[19:09] <+ActorMikeY> Well, greetings, all! My name is Mike Yow, a dabbling game designer and professional actor (and acting coach). I’ve recently designed Savage Kingdoms, a dark fantasy sword-and-sorcery style tabletop RPG.
[19:10] <+ActorMikeY> The game has recently been Kickstarted, with over 300% funding, and so I now find myself with an actual game line and Rewards to fulfill. 😉 (done)
[19:10] <~Dan> Thanks, Mike!
[19:10] <~Dan> The floor is open for questions!
[19:11] <+Abstruse> What’s the game about?
[19:11] <+ActorMikeY> The game is set in a fairly dark and gritty sword-and-sorcery style setting, more Conan the Cimmerian and Game of Thrones than high fantasy.
[19:11] <@Silverlion> Do you have a sample PC sheet? What is the basic mechanics
[19:11] <+Abstruse> Low magic then?
[19:12] <+Voss> When you have a moment, mine is rather broad. But why would I play Savage Kingdoms over any of the many other fantasy RPG games already out there?
[19:12] <+ActorMikeY> Yes, low to medium magic. Sorcerers are often looked upon with deep suspicion, save for perhaps the Sidhe (elves), of whom is somewhat expected.
[19:13] <+Matt> I’ve actually made an excel based character sheet to go along with mike’s PDF version
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[19:13] <+ActorMikeY> Good question, Voss. I’d have to say that it features a fairly refreshing setting and game engine, featuring only the use of a single d20.
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[19:13] <~Dan> (Question pause.)
[19:13] <+ActorMikeY> True, there’s the “regular” character sheet, a two page PDF, and Matt has designed an Excel version as well.
[19:13] <+ActorMikeY> sorry… 😉
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[19:15] <~Dan> ActorMikeY: Is the character sheet posted somewhere?
[19:15] <+ActorMikeY> I just have it as a Quark and PDF file right now, unfortunately.
[19:15] <+ActorMikeY> Any way to post files here?
[19:16] <~Dan> No, but if you can post it to a web page, we can get it that way.
[19:16] <~Dan> Is the Excel version somewhere we could see it, Matt?
[19:16] <+Voss> yeah, if you used dropbox or some similar host
[19:16] <+ActorMikeY> Let me do that…just as a sec.
[19:17] <+Matt> Right now it’s on a Facebook message post, I can’t access from here tho
[19:18] <+ActorMikeY> (Link: https://www.facebook.com/groups/dragonsea/)https://www.facebook.com/groups/dragonsea/
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[19:18] <+ActorMikeY> This is the FB group page it’s posted to, if it helps at all.
[19:18] <@Silverlion> Can’t see it without joining. Don’t know enough yet 😀
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[19:19] <+ActorMikeY> What’s your Facebook name, Silverlion, and I can add you if you like.
[19:19] <@Silverlion> I need to know more about the game first! 😀
[19:20] <@Silverlion> (I’ve already requested a join..:D)
[19:20] <+ActorMikeY> Just added Timothy and Dan.
[19:20] <~Dan> At least I can get the logo from there. 🙂
[19:20] <+ActorMikeY> True, that. 😉
[19:21] <~Dan> Okay, got the character sheet. Let’s see here…
[19:21] <@Silverlion> Look at all those derived traits….and math!
[19:21] <+SpookBus> Oh boy math
[19:21] <+ActorMikeY> Ah, math indeed!
[19:22] <+ActorMikeY> Simple math, though.
[19:22] <~Dan> Yeah, nothing too terrible.
[19:22] <+matt> That’s why the excel sheet is nice it does the work for you
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[19:22] <~Dan> Okay, so this is an attribute + skill system, ActorMikeY?
[19:22] <+ActorMikeY> This is the Beta playtest sheet, so the final one will probably look a bit more artistic.
[19:23] <+ActorMikeY> Aye, Dan. Attribute + total skill bonus (or just Attribute is no skill levels in the skill in question).
[19:23] <+Abstruse> Is it dice pool or a single die roll?
[19:23] <+ActorMikeY> Full Attributes are added, instead of attribute mods every two scores, etc.
[19:24] <+ActorMikeY> Single die roll. Faster game-play for narrative roleplay.
[19:24] <~Dan> A d20?
[19:24] <+ActorMikeY> In combat, for example, even damage is figured off the single attack roll.
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[19:25] <+matt> With exploding 20s!
[19:25] <+Abstruse> Can you walk us through a simple resolution so we can see how it works?
[19:25] <+ActorMikeY> Aye, a d20. And slightly less wonky than a D20 game, since the modifiers are slightly larger.
[19:26] <+ActorMikeY> Okay, cool. let’s say you wanted to go hunting in the wilds. That would be a use of the Survival skill, which would be 1d20 + Attribute + total skill modifier. If this equals or succeeds the DL (Difficulty Level), then you have succeeded.
[19:27] <+ActorMikeY> There are also skill specialties, gained every 3 skill levels. For example in Survival, one might choose ‘hunting’, ‘tracking”,
[19:27] <+ActorMikeY> …’forest’, ‘fire-building’, etc.
[19:27] <~Dan> Do those add flat bonuses?
[19:27] <+ActorMikeY> Specialties add another +2 to the roll.
[19:27] <+ActorMikeY> yes 😉
[19:27] <~Dan> Gotcha.
[19:27] <~Dan> 🙂
[19:28] <+Abstruse> What’s the attribute range?
[19:28] <+ActorMikeY> 1-10
[19:28] <+ActorMikeY> At character creation, is actually 2-9.
[19:28] <+ActorMikeY> But it can go as low as 1, through adventuring, or raise as high as 10 or even higher.
[19:29] <+Abstruse> So if I have 3 skill levels with an attribute of 7, I’m rolling 1d20 + 10 or +12 if I have a specialization that applies?
[19:29] <+ActorMikeY> Racial modifiers are usually +1 (and -1), though a few are +2s.
[19:29] <+ActorMikeY> Aye, Darryl.
[19:30] <~Dan> And by “race” in this context, do you mean literal human races or fantasy races?
[19:30] <+ActorMikeY> Also, if you score 20 or higher than the DL, you have scored a critical success.
[19:30] <@Silverlion> What races are there?
[19:30] <~Dan> (Question pause.)
[19:30] <+ActorMikeY> Both, Dan. The primary playable race, by far, is Human, but there are many varied and colorful cultures, each with their distinct advantages and disadvantages.
[19:31] <+ActorMikeY> There are around 17 human cultures/sub-races, and then another five or six non-human races.
[19:31] <+ActorMikeY> Non-humans are actually optional, per the core rulebook.
[19:31] <+ActorMikeY> (done)
[19:32] <~Dan> ActorMikeY: You mentioned that the attack roll determines damage in combat?
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[19:33] <~Dan> (Welcome to #rpgnet, Nialldubh! Here for the Q&A?)
[19:33] <~Dan> (Howdy, MonkofLords!)
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[19:33] <+Nialldubh> Hi MikeY
[19:34] <+Nialldubh> yes
[19:34] <+ActorMikeY> Aye, Dan. For example, if you were to attempt a melee attack, you’d roll your Melee Weaponry skill (PHY + skill mod). If you score over the opponent’s Defense, then the difference between your result and the Defense rating determines the base damage.
[19:34] <+ActorMikeY> Howdy, Nialldubh! 😉
[19:34] <+Nialldubh> Just in for awhile to see chat on Savage kingdoms 🙂
[19:34] <+ActorMikeY> Each weapon has a damage modifier as well, which is then applied to the base result.
[19:34] <~Dan> And what is the effect of a critical success?
[19:34] <+Nialldubh> Greetings Mike 🙂
[19:34] <~Dan> Nialldubh: Excellent. 🙂
[19:35] <+ActorMikeY> (Nialldubh’s been doing some map work for me ;))
[19:35] <~Dan> Cool. All are welcome. 🙂
[19:35] <+Nialldubh> How do I become an idler?
[19:36] <+ActorMikeY> Dan, a critical success generally grants the character an additional bit of awesomeness, such as shoving your opponent to the ground, knocking his helmet off, damaging his shield, etc.
[19:36] <~Dan> Nialldubh: This will sound unintentionally snarky, but just stop talking. 🙂
[19:36] <+ActorMikeY> (Combat example of a critical success, anyway)
[19:36] <~Dan> Nialldubh: If you want to be an idler, I mean. 🙂
[19:36] <+Nialldubh> lol, okay 🙂
[19:36] <+ActorMikeY> LOL
[19:36] <+Nialldubh> 🙂
[19:37] <+ActorMikeY> Oh, and to further clarify weapon damage, one would then subtract any body armor (or natural armor) the opponent has.
[19:37] <+Abstruse> How do different weapons affect the damage?
[19:37] <~Dan> ActorMikeY: At this point, I should mention that I’ll be bringing up subjects we’ve addressed in previous conversations for the benefit of those here now and those reading the log. My memory isn’t quite as bad as it might seem. 😉
[19:37] <+ActorMikeY> sounds like a couple of steps (and is), but in playtesting, it’s loads faster than rolling additonal types of dice for damage.
[19:38] <+ActorMikeY> Cool. 😉
[19:38] <+ActorMikeY> Each weapon type has a Damage Modifier.
[19:38] <+ActorMikeY> For example, Dagger +0, Broadsword +4 (or +5 if two-handed), Greataxe +8, etc.
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[19:38] <~Dan> (Welcome to #rpgnet, MatKing!)
[19:39] <+ActorMikeY> Heya, Mat! 😉
[19:39] <+MatKing> MikeY!
[19:39] <~Dan> ActorMikeY: Does unarmed combat have a negative modifier, then?
[19:39] <+Abstruse> So the guy’s defense is 15 and I roll a 20 with a broadsword, the damage is 9, soaked by his armor?
[19:39] <+ActorMikeY> Mat’s another playtester.
[19:39] <~Dan> Cool. 🙂
[19:39] <+ActorMikeY> Aye, Darryl.
[19:40] <+ActorMikeY> Armor tends to run 1-8 points or so.
[19:40] <+ActorMikeY> (done)
[19:40] <+ActorMikeY> Oh, wait…shields add to Parry Defense (not armor).
[19:40] <+Abstruse> Do glancing blows have any effect? Like I hit, but I don’t make it past the armor?
[19:41] <+Abstruse> Stun damage or damage to the armor or something like that?
[19:41] <+ActorMikeY> No, they are described as they are – glancing off with no real game effect.
[19:41] <+MatKing> That was a tepid into MikeY…
[19:41] <+MatKing> er intro
[19:41] <+ActorMikeY> Although there are a few battle talents that work without actually bypassing, or punching through, armor.
[19:41] <+ActorMikeY> Heh 😉
[19:42] <~Dan> So if Physique only affects damage by way of the attack roll, and if Physique governs melee damage, what keeps superhumanly strong creatures from automatically being master combatants?
[19:43] <~Dan> Is there a scaling mechanic of some sort, maybe?
[19:43] <+ActorMikeY> Certain creatures actually have a Weakness called Clumsy (or Over-sized), which gives them a penalty on brawling or melee weaponry rolls.
[19:44] <~Dan> But wouldn’t that reduce the damage they do as well as a result?
[19:44] <+ActorMikeY> Also, Light weapons run on Agility if you take the Agile Weaponry talent.
[19:44] <+ActorMikeY> Somewhat, but the weapons they’re using usually have fairly high damage mods.
[19:45] <+ActorMikeY> (i.e. mauls, greatspears, greataxes, long horns, multiple teeth, etc.)
[19:45] * ~Dan nods
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[19:46] <~Dan> How elaborate are the Talents?
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[19:46] <~Dan> (Welcome to #rpgnet, Elvaril!)
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[19:46] <~Dan> (Welcome to #rpgnet, TimPoorary!)
[19:46] <+ActorMikeY> Pretty elaborate, Dan. They’re categorized into four types: General, Bloodline, Battle, and Sorcery.
[19:47] <+ActorMikeY> Welcome, ya’ll! =)
[19:47] <+ActorMikeY> There are probably around 50 general talents, 12 blood talents, about 40 battle talents, and maybe 20 magic/sorcery talents.
[19:48] <+ActorMikeY> (done)
[19:48] <+Abstruse> How many pages is the rulebook?
[19:49] <+ActorMikeY> So far (not quite done, but very nearly), around 320.
[19:49] <+ActorMikeY> That’s 11-point type, though, so with final formatting, probably a bit smaller.
[19:49] <+Abstruse> A lot of art?
[19:49] <~Dan> How does spellcasting work?
[19:49] <+ActorMikeY> Not too much art.
[19:50] <+ActorMikeY> Spell-casting is actually skill-based (it’s a non-class system), but one must have a certain Talent before being able to use it. It’s the only skill that requires an “entry” requirement.
[19:51] <+ActorMikeY> There are seven disciplines of magic/sorcery: Air, Earth, Fire, Water, Life, Death, and Shadow.
[19:52] <+ActorMikeY> The requirement talents are Acolyte, Apprentice, and Magical Affinity.
[19:52] <+ActorMikeY> (done)
[19:53] <~Dan> Is there any limiter on casting? Spell points or the like?
[19:54] <+SpookBus> How high powered is spellcasting compared to more convential combat from similar leveled characters?
[19:54] <+ActorMikeY> Yes, it’s based on a universal Stamina system (point-based). For example, if you have, say, 13 Stamina points and you cast a spell costing 2, then you are now down to 11.
[19:55] <+ActorMikeY> SpookBus, it seems to be pretty equal in power, and in fact, combat-focused characters can outshine sorcerers/mages somewhat easily.
[19:56] <~Dan> I see that Stamina is (Willpower x 2) + Vigor… That’s good for spellcaster types, then.
[19:56] <+ActorMikeY> I wanted magic/sorcery to be gritty, dark, suspicious, and mysterious, the way (in my opinion) it’s supposed to be. At least in sword-and-sorcery fiction.
[19:56] <~Dan> I’d be worried if it were based on pure physical endurance.
[19:56] <+ActorMikeY> And the cool thing is, Stamina is universal, so warrior types also make use of it some with certain battle talents.
[19:57] <~Dan> ActorMikeY: Speaking of which, how much of magic is quick-cast blasting type stuff as opposed to slow rituals?
[19:57] <+ActorMikeY> As such, one can build a “fighter-mage” is one likes, but one must remember that Stamina applies to both.
[19:57] <+ActorMikeY> Every spell can be performed as ritual.
[19:57] <+ActorMikeY> in fact, the default method is actually ritual-based, as per more traditional/historical magic-use.
[19:58] <+ActorMikeY> A short ritual grants +5 to the Magical Arts skill roll, and a long ritual yields +10.
[19:58] <+ActorMikeY> (done)
[19:59] <~Dan> What sorts of things does Shadow magic cover?
[20:00] <+ActorMikeY> Shadow Magic deals with illusions, delusions, divinations, light and darkness effects.
[20:00] <+ActorMikeY> So, that is, shadow in both a literal and philosophical way.
[20:01] <~Dan> And what would be used for demon summoning?
[20:01] <+ActorMikeY> I’ll check to make sure, but I believe Demon-summing is Death, Fire, and Shadow.
[20:02] <+ActorMikeY> Most spells have several disciplines attached to them.
[20:02] <~Dan> Oh? That’s interesting.
[20:02] <+ActorMikeY> Wow, the audience hath dwindled. 😉
[20:02] <~Dan> Oh, they’re still here. They’re just quiet. 🙂
[20:02] <+ActorMikeY> Heh 😉
[20:03] <~Dan> If you’re using the web-based interface, it only shows people at the top who have recently spoken.
[20:03] <+Voss> I’m here, just working on stuff and reading the log as it goes by
[20:03] <~Dan> See? Perfect example. 🙂
[20:03] <+ActorMikeY> Yeah, the multiple discipline approach enables magicians to approach spells from slightly different angles and “schools of thought.”
[20:03] <+ActorMikeY> Awesome. =)
[20:03] <~Dan> So do you add the skill levels together to cast such spells?
[20:04] <+ActorMikeY> No, just the one of your choice (presumably the highest ;)).
[20:04] <+ActorMikeY> Casting a spell while in an opponent’s reach is a -10 penalty.
[20:04] <~Dan> Ah… But is there a prerequisite involved? Do you have to know all of the relevant skills?
[20:04] <+ActorMikeY> However, there is a talent called Battle Mage that lessens this.
[20:05] <+ActorMikeY> Minimum of 5 Intellect to learn Magical Arts in general, but some spells have other prereqs as well.
[20:05] <~Dan> Well, I meant if you’re casting a spell that involves multiple arts.
[20:05] <+ActorMikeY> Such as, 5 or more levels in Life Magic, 3 or more in Healing Arts, etc.
[20:06] <~Dan> Ah, there we go. 🙂
[20:06] <+ActorMikeY> Right. =)
[20:06] <+ActorMikeY> Oh, and healing spells actually have a small Health cost to the mage as well.
[20:06] <~Dan> So let’s talk about the setting. What is it called?
[20:07] <+ActorMikeY> Usually 1 point, but up to 5 for something like Restore Life or curing an extremely potent poison or disease.
[20:07] <+ActorMikeY> Ah, okay.
[20:07] <+ActorMikeY> Why, Savage Kingdoms!
[20:07] <~Dan> Oh. Silly me. 🙂
[20:08] <+ActorMikeY> But, seriously, the “world” in the modern sense of the word (i.e. a global planet) doesn’t really have a name, although there are a couple of races/cultures that have their own names for such a concept.
[20:08] <+ActorMikeY> Instead, most folk refer to their “world” as whatever kingdom, territory, or possibly island or continent they happen to be on.
[20:09] <+ActorMikeY> However, the Eluna Sidhe (sort of like High Elves) call their concept of a world-sphere, Torion, and the Sslir (serpent-like humanoids) call it S’loora.
[20:10] <+ActorMikeY> I’m going for Dark Ages mysticism here, after all. 😉
[20:10] <+ActorMikeY> (done)
[20:10] <~Dan> Oh, speaking of which, what are the nonhuman races (other than those you’ve mentioned just now)?
[20:11] <+ActorMikeY> The non-human playable races are: Chenari (lion-like humanoids), Duergar (the Northern name for Dwarves), Eluna Sidhe (like high elves), Dark Sidhe (dark elves, but NOT Drow), Wild Sidhe (primal elves), and Sslir (serpent-men).
[20:12] <+ActorMikeY> Sslir also have three divisions or castes, the Golden (nobles/priests), the Green (hunters/assassins), and Red (warriors/protectors).
[20:13] <+ActorMikeY> Oh, and Chenari have two types: those from the isle-continent of Mezca and the main branch from the Southern Continent of Emanju.
[20:14] <~Dan> Nice!
[20:15] <~Dan> How common are these nonhumans?
[20:15] <+ActorMikeY> Pretty uncommon overall, especially the Chenair and Sslir (although they are a bit more common in the East).
[20:16] <+ActorMikeY> Even the Sidhe are fading, ala Tolkien, and the Duergar generally keep to themselves in their mountain halls.
[20:16] <~Dan> How common are monsters?
[20:17] <+Abstruse> Sorry if this is answered on your Kickstarter, but are you launching with any adventures?
[20:17] <+ActorMikeY> Also not so common as many games, particularly high fantasy ones.
[20:17] <+Voss> Did you do any sort of research or those kinds of consideration when making other races, creatures, geologic boundaries, etc.? Or did you just let your imagination go and then sort out the details afterwards.
[20:18] <+ActorMikeY> Darryl, yes, Adventures will be coming fairly soon – that was one of the Reward offers. 😉
[20:18] <+Abstruse> What sort of adventures do you have planned?
[20:18] <+ActorMikeY> Voss, a fair amount of research, but in the end, it was more about imagination and creativity, though somewhat based on “realism” and believability.
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[20:19] <+Voss> rule of cool
[20:19] <+Voss> I’ve said that enough in here the past few days
[20:19] <+ActorMikeY> Heh, yeah.
[20:19] <~Dan> Are the monsters more along the lines of “fantasy standards”?
[20:20] <+ActorMikeY> Adventures planned are set in various places around the western continent (Astagonia), mainly in Mulovia, the Thorakkian ice-wastes, the Lorinthian Empire, etc.
[20:20] <+ActorMikeY> They are, and they aren’t. For example, we have Minotaurs, Goblins (called Goblings in some regions), Trolls, etc., but many of these beasties have a twist to them in SK.
[20:21] <~Dan> Example? 🙂
[20:22] <+ActorMikeY> Aye, let’s see. Banshees are based on ancient Celtic/Irish lore, of course, but also incorporate some largely ignored lore as well as some fresh SK stuff.
[20:22] <~Dan> What are your trolls like? As I told our last guest, I love trolls. 🙂
[20:22] <+ActorMikeY> yeah, love em too.
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[20:23] <+Abstruse> What sort of stories is this game designed to tell?
[20:23] <+ActorMikeY> There are several types of Trolls, to not only fit historical lore, but also because that just fits the setting. The main type is a brutal creature, who can regenerate, and occasionally can rise to some degree of craftsmanship.
[20:24] <+ActorMikeY> So, not too different from standard here.
[20:24] <+ActorMikeY> There are Ogre-trolls, though, that are massively obese and one of their attack forms is actually rolling down a hill or slope into an invader. 😉
[20:24] * ~Dan laughs 😀
[20:25] <~Dan> So they like to throw their weight around.
[20:25] <+ActorMikeY> I was worried it might be too silly for a gritty RPG, but during a playtest with them, it was pretty darn scary.
[20:25] <+ActorMikeY> Nice… 😉
[20:25] <~Dan> If that’s how they hunt, would that make it a dinner roll?
[20:25] <+ActorMikeY> Wow…
[20:26] <+ActorMikeY> 😉
[20:26] * ~Dan will restrain himself now
[20:26] <~Dan> Oh, did you see Abstruse’s question?
[20:27] <+ActorMikeY> Ah, now I do. Sorry Abstruse.
[20:28] <+ActorMikeY> The main type of stories are about gritty survival in a dark ancient world, about civilization versus barbarism, and about how heroes can rise out of the gutter (or from the palace) and make a difference in the setting.
[20:28] <+ActorMikeY> Thematically, fairly similar to Robert E. Howard’s tales.
[20:29] <~Dan> Hmm… When it comes to the heroism bit, does the setting lend itself to Big Damn Heroes, or are they generally of the more self-involved sort like Conan?
[20:30] <~Dan> Is there much in the way of obvious evil to be trounced, in other words?
[20:30] <~Dan> Or just stuff in the way of your loot? 🙂
[20:30] <+ActorMikeY> Either, really, though Big Damn Heroes (love the reference ;)) tends to come out more with multi-player parties.
[20:31] <+ActorMikeY> its more of a grey setting, ala Song of Ice and Fire, with obvious evil things being demons and, to some extent, dragons.
[20:31] <+ActorMikeY> Definitely no aligments. =)
[20:31] <~Dan> Speaking of which, what are you dragons like?
[20:31] <~Dan> your
[20:31] <+ActorMikeY> *alignments
[20:31] <+ActorMikeY> Dragons are in a word: nasty.
[20:32] <+ActorMikeY> Only a few remain in the world, and if left unchecked, they can grow to enormous sizes and often command armies to do things for them in the world of Men.
[20:32] <+ActorMikeY> However, they are more Cthulhian in mentality than demonic.
[20:33] <~Dan> How big are we talking here? Kaiju-sized? Mountain range sized, a la Glorantha?
[20:34] <+ActorMikeY> As for a better example for me, a la Smaug (or the great dragon before him).
[20:34] * ~Dan nods
[20:34] <+ActorMikeY> My Middle-earth lore was once unmatched, but now I’ve forgotten his name.
[20:34] <~Dan> Ancalagon the Black?
[20:34] <+ActorMikeY> Yes! Or Glaurung.
[20:35] <+ActorMikeY> For example, I have Gethrax, or Terengethrion, a mighty fire-drake who’s been holed up in the Bloodrock Mountains for over five centuries.
[20:36] <+ActorMikeY> Who commands armies of Black Goblins (hobgoblins), having founded their own warrior-nation.
[20:36] <+ActorMikeY> And then there’s Valnathrax of the north.
[20:38] <~Dan> To what extent to the nonhumans interact with humans and each other? Which is to say, how plausible is a mixed-species PC group?
[20:40] <+ActorMikeY> Somewhat plausible, especially if a Sidhe or Duergar. There are reminders in the core rules about how Non-humans are optional, and therefore quite rare (most of them). Also guidelines about only allowing one per party.
[20:40] <@Silverlion> I’m kinda used to see the classic Elf, Dwarf stuff in S&S games
[20:40] <+ActorMikeY> Along with a “don;t approach them as humans with pointy ears” pep talk. The actor in me talking. 😉
[20:41] <@Silverlion> Despite their rarity in the fiction.
[20:41] <~Dan> Yes, that was a follow-up question I had in mind: What are your thoughts on including traditional fantasy races in a swords-and-sorcery setting?
[20:41] <+ActorMikeY> Originally, I was not going to have them at all, at least not as playable, but eventually (as I was writing the lore and background of the setting), found that they could fit if “gritted” down a bit.
[20:42] <+ActorMikeY> That. 😉
[20:42] <~Dan> 🙂
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[20:42] <~Dan> I like your idea of the Savage Elves, by the way.
[20:42] <+ActorMikeY> I just think that they 1) need to be rare, 2) played with care, respect, and as totally different cultures.
[20:42] <+ActorMikeY> Thanks!
[20:42] <~Dan> They remind me of the feral elves in an RPG called Arrowflight.
[20:43] <~Dan> The wild elves in that game are very Amerindian and ride giant warhawks into battle.
[20:43] <+ActorMikeY> Heh, yeah, and maybe the Elfquest Elves a bit.
[20:43] * ~Dan nods
[20:44] <+ActorMikeY> Yeah, mine are kinda Amerindian meets Pictish, and can ride giant owls and eagles.
[20:44] <+Songtress> Elfquest Elves are kickass!
[20:44] <~Dan> What is your gaming background, Mike, and what games influenced your design of SK?
[20:44] <+ActorMikeY> Agreed, Songtress. =)
[20:44] <~Dan> Coooool, re: riding giant owls and eagles. 🙂
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[20:44] <+ActorMikeY> To date myself, I’ve been RPGing since 1979, starting, naturally, with Basic D&D…
[20:45] <+Randy> Hello
[20:45] <~Dan> (Howdy, Randy!)
[20:45] <+Randy> ((whoops))
[20:45] <+Randy> ((my bad, forgot it was interview night)
[20:45] <+Randy> ((i was born in 79))
[20:45] <~Dan> (Don’t sweat it, Randy. 🙂 )
[20:45] <+ActorMikeY> Through the years, Ive played a good bit of D&D, all editions (except 4th ;)), along with Pendragon, Alternity, Call of Cthulhu, and some others.
[20:45] <+Songtress> ((I kinda hope with te new ‘era’ of gaming and the resurgence EQ is enjoing we’ll see a TT game))
[20:45] <+ActorMikeY> Hiya, Randy!
[20:46] <+ActorMikeY> That would be awesome
[20:46] <+ActorMikeY> I designed StarQuest and Elfstone, live action systems, the former of which I sold.
[20:47] <+Randy> hi!
[20:47] <+Randy> ((i started with GURPS, which seems to be a bit unusual)
[20:47] <+ActorMikeY> The latter was set in Middle-earth, so I couldn;t afford the license from Tolkien Enterprises (although they acknowledged me and actually gave me their blessings ;)).
[20:47] <~Dan> Really? Wow!
[20:47] <+ActorMikeY> GURPS, yeah. Not my fave system, but I did like some of the concepts.
[20:47] <+Randy> Tolkien’s son usually keeps a tight control on the IP
[20:47] <+Randy> GURPS is my favorite 😦
[20:48] <+ActorMikeY> I know. This was Laurie Battle with Tolkien Enterprises – she’s credited in all the LotR films.
[20:48] <~Dan> Yeah, it’s my understanding that the Tolkien folks won’t bless so much as a sneeze.
[20:48] <+Randy> ah
[20:48] <+Randy> there wouldn’t be movies if those rights were not sold a long time ago
[20:48] <+Songtress> GURPS is awesome. (I sort of recently tumbled into it and … its crunchy but its sort of endearing.
[20:48] <+Randy> and, looking at how bad the hobbit movies have been, it would not totally be a bad thing
[20:49] <+ActorMikeY> I was upfront with them (I emailed them twice) and let them know this was just a group of fans and was non-profit.
[20:49] <+ActorMikeY> Indeed. 😉
[20:50] <~Dan> ActorMikeY: So this is the point in the Q&A at which I check to see if there’s anything we haven’t covered that you’d like to bring up, assuring you in the process that you’re welcome to hang out with us and/or answer questions as long as you like. 🙂
[20:50] <+ActorMikeY> So that’s my gaming background in a brief nutshell, which actually lead me (or assisted me) in my main profession, that of an actor and acting coach.
[20:50] <+Randy> ((refrains from asking about juicy gossip)
[20:50] <+ActorMikeY> I can probably hang around for 15 more minutes or so. =)
[20:50] <+ActorMikeY> Heh 😉
[20:50] <+ActorMikeY> Backstage gossip is the best. 😉
[20:51] <+Randy> humans gonna gossup
[20:51] <+Randy> gossip, even
[20:51] <+ActorMikeY> Oh, here are some SK websites…
[20:51] <+ActorMikeY> (Link: https://www.kickstarter.com/projects/115420877/savage-kingdoms-heroic-swords-and-sorcery-roleplay)https://www.kickstarter.com/projects/115420877/savage-kingdoms-heroic-swords-and-sorcery-roleplay
[20:52] <+ActorMikeY> (Link: https://www.facebook.com/savagekingdoms?ref=hl)https://www.facebook.com/savagekingdoms?ref=hl
[20:52] <+ActorMikeY> (Link: http://mikeyow.wix.com/savage-kingdoms)http://mikeyow.wix.com/savage-kingdoms
[20:52] <+ActorMikeY> Okay, I think that’s it for those. 😉
[20:52] <~Dan> 🙂
[20:54] <~Dan> How would you sum up SK’s appeal? What makes it stand out from the pack?
[20:54] <+Nialldubh> What the availability of magical items?
[20:55] <+ActorMikeY> Well, I’m hoping it gives a viable alternative to a lot of the high fantasy stuff out there, being more grounded and edgy, stooped in sword-and-sorcery.
[20:55] <+ActorMikeY> Magical items are pretty rare, and are almost always the stuff of legends or heroic quality.
[20:55] <+Nialldubh> 🙂
[20:56] <+ActorMikeY> There are minor enchanted items, called Talismans, but they only store a ritalized spell for 24 hours.
[20:56] <+Nialldubh> okay.
[20:56] <+ActorMikeY> (or if you critically succeed on your Magical Arts skill roll, 48 hours ;))
[20:56] <+Nialldubh> lol
[20:56] <+ActorMikeY> Potions too, which require both Alchemy and Magical Arts.
[20:57] <+ActorMikeY> There are also exceptional quality and master-crafted items in the world, those things produced by master craftsmen, which give an almost “magical” benefit.
[20:57] <~Dan> Cool. I always like that.
[20:58] <+Nialldubh> indeed
[20:58] <~Dan> I assume the Duergar (sp?) are good at that?
[20:58] <+ActorMikeY> Yeah, thanks. It always kinda irked me with some systems just ignored awesome mundane stuff and just immediately ramped it up to magic.
[20:58] <+ActorMikeY> Aye, they are.
[20:58] <+ActorMikeY> racial bonuses to Crafting, as well as to Earth and Fire Magic.
[20:58] <~Dan> Awesome.
[20:58] <~Dan> I love Dwarves. 🙂
[20:58] <+ActorMikeY> Some of my human cultures, too, are pretty good.
[20:59] <+ActorMikeY> Heh, me too.
[20:59] <+ActorMikeY> Elves also – I’m a one or the other type of guy. 😉
[20:59] <+ActorMikeY> *I’m not a…
[20:59] <~Dan> Me neither. 🙂
[21:00] <~Dan> How locked in are the rules at this point? Is it all over but the printing?
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[21:00] <~Dan> (Howdy, Aeolius!)
[21:01] <+Aeolius> ( evening! )
[21:01] <+ActorMikeY> Greetings, Aeolius!
[21:01] <+ActorMikeY> Nialldubh’s all the way over in Scotland 😉
[21:02] <~Dan> Wow. You are hard core, Nialldubh. 🙂
[21:02] <+Nialldubh> Yeah and getting tired, it 3 in the morning here 🙂
[21:02] <~Dan> ActorMikeY: I ask about the rules because I have a suggestion for you.
[21:02] <+ActorMikeY> I;ll bet. 😉
[21:02] <+Nialldubh> 🙂
[21:02] <+ActorMikeY> Fire away!
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[21:03] <~Dan> Well, I would suggest adding a scaling mechanic that gives a bonus to damage while giving a penalty to hit. It would be a “cleaner” way to handle big monsters, IMHO.
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[21:03] <+ActorMikeY> Well, I kinda have that already.
[21:04] <~Dan> Kinda, yeah. 🙂
[21:04] <+ActorMikeY> But good observation; maybe I could implement a bit more.
[21:04] <+ActorMikeY> (I’ll revisit my creatures tomorrow)
[21:05] <~Dan> I just think it would make it easier for handling something like a Giant. You wouldn’t have to make sure he has a big club to do Big Guy damage. 🙂
[21:05] <+ActorMikeY> I also have a cap on skill levels, which is (normally) 12.
[21:05] <~Dan> (While not being Jet Li in combat. 🙂 )
[21:05] * ~Dan nods
[21:06] <+ActorMikeY> I say “normally” because it’s written in the rulebook that a GM could allow a PC to attain level 13 (grand mastery), but only as a Downtime action regarding seeking out some famed master.
[21:06] * ~Dan nods
[21:06] <+ActorMikeY> So, this puts the sort of “normal” total skill modifier around +20.
[21:07] <~Dan> Well, I should probably head out for the night. The wife’s wanting to watch some shows we recorded, and I antagonize her at my peril. 😉
[21:07] <+ActorMikeY> An 8 Attribute + 12 skill levels, though misc mods can sometimes come with talent or racial bonuses.
[21:07] <+Nialldubh> lol
[21:07] <+ActorMikeY> Heh, indeed. Got the girlfriend waiting on me here.
[21:07] <~Dan> Thanks very much for coming by, Mike! Is there an ETA for the game yet, or is it still too early?
[21:08] <+Nialldubh> Good I can get some sleep 🙂
[21:08] <+ActorMikeY> Thank you, Dan, and all – ETA looks to be about 3 weeks (end of July/early August).
[21:08] <~Dan> Nialldubh: 😀
[21:08] <+ActorMikeY> T-shirts sound be ready in a week 😉
[21:08] <~Dan> Sweet. I would happily review it. 🙂
[21:09] <~Dan> Oh, and to those of you who showed up for the Q&A, please stop by any time! We’re a friendly bunch. 🙂
[21:09] <~Dan> ActorMikeY: If you can hang on for just a minute, I’ll get the log posted and give you the link.
[21:09] <+ActorMikeY> Then it’s on the Savage Bestiary (half-written), the Savage East campaign supplement, and some Adventures and maybe a GM’s Guidebook.
[21:09] <+Nialldubh> Was a pleasure Dan
[21:09] <+ActorMikeY> Thanks all!