[19:01] <+Rachel> My name is Rachel Kronick. I’m a long-time gamer, and I recently (2012) published my first RPG, Blade & Crown.
[19:01] <+Rachel> B&C is fantasy roleplaying that balances 80s realism and indie narrativism.
[19:02] <+Rachel> I am almost done editing the first adventure for B&C, “The Bandit Map”.
[19:02] <+Rachel> Hopefully it’ll be available soon!
[19:03] <+Rachel> It’s cool to be here. Thanks to Dan for inviting me.
[19:03] <~Dan> You’re very welcome!
[19:03] <+Rachel> Okay, I think I’m (done) with introductions.
[19:04] <~Dan> Thanks, Rachel! The floor is open to questions.
[19:04] <~Dan> Rachel: Do you have a character sheet we can look over?
[19:05] <+Rachel> Sure! There are lots of free downloads, including the character sheet, at <(Link: http://www.bladeandcrown.com/#downloads)http://www.bladeandcrown.com/#downloads>.
[19:05] <+Rachel> Here’s a direct link to the character sheet: M(Link: http://www.bladeandcrown.com/blade_and_crown_character_sheet.pdf)http://www.bladeandcrown.com/blade_and_crown_character_sheet.pdf>.
[19:05] <~Dan> Ah, so there are!
[19:05] <~Dan> Great, thanks!
[19:05] <+xyphoid> so, what’s the default gameplay you’re aiming at? dungeon exploring? high adventure? intra-party characterisation?
[19:06] <~Dan> (I’ll let you answer xyphoid’s question while I look over the sheet. 🙂 )
[19:07] <+Rachel> B&C is designed for wide-ranging styles of play. I’ve used it for murder mysteries, near-dungeon crawls, ongoing campaigns about the adventures of a troupe of actors, and more.
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[19:07] <+Voss> oh wow, I didn’t even look at the topic when I came in – what a surprise
[19:07] <+Rachel> The system is relatively gritty, but not so gritty that adventurers won’t want to be adventurous. 🙂
[19:08] <+Rachel> And Traits — personality attributes of PCs — can lead characters into lots of different adventurous situations.
[19:08] <+Rachel> xyphoid, does that answer your question?
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[19:10] <+xyphoid> so is this a ruleset + setting?
[19:10] <+Rachel> The rules sample at <(Link: http://www.bladeandcrown.com/blade_and_crown_sample.pdf)http://www.bladeandcrown.com/blade_and_crown_sample.pdf> can also help give a better sense of the game.
[19:10] <+Rachel> There is no setting included in the rules.
[19:11] <~Dan> Can you describe the core mechanic?
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[19:11] <~Dan> (Welcome to #rpgnet, Tallgeese! Here for the Q&A? 🙂 )
[19:11] <+Rachel> I’m one of those people who always wants to use a given system with a setting it’s not designed for, and I know a lot of other people share that attitude. So including a setting can feel like a waste of pages.
[19:11] <+Rachel> The core mechanic is characteristic + skill, roll Xd10, keep the highest.
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[19:12] <+Tallgeese> Hi, yes! Hi everyone
[19:12] <+Rachel> X is usually going to be in the 1-5 range, depending of course on characteristics and skills.
[19:12] <~Dan> (Tallgeese: The floor is open to questions!)
[19:12] <+Rachel> So if I roll 3, 5, 6, 8, 0, my roll is a 0 (10).
[19:12] <+Rachel> There are a couple additional rules, such as when there are multiples of the highest result.
[19:13] <~Dan> And how does that work?
[19:13] <+Rachel> But in play, it’s very fast.
[19:13] <+Rachel> Dan, did I anticipate your question?
[19:13] <+Rachel> Hi Tallgeese!
[19:13] <~Dan> Oh, sorry — I meant literally, as in how does the matching thing work. 🙂
[19:13] <~Dan> Not as in “how well”. 🙂
[19:14] <+Rachel> Pretty simply. If there are multiple highest results, each additional one gives a +1 to the total.
[19:14] <+Tallgeese> Hi Rachel!
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[19:14] <+Rachel> So 3, 5, 6, 0, 0 is two 0s, and thus the total roll is 11.
[19:15] <~Dan> I see. Easy enough.
[19:15] <+Rachel> So it’s entirely possible to roll more than 10 on the dice.
[19:15] <+Rachel> Higher results are increasingly unlikely, though.
[19:15] <+Rachel> Also, if you roll all 1s, that’s a mishap.
[19:15] <~Dan> And you say you’re generally rolling 1-5d10? I take it that the attribute scale is fairly compressed?
[19:15] <+Rachel> Definitely!
[19:16] <+Rachel> Average for PCs is 2, with 1 being weaker than average, and 3 or 4 being quite high.
[19:16] <+Rachel> Higher than 4 is super-human.
[19:16] <+Rachel> Same goes for skills.
[19:16] <+Rachel> And Traits are rated similarly.
[19:16] <+Rachel> Perhaps I should talk a little about how Traits work?
[19:17] <~Dan> Sure!
[19:17] <+Rachel> Traits resemble Aspects in Fate, or similar mechanics.
[19:17] <+Rachel> Every PC has four Traits.
[19:18] <+Rachel> Each Trait needs to be a fundamental part of the character that isn’t duplicated by another skill or characteristic, and which has both negative and positive effects on the character’s life.
[19:18] <+Rachel> So for example, a character might be Honest, or World-Weary, or Proud, or Curious.
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[19:18] <~Dan> (Howdy, KJ!)
[19:19] <+Rachel> Things like “Determined to Get Revenge on Baron Kethel”, “Fated to Become Queen” or “Fearless of Death” are also possible.
[19:19] <+Rachel> All these things can lead a character into adventurous situations, and help them get out of them, too.
[19:20] <+Rachel> Unlike systems I’ve seen, each Trait also has a numerical rating.
[19:20] <+Rachel> The rating, as I mentioned, is usually 1-4.
[19:20] <+Rachel> This is the number of dice the Trait contributes, or takes away, when you use them mechanically.
[19:21] <+Rachel> So you might say that being Fearless of Death 2 gives you 2 dice when you’re trying to attempt a death-defying leap across a chasm.
[19:21] <+Rachel> But then later, you might say that your Fearless of Death 2 Trait takes away two dice from your attempt to convince someone to join you in battle, because you come across as entirely too willing to die.
[19:22] <+Voss> fair enough
[19:22] <+Rachel> Players get tokens to track how many rating points of Traits they’ve used.
[19:23] <+Rachel> The tokens are interchangeable, so you can use one Trait to help yourself and then use another Trait to get the tokens back.
[19:23] <+Rachel> It’s kind of like Fate or other games with hero/luck/fate points, in that there’s an economy of Trait tokens.
[19:23] * ~Dan nods
[19:23] <+Rachel> But I haven’t seen many other games where the Traits actually have numerical values.
[19:24] <+Rachel> That means that a Trait can be huge, or minimal in effect.
[19:24] <+Rachel> So if you’re Fearless of Death 1, you don’t worry too much about dying. But if you’re Fearless of Death 4, you might act like you have a full-on death wish.
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[19:25] <+Rachel> Traits can also have narrative effects. So you could ask the GM to simply rule that your Honest 2 Trait impresses the NPC with your honesty, and they agree with you.
[19:25] <+Voss> is it always player initiated or can a GM call it out as well?
[19:26] <+Rachel> Or you could say “I’m going to reveal that I’m actually the spy, and get two tokens back for my Honest 2 Trait, okay?”
[19:26] <+Rachel> Trait use is pretty much entirely up to the player.
[19:26] <+Rachel> The GM and other players can set up situations where your Traits might come into play, of course.
[19:27] <+Rachel> And I explicitly state in the rules that if one of your Traits hasn’t come in useful for a long time, consider either changing it or asking the GM to make it come up more often.
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[19:27] <~Dan> I see that you have both Agility and Dexterity on the character sheet. In combat, what governs what?
[19:28] <~Dan> (Howdy, Ettin!)
[19:28] <+Rachel> Agility is being able to move around well, dodge, avoid falling into traps, etc.
[19:29] <+Rachel> Dexterity is pretty much just manual dexterity. So it usually governs, for example, using a dagger, or setting a trap.
[19:29] <+Rachel> It’s pretty old-school (well, for 80s values of that) to split the two, but I find it works well.
[19:30] <+Rachel> Strength, Endurance, Dexterity, Agility and Perception all come up pretty equally in combat. Other characteristics can come in, too.
[19:30] <+Voss> nothing wrong with that — anything to help stat dumping
[19:30] <+Rachel> So no one characteristic is the “god stat”.
[19:30] <+Rachel> Exactly, Voss.
[19:30] <+Rachel> Aura is, I should mention, explicitly a “dump stat” for non-magical PCs, though.
[19:31] <+Voss> I find myself doing some odd divisions of things to prevent that in a system I’m working on
[19:31] <+Rachel> Unless you want to be magically sensitive, or a mage, there’s no reason to have higher than 0 in Aura.
[19:31] <~Dan> So… is Strength used for most melee weapons?
[19:31] <+Rachel> Yes, I like systems where all the stats can come in handy.
[19:31] <+Rachel> Dan, no! Different characteristics are usually used with different skills.
[19:32] <+Voss> based on where she’s coming from I want to think that different types of weapons use different stats for their base?
[19:32] <+Rachel> Dagger/Knife uses Dexterity, as does Sword, for example.
[19:33] <+Rachel> But all skill attempts can use different characteristics, depending on the circumstances.
[19:33] <+Rachel> So if you’re trying to hit accurately, it might be Dexterity, while trying to hit hard might be Strength.
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[19:33] <+Voss> makes sense to me
[19:34] <+Voss> so something like a called shot or aiming at the head with a bow would be dex, and straight dual-handing a weapon would be a str attack
[19:34] <+Rachel> Actually, aiming a bow or other missile weapon is usually Perception.
[19:34] <+Rachel> But you get the idea.
[19:34] <+Voss> perfect
[19:35] <+Rachel> 🙂
[19:35] <~Dan> What governs weapon damage?
[19:35] <+Voss> I stand by the same idea
[19:35] <+Rachel> And I’ve seen characters use Rhetoric as a combat skill. That usually uses Eloquence as its governing characteristic.
[19:35] <+Voss> I’m curious about the social class bit after you get through damage
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[19:36] <+Rachel> Weapon damage depends on the weapon used, how it’s used, and most importantly on the relative rolls of the attacker and defender.
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[19:36] <+Rachel> It actually requires a little bit of arithmetic to determine, but I find it goes pretty quick.
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[19:37] <+Rachel> The formula is ((difference between attacker and defender’s rolls) + weapon damage factor)/2.
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[19:37] <~Dan> Does Strength factor in to the weapon damage factor of melee weapons? Or is that just up to degree of success?
[19:38] <+Rachel> Strength is the usual characteristic for some weapon skills, so it factors in there. And some weapons require a particular STR to use them.
[19:38] <+Rachel> But STR doesn’t directly figure into the damage calculation.
[19:39] <+Rachel> Does that make sense?
[19:39] <~Dan> Hmm…. I’m thinking through the implications of that.
[19:39] <~Dan> Yup, it does.
[19:39] <+xyphoid> i quite like that actually
[19:39] <~Dan> So, the usual question that sort of set-up brings up is this: How do you create a monster that hits rarely but hits hard?
[19:39] <+Rachel> Having a higher STR with a weapon that uses STR gives you more dice, of course, which increases your chances of a successful attack (or defense, if you’re using the weapon to block).
[19:40] <+Rachel> I’d give the monster a weapon that has a high damage factor, which has a correspondingly high minimum STR, but which uses DEX for its usual characteristic.
[19:41] <~Dan> What if it’s a Giant just trying to punch someone, though?
[19:42] <+Rachel> Hmm, tricky… Perhaps say that it has to use Dexterity for the attack, and call the weapon Enormous Crush to model the large fists.
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[19:43] <~Dan> Speaking of which, how does the Size stat factor in?
[19:43] <~Dan> (Howdy, Kzar_!)
[19:43] <+Rachel> It’s not used all that much, except for when you want to carry someone. But it’s still handy to give a sense of scale.
[19:44] <+Rachel> I actually need to take a short break. Be back in a minute or so.
[19:44] <~Dan> Sure!
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[19:45] <+Rachel> Okay, back.
[19:45] <+Voss> wb
[19:46] <+Rachel> Should we talk about social class? I’m happy to answer more questions about combat, too.
[19:47] <+Voss> well I’m curious about how it comes into play
[19:47] <+Voss> I notice you mention it for being able to afford certain equipment
[19:47] <+Voss> but that’s it
[19:47] <+Rachel> I use SC because I like systems with abstracted wealth.
[19:48] <+Rachel> It avoids all the penny-counting that I sometimes see in games.
[19:48] <+Rachel> SC is the source of your Wealth level.
[19:48] <+Rachel> Your Wealth starts equal to your SC, but Wealth can go down when you buy something really expensive.
[19:49] <+Rachel> And Wealth can go up when you get a huge treasure or gain the patronage of the Baroness.
[19:49] <+Rachel> Wealth then moves slowly back to its default level — your SC — whether that means that it moves up, or moves down.
[19:50] <+Rachel> If you want to be rich and stay that way, you have to move your SC as well. Get yourself knighted, or a seat on the town council.
[19:50] <+Rachel> Also, I should note, SC is the exception to the 1-4 range for characteristics.
[19:50] <+Rachel> SC goes from 0 to 20.
[19:50] <+Rachel> 0 is an outlaw. 20 is monarch of a huge, important country.
[19:51] <+Rachel> Most townsfolk will be in the 7-10 range, while folks in the countryside will be in the 3-8 range.
[19:51] <+Voss> so it would be possible for someone with a moderate SC to buy a few bits of armor for their fellow adventurers without their SC or wealth dropping?
[19:51] <+Rachel> Depending on society, of course.
[19:51] <+Rachel> Yep, you can definitely buy things for other people.
[19:51] <+Rachel> It’s kind of surprising how little people do it, though. 🙂
[19:52] <+Voss> that’s why it’s always handy to be the crafting guy
[19:52] <+Rachel> It can mean that one character in the party bankrolls the others, but that just seems realistic, to me.
[19:52] <+Rachel> 🙂
[19:52] <+Voss> “Well, I can do this so we can make this 100x easier, but you gotta buy the supplies.”
[19:52] <+Rachel> Of course, if you spend all your time maintaining a business, that leaves no time for adventuring.
[19:53] <+Rachel> My current group, who are all actors in a troupe, have an interesting time balancing that.
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[19:53] <+Rachel> Luckily, the game includes lots of encouragement for PCs to be adventurous and not just sit around earning money.
[19:54] <+Voss> I hope so, but I’m sure there’s shop management rpgs out there
[19:54] <+Rachel> Haha! 🙂
[19:55] <+Rachel> Oh, also, there’s a minimum SC for some items. That can model how, for example, no one will let you carry a knight’s sword, even though you’re the leader of the town council.
[19:55] <~Dan> That’s a nice touch.
[19:55] <+Rachel> That may have been what you meant for being able to afford certain equipment.
[19:56] <+Tallgeese> One of the fun campaign models we played recently (this is another group of Rachel’s) was as the entourage of a PC who was a noble. it was a lot of fun. I think I called it Entourage, which some folks didn’t approeciate
[19:57] <~Dan> Oh, speaking of knights, how does armor work? Armor class? Damage reduction? Something else?
[19:57] <+Rachel> It can be a lot of fun to have all the PCs be in the orbit of one PC, yes. Adds to group cohesion, certainly!
[19:58] <+Rachel> Armor works by damage reduction. There are different damage types, too: Blunt, Cut, Pierce, Burn, Shock, Acid.
[19:59] <~Dan> So does every sort of armor have a rating for each sort of damage?
[19:59] <+Rachel> Yep!
[19:59] <~Dan> Wow… Realistic, but seems like that would be hard to keep track of.
[20:00] <+Rachel> It’s a bit of investment at the beginning, but then it works very smoothly in play.
[20:00] <+Rachel> And there are pre-determined armor types, where you can just copy values over, if you prefer.
[20:01] <+Rachel> See the second page of the sample NPCs for examples. Here’s one: <(Link: http://www.bladeandcrown.com/ardos_the_bandit.pdf)http://www.bladeandcrown.com/ardos_the_bandit.pdf>
[20:03] <+Rachel> And when you layer different armor types, there’s no adding. You just keep the highest value.
[20:04] <+Tallgeese> With party-building, such as the entourage of a knight, players can choose Traits which create bonds to each other. That cements group cohesion further – not exactly the same way as in Fate chargen but I think it worked well
[20:04] <+Tallgeese> for creating bonds between some of the knight’s followers
[20:04] <+Rachel> Yep, and choosing Traits that tie you to the other PCs will usually give extra points for characteristics or skills.
[20:04] <~Dan> What’s the magic system like?
[20:05] <+Rachel> I like systems with explicit enticements for PCs to stick together and care about each other. 🙂
[20:05] <+Rachel> Magic kind of acts like Traits.
[20:05] <+Rachel> Spells are powered by Nodes, which are knots of elemental power.
[20:05] <+Rachel> Spell effects are intentionally vague.
[20:05] <+Rachel> Let me get an example…
[20:07] <+Rachel> Immolation (Fire, Magnitude 3): Causes one person to suddenly be enveloped in flames.
[20:07] <+Rachel> That’s the whole description.
[20:07] <+Rachel> I deliberately didn’t quantify things, because magic is supposed to be another method by which players can get narrative control.
[20:08] <~Dan> Is the Magnitude the base damage?
[20:08] <+Rachel> Within the limits of the power level (magnitude) of the spell, the GM should let the player describe its effects.
[20:08] <+Rachel> Magnitude is a measure of general power level. Magnitude 1 is very simple. Magnitude 6 or more is *huge*.
[20:09] <~Dan> So how would the GM determine how much damage the fire does?
[20:09] <+Rachel> Example Magnitude 8 spell: The Inferno. Causes a large portion of the world to be bathed in flames.
[20:10] <+Rachel> If needed, the GM can calculate damage from spells. I recommend (magnitude +1)^2, if required.
[20:10] <+Rachel> But as much as possible, the player should get to just describe the effects.
[20:11] <+Rachel> Tweaking the availability of nodes is one of the biggest ways of setting the overall power level of a game.
[20:11] <+Rachel> If high-magnitude nodes are easy to find, then there will be a lot of powerful magic around.
[20:12] <~Dan> And I see that magic is all elemental?
[20:12] <+Rachel> But the default assumption is that high-power nodes will be things a mage has to seek out — and go through adventures to find.
[20:13] <+Rachel> Religious miracles are a completely different system.
[20:13] <+Rachel> Magic per se is all elemental, yes.
[20:13] <~Dan> How do miracles work?
[20:14] <+Rachel> But I assume that different elements will have wide-ranging meaning. Fire is the magic of flames, yes, but also heat, anger, shaping & reshaping, and more.
[20:15] <+Rachel> Miracles are basically very difficult skill rolls, using Religion + Divine Favor.
[20:15] <+Rachel> They’re quite difficult to achieve, and will usually result in ambiguous effects.
[20:15] <+Tallgeese> Rachel may have mentioned this but my last PC was basically the Fullmetal Alchemist
[20:15] <+Rachel> But when they work well, they can have big effects.
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[20:16] <+Rachel> They can create new Traits, for example.
[20:16] <+Rachel> Or they can give narrative power.
[20:19] <+Rachel> Other things like oaths, curses and blessings use more or less the same system.
[20:20] <~Dan> Do the rules include a bestiary?
[20:20] <+Rachel> Definitely!
[20:20] <~Dan> How extensive is it?
[20:22] <+Rachel> Eight pages of pretty dense blocks for waterdrakes, whales, wights, wolverines, wolves and wyrms. And that’s just the W’s.
[20:22] <+Rachel> And I think it’s pretty easy to create new creatures, too.
[20:23] <~Dan> Do you know offhand how many creatures there are total?
[20:24] <+Rachel> I count 40 non-humanoid creature types.
[20:25] <+Rachel> 10 basic human NPC types (bandit, knight, sailor, etc.) and 7 non-human humanoid types.
[20:25] <~Dan> Speaking of humanoids, are there non-humans available for PCs?
[20:25] <+Rachel> 🙂
[20:25] <+Rachel> The game assumes all PCs will be human.
[20:26] <+Rachel> I have elves as an NPC type, but those are more the “making trouble for carpenters” type than Tolkien’s variety.
[20:27] <+Rachel> But a player was looking for some ways of doing Tolkien-style elves and dwarves. I detailed a few approaches on my blog: <(Link: http://www.bladeandcrown.com/blog/2013/03/28/feedback-lances-elves-and-supplements/)http://www.bladeandcrown.com/blog/2013/03/28/feedback-lances-elves-and-supplements/>.
[20:27] <+Rachel> Long story short: I suggest using Traits to model the aloofness, long life, sturdiness, etc. of elves and dwarves.
[20:28] <+Rachel> And there’s nothing to prevent a PC from being an elf, dwarf or sandspider, if that’s what works for your group.
[20:28] <~Dan> Would it be correct to say that the default implied setting is more folkloric than high fantasy, then?
[20:28] <+Rachel> Yeah, probably.
[20:29] <+Rachel> I was kind of trying to model what people in the middle ages thought the world was like. But that’s not absolute.
[20:29] <~Dan> Are the humanoids the “usual suspects” like goblins, orcs, and ogres?
[20:30] <+Rachel> Yes. Dragonmen, Elves, Gargoyles, Goblins, Ogres and Trolls.
[20:31] <+Rachel> I find that, with the systems in place, it’s also very easy to create new types.
[20:32] <~Dan> What are your dragons like?
[20:32] <+Rachel> I try to keep them like magic: powerful, mysterious and rare.
[20:33] <+Voss> shoe gnomes man
[20:33] <+Voss> they’re the worst
[20:33] <+Rachel> I had to call in Orkin just the other day. 🙂
[20:34] <~Dan> Shoe gnomes will steal your sole.
[20:34] <+Rachel> Dragon breath does a base of damage factor 20, which is pretty huge.
[20:34] <+Rachel> Dan, argh! Into every chat, some pun must fall.
[20:34] <+Voss> **rimshot**
[20:34] <~Dan> Into this chatroom, a LOT of pun must fall. You have been warned. 😉
[20:35] <+Rachel> But I also try to emphasize that all the creature descriptions are general tendencies. Dragons, and everything else, can be bigger, faster, slower, more magical, or whatever.
[20:35] <~Dan> I see that damage comes straight off of attributes. Looks like the system has a pretty steep death spiral.
[20:35] <+Rachel> And I think the system supports changing those kinds of things on the fly.
[20:36] <~Dan> Which isn’t a criticism, mind you. Just an observation.
[20:36] <+Rachel> Maybe not as steep as you might think. Skills don’t go down, so a character can keep fighting pretty well even when they’re hurt.
[20:36] <~Dan> Ah, I see.
[20:36] <+Rachel> I wanted to keep the system not so deadly that PCs would avoid combat entirely.
[20:36] * ~Dan nods
[20:36] <~Dan> When is a character dead?
[20:37] <+Rachel> Of course, a lot of players take any damage at all as reason to shy from combat. But that can’t be helped.
[20:37] <+Voss> death spiral?
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[20:37] <~Dan> (Howdy, Le_Squide!)
[20:37] <+Rachel> A character is dead when the total of their negative characteristics is -4.
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[20:37] <+Rachel> The death spiral is the tendency for hurt characters to do worse,
[20:37] <&Le_Squide> (Heya!)
[20:37] <+Rachel> and thus get closer to death,
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[20:38] <+Rachel> and sometimes for the first one hurt to inevitably be the first one dead.
[20:38] <~Dan> (Howdy, Silverlion! I was wondering where you were.)
[20:38] <+Voss> that’s what I figured
[20:38] <+Rachel> Hi Silverlion!
[20:38] <~Dan> (Silverlion is one of our “resident” game authors. 🙂 )
[20:38] <@Silverlion> Long logn sorry. Tell you after the chat.
[20:39] <~Dan> (No problem, buddy.)
[20:39] <+Rachel> Yep, and he gave me some very helpful feedback about B&C before publication!
[20:39] <~Dan> Oh? Good! 🙂
[20:39] <+Voss> I use an “impairment” system like that, but the whole thing is based on team work and if a character gets into a perilous situation, they can bunker up and survive until the threat’s over
[20:39] <+Voss> keep the medic in the back!
[20:39] <@Silverlion> B&C is out? YAY!
[20:40] <~Dan> Random question: What are your trolls like? I love trolls. 🙂
[20:40] <+Rachel> It’s possible to get pretty hurt in a B&C combat but still come out okay. I want it gritty, but not so much so that PCs always run from combat.
[20:41] <+Rachel> Trolls are the kind that regenerate. They’re big, nasty and foul. And no one knows how to kill them.
[20:41] <+Rachel> Like, *really* kill them.
[20:41] <+Rachel> Silverlion, yep, been out for a while! 🙂
[20:41] <~Dan> Cool. 🙂
[20:42] <@Silverlion> Good. 😀
[20:42] <~Dan> On that subject, where is it for sale, Rachel?
[20:43] <+Rachel> The easiest place to find purchase links is on the website, at <(Link: http://www.bladeandcrown.com/#purchasing)http://www.bladeandcrown.com/#purchasing>.
[20:43] <+Rachel> The PDF is for sale on DriveThru: <(Link: http://rpg.drivethrustuff.com/product/105822/Blade-%26-Crown)http://rpg.drivethrustuff.com/product/105822/Blade-%26-Crown>.
[20:43] <+Rachel> The B&W print edition is on Lulu: <(Link: http://www.lulu.com/commerce/index.php?fBuyContent=13341582)http://www.lulu.com/commerce/index.php?fBuyContent=13341582>.
[20:44] <@Silverlion> Will try and get it soon..(like this year, stupid moneys..)
[20:45] <+Rachel> (If you’re interested in a color edition, let me know! Seemed like it’d be too expensive, so I never made it available, but I will if enough folks are interested.)
[20:45] <+Rachel> And let me briefly plug Silverlion’s High Valor! I bought it at my favorite FLGS a while back. It’s a great system, with some very nifty ideas.
[20:46] <@Silverlion> Colors are awesome, how much does it run?
[20:46] <+Rachel> PDF is US$10. B&W print is $28 plus shipping. I forget how much color was going to run, but considerably more than that.
[20:47] <@Silverlion> Thank you 😀
[20:47] <+Rachel> PDF is of course color… but maybe that isn’t obvious.
[20:47] <@Silverlion> Yeah..cool. 10 bucks is in my price range, but I like print books and that’s not bad for a print run at all.
[20:47] <~Dan> How many pages is it?
[20:48] <+Rachel> 177 + vi.
[20:48] <+Rachel> If that makes sense.
[20:48] <~Dan> I think so.
[20:49] <+Rachel> The rules sample <(Link: http://www.bladeandcrown.com/blade_and_crown_sample.pdf)http://www.bladeandcrown.com/blade_and_crown_sample.pdf> includes the complete table of contents, the quickstart section and the complete index, for anyone interested.
[20:49] <+Rachel> “vi” being the frontispiece stuff: table of contents, introduction, credits, etc.
[20:49] * ~Dan nods
[20:50] <~Dan> So, it’s time for my obligatory “10 minute” note to our guest. 🙂
[20:50] <@Silverlion> Awesome.
[20:50] <+Rachel> Thanks, Dan. I’ll stick around longer if folks have more questions.
[20:50] <~Dan> Rachel, I’d like to make sure you know that you (like all game authors) are always welcome to hang out with us and promote your game.
[20:51] <~Dan> So, yes, you are welcome to hang out with us as long as you like and answer questions. 🙂
[20:51] <+Rachel> Thank you! This is a fun place to hang out. I’ll have to stop by more often — it feels weird dominating the conversation like this.
[20:51] <~Dan> That said, is there anything we haven’t yet covered that you’d like to bring up in what’s left of “regular time”?
[20:53] <+Rachel> Well, first, let me say that I think B&C is a game that does one particular kind of gaming very well. I have a bunch of little innovations in there. Check it out!
[20:53] <+Rachel> And I should also mention that I am nearly done with the first published adventure, “The Bandit Map”. I hope to have it done Real Soon Now.
[20:54] <~Dan> (TM)?
[20:54] <~Dan> 🙂
[20:54] <+Rachel> No, I don’t think I could trademark that. 🙂
[20:54] <+Rachel> Also, I’d like to ask Tallgeese if there’s anything he thinks I missed. He’s been one of the greatest playtesters in my games, so he probably has insight I don’t.
[20:55] *** Kzar_ is now known as Kzar
[20:55] *** stryck is now known as kAFKaesque
[20:55] <~Dan> Any thoughts, Tallgeese? 🙂
[20:56] <+Rachel> Also also, please check out my blog: <(Link: http://www.bladeandcrown.com/blog/)http://www.bladeandcrown.com/blog/>. I have tons of things there, including rules supplements and ideas for B&C, general thoughts on gaming, reviews of FLGSs, convention reports and more.
[20:57] <+Rachel> When I get “The Bandit Map” finished, I’ll announce it on the blog first.
[20:57] <@Silverlion> I wish I had the time to write adventures…
[20:57] <+Rachel> And perhaps finally, I’ll note that I still have a Sooper Sekrit Project in the works. Can’t say much more, but I’ll mention that it involves Kickstarter. 🙂
[20:57] <~Dan> Do you plan on creating a setting for the game at some point?
[20:57] <~Dan> Or is that a Sekrit? 🙂
[20:58] <+Rachel> Well, it’s taken me about two years to get “The Bandit Map” ready, so I’m not prolific when it comes to supplements.
[20:58] <+Tallgeese> Will a Sekrit be revealed?
[20:58] <+Rachel> Dan, yes, that is part of the Sekrit. 🙂
[20:58] * ~Dan nods sagely
[20:59] * ~Dan knows these things
[20:59] <~Dan> Because I am… me.
[20:59] <+Rachel> I don’t think it’s ready for a public announcement yet, but I hope for Soon.
[20:59] <~Dan> Cool. 🙂
[20:59] <+Rachel> I definitely want to get “The Bandit Map” done first.
[20:59] <+Tallgeese> Rachel did you mention the influence of Swordbearer?
[20:59] <+Rachel> No, I don’t think I did.
[21:00] <+Rachel> My two big influences in writing B&C were Swordbearer and HârnMaster.
[21:00] <+Rachel> But of course, with my own innovations.
[21:00] <~Dan> I should hope so. 🙂
[21:00] <+Rachel> Traits are pretty much my own thing, for example.
[21:00] <@Silverlion> Your ideas are always awesome..and should be written for your games….
[21:00] <+Rachel> Yes, exactly!
[21:01] <+Rachel> But if you know Swordbearer or HârnMaster, you’ll definitely see some influence in there.
[21:01] <+Tallgeese> I need to sign off now – thanks, Dan and Rachel for talking about the game!
[21:01] <+Rachel> Thanks, Tallgeese! Cool to see you here.
[21:01] *** Tallgeese has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[21:01] <~Dan> Bye, Tallgeese! Don’t be a stranger!
[21:01] <~Dan> Ooops.
[21:02] <~Dan> Please pass that along as time permits, Rachel. 🙂
[21:02] <+Rachel> Nothing pressing right now. I’ll keep annoying you for 20 minutes or so.
[21:02] *** Dr_Caine_5 is now known as Bill
[21:02] <~Dan> Excellent. 🙂
[21:03] <~Dan> If you don’t mind, I’ll go ahead and log the chat at this point, though, so that I can get it posted and get you the link. 🙂
[21:03] <+Rachel> Voss and xyphoid, did I answer all your questions? I feel like some might’ve gotten cut off, or cut short.
[21:03] <+Rachel> Dan — sure, sounds great!
[21:04] <~Dan> Cool. Thanks for coming by, Rachel! (Not to rush you off — just to get that “on the record”. 😉 )
[21:04] <+Rachel> 🙂