+Kevin_Lore> They have no concept of money or posessions
[20:23] <+David_LoreRPG> Woodkin have no sense of personal possession, which really makes for interesting play
[20:24] <+Gar> (like that…)
[20:24] <+Kevin_Lore> Plunder is a foreign concept to them.
[20:24] <+Kevin_Lore> If someone left it behind in a chest, it must be for others to use
[20:24] <+Gar> (oh…not anymore…)
[20:24] <+Kevin_Lore> They are the consummate borrowers
[20:25] <+Kevin_Lore> The remaining race, the Bykken, well, they are very much like halflings
[20:25] <+David_LoreRPG> and 8-9 feet tall, so they stand out a bit
[20:25] <+David_LoreRPG> or hobbits
[20:25] <+Kevin_Lore> Indeed they do, looking quite odd next to the Bykken.
[20:25] <+Kevin_Lore> Hobbit is a trademarked word, and halfling only takes you so far
[20:26] <+Kevin_Lore> So Bykken, with is Welsh for little man, served the purpose
[20:26] <+David_LoreRPG> they were also a hat tip to Tolkien
[20:26] <+Kevin_Lore> Our gamemasters are Loremasters, which is another tip to Tolkien
[20:26] <+Kevin_Lore> In his world, Elrond and his ilk were Loremasters
[20:26] <+Kevin_Lore> It’s his word, in fact
[20:26] <+Kevin_Lore> We “borrowed” it
[20:27] <+Gar> TOR uses it as well…
[20:27] <+Gar> Is there a race with spelling attributes, or does any race may have those attributes (checking the PC sheet)?
[20:27] <+David_LoreRPG> what do you mean by “spelling attributes” Gar
[20:27] <+Kevin_Lore> Our races have differences when it comes to arcane, aether or spiritual powers
[20:28] <+Kevin_Lore> Some are certainly more adept at spells than others
[20:28] <+Kevin_Lore> Elves, for instance, are accomplished magic-users
[20:28] <+Kevin_Lore> Dwarves, not so much
[20:28] <+David_LoreRPG> there are three mystical forces in Lore: Arcane, Aether, and Spirit
[20:28] <+Gar> magic in general… how much magic is in your game? Which races do may control magic; or have magical abilities?
[20:29] <+Kevin_Lore> THis is where some of the game mechanics shine, so I’ll let David answer
[20:29] <+David_LoreRPG> any race can possess magical abilities, some are just more adept and gain trait bonuses
[20:29] <+David_LoreRPG> There are eight traits in Lore that together determine a character’s physical, mental, relational, magical, and spiritual makeup. These include Vitality, Intellect, Appeal, Might, Agility, Mana, Aether, and Spirit.
[20:30] <+David_LoreRPG> These eight traits form the bases of much of game play
[20:30] <~Dan> What is their scale?
[20:30] <+David_LoreRPG> 100%
[20:30] <+David_LoreRPG> 1-100
[20:30] <+Silverlion2> I like the name iof the game. What kind of mechanics does it use? (Sorry I was disconnecting)
[20:31] <+David_LoreRPG> d20 game system
[20:31] <+David_LoreRPG> Game play centers around “game checks” that are based on or are derived from a character’s traits. Game checks include Readiness checks (Initiative, Awareness) Defense checks (Resilience, Resolve, and Armor); Skill checks (about 15 of them), and Trait checks (Vitality, Intellect, Appeal, Might, Agility, Mana, Aether, and Spirit)
[20:32] <+Kevin_Lore> I rather enjoy the Druid, which is Aether-based
[20:32] <+Silverlion2> Can you give an example of a roll?
[20:32] <+BPIJonathan> (Sorry Gentlemen, I am intrigued by the game, but I am going to have to take off. I hope I get a chance to play at GenCon. Count me on the list of purchasers when it goes out)
[20:32] <+Silverlion2> Like John does X?
[20:32] <~Dan> (Take care, BPIJonathan!)
[20:32] <+Kevin_Lore> Thanks for joining in BPIJ
[20:33] <+Silverlion2> Later Jonathan
[20:33] <~Dan> Yes. I’m curious to see how you apply percentile-based attributes to a d20-based system.
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[20:33] <+David_LoreRPG> Ok Silverlion2, let me develop something real quick
[20:34] <+Kevin_Lore> While he’s doing that…
[20:34] <+Kevin_Lore> David has been DMing at Gen Con for many years, with D&D and Pathfinder and other systems.
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[20:34] <+Kevin_Lore> His experience and expertise are considerable
[20:35] <+Kevin_Lore> When we chat about the “what ifs” I am constantly amazed at his insight, and what he has built-in to Lore
[20:35] <~Dan> Do you both come mostly from a D&D background?
[20:35] <+Kevin_Lore> That was my start, back in college
[20:35] <+Kevin_Lore> Advanced D&D
[20:35] <+David_LoreRPG> John decided he is going to attack the lovely owlbear in front of him. If he is using a sword he would make a Defense check against the owlbear’s armor rating. An arcane character casting a spell might have to make a Defense check against the creature’s Reliiense or Resolve rating depending on the incantation
[20:36] <+David_LoreRPG> Entering a room a party would make a Readiness check of Awareness, then maybe an Initiative check
[20:36] <+David_LoreRPG> The best part of gameplay is a players ability to customize their combat abilities using encounter points
[20:37] <+David_LoreRPG> does that help Silverlion
[20:37] <+Kevin_Lore> This is sweet
[20:37] <@Silverlion> Well I was thinking more of show me some numbers.
[20:37] <+David_LoreRPG> as in a sample attack
[20:37] <@Silverlion> Show an how a character mechanically does things.
[20:37] <~Dan> What is, Kevin? 🙂
[20:37] <@Silverlion> Yeah.
[20:37] <+Kevin_Lore> The Encounter Points
[20:37] <+Kevin_Lore> It gives players the ability to have more control
[20:38] <+David_LoreRPG> ok
[20:38] <+Kevin_Lore> No so much to upset the balance, or upset the loremaster
[20:38] <+David_LoreRPG> lets take a martial character
[20:38] <+Kevin_Lore> But if your back is to the wall and you need that extra something…
[20:38] <+Kevin_Lore> With Encounter Points you can boost your play
[20:38] <+David_LoreRPG> martial characters, when attacking will roll a d20 to see if they hit
[20:38] <+Kevin_Lore> A strike can be invested with additional EPs for more damage
[20:39] <+Kevin_Lore> A spell can be ramped up with additional EPs for greater range or deveestation
[20:39] <+David_LoreRPG> they can choose to make two basic attacks or use their entire turn to make what we call a combat maneuver
[20:39] <+David_LoreRPG> Combat maneuvers are executed using encounter points, as Kevin has mentioned, of which each player has a predetermined about of based on a correlating trait score. For Martial classes this trait is their Agility score.
[20:39] <+David_LoreRPG> these maneuvers still use a d20 to see if they are affective but can be enhanced, like incantations
[20:40] <+David_LoreRPG> Here is a sample combat maneuver:
[20:40] <+David_LoreRPG> FINAL ATTACK
[20:40] <+David_LoreRPG> Encounter Points: 25
[20:40] <+David_LoreRPG> Type: Attack vs. Armor
[20:40] <+David_LoreRPG> Affect/Damage: Basic attack + 1d8 damage (+1d4 per 2 additional Encounter Points applied)
[20:40] <+David_LoreRPG> Secondary Affect/Damage: Target suffers bleeding wound for 1d4 damage per round following attack round (+1d4 per 2 additional Encounter Points applied) unless Trait check: Vitality 12 is made (+1 per level of attacker
[20:41] <+David_LoreRPG> Description: Attacker executes a strike designed to inflict massive damage against target and opens a wound that will continue to deliver ongoing damage each round until target makes a successful Vitality check. Bleeding wound inflicted against target will add to all previous wounds.
[20:41] <+David_LoreRPG> as you can see, using encounter points, a martial player can increase the effectivenss, damage, of his/her attack by adding more points to the attack
[20:41] <+Kevin_Lore> Same is true with magic
[20:42] <+David_LoreRPG> but characters only have some many points per encounter so they have to be carefull
[20:42] <+David_LoreRPG> Like combat maneuvers, incantations (Prayers, Rituals, and Spells) are executed using “encounter points.” Every incantation costs a set amount of encounter points to cast, but can be enhanced by applying additional points.
[20:42] <+David_LoreRPG> Increasing the range of an incantation costs two additional encounter points, increasing the area of effect of an incantation costs ten additional encounter points, increasing the initial effect/damage of an incantation (e.g. +1d4 damage) costs two additional encounter points, and adding +1 “to attack” costs one additional encounter point. A player, however,
[20:42] <+Kevin_Lore> A fireball can be damaging, or it can be devastating, depending on how many EPs a player has to invest, and is willing to invest in a given round
[20:42] <+Kevin_Lore> But EPs don’t grow on trees
[20:43] <+David_LoreRPG> is this answering your question Silverlion?
[20:43] <+Kevin_Lore> Though that might make an nice wondrous item (hummm)
[20:43] <+Kevin_Lore> There are only so many available to a player in any given combat situation, so they must be used wisely
[20:43] <~Dan> Are combat abilities treated as skills?
[20:44] <+David_LoreRPG> not really
[20:44] <+Kevin_Lore> If a player spends all their EPs in a round, well then if they are a caster, their mojo is spent.
[20:44] <+David_LoreRPG> Skills include things like thievery, stealth, appraise, etc
[20:44] <+David_LoreRPG> These are combat maneuvers, and martial players only have access to 10 of them in total
[20:44] <@Silverlion> Not exactly. I was wanting more an actual example of play “John’s Character Joh Riin attacks the owlbear, he rolls X, and does Y..” kind of stuff.
[20:44] <+Kevin_Lore> As players level up, they are awarded encounter points
[20:45] <@Silverlion> But it is getting closer.
[20:45] <+David_LoreRPG> otherwise they can make two basic attacks per round
[20:45] <+David_LoreRPG> ok
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[20:45] <~Dan> (Howdy, Squide!)
[20:45] <+David_LoreRPG> John decides to attack the owlbear (who is minding his own business) using Final Attack
[20:46] <+David_LoreRPG> Because he is 3rd level he can increase the damage of his hit by 3d4 buy adding 6 additional encounter points to his attack (which cost a total of 31 encounter points)
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[20:47] <+David_LoreRPG> He rolls to attack and rolls 18, which is higher than the owlbears 17 armor rating…he hits
[20:47] <~Dan> Can I stop you there for a minute?
[20:47] <+David_LoreRPG> he then rolls his weapon’s damage (which is 1d10 for a great axe) and adds to that 1d8 + 3d4.
[20:48] <+David_LoreRPG> The owlbear is not very upset
[20:48] <+David_LoreRPG> is now very upset
[20:48] <+David_LoreRPG> sorry Dan
[20:48] <+Kevin_Lore> Go ahead Dan
[20:48] <+David_LoreRPG> got excited again
[20:48] <~Dan> No problem! I just want to clarify what added up to the 18 in this case.
[20:49] <+David_LoreRPG> John’s d20 attack roll was an 18
[20:49] <~Dan> Okay, so that was literally just the roll of a d20? Nothing added?
[20:49] <+David_LoreRPG> this would, however, include any “to attack” modifiers he has to melee attacks
[20:49] <+David_LoreRPG> if he had modifiers he would add them
[20:50] <+Kevin_Lore> 18 was all inclusive in this case
[20:50] <~Dan> Okay, there we go… Where would those modifiers come from?
[20:50] <+David_LoreRPG> modifiers can come from his Agility trait score, level, and other enhacements
[20:50] <+Kevin_Lore> Some are racial
[20:50] <+Kevin_Lore> Some are class-based
[20:50] <~Dan> Okay. That’s what I was missing from your explanation. I’m with you now.
[20:50] <+David_LoreRPG> yes, some races and classes have bonuses to their melee attacks
[20:50] <+Kevin_Lore> And some come from how high (or low) a character’s Trait scores is/are
[20:51] <@Silverlion> Cool.
[20:51] <+Kevin_Lore> And then there are always magical items to consider
[20:51] <+David_LoreRPG> one the character sheet we have a table that walks player through how to calculate their attack and damage modifiers
[20:51] <~Dan> Does strength increase the chance to hit, the amount of damage done, or both?
[20:51] <+David_LoreRPG> yes. but I don’t give them away to third level characters much
[20:51] <+Kevin_Lore> With a hand-to-hand weapon, yes
[20:52] <~Dan> Yes to which, Kevin_Lore? 🙂
[20:52] <+David_LoreRPG> Agility modifies melee and range attacks, Might modifies melee damage
[20:53] <+Kevin_Lore> Might can increase your odds to hit or do damage with a hand weapon, not a ranged one
[20:53] <+David_LoreRPG> Might doesn’t increase “to attack” only damage
[20:53] <+Kevin_Lore> My mistake. You can tell I usually play spell-users
[20:53] <+David_LoreRPG> Might is how hard you hit; Agility is how well you aim your hit
[20:53] * ~Dan chuckles
[20:53] <+David_LoreRPG> yes he does
[20:54] <~Dan> So does Agility increase the chance to hit in melee?
[20:54] <+David_LoreRPG> and incantations, all of them, are fun to enhance as well
[20:54] <+David_LoreRPG> yes
[20:54] <+David_LoreRPG> Agility modifier range and melee attacks
[20:54] <~Dan> Gotcha. Okay, cool. I prefer it that way.
[20:54] <+David_LoreRPG> modifies
[20:54] <+Kevin_Lore> And spells very often have to roll to hit. Nothing is taken for granted in that arena
[20:54] <+David_LoreRPG> i didn’t see any reason for Might to modifiy how a character hits
[20:55] * ~Dan nods
[20:55] <+David_LoreRPG> yep, no freebies, but powerful affects when they do go off
[20:55] <+Kevin_Lore> And casters get to be involved
[20:55] <+David_LoreRPG> incantations are also used different that in other similar games
[20:55] <+Kevin_Lore> They can participate in each encounter, as long as they have a bank of Encounter Points
[20:56] <+Kevin_Lore> They don’t just sit on the sidelines letting the meat shields do all the work…well, maybe most of it
[20:57] <+Kevin_Lore> Are we done with melee? Can we explore other areas?
[20:57] <~Dan> Just one quick clarification: I take it you use armor as AC rather than damage reduction?
[20:58] <+David_LoreRPG> A characters armor rating represents how hard it is to hit them externally
[20:58] <+David_LoreRPG> Resilience is a character’s internal defense; Resolve is their mental
[20:58] <+David_LoreRPG> These represent the three aspects of any person
[20:59] <+Kevin_Lore> Dwarves, as you might expect, have a higher natural Resolve
[20:59] <+Kevin_Lore> Excuse me, Resilience
[20:59] <+Kevin_Lore> Gwilyteem, higher Resolve
[21:00] <+Kevin_Lore> Humans represent the average
[21:00] <+David_LoreRPG> brb
[21:01] <+Kevin_Lore> The other races have their own unique place on the spectrum
[21:01] <~Dan> I’m still a bit unclear on the function of the percenitle score for the attributes.
[21:01] <+Kevin_Lore> Each character starts with 450 Trait points. They chose where to “file” them. 90 for Might, for instance
[21:02] <+Kevin_Lore> So I I encounter a heavy iron gate, I’ll need to roll against my might with a %d
[21:02] <+David_LoreRPG> back
[21:02] <+Kevin_Lore> Is that a fair assessment, David?
[21:02] <~Dan> wb!
[21:03] <+David_LoreRPG> I used a percentage because it’s easy to think in these terms. 100% would be a perfect trait score.
[21:03] <~Dan> Are you able to handle superhuman trait scores, though?
[21:03] <+Kevin_Lore> I may have 30 points in my Spirit Attribute because I chose to pile on Might, Agility, and Vitality. I’m likely not in the Cleric Class
[21:04] <+David_LoreRPG> each trait score is given a base modifier: 70% is a +1 base modifer
[21:04] <+David_LoreRPG> 100% is a +4 base modifier; 150% would be +6 I believe
[21:04] <+David_LoreRPG> so yes. it will handle superhuman trait scores.
[21:05] <+David_LoreRPG> A players base modifier comes into play as they experience challenges
[21:05] <+David_LoreRPG> So, in the case of the door…
[21:05] <+David_LoreRPG> If the player has a 100 Might then they would receive +4 to their roll to open the door
[21:05] <+David_LoreRPG> The Loremaster would sent the number to be reached
[21:06] <+David_LoreRPG> iron door maybe a 22; wooden door maybe a 17
[21:06] <+David_LoreRPG> we have tried to use the traits of a character as much as possible in gameplay
[21:06] * ~Dan nods
[21:06] <+David_LoreRPG> the higher the trait score the greater the base modifier for that trait
[21:07] <+David_LoreRPG> which helps in all rolls associated with that trait
[21:07] <@Silverlion> Do the percentiles ever get used on their own?
[21:07] <+David_LoreRPG> no
[21:07] <+David_LoreRPG> jump over a river with an Agility of 80 and you get to add +2 to your check
[21:08] <+David_LoreRPG> each trait covers a broad array of actions
[21:08] <~Dan> (brb — please continue!)
[21:08] <@Silverlion> I’m not talking about the bonuses, but the full percentile, is that used directly for any roll?
[21:09] <+David_LoreRPG> I said “no” to the percentages being use, but there might be a cast when they come into play
[21:10] <+David_LoreRPG> usually the percentages just determine a trait’s base modifier which is used in gameplay
[21:10] <+David_LoreRPG> Those checks are called Trait checks (not very imaginative)
[21:11] <+Kevin_Lore> But accurate
[21:12] <@Silverlion> I see.
[21:12] <@Silverlion> Just wondering..:D
[21:12] <+Kevin_Lore> It’s common to sacrifice scores to Appeal, for instance. Dwarved don’t care too much about being liked, but they do like to hit things
[21:12] <+Kevin_Lore> Lower Appeal lets a player put more in Might or Agility.
[21:12] <+Kevin_Lore> A Bard however, might feel differenlty.
[21:12] <+Kevin_Lore> It’s really up to how the players want to balance their characters.
[21:13] <+David_LoreRPG> each player is given 450 points to distribute among their traits
[21:13] <+Kevin_Lore> For 1st level
[21:13] <+David_LoreRPG> with not trait being lower than 30 or higher than 90 at level one
[21:13] <+rawr> stuff like Appeal generally has consequences though. if you’re in a city situation and your Appeal is low, then people would be more distrustful of you or they think you smell or in general they dont want to talk to you because you look funny
[21:13] <+David_LoreRPG> class and racial trait bonuses are added to the 450 so having a score above 90 is possible
[21:14] <+rawr> does the system handle non-combat fights?
[21:14] <+Kevin_Lore> Very true rawr
[21:14] <~Dan> (back)
[21:14] <+Kevin_Lore> wb Dan
[21:14] <~Dan> (thanks!)
[21:15] <+David_LoreRPG> yes, we have rules for lethal and non-lethal combat
[21:15] <+David_LoreRPG> We also have rules for possible terminal attacks
[21:15] <+Kevin_Lore> Oooo
[21:16] <+David_LoreRPG> that are made at a high negative modifier “to attack” but they are possible
[21:16] <+rawr> i meant more along the lines of like social intrigue and like arguments and stuff. conflicts that dont involve swords and axes
[21:16] <+Kevin_Lore> Terminals are difficult, but if you can pull it off, very rewarding
[21:16] <+Kevin_Lore> Interpersonal relation resolution!
[21:16] <+David_LoreRPG> therefore a level three character can take out a level 20 character in one shot, though it is not in their favor at all
[21:17] <+David_LoreRPG> yes, that would incorporate our skills like diplomacy or a character’s appeal
[21:17] <+Kevin_Lore> And role-playing
[21:17] <+David_LoreRPG> in these cases we want roleplaying to rule the day
[21:18] <+Kevin_Lore> Dice don’t decide every outcome.
[21:18] <+David_LoreRPG> instead of a character saying, “I want to spring the trap” and rolling to do so, we want the trap to be described and the character tell the Loremaster what they are doing to disarm the trap
[21:19] <+David_LoreRPG> or what they are saying in a disagreement with a merchant
[21:19] <+Kevin_Lore> Or if they chose to put a knife in the serving maid
[21:19] <+Kevin_Lore> Which happens
[21:20] <+Kevin_Lore> The rules are there to form a structure within which the players have freedom of chose and imagination
[21:20] <+Kevin_Lore> choice and imagination
[21:21] <+David_LoreRPG> other unique aspects of the game include stacking armor and scalable creatures, of which most are brand new to the rpg realm
[21:21] <~Dan> Do you see your market as primarily d20 gamers? Or do you think your game would appeal to other gamers as well — e.g., those who don’t generally use class/level systems.
[21:21] <+David_LoreRPG> I hope to everyone in the world
[21:21] <+Kevin_Lore> 🙂
[21:21] <~Dan> Well, yes. 🙂
[21:22] <+David_LoreRPG> Lore will bring peace to the planet
[21:22] <+Kevin_Lore> 😉
[21:22] <+Kevin_Lore> But likely, the d20 market
[21:22] <+Kevin_Lore> We’ve tried to stay within that framework
[21:22] <+David_LoreRPG> traditional d20 gamers will easily adapt to the game, but we’ve had non gamers play in our playtest and they adapt very quickly
[21:22] <+Kevin_Lore> Become addicted even
[21:23] <+David_LoreRPG> gameplay is very easy to learn and apply, which make room for the game experience itself
[21:23] <~Dan> To what other game(s) would you compare Lore in terms of complexity?
[21:23] <+David_LoreRPG> i see the game mechanics as a sound system in a building. people should be able to use it without thinking it is there.
[21:24] <+Kevin_Lore> We’ve tried to minimize complexity
[21:24] * ~Dan nods
[21:24] <+Kevin_Lore> Let players focus more on the story, the engagement, and the outcomes than get bound up by too many rules
[21:25] <+David_LoreRPG> I would say it is a typical tabletop rpg that’s easy to learn and engaging to play. I don’t think it any harder than others, but it can sustain any level of play
[21:25] <+David_LoreRPG> we’ve tried to make it simple not simplistic
[21:25] <+Kevin_Lore> Not to worry though, there will still be dungeon lawyers.
[21:26] <+Kevin_Lore> David mentioned scalable monsters earlier
[21:26] <+Kevin_Lore> In Lore, one should never take anything for granted
[21:27] <+David_LoreRPG> looks like everyone has left Dan
[21:27] <+Kevin_Lore> Just as players and go up in levels
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[21:27] <+Kevin_Lore> So too do monsters
[21:27] <~Dan> Oh, they’re still there. Just lurking. It happens, trust me. 🙂
[21:27] <+Kevin_Lore> I count about 60
[21:28] <+Kevin_Lore> So you may be encounter a goblin with just as much experience as your character
[21:28] <+David_LoreRPG> oh, I thought only the Chatting were here
[21:28] <+Kevin_Lore> No more thinking, these are pesky hobgobblins, I can wipe them off the map
[21:28] <+David_LoreRPG> We all probably need to make an Awareness check then
[21:28] * ~Dan chuckles
[21:28] <+Kevin_Lore> Ha!
[21:29] <+Kevin_Lore> They may present a very serious threat, so players are never really sure what they may encounter
[21:29] <+David_LoreRPG> I wonder what it would be like to play Lore in a chatroom
[21:29] <+Kevin_Lore> You’d need ADD
[21:29] <~Dan> Well, we arrange chat-based games in here all the time.
[21:29] <+David_LoreRPG> scalable creatures is a wonderful aspect to the game
[21:29] <~Dan> I’m running two and playing in two, in fact.
[21:30] <~Dan> I’d be happy to help you arrange a Lore demo.
[21:30] <+David_LoreRPG> does it require a lot of typing
[21:30] * +Gar still listening 😉
[21:30] <~Dan> It does, yup.
[21:30] <+Kevin_Lore> That would be excellent
[21:30] <~Dan> Heck, it’s the only way I play these days, really.
[21:31] <+Kevin_Lore> Anyone can download the playtest rules for free at (Link: http://gamefacepublishing.com/downloads)http://gamefacepublishing.com/downloads
[21:31] <+David_LoreRPG> I guess a lot of the descriptive text could be written before hand
[21:31] * ~Dan nods
[21:31] <+Kevin_Lore> There’s also a sample quest and sample of the Creature Codex there for download
[21:31] <+Gar> It works very well, I can confirm! 🙂
[21:31] <~Dan> One nice perk is that you can hand out secrets in realtime.
[21:31] <+Kevin_Lore> So getting an online demo is certainly conceivable
[21:31] <+David_LoreRPG> That would be a nice feature
[21:32] <+Gar> (Got the rules already 😉 Thanks for making them available.)
[21:32] <+Kevin_Lore> 🙂
[21:32] <+David_LoreRPG> The final core rules will be out July 31
[21:32] <~Dan> It’s great. If someone makes an Awareness roll, you can let that one person know what the character sees and let him react to it.
[21:32] <+Gar> Will it include the “back-story”?
[21:33] <~Dan> Ditto for research type stuff.
[21:33] <~Dan> But! I digress.
[21:33] <~Dan> How much of a bestiary does the core rulebook include?
[21:33] <+Kevin_Lore> That’s online also at (Link: http://gamefacepublishing.com/top-navigation/origins.html)http://gamefacepublishing.com/top-navigation/origins.html
[21:33] <+Gar> I mean, of the World itself…
[21:33] <+David_LoreRPG> I’ve played Lore at tabletop, on skype, but never in a chatroom. Sounds interesting
[21:33] <+Kevin_Lore> It’s not the full backstory. We can’t give everything away. 😉
[21:34] <+Gar> It comes with time and Adventures to be released, then?
[21:34] <+Kevin_Lore> We have a number of quests, or adventures, in the works, Gar
[21:35] <+Kevin_Lore> Some will be played at Gen Con in August, Spo Con in Spokane, WA, and at Grand Con in Grand Rapids, MI
[21:35] <~Dan> I’ll be at GenCon, by the way. 🙂
[21:35] <+David_LoreRPG> any of you going to GenCon
[21:35] <+David_LoreRPG> we should meet up
[21:35] <+Gar> All of them are too far from… Portugal … 😦
[21:35] <+Kevin_Lore> Please find us!
[21:35] <~Dan> I will!
[21:35] <+David_LoreRPG> that is a ways
[21:36] <+Kevin_Lore> We’ll be in the JW Marriot, Room 209
[21:36] <@Silverlion> Cool.
[21:36] <+MonkofLords> Nifty
[21:36] <~Dan> Heh. I have so many game industry folks to meet, I’ll be going like a bat outta Hell. 😀
[21:36] <@Silverlion> Have fun, I’d love to go…alas, I cannot afford it.
[21:36] <+David_LoreRPG> contact me thru Facebook and I’ll send you my cell if you want to meet up
[21:36] <+Kevin_Lore> The Gen Con schedule is here: (Link: http://gamefacepublishing.com/event1.html)http://gamefacepublishing.com/event1.html
[21:36] <~Dan> Sure.
[21:37] <+David_LoreRPG> we’re hoping to have a LoreCon at a castle in Ohio possibly in the future
[21:37] <+David_LoreRPG> playing a medieval game in a castle…great fun
[21:37] <+Kevin_Lore> That will be a blast
[21:37] <+Kevin_Lore> We’re down to our last 20-minutes…
[21:37] <+Kevin_Lore> The Creature Codex…
[21:37] <~Dan> Did you see my bestiary question?
[21:38] <+Kevin_Lore> Mayhaps no
[21:38] <+David_LoreRPG> I see it
[21:38] <+Kevin_Lore> Can you repeat Dan?
[21:38] <+Kevin_Lore> I see it now
[21:38] <~Dan> How much of a bestiary does the core rulebook include?
[21:38] <+David_LoreRPG> We haven’t included any creatures in the Core Rules since a good sampling of them are free to download
[21:39] <+Kevin_Lore> A small sampling, but enough to give loremasters and players the basic gist
[21:39] <+Kevin_Lore> The full codex will have hundreds of creatures, some good, most not
[21:40] <+David_LoreRPG> and there will be creature stats in our quests
[21:40] <+Kevin_Lore> There will be the traditional mythical beasts, and fantasy Orcs, Goblins, Trolls, and the like
[21:40] <+David_LoreRPG> why are most not good Kevin
[21:40] <+Kevin_Lore> Because they want to kill you, David
[21:40] <+Kevin_Lore> In my book, that’s bad
[21:40] <+David_LoreRPG> that’s not the way I read that at first
[21:40] <+Kevin_Lore> Ah
[21:40] <~Dan> Are there any noteworthy twists on the classics?
[21:41] <+Kevin_Lore> Gnomes are different
[21:41] <+Kevin_Lore> There are a variety of gnomes, each with unique characteristics
[21:41] <+David_LoreRPG> we have zombies that don’t look like zombies until they need to feed
[21:41] <+Kevin_Lore> Zombies are a breed apart too
[21:41] <+David_LoreRPG> dragons are not to be bothered
[21:41] <+Kevin_Lore> Some poor wretches died in a swamp, where they petrified, and became stone zombies.
[21:41] <+David_LoreRPG> they look like Smaug
[21:42] <+Kevin_Lore> We have the undead, as you’d expect, and we have the unliving
[21:42] <+David_LoreRPG> big, bad, and magical in nature
[21:42] <+Kevin_Lore> They didn’t want to die
[21:42] <+David_LoreRPG> In fact we have four categories of creatures: Natural, Unnatural, Undead, and Unliving
[21:43] <+David_LoreRPG> all of which can be between level 1 and 25
[21:43] <+David_LoreRPG> you just don’t know until you hit it
[21:44] <+Kevin_Lore> But beyond the traditional, there are hundreds of new, never before encountered creatures, which will make game play fresh
[21:44] <~Dan> What’s the difference between Undead and Unliving?
[21:44] <+Kevin_Lore> Undead died and were reanimated. Unliving refused to die. Assumed so much power they could forstall death
[21:45] <~Dan> Ah. Cool. 🙂
[21:45] <+Kevin_Lore> Or they struck a bargain with the forces of darkness
[21:45] <+Kevin_Lore> Generally, you want to avoid the unliving.
[21:45] <+Kevin_Lore> But they don’t always want to avoid you
[21:46] <~Dan> So would that include vampires?
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[21:46] *** ChanServ sets mode +v Kei
[21:46] <+David_LoreRPG> if you encounter an unliving creature you know you’re not in a level one area that’s for sure
[21:46] <~Dan> (Howdy, Kei!)
[21:46] <+Kei> Dan! you rock!
[21:46] <~Dan> Thanks!
[21:46] <+Kei> of course!
[21:46] <+Kei> I want to run the D&D starter set next week
[21:46] <+David_LoreRPG> I believe vampires are unliving
[21:46] <+Kevin_Lore> They are not your Twilight vamps, either
[21:46] <+David_LoreRPG> I’ll bet the starter set doesn’t have unliving creatures in it
[21:47] <+Kevin_Lore> No
[21:47] <+David_LoreRPG> though they do have nice hair
[21:47] <~Dan> 🙂
[21:47] <+Kevin_Lore> When it came to adventure quests, we asked, what hasn’t been done before
[21:47] <~Dan> So Mana is associated with Magic, and Spirit with… miracles?
[21:47] <+Kevin_Lore> Then we go about finding ways to do it
[21:47] <+Kevin_Lore> Yes. And Aether with the Druids and Atavists
[21:48] * ~Dan nods
[21:48] <+Kevin_Lore> An Atavist is animal-based
[21:48] <+Kevin_Lore> Whereas the Druid is flora-elemental based
[21:48] <~Dan> Are there any character classes of which you’re particularly proud?
[21:48] <+David_LoreRPG> this is reflected in their individual incantations
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[21:49] <+David_LoreRPG> The Alchemist and Bard are two fascinating classes
[21:49] <+Kevin_Lore> The classes are unique in that rather than play alignments, we’ve built some of that into the classes
[21:49] <+David_LoreRPG> My favorite is the protector classes of Knight, Paladin, and Cavalier
[21:49] <+Kevin_Lore> For instance
[21:49] *** Gar is now known as Gar-brb
[21:49] <+Kevin_Lore> A Knight upholds the king’s law (lawful good)
[21:50] <+Kevin_Lore> A Cavalier is a bit more, well, cavalier.
[21:50] <+David_LoreRPG> The look out for others in general…the underdog as it were
[21:50] <+Kevin_Lore> One is law-based, another more chaotic
[21:50] <+David_LoreRPG> The Paladin is religious based
[21:50] <+Kevin_Lore> Those are elements players consider when choosing what class they wish to play
[21:51] <+Kevin_Lore> On the Cleric side, we have Emissaries and we have Confessors. Most common folk don’t want to meet a Confessor
[21:51] <~Dan> A quick note, guys: While we have about 10 minutes left in “regular” time, you’re welcome to hang out with us as long as you like.
[21:51] <+Kevin_Lore> Though they all serve the same Power, in their own fashion
[21:52] <+David_LoreRPG> On a similar note…each magical class (Runecrafter, Wizard, Alchemist, Bard, Atavist, Druid, Confessor, Emissary) all have 80 incantations specifically designed for them from which to choose
[21:52] <~Dan> In fact, you’re always welcome here, whether to promote your game or just to chat.
[21:52] <~Dan> That said, is there anything we haven’t covered that you’d like to bring up?
[21:52] <+Kevin_Lore> Thanks Dan
[21:52] <+David_LoreRPG> We’ve hit the high points I believe
[21:53] <+David_LoreRPG> We didn’t get to the ability of players to stack armor, but that’s ok
[21:53] <+Kevin_Lore> The web site has a lot to offer, and we can be reached almost always at info@gamefacepublishers.com
[21:53] <~Dan> No, please, go ahead, if you’d like to mention that! 🙂
[21:53] <+Kevin_Lore> Or on Facebook at facebook.com/LoreRPG and Twitter @GameFacPub
[21:54] <+David_LoreRPG> Assuming you have the coin and are in a place where you can purchase individual pieces of armor, a character can determine what type and pieces of armor they want to protect their character’s head, chest, legs, and other body parts with. They can also decide what combinations of the different types of armor (light, medium, heavy) they want their character to
[21:55] <~Dan> (cut off at “their character to”)
[21:55] <+David_LoreRPG> wear. For example, a player can equip their character with light leather chest armor in addition to padded chest armor worn underneath, giving them an increase in armor value for each piece.
[21:55] <+David_LoreRPG> The body is divided into eight parts, or zones, upon which armor can be placed: head, shoulders, chest, arms, hands, waist, legs, and feet. Each zone is ascribed a percentage based on its area of coverage in relation to the body as a whole as follows: Head – 10%; Hands – 5%; Arms – 20%; Legs – 20%; Chest – 30%; Shoulders – 5%; Waist – 5%; Feet – 5%
[21:55] <+David_LoreRPG> = 100%
[21:56] <+David_LoreRPG> Armor can also be stacked as follows: leather & chain mail on the shoulders, leather legs, padded and bolded leather covering the chest, etc.
[21:57] * ~Dan nods
[21:57] <+David_LoreRPG> Players can also opt to use the tradition Leather, chain mail, or other set of armor instead of adding pieces
[21:57] <~Dan> Cool. 🙂
[21:57] <+David_LoreRPG> less counting involved
[21:57] <~Dan> Oh, before I forget: BPIJonathan wanted me to ask you if Lore will be for sale at GenCon.
[21:58] <+Kevin_Lore> We really sat down to say, what could we do to make tabletop RPGs better. Lore is our answer
[21:58] <+David_LoreRPG> It will be for sale in PDF format by Julyl 31
[21:58] <+David_LoreRPG> Soon after that we will follow with an eBook version
[21:58] <+David_LoreRPG> then hopefully an app version
[21:58] <~Dan> Excellent.
[21:59] <+David_LoreRPG> finally, if there is interest a print version will be released
[21:59] <+Kevin_Lore> Hey Dan. Thanks so much for offering us this cyper-space and time.
[21:59] <+Kevin_Lore> It’s been awesome!
[21:59] <+David_LoreRPG> yep…very much enjoyed it
[21:59] <+Kevin_Lore> And thanks everyone for the questions. Hope to see you at a con or online.
[22:00] <~Dan> You’re welcome, guys! Thanks for stopping by!