[19:16] <+CSFerguson> I am Christopher Ferguson, professionally known as C.S. Ferguson. I am the art director and one of the artists for The Godsfall RPG, as well as a writer.
[19:17] <+CSFerguson> The Godsfall RPG is a post-apocalyptic fantasy role-playing game set in a world that has suffered the cataclysmic fall and impact of an elder god. The fabric that separates dimensions was torn when he was ripped from the heavens and cast down, allowing demons and unquiet spirits through before it was patched up.
[19:18] <+CSFerguson> The god now rests in a crater at the end of a huge furrow he carved into the world. Players control characters who either survived the Godsfall or were born in the aftermath of it.
[19:18] *** Moah has quit IRC: Disintegrated: I used to think I was indecisive, but now I’m not too sure.
[19:18] <+CSFerguson> (done) … I think …
[19:18] <~Dan> Thanks, CSFerguson! The floor is open to questions.
[19:19] <~Dan> Do you have a character sheet posted that we could reference?
[19:19] <+CSFerguson> I guess I can say a little more. The game uses entirely 6-sided dice, and is very focused on a single mechanic: roll as many dice as you have in your pool, and use the highest result you get.
[19:19] *** nick3 has joined #rpgnet
[19:19] *** ChanServ sets mode +v nick3
[19:19] <~Dan> (Howdy, nick3!)
[19:20] <+CSFerguson> Yes, there are a few pre-gen characters posted … here ((Link: http://www.godsfallrpg.com/products/)http://www.godsfallrpg.com/products/)
[19:20] <+CSFerguson> By a few, I mean 12.
[19:21] <~Dan> Let’s see here…
[19:21] <+CSFerguson> Character creation is extremely simple. You assign numbers 1-6 to six attributes, and everything else cascades from those attributes. No adding, subtracting, or serial dice rolling, or anything.
[19:21] <+CSFerguson> Our playtesters actually got to the point where they were creating new characters in less than a minute.
[19:21] <~Dan> Impressive!
[19:22] <~Dan> So it looks like you have six broad skills with specialties?
[19:22] <~Dan> Or are those more like skill categories?
[19:23] <+CSFerguson> Direct link is ((Link: http://www.godsfallrpg.com/wp-content/uploads/2014/07/Godsfall-RPG-Starter-Set-0507-first-half.pdf)http://www.godsfallrpg.com/wp-content/uploads/2014/07/Godsfall-RPG-Starter-Set-0507-first-half.pdf) but I don’t know how long that will last. We’re currently adjusting some of the wording, etc., and will post a new QSR here probably this week.
[19:24] <+CSFerguson> Yeah, six categories. They were gathered into categories just for ease of organization. Certain things will affect Athletics, or will affect Subtlety, etc.
[19:24] <~Dan> How do the skills relate to the attributes?
[19:25] <+CSFerguson> Your AGL is your starting Grace, and your VIT is your starting Stamina + Might, divided however you wish.
[19:26] <~Dan> VIT = Vitality?
[19:26] <+xyphoid> so what’s the default adventure / gameplay for player characters? what do they do?
[19:26] <+CSFerguson> You can have a maximum number of skills equal to your DIS (Discipline), and your maximum skill level is your INT (Intellect). You have a number of points to spend on starting skills, besides Athletics, equal to your DIS + INT.
[19:26] <+CSFerguson> Yes, sorry, VIT is Vitality. A sort of abstract measure of your strength, endurance, physical health, constitution, size, etc.
[19:26] * ~Dan nods
[19:28] <~Dan> So it looks like combat skills aren’t directly related to any attribute, correct?
[19:28] <+CSFerguson> Correct, other than being purchased with skill points generated from attributes.
[19:29] * ~Dan nods
[19:29] <~Dan> Does Might affect melee damage?
[19:29] <+CSFerguson> A character with Weaponry 4 has the same level of skill as any other, regardless of size or strength. If you can cleave a person in half, you can cleave him in half.
[19:30] <+CSFerguson> Not normally. Might lets you use certain weapons in certain ways (like Gronk with his bandolier of throwing swords), and it also lets you charge. But otherwise, the damage is done by the weapon, not by your muscle.
[19:31] <+CSFerguson> (done)
[19:32] <~Dan> So does “Str 2” refer to the damage the weapon does?
[19:33] <+CSFerguson> The strength of a weapon is the cap on how many dice you can count. So someone with Weaponry 5 wielding a weapon of Strength 2 would still roll five dice, but would discard the three lowest. (done)
[19:34] <~Dan> Ah, I see.
[19:34] <~Dan> So the core mechanic involves rolling your dice pool and keeping the highest die?
[19:35] <+CSFerguson> Yes, the highest die, or in some cases a few of your highest.
[19:35] <~Dan> Is there any way to get more than a 6 on any given task?
[19:35] <+CSFerguson> But the goal was to keep everything to one mechanic so that, as long as you get that one simple mechanic, you can play the entire game clear up through Super Uber Demigod Epic levels.
[19:36] <+CSFerguson> Yes, but that would be rare. You can get bonuses to your results, and so if you have something that gives you +1 to your results and you get a six, well, good on you.
[19:36] *** B-Squared has joined #rpgnet
[19:36] *** ChanServ sets mode +v B-Squared
[19:36] *** B-Squared has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[19:36] <+CSFerguson> That’s one way to defeat an attacking 6 when you are defending, because attackers always win ties, so an attacking 6 is normally an auto-hit.
[19:37] <+CSFerguson> But those circumstances are rare. (done)
[19:37] <~Dan> Is there any advantage to rolling more than one 6?
[19:38] <+CSFerguson> Only insofar as a 6 is an automatic success. There is no exploding die roll, or anything like that, from other games.
[19:38] *** stryck has quit IRC: Disintegrated: Textual IRC Client: (Link: http://www.textualapp.com)www.textualapp.com
[19:38] <+CSFerguson> If you have Weaponry 5 and attack with a spear Strength 3, and you roll 6, 6, 6, 1, 1 … you discard the two 1’s and you get three hits regardless of the defender’s roll.
[19:39] <~Dan> Even if the defender rolls 6s as well?
[19:40] <+CSFerguson> Yep. “The gods favor men of action.” Actors always win ties over reactors.
[19:40] *** MonochromeTide has joined #rpgnet
[19:40] *** ChanServ sets mode +v MonochromeTide
[19:40] <~Dan> (Howdy, MonochromeTide!)
[19:41] <~Dan> Given the reliance on Weaponry to govern damage, how would you simulate a powerful but clumsy creature?
[19:41] <+CSFerguson> That’s seen some resistance, I’ll admit. I’ve heard a lot of people saying they prefer to fight defensively and don’t like being penalized by it. Overall, we felt it was better to reward active play rather than reactive play. It keeps the game moving.
[19:43] <+CSFerguson> There are some creatures that do more than one damage per hit. Larger and more powerful but clumsy creatures (such as a giant) would have Weaponry 1, but when he hits it would do 3 damage, for example.
[19:43] *** stryck has joined #rpgnet
[19:43] *** ChanServ sets mode +v stryck
[19:43] *** Silverlion has joined #rpgnet
[19:43] *** ChanServ sets mode +vo Silverlion Silverlion
[19:43] <~Dan> Ah, I see.
[19:43] <~Dan> (Howdy, stryck and Silverlion!)
[19:44] <~Dan> Is magic skill-based?
[19:44] <+CSFerguson> It was a huge struggle to balance the combat between large creatures and small. In general, I would consider it pretty much a non-issue with RPGs, because the moment you have guys with swords fighting dragons, you pitch anything even remotely close to reality out the window.
[19:44] <+CSFerguson> And while I realize this is a game, and a fantasy one at that, the action should still be imaginable within the fictional world that we’ve set up.
[19:45] <~Dan> There’s something to that, certainly.
[19:45] *** Delgrim has joined #rpgnet
[19:45] *** ChanServ sets mode +v Delgrim
[19:46] <~Dan> (Howdy, Delgrim!)
[19:46] <+CSFerguson> In reality, something the size of a giant would step on a human and that would be that. It wouldn’t be a fight. But gamers have certain expectations because of previous games, and so we had to deal with that. The damage multiplier seemed to be the best way to depict that kind of strength differential. (done)
[19:47] <@Silverlion> I guess it depends on the Giant 😀
[19:47] <+CSFerguson> Yes, magic is also skill based. Arcane skill. You attempt to cast a spell, but that doesn’t mean that it goes off. You can fail, depending on the difficulty of the spell.
[19:47] <@Silverlion> What awesomeness did I miss?
[19:47] <~Dan> Seems pretty serviceable, I agree. I much prefer that approach to those that depend entirely on degree of attack success for damage.
[19:48] <~Dan> Silverlion: (Link: http://www.godsfallrpg.com/wp-content/uploads/2014/07/Godsfall-RPG-Starter-Set-0507-first-half.pdf)http://www.godsfallrpg.com/wp-content/uploads/2014/07/Godsfall-RPG-Starter-Set-0507-first-half.pdf
[19:48] <+CSFerguson> So … I will digress just a little, but it will come full circle. Stay with me.
[19:49] <+CSFerguson> The original goal of the game was to create something that felt like it could be simulationist, but would have characters whose stat blocks would fit on a 3×5 index card. In fact, the working name of the game was The 3×5 Role Playing Game.
[19:49] <@Silverlion> The game uses D6es?
[19:50] <+CSFerguson> So we went through game after game, book after book, making certain that we had some sort of attribute or skill that would address everything that a character might want to do in this game. But we also needed to limit how much book keeping was necessary.
[19:50] *** technoshaman has quit IRC: Ping timeout: 180 seconds
[19:50] <@Silverlion> Ooh we have a Spider-PC race?
[19:50] <+CSFerguson> In part that was because we are lazy, but also because RPGs with page after page of necessary character info gets tedious. So, I bring this back full circle to the magic thing.
[19:51] <+CSFerguson> There is a very limited number of spells that a character can cast. We did that so that magic-users wouldn’t have to have a character sheet that was 9 pages long. But the spells aren’t nearly so specific and limited as the spells from other popular fantasy role-playing games.
[19:52] *** Serami has quit IRC: Disintegrated: ChatZilla 0.9.90.1 [Firefox 30.0/20140605174243]
[19:52] <+CSFerguson> The spells are very flexible and versatile, so that a character may only be able to cast four spells, but what he will be able to accomplish with those four spells will make it more like 10 or 15 spells.
[19:53] <+CSFerguson> Yes, all d6. Yes, the machandrians are a race of spiders who evolved sentience in an instant when the Sleeping God smashed into the ground nearby.
[19:54] <~Dan> While we’re on the subject, would you like to go over the PC races?
[19:54] <+CSFerguson> A note on the d6 thing: because this game uses all d6s, you could scale it up or down according to your desire. If you want a very slow moving game, you could use all d20s. If you want fast, epic action where everyone is over the top, like a Conan novel, then you could do all d4s.
[19:54] <@Silverlion> I like Spider PC races, cause, well. Spiders.
[19:54] *** AndChat|730100 has joined #rpgnet
[19:54] *** ChanServ sets mode +v AndChat|730100
[19:55] <~Dan> (Howdy, AndChat|730100!)
[19:56] <@Silverlion> I’m alright with d6s just clarifying 😀
[19:56] <+CSFerguson> Sure. PC races are: human/elf/orc (not dissimilar enough to require different stats), slave-born ogre, free-born ogre, tengu birdman, merman (which is something like sahuagin, or deep ones), dracan (dragonfolk), lizardfolk, krrrylian (ancient race sort of half demon, half elf), and goblin.
[19:57] <~Dan> So the differences between humans, elves, and orcs are purely cosmetic?
[19:57] <+CSFerguson> Each race has a unique ancestry to help define it. Humans are evolved from apes, that much everyone knows. In the same way, elves are evolved from cats. Orcs are evolved from bears. Ogres are a separate evolutionary branch from apes. Tengu are from birds, mermen from sharks. Goblins and krrrylian are other-dimensional.
[19:59] <+CSFerguson> As far as stats, yes. But there are very unique role-playing opportunities for each one. For example, orcs are fiercely independent and they value long hair over everything, for they are rumored to never die of old age. So an orc with extremely long hair is very old and very powerful.
[20:00] <~Dan> Huh. That’s cool.
[20:01] <~Dan> What are Dwarves evolved from?
[20:01] <+CSFerguson> Orc scalps are a treasured trophy among orcs, because it signifies that you have slain a very old and powerful orc. And they respect that. BUT you are expected to know that orc’s story, and be able to recite it to anyone who asks. There is no such thing as murder to orcs, unless you cannot recite the story. That is a horrific insult.
[20:01] *** AeonMobile has quit IRC: Ping timeout: 488 seconds
[20:01] <@Silverlion> (We share a common ancestor with apes, not the same thing :D)
[20:01] <+Voss> dwarves evolved from older dwarves
[20:01] <+Voss> which evolves from rocks
[20:02] <+CSFerguson> Dwarves are a huge mystery. They are semi-living in that they do everything that everyone else does: eat, sleep, breathe, etc. But they don’t have minds like everyone else. The each have a huge Book of Memories, which is a personal artifact that each carries on his back. It magically inscribes everything that happens to the dwarf in real time as he experience
[20:03] <@Silverlion> That’s kind of odd…
[20:03] <+CSFerguson> it. So dwarves are more or less completely immune to any kind of long-term mind effect.
[20:03] <~Dan> That’s definitely a new twist.
[20:04] <+CSFerguson> Also, dwarf cemeteries are huge libraries, where they just take the Book of Memory from the deceased and add it to the huge collection of tomes. You can read everything that a dwarf ever thought, said, or did in his book.
[20:04] <@Silverlion> I hope they have lots of adventures because their books would be boring otherwise..;d
[20:05] <~Dan> “Day 1,784: Eh. Just kinda hung out, you know?”
[20:05] <+Voss> can something else write into a dwarf’s book and make them think they did something they didn’t?
[20:05] <+Voss> or forge something like that
[20:05] <+CSFerguson> The first page in every dwarf’s book says, “He was the type of person who would stop and help a total stranger change a tire.”
[20:05] <@egyptian> I would write some cool stuff in my book.
[20:05] * ~Dan chuckles
[20:06] <+CSFerguson> Yes, it’s possible to add pages to a book, but it takes a lot of skill. It’s not likely that a player character will get there. But dwarf doctors can.
[20:07] <+CSFerguson> Another thing about dwarves: they are nearly extinct. There are only a few hundred of them remaining, and they wander the world in their massive airship, the “Sky Mountain.”
[20:07] <+Voss> also, what happens if a Dwarf tries to write in their own book? It’d be like that Pinocchio paradox where he says “My nose will not grow.” Dwarf says he writes in his book, but he cannot, so the inscription says he failed, but he was successful because he did write in the book vicariously??
[20:07] <~Dan> Now, it appears that there’s some weird technology present in the setting (speaking of airships). Can you delve into that a bit?
[20:07] <+Voss> and it cascades
[20:08] <+CSFerguson> They are also the ones who sealed the Rift through which the Sleeping God fell, stopping the flow of demons and undead through it and basically saving the world.
[20:08] <~Dan> Go Dwarves!
[20:08] <+CSFerguson> The books aren’t normal books. You can’t just take a quill and ink and expect it to take.
[20:09] *** MonkofLords has joined #rpgnet
[20:09] *** ChanServ sets mode +v MonkofLords
[20:09] <+CSFerguson> Anymore than you could sit down at a computer and reprogram it by typing in, “Please stop asking me to update my Adobe suite.”
[20:09] <~Dan> (Howdy, MonkofLords!)
[20:10] <+Voss> oh I’m just joking
[20:10] <+CSFerguson> Technology: The level of technology is pretty much what you would expect from a medieval period fantasy piece. Fairly standard that way, except we’re not concerned with specifics like whether you have a glaive-guisarme, or whatever.
[20:11] <+xyphoid> medieval-medieval or D&D-medieval?
[20:12] <+CSFerguson> However, there are ruins from before the Godsfall, from some sort of ancient civilization that nobody remembers, and the history books that had any reference to them were all lost in the cataclysm. These ancient alien cities still stand, and are filled with crazy fantastic technology.
[20:13] <~Dan> “Sufficiently advanced” technology, or is it recongizable?
[20:13] <+CSFerguson> Very few people understand how it works, and fewer still can reproduce the effects. The dwarves seem to have some technological understanding, but 99% of their race was lost in the effort to seal the Rift, so they’re just trying to get by in a failing airship. A huge part of the dwarfish motivation is to find a secure home, and to find old cemeteries
[20:14] <+CSFerguson> i.e. libraries, so that they can reconstitute their knowledge base and hopefully start recovering as a society.
[20:14] *** Ettin has joined #rpgnet
[20:14] *** ChanServ sets mode +v Ettin
[20:14] <~Dan> (Howdy, Ettin!
[20:14] <~Dan> )
[20:15] <+CSFerguson> The tech will be recognizable to the players in some respects, but never to the characters.
[20:16] * ~Dan nods
[20:16] <~Dan> Are there ray guns?
[20:16] <+CSFerguson> Yes, there are things that will basically act as Buck Rogers death ray guns.
[20:16] <~Dan> Sweet.
[20:17] *** Canadork has joined #rpgnet
[20:17] *** ChanServ sets mode +v Canadork
[20:17] <+CSFerguson> But the biggest limitation on technology is that it is (1) very rare, like an artifact, (2) very difficult to use, and (3) will make you very powerful enemies very quickly.
[20:18] <+CSFerguson> Check out the merchant lord’s sword in the QSR. It’s basically a lightsaber.
[20:18] <+CSFerguson> He wields it as simply as if it’s a dagger, but it deals damage like a greatsword.
[20:18] <~Dan> My apologies if this is a spoiler, but is this technology powered by magic?
[20:19] <+CSFerguson> Not a spoiler at all. No, it is not magic. BUT …
[20:19] <+CSFerguson> There is a character who blends magic and technology together to create impossibly complex contraptions called “magitech.”
[20:21] <+CSFerguson> He’s this crazy guy who lives in a huge planetarium filled with bizarre spellwork and bits of archaeotech, and he researches them and builds stuff by combining the two. He will be a recurring NPC, a very powerful one, that the characters can interact with or the GMs can build adventures around.
[20:22] <+Abstruse> (Apologies, had about 30 things going on when I got home.)
[20:22] <~Dan> Nice!
[20:22] <~Dan> (No worries, Abstruse!)
[20:22] <+CSFerguson> also, (done)
[20:23] <~Dan> CSFerguson: What sort of fantasy would you call Godsfall? High? Dark? Swords-and-sorcery?
[20:23] <+CSFerguson> Okay, I lied, I’m not done.
[20:23] <+CSFerguson> Technology will be so complex that every time a character uses an archaeotech artifact, he must roll to activate it.
[20:24] <+CSFerguson> Regardless of how many times he successfully activates a piece of tech, he cannot recreate its effects without advanced skills. None of it is as simple as a single button to push.
[20:24] <+CSFerguson> Now I’m (done).
[20:25] <+Abstruse> (And I’ve only addressed about a dozen of them…_
[20:25] <+CSFerguson> Hmm … that’s an incredibly hard question to answer.
[20:25] <+CSFerguson> I would say that it tends to be dark … but it largely depends on the GM.
[20:26] <~Dan> How morally objective is the setting?
[20:26] <~Dan> Are there unambiguous evils to smite?
[20:26] <+CSFerguson> A particularly gruesome GM could really take it and run with it. It could make Frankenstein and Dracula seem like Little Lord Fauntleroy. In fact, the reason there is only one adventure in the QSR instead of two is because of playtester objections to the second adventure.
[20:28] <+CSFerguson> The second intro adventure involved trying to rescue uncivilized humans from a bunch of mutant spiders, who were selectively breeding them for stupidity and juiciness and raising them on a human ranch. A lot of the playtesters were kind of creeped out by that.
[20:29] <+CSFerguson> After several generations of being raised to breed and be a meat source for the spiders, the humans had lost all sense of civilization. They ate, they slept, they bred … and little else. Stood around and stared at each other.
[20:30] <~Dan> Yup, creepy.
[20:30] <+CSFerguson> I would definitely describe the setting as almost completely ambiguous in terms of black-and-whiteness of the ethics. It depends entirely on how the players feel about a certain thing.
[20:31] <+CSFerguson> Nobody is inherently evil. They don’t stride about pounding their chests and swishing their capes, bragging about how e-ville they are. The morality of civilizations is much more nebulous than it would be if everyone was wealthy and prosperous.
[20:32] <+CSFerguson> For example:
[20:33] <+CSFerguson> The Empire launches crusade after crusade to expand their borders and discover villages that have survived the Godsfall. When they discover a new village, they confiscate all their farmlands, wells, and resources. They return them to the capital, and save them for a rainy day. ANd they put everyone on strict rations.
[20:34] <+CSFerguson> The rations are enough to survive, farmers get 100% of their USRDA of vitamins and minerals, based on a 2000 calorie diet. And not a drop more.
[20:35] <+CSFerguson> But the excess produced by the farm goes towards surviving times of famine, or to support another crusade, or to bribe other nations, or trade for essentials, etc.
[20:36] <+CSFerguson> So the characters could participate in the seizing of newly found farms, knowing full well that the Empire really does take care of its people. Or they could object to the so-called “redistribution of wealth” and fight it.
[20:36] <~Dan> Sounds like the epitome of Lawful Neutral, in D&D terms.
[20:36] <+CSFerguson> (done)
[20:37] <+CSFerguson> We have studiously avoided alignments of any kind. Your alignment is what you choose, not a pair of words that railroad you.
[20:37] <~Dan> Oh, certainly. Sorry — didn’t mean to imply otherwise.\
[20:38] <+CSFerguson> I, personally, have tried to give every group a “good” side and a “bad” side, so that each player will have some sort of emotional handle to hang on to.
[20:39] <+CSFerguson> No, it’s fine, I was just pointing out that the 9-point alignment system doesn’t fit with the philosophy of play in this game. Morality is much too nebulous. Everyone is just trying to survive.
[20:39] * ~Dan nods
[20:41] <~Dan> Are there any built-in tasks for PCs in the setting?
[20:41] <+CSFerguson> Perhaps more clearly, there are no lawful good or chaotic evil entities in this game. Everyone will have times when they act according to each of the 9-point alignments, depending on the situation. It’s really easy to give a starving vagabond a loaf of bread when you have 20 loaves yourself.
[20:42] <+CSFerguson> But if you’re starving so badly that you can’t recover your Toughness, and you’re being chased by a pack of wolves, and you find an old lady recovering from hip surgery, carrying around a big jug of Healing Potions … well … she’s definitely not going to survive those wolves. So …
[20:43] <+CSFerguson> The one core question that every single living person in the world will be asked, and frequently, is “Would you wake the Sleeping God.” The ultimate goal, the endgame so to speak, is for characters to get to the point where they can reach the Godsrest crater and decide the fate of the Sleeping God.
[20:45] <+CSFerguson> There is a lot of big decision making leading up to that. Like what to do about the machandrians, who evolved sentience overnight and so have no society, no government, no homeland, no history, and no technology. They have enslaved the entire ogre nation as a labor force. Free the slaves, and you sentence their entire nation to doom.
[20:46] <~Dan> Pretty heavy stuff.
[20:47] <+CSFerguson> No clear answer. So “built-in?” Not really. Nothing is so simple as it appears on the surface.
[20:47] * ~Dan nods
[20:48] <+CSFerguson> Even undead. Undead are characters, just like everyone else. There is no such thing as mindless undead in this setting. So some undead are selfish, some are altruistic. Depends on the character. But every single one is an epically powerful character.
[20:49] <~Dan> If I can ask you to speculate a bit, how would you complete the sentece: “If you like [insert game(s)], you’ll like Godsfall!”
[20:49] <+CSFerguson> Undead are literally characters who grew so powerful that, when they died, their spirit didn’t leave. In D&D terms (as much as I hate to use them, it seems everyone wants to compare it to D&D), every single undead is comparable in personal power to a lich.
[20:49] <~Dan> (sentence, even)
[20:50] <+CSFerguson> Oh, man …
[20:51] <+CSFerguson> Loaded question. I would say that people who have loved games that are very heavy on atmosphere and continuity will like Godsfall. Settings with long and detailed histories, settings that feel real and lived in, rather than a series of isolated bubbles.
[20:52] * ~Dan nods
[20:52] <~Dan> A fair answer. 🙂
[20:53] <+CSFerguson> At the same time, I can’t really predict how people will approach the rules. There are a lot of games that I have adored for their setting, but the rules were ridiculous. Dark Heresy is probably the most perfect example of that. Amazing setting, background, the whole setting is interlinked. Nothing happens in a bubble. But the rules are just bananas.
[20:53] * ~Dan chuckles
[20:54] <~Dan> So while you are welcome to hang out with us and answer questions as long as you like, is there anything you’d like to bring up that we haven’t covered in what’s left of “regular time”?
[20:54] <+CSFerguson> This rule set was created to serve this specific game, in this specific setting. If you try to d20 the Godsfall, it would be like putting a four-banger in a Corvette. It just wouldn’t fit, and a lot of the flavor would fall by the wayside.
[20:55] <+xyphoid> so what do PCs *do*
[20:55] <+CSFerguson> Nah, I think we’ve covered a fair amount of stuff.
[20:55] <+CSFerguson> I’m happy with it.
[20:55] <+xyphoid> is it a straight ‘go on dungeon adventures’, or is there a default plotline or direction to go in
[20:55] *** zachol has quit IRC: Disintegrated:
[20:57] <+CSFerguson> PCs begin play in Emperor’s Stand, the capital city of the Empire and the only secure(ish) place in the world. In the default they work for the Mercenary Guild, either as City Watchmen, Caravan Guards, or Adventurers (who scout out beyond the borders looking for … whatever, because pre-Godsfall maps are useless).
[20:58] <+CSFerguson> As they gain competence they can go further and further into uncharted territories. There is little dungeonbashing to be done, because there are no dungeons. Also, I’m really not a huge fan of it. I want things to make sense, and I want player choices and accomplishments to matter beyond, “Well, that level of this dungeon is clear.”
[20:59] * ~Dan nods
[20:59] <+CSFerguson> I was the guy who always pissed off the DM by asking things like, “Dude, what do all these monsters eat? Where do they poop? And why aren’t their muscles atrophied from sitting around in a stone jail cell all day?”
[21:00] * ~Dan chuckles
[21:00] <+CSFerguson> Dungeonbashing is fine if that’s your thing. But it’s not mine. I, personally, consider the stat blocks and dice-rolling to be something that I have to tolerate so that I can get back to the storytelling.
[21:01] <+xyphoid> are there any other games you’re taking influence/inspiration from here
[21:04] <+CSFerguson> Hmmm …
[21:04] <+CSFerguson> Well, as a Folklorist, what I actually did was take the end result that is the epic high fantasy setting and try to figure out what would have to happen in order to bring about a world like that.
[21:06] <+CSFerguson> So rather than taking inspiration from a game, I worked backwards. You could walk around a thousand years ago and still not be set upon by a pack of wolves. And roving bandits are a thing in novels and movies, but their actual prevalence was pretty low. So we worked backwards to try to create a world that would result in what other games pretend to be.
[21:06] <+CSFerguson> That might not come across clearly …
[21:06] <~Dan> Interesting approach.
[21:07] <+CSFerguson> In order to have a world that, realistically, results in roving bandits and tons of ruins to explore and packs of wolves attacking you every other day, civilization would have to have largely ended. Almost entirely, in fact. So that’s what we went with.
[21:07] *** Oddsod has quit IRC: Disintegrated:
[21:08] <~Dan> I need to head out for the evening. Mind if I log the chat there? Again, please feel free to hang out as long as you like.
[21:08] <+CSFerguson> Nope, that’s plenty fine by me. Thanks for the opportunity!
[21:09] <~Dan> Absolutely! Thanks for spending time with us.