[19:00] <+TonyGrandinetti> Hello Everyone. My name is Tony Grandinetti and I am here to talk about my game: Emergence.
[19:01] <+TonyGrandinetti> Let me open by posting the url for the game as well as some background information.
[19:01] <+TonyGrandinetti> (Link: http://www.playemergence.com)www.playemergence.com — Here you can find a wealth of information on the game, including information about the world, mechanics, and where to get a copy.
[19:02] <+TonyGrandinetti> Emergence is a modern roleplaying game with moderate to strong fantasy and sci-fi elements
[19:03] <+TonyGrandinetti> The game of Emergence takes place on the earth-like world of Kython
[19:03] <+TonyGrandinetti> Human beings found their way to this world through a device called the Infinity Stone.
[19:03] <+TonyGrandinetti> Using the Infinity Stone humanity colonized this new world, despite the fact that it was home to myriad monster, as well as other human –like beings.
[19:03] <+TonyGrandinetti> These beings resembled humans in a macro sense, but were entirely different species than humans. Eventually call Orcs, Dwarves, and Elves because of their striking resemblance to the creatures of myth, these beings were the masters of a world that had not only monsters, but magic as well.
[19:04] <+TonyGrandinetti> Years passed and humanities presence on the world grew. As with most things, greed and personal ambition led to destruction and chaos. An inevitable war broke out over the natural resources of this verdant world.
[19:04] <+TonyGrandinetti> The humans underestimated the magical might and steadfast will of their opponents, the war drags out for years.
[19:04] <+TonyGrandinetti> In the end the gate that connected Earth to Kython was permanently closed. Hundreds of thousands of humans became stranded on a world that called them enemy, with no possibility of reinforcement or rescue. Peace was the only option.
[19:04] <+TonyGrandinetti> A tentative peace has been maintained for decades, but old rivalries and prejudices persist.
[19:04] <+TonyGrandinetti> In the last 2 decades a miraculous invention has changed the face of Kython forever: The Magecell.
[19:04] <+TonyGrandinetti> Utilizing cutting edge electrical engineering, as well as the knowledge of the most powerful arcanists available, mastery over electricity was achieved.
[19:05] <+TonyGrandinetti> The Magecell is a compact, stable and powerful electrical device. It uses magical energies to power electrical devices of a technological nature.
[19:05] <+TonyGrandinetti> This has paved the way for radical advances in certain fields of technology.
[19:05] <+TonyGrandinetti> Energy weapons, powered armor, compact but long ranged drones, cybernetics and much more have taken a huge leap forward.
[19:05] <+TonyGrandinetti> It has been 100 years since the disappearance of the Infinity Stone, and no person that has ever seen earth is alive. Life has continued in a somewhat bizarre juxtaposition on Kython.
[19:05] <+TonyGrandinetti> Human grown, Earth-influenced communities prosper and falter between the ancient kingdoms of the Orcs, Elves and Dwarves.
[19:05] <+TonyGrandinetti> In the game of Emergence we strove to take all your favorite elements from various games and combine them into a world that had its own character.
[19:05] <+TonyGrandinetti> Other games have taken different character archetypes from differing genres and mashed them into a single setting.
[19:06] <+TonyGrandinetti> We wanted a world where all element of modern, fantasy and sci-fi roleplaying were not only present in the world, but part of it; interconnected between locations and personalities that feature these different elements in different ratios.
[19:06] <+TonyGrandinetti> We wanted the essences of the different elements of Emergence to complement one another, not stand at odds with them.
[19:06] <+TonyGrandinetti> On Kython there are communities that resemble many mainstay environments from different genres.
[19:06] <+TonyGrandinetti> There are earth-like modern cities, subterranean dwarven strongholds, elven treetop cities, orcish fortresses, old-west like underdeveloped towns, and post- apocalyptic ruins from the actient world as well as the more recent.
[19:06] <+TonyGrandinetti> Emergence is about variety and choice, not restriction.
[19:06] <+TonyGrandinetti> Elements of the game
[19:06] <+TonyGrandinetti> Determine all rolls through a simple system using only three six-sided dice
[19:07] <+TonyGrandinetti> Engage in an exciting, fast-moving combat system that encourages immersion and creative thinking
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[19:07] <+TonyGrandinetti> Gain a broad knowledge of Kython through background information for dozens of locales and governments
[19:07] <+TonyGrandinetti> Create a unique racial makeup by combining elements of the four player races from a pool of over 50 racial traits
[19:07] <+TonyGrandinetti> Represent your base experiences through 16 character backgrounds
[19:07] <+TonyGrandinetti> Construct incredibly diverse characters using specialized abilities from 33 talent trees and over 650 talents and benefits
[19:07] <+TonyGrandinetti> Customize your equipment and vehicles through systems that allow thousands of combinations
[19:07] <+TonyGrandinetti> Forge your body and spirit into whatever you can imagine using four complete systems for Augmentation—Cybernetics, Fleshweaving, Runescribing, and Magic Items
[19:08] <+TonyGrandinetti> Garner advice and rules for creating environments, quests, adventures, and campaigns in the Game Mastering chapter
[19:08] <+TonyGrandinetti> Create opponents and character companions using quick, simple rules that also allow for virtually unlimited combinations and possibilities
[19:08] <~Dan> (brb — please continue)
[19:09] <+TonyGrandinetti> Sorry for the length. That was the shortest synopsis I could come up with before the interview.
[19:09] <+TonyGrandinetti> Done. any questions
[19:10] <@Silverlion> So exactly how does the 3D6 mechanics work?
[19:10] <~Dan> (back, sorry)
[19:11] <+TonyGrandinetti> A 3d6 roll is made, and added to the ability of the person attempting an action. The result is then compared to a difficulty. This is it in a nutshell at is most basic level.
[19:12] <~Dan> On a related note, do you have a character sheet we could see?
[19:12] <+TonyGrandinetti> when making attacks, the difficulty is the defense of the target
[19:12] <+TonyGrandinetti> I do, What would be the best way to show it?
[19:13] <~Dan> If you have a link to it, you can just post the link in here.
[19:13] <+TonyGrandinetti> Ok. let me get someone on that I and I will post it in a few minutes.
[19:14] <~Dan> No rush. It just helps facilitate the discussion sometimes.
[19:14] <+TonyGrandinetti> Would you like to know more about the dice mechanics in the meantime?
[19:14] <~Dan> So what constitutes the ability of the person that you mentioned? Is this, for example, a stat + skill system?
[19:15] <+TonyGrandinetti> exactly. a base attribute + skill system.
[19:16] <~Dan> Cool. Hmm… While we’re waiting on the character sheet, why don’t we stick with the setting for a bit? Some of my system questions will probably relate to what I see on the character sheet.
[19:16] <@Silverlion> Cool.
[19:17] <+TonyGrandinetti> The mode of an attack (melee, ranged, or area) is use along with the form (what damage type the attack causes) to determine which of the targets defenses are targeted.
[19:17] <@Silverlion> So “anything” goes in your setting? Pretty much? Like Elf-Cyber warriors, would those e possible?
[19:17] <+TonyGrandinetti> Virtually anything is possible.
[19:17] <+TonyGrandinetti> You could have a power armor wearing mage
[19:18] <+TonyGrandinetti> a gunfighting martial artis
[19:18] <~Dan> Are there psionics as well as magic?
[19:19] <+TonyGrandinetti> No, there are things that behave like you would expect psionics to, but they use the same mechanics as magic.
[19:19] <+TonyGrandinetti> There is for instance, a telepathy talent tree that gives access to various mind reading abilities
[19:20] * ~Dan nods
[19:20] <+TonyGrandinetti> and a kenisis talent tree that gives a sorts of telekinetic abilities
[19:20] <+TonyGrandinetti> the base attributes of your character are just the bread of the sandwich that makes him up.
[19:20] <~Dan> So does all magic fall along power trees?
[19:21] <~Dan> And, more generally, does magic generally function like powers?
[19:21] <+TonyGrandinetti> everything you can do that goes beyond your basic attributes and skills is decided by what talents you took.
[19:22] <+TonyGrandinetti> when you take a spellcasting talent tree, you gain access to a variety of spells, tricks, benefits, and rituals as you make your way up the tree.
[19:23] <+TonyGrandinetti> so not everything is a “power” in a traditional sense. but everything is something that people who did not take the tree cannot do.
[19:23] <+TonyGrandinetti> Spellcasting is not the only thing that gets talent tree either
[19:24] <~Dan> Ah… So magic takes multiple forms, though? (e.g., spells, rituals, etc.)
[19:24] <+TonyGrandinetti> yes. there are also dozens of weapon, movement, durability and other types of talent trees
[19:25] <+TonyGrandinetti> the goal was to provide a lot of choices. there is no limit to the number of different trees a character can have access to.
[19:25] <+TonyGrandinetti> lower tier talents are cheap, and provide useful, but not terribly powerful options
[19:26] <~Dan> Oh, sorry. To clarify, I was speaking specifically in terms of magic — you distinguish between spellcasting and rituals, for example.
[19:27] <+TonyGrandinetti> yes, there are spell (the thing you hurl at your enemies to obliterate them), enhancements (the things you cast on yourself and party members to make them better),
[19:28] * ~Dan nods
[19:28] <~Dan> I see. Cool.
[19:28] <+TonyGrandinetti> rituals (long lasting but not always combat useful, magical effects), and tricks (quick magical effects that range from combat to utility)
[19:29] <+TonyGrandinetti> there is now a character sheet that can be accessed on our website at (Link: http://www.playemergence.com/downloads/Emergence_CharacterSheet.pdf)http://www.playemergence.com/downloads/Emergence_CharacterSheet.pdf
[19:29] <~Dan> Oh, great! Let me take a look here…
[19:30] <~Dan> Very nice! Thanks for posting that so quickly.
[19:31] <+TonyGrandinetti> np
[19:32] <+TonyGrandinetti> Any questions about the sheet?
[19:32] <~Dan> In combat, what attributes govern what skills?
[19:33] <+TonyGrandinetti> We wanted to make sure there are few “dump stats” and that every attribute made a difference in combat.
[19:34] <+TonyGrandinetti> Focus and agility are used for ranged, agility and strength are used for melee, and willpower and presence are used for spellcasting.
[19:34] <+TonyGrandinetti> thats a bit of an oversimplification, but thats the general idea
[19:34] <+TonyGrandinetti> to that same end, all attributes are used to determine your defenses
[19:35] <+TonyGrandinetti> makeing somecharaters good at defending themselves against some attacks, while vulnerable to others
[19:36] <+TonyGrandinetti> when attacking, one attribute is used to determine attack, while the other is used to determine damage.
[19:36] <~Dan> So when you say, for example, that Focus and Agility are used, is it the average?
[19:36] <~Dan> Interesting…
[19:37] <~Dan> So for ranged, Agility determines damage, but for melee, Agility determines the attack?
[19:37] <+TonyGrandinetti> Focus and skill determine attack bonus (along with other factors) while agility+ weapon are used to determine damage (along with other factors)
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[19:37] <+TonyGrandinetti> yes. agility is good for both melee and ranged combatants
[19:38] <+TonyGrandinetti> but for different reasons
[19:38] <@Silverlion> That’s a lot of attributes
[19:38] <@Silverlion> That’s a rather intersting take.
[19:38] <+TonyGrandinetti> there are only 6 base attributes
[19:39] <+TonyGrandinetti> the other attributes are either special ones (that nothing is derived from) or derived attributes (determined by your level and base attributes)
[19:40] <~Dan> But I was right about the relationship of Agility to damage in ranged and to hit in melee?
[19:40] <+TonyGrandinetti> yes you were
[19:41] <~Dan> Huh. I don’t think I’ve seen that approach before. I like it.
[19:41] <+TonyGrandinetti> I wanted agility to affect both, but not in the same way.
[19:41] * ~Dan nods
[19:42] <~Dan> How does that Defense grid work on the character sheet?
[19:43] <+TonyGrandinetti> each base attribute determines a defense. when the mode and form of an attack are known, the total defense is calculated.
[19:43] <+TonyGrandinetti> it sounds far more complicated than it is
[19:45] <+TonyGrandinetti> say I use a melee attack (melee defense is determined by strength) that causes piercing damage (which is considered a physical attack, determined by agility.
[19:45] <+TonyGrandinetti> than the attack would target your melee/physical defense (which is calculated using strength and agility)
[19:46] <~Dan> So what would a Body attack be?
[19:48] <+TonyGrandinetti> body attacks are anything that causes electrical, cold, force, necrotic, or poison damage. they are attacks that target your bodies fortitude.
[19:49] <+TonyGrandinetti> there is a chart in the book and on the GM screen that lays out all the damage types and the defense they target very clearly
[19:51] <~Dan> Hmm… Seems like a well thought-out system.
[19:51] <+TonyGrandinetti> another interesting feature of the game is the stamina system (it uses two of your special attributes)
[19:51] <~Dan> What’s the story there?
[19:52] <+TonyGrandinetti> it is a system of resource management.
[19:52] <+TonyGrandinetti> it is a pool of points (stamina) that replenishes at a certain rate (stam regen)
[19:53] <+TonyGrandinetti> stamina is used to activate a wide array of special combat and movement options, as well as powering spells and other talents
[19:54] <~Dan> Could I stop you there for just a moment?
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[19:54] <+TonyGrandinetti> yes you can
[19:55] <~Dan> I’m often leery of stamina/endurance/etc. being the limit on spellcasting, because it suggests that successful spellcasters are hale and hearty sorts (as opposed to feeble but powerful wizards). Any thoughts on the subject?
[19:55] <+TonyGrandinetti> sure
[19:56] <+TonyGrandinetti> the stamina resource can represent whatever you want in terms of inner power
[19:56] <+TonyGrandinetti> it is in no way tied to you base attributes
[19:57] <+TonyGrandinetti> it is determined by your level, talents and certain augmentations
[19:57] <+TonyGrandinetti> if you are a paragon of physical prowess, your stamina is a result of training and endurance
[19:57] <@Silverlion> So the game has a level based element?
[19:58] <+TonyGrandinetti> yes, the game is both point based, and level based
[19:58] <+TonyGrandinetti> you are give points to make your character
[19:59] <+TonyGrandinetti> as well as points as you advance ( a kind of experience system)
[19:59] <+TonyGrandinetti> when you reach certain milestones of points (simply called build points) you advance in levels
[20:00] <+TonyGrandinetti> levels determine certain dirived attributes as well as the “caps” on talent tiers, skills and attributes
[20:01] <~Dan> How powerful are 1st-level characters?
[20:03] <+TonyGrandinetti> First level characters are the equivalent of well trained entry level professionals in their chosen path. They have plenty of point to be good at a couple of things and to have a good amount of talents and other options.
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[20:04] <+TonyGrandinetti> a swat-like police officer, a mentored spellcaster, or a veteran hunter are good examples of 1st level skill
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[20:06] <~Dan> How broad are skills?
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[20:08] <+TonyGrandinetti> we tried to keep skills relatively broad. There are 4 melee skills, 4 ranged skills, 3 spellcasting skills
[20:08] <~Dan> Do those include the potential for specialization?
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[20:09] <+TonyGrandinetti> they do not. If you want to specialize, you need to take talents. There is at least 1 talent tree available for each combat skill
[20:10] <+TonyGrandinetti> this way you specialize in a manner that is compatable with the weapon you are trying to use
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[20:11] <~Dan> Now, you mentioned the ease of creating NPCs earlier?
[20:11] <+TonyGrandinetti> yes. we included in the core book very specific guidlines for creating the different types of NPC’s found in the game.
[20:12] <+TonyGrandinetti> it is similar to an alternate character creation system, but instead of hard rules, there are instead suggestions.
[20:12] <~Dan> It seems as though PC creation is pretty involved. How do you streamline things for NPCs?
[20:13] <+TonyGrandinetti> the NPC system has all the base numbers pre-determined. by choosing the level, type, class and size of the NPC, all of its base stats are determined
[20:14] <+TonyGrandinetti> throught he application of NPC qualities these numbers are modified from the base in specific ways
[20:14] <~Dan> And does this work with monsters as well.
[20:15] <~Dan> ?
[20:16] <+TonyGrandinetti> Yes, it works for everything that is not an PC. It can make everything from a goblin ( a level 1, size 2, Natural, Humanoid) to a Pheonix (a level 7, size 6, Energy, Beast)
[20:17] <+TonyGrandinetti> By combining some basic qualities and abilities the options available are nearly limitless.
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[20:18] <~Dan> Speaking of monsters, I notice the two examples you gave there were fantasy creatures. Are most or all of the creatures of the fantasy variety?
[20:18] <~Dan> (Howdy, etaoinshrdlu!)
[20:19] <+TonyGrandinetti> In the natural world they would lean towards the ral world or fantasy type opponents
[20:19] <+TonyGrandinetti> but there are robots, vehicles, secret agents, cyborgs and basically anything you can think of
[20:19] <~Dan> Any mutants?
[20:21] <+TonyGrandinetti> Yes. There is a section of the world that is ruled (I use the term loosely) by gigantic Orc mutants from called the Collusari
[20:21] <+TonyGrandinetti> And other types of mutants that live in the ruined cities of the Verge. Mutated by the various calamities that befel the region
[20:22] <~Dan> Cool. I like mutants.
[20:22] <~Dan> 🙂
[20:22] <+TonyGrandinetti> Speaking of orcs, another interesting feature of the game is the modular race system
[20:23] <~Dan> Oh, yes — please describe that. 🙂
[20:23] <+TonyGrandinetti> players do not so much choose a race, as they build one
[20:23] <+TonyGrandinetti> the game does not assume that every member of a give race is the same
[20:24] <+TonyGrandinetti> because of this, each race is divided into a pool of Racial Traits
[20:24] <+TonyGrandinetti> starting characters gain a pool of Ratial Trait Points that are used to select the different abilities they gain from their race
[20:25] <+TonyGrandinetti> Characters are not limits to selecting traits from only a single race
[20:25] <@Silverlion> I like that idea, but how modular is “modular?” can you buy anything?
[20:25] <@Silverlion> Ah. Cool 😀
[20:25] <+TonyGrandinetti> however, the more powerful abilities of each race cost more points
[20:25] <+TonyGrandinetti> so if your racial makup is too diverse, you are limited to the more basic abilities.
[20:26] <+TonyGrandinetti> characters have the option of purchasing more points as they advance, but are limited to selecting traist tfrom the races that made up their original race
[20:27] <~Dan> Now, are all of these traits from humans, elves, orcs, or dwarves?
[20:29] <+TonyGrandinetti> yes. the only playable races in the core book are human elf, orc and dwarf. each has a pool of 15-20 racial taits to choose from
[20:29] <+TonyGrandinetti> you can be as little as 1/4 of each.
[20:30] <+TonyGrandinetti> but that would limit you to only a single 1 point option in each of the races
[20:30] <~Dan> Do you have any plans of expanding that to other races?
[20:30] <+TonyGrandinetti> yes, provided the opportunity to write more books presents itself.
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[20:31] <~Dan> We were talking monsters earlier. How extensive is your bestiary?
[20:33] <+TonyGrandinetti> The bestiary in the book is somewhat limited. We give 2-3 examples in each archetype of creatures (except Humanoid, of which we give several) for a total of about 25 opponents in the book
[20:34] <+TonyGrandinetti> but with the system provided you can make any creature you can think of in about 5 minutes
[20:35] <~Dan> How much guidance do you provide as to the sorts of creatures that it makes sense to create?
[20:36] <~Dan> For example, are there demons in the setting, and if so, what is their nature?
[20:36] <+CaptainMal> Sorry to disturb, what is being discussed at the moment
[20:36] <~Dan> Hello, CaptainMal! We’re discussing Emergence, a multigenre RPG.
[20:36] <+CaptainMal> Thank you very much
[20:37] <~Dan> (Link: http://www.playemergence.com/)http://www.playemergence.com/
[20:37] <+TonyGrandinetti> We provide a number of examples to get peoples imaginations going. In addition there are several mentions of different types of creatures in the fluff and art.
[20:37] <+TonyGrandinetti> There are Demons. They are called Infernals most of the time
[20:38] <+TonyGrandinetti> They mostly speak to the mortal realm through the minds of the their servants
[20:38] <+TonyGrandinetti> but they can be summoned through the bodies of sacrifices
[20:39] <~Dan> On a related note, does the setting have a detailed cosmology? Are their literal gods?
[20:39] <+TonyGrandinetti> there is a talent tree called Infernalism and the process of summoning is discussed in further detail in the adventure “Within a Heart of Darkness”
[20:39] <+TonyGrandinetti> There is no detailed cosmology
[20:40] <+TonyGrandinetti> arcanists know there are worlds outside the one we live in
[20:40] <+TonyGrandinetti> but they dont know enough to map it
[20:40] <~Dan> (CaptainMal: The floor is open to questions if you’re inclinded, btw!)
[20:41] <+CaptainMal> I figured I’m happy just listening though
[20:41] <~Dan> (Certainly. 🙂 )
[20:41] <+TonyGrandinetti> there are beings of great power beyond the veil. The Smiting, Prayer and Infernalism talent trees deal with these beings
[20:41] <+TonyGrandinetti> but there is no concrete evidence of actual gods
[20:41] * ~Dan nods
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[20:43] <~Dan> Can you give us an idea of the higher end what magic and science can accomplish in the setting?
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[20:43] <~Dan> (Howdy, Songtress!)
[20:43] <+Songtress> ((Thanks)
[20:45] <+TonyGrandinetti> Yes. Outside of Plot devices (rituals and the like that drive campaigns) PC’s can create earthquakes that topple buildings, create earthen behemoths to crush their enemies, raise a horde of undead servants, create pocket dimensions, teleport great distances of travel incredibly fast
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[20:47] <+TonyGrandinetti> they can raise near impenetrable walls of force, summon angel-like beings and tear the blood from their enemies only to animate it to attack others.
[20:48] <~Dan> Pretty impressive stuff. 🙂
[20:48] <+TonyGrandinetti> technology can make transforming cars that can fly, power armor that can flip over a bus, laser weapons that can cut a car in half and can completely rebuild a human body
[20:48] <+TonyGrandinetti> these are all things that are actual talents and equipment in the game
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[20:49] <~Dan> Nice. 🙂
[20:50] <+TonyGrandinetti> there are also a variety of augmentations that characters can use to enhance their characters
[20:50] <+TonyGrandinetti> these can be either acrane or technological in nature
[20:50] <+TonyGrandinetti> but thats an entirely different topic
[20:51] <~Dan> So we have about 10 minutes left in regular time. I should mention that you’re welcome to hang out with us as long as you like, and, in fact, are welcome here any time to discuss your game, or just to chat.
[20:51] <~Dan> That said, is there anything that we haven’t covered that you’d like to mention?
[20:53] <+TonyGrandinetti> We didnt talk about equipment mods or the augmentations. They can be summed up like this. They dive you thousands of options for creating and advancing your character.
[20:53] <+TonyGrandinetti> There are dozens of different equipment mods
[20:53] <+TonyGrandinetti> as well as hundreds of potential augmentations
[20:54] <+TonyGrandinetti> the result is probably unprecedented variety for character creation in a core rulebook.
[20:54] <~Dan> And is the rulebook available now?
[20:55] <+TonyGrandinetti> The core rulebook will be available within the week on drivethrurpg.com
[20:56] <+TonyGrandinetti> in PDF form
[20:56] <+TonyGrandinetti> the hardcopy books will initially be available through the same site
[20:56] <+TonyGrandinetti> and will be printed in full color
[20:56] <~Dan> Nice!
[20:57] <+TonyGrandinetti> Hopefully we will be able to expand shortly thereafter to other markets
[20:57] <@Silverlion> Sounds cool.
[20:57] <@Silverlion> I hope it does well.
[20:57] <+TonyGrandinetti> Thank you very much
[20:57] <+TonyGrandinetti> Thank you for having me here and giving me the floor to ramble on
[20:58] <~Dan> Our pleasure, Tony! As I mentioned, you are welcome any time. We have quite a few game authors who hang out here regularly. Silverlion, for one. 🙂
[20:59] <+TonyGrandinetti> If you want any more information our website (Link: http://www.playemergence.com)www.playemergence.com will be getting regular updates as we upgrade the site
[20:59] <~Dan> By the way, I’m also a game reviewer, if you’d be interested in providing a review copy when the time comes.
[20:59] <+TonyGrandinetti> I would love to. I will let you know when they are available
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[20:59] <~Dan> Great!
[20:59] <~Dan> (Howdy, MonkofLords!)
[20:59] <+TonyGrandinetti> Thanks again guys. Have a good night.