[13:59] <+KenW> OK! I’m Ken Walton, half of the partnership of Cakebread & Walton, responsible for Abney Park’s Airship Pirates, Renaissance, Clockwork & Chivalry, Dark Streets… and our latest games, Pirates & Dragons, and the OneDice system…
[13:59] <~Dan> (Not to worry. Proceed. 😀 )
[13:59] <+PeterC> I’m Peter Cakebread, the other half of Cakebread & Walton. Done
[13:59] <+KenW> OK, we’re off!
[14:00] <+Maelthra_> *cue 80’s detective theme*?
[14:00] <+KenW> Oh, that’s better than Victorian undertakers! 🙂
[14:01] <~Dan> Thanks, guys!
[14:01] <~Dan> Why don’t you tell us the latest re: Pirates & Dragons first. 🙂
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[14:03] <+KenW> Pirates & Dragons is a game of fantasy swashbuckling in the Dragon Isles – land something like the Caribbean except it has dragons, and ancient ruins full of strange monsters (in a Ray Harryhausen sort of way).
[14:04] <+KenW> It uses a version of Renaissance (our D100 system), but souped up to be much more swashbuckling and cinematic.
[14:04] <+KenW> The rulebook is available as PDF and premium hardback (with standard hardback and paperback coming soon), and there’s a bestiary and gazeteer/adventure book in production.
[14:05] <+PeterC> Everyone gets to play a pirate.
[14:05] <+KenW> Done
[14:05] <~Dan> 😀
[14:05] <~Dan> And just to get all the cards on the table, what’s the scoop on OneDice?
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[14:07] <~Dan> (Howdy, AnthonyHoltberg, GoldenH!)
[14:07] <+PeterC> OneDice is a really simple quick game – designed to be easily accessible, useful for all sorts of genres and for playing quick throw down games.
[14:07] <+PeterC> I wrote it for two reasons. One, to get my junior gamer group running games (rather than just being Players) and because we wanted a fast system for some of the ideas we had.
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[14:08] <+PeterC> So far, OneDice Universal is available in print and as a PDF. OneDice Steampunk is available as a PDF – but should be in print within a week.
[14:09] <+PeterC> We also have another book done and another being written.
[14:09] <+Psychman> When you’re ready to answer, what’s the progress on printing and distribution of the Standard edition of Pirates & Dragons?
[14:09] <+PeterC> Done
[14:10] <+PeterC> We’ve been promised that it is being prioritised – and at last have been told the problem appears to have been at the print end (rather than ours!). We had been sending files, which passed all the tests, but were rejected/produced faulty proofs.
[14:11] <+PeterC> Drivethru and Lightning Source are currently working on the files between them to get them working, while we’re jumping up and down.
[14:11] <+PeterC> Done
[14:12] <~Dan> What’s the scope of the P&D bestiary, and can you give us any highlights?
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[14:15] <+PeterC> Can I? I wrote it ages ago… but Ken says I should remember 🙂 There are over 60 beasts fully described within the book, along with random creature tables (according to environment) and a summary of every creature in the corebook and bestiary.
[14:15] <~Dan> Now that’s handy, re: the summary. Less scrambling for stats.
[14:16] <+PeterC> There are lots of strange creatures within – my favourites include the Sage Tortoise, Hupias and Shifting Death Mist
[14:16] <~Dan> Shifting Death Mist sounds like a gonzo martial arts attack.
[14:16] <~Dan> Just for the record.
[14:17] <~Dan> Is the Sage Tortoise based upon the critter in the Neverending Story? 🙂
[14:18] <+PeterC> Every creature is illustrated. I wonder if anyone who knows Ken will notice his resemblance to the Sage Tortoise. But he doesn’t get grumpy when he misses his lettuce.
[14:18] <+KenW> Hey!
[14:18] * ~Dan chuckles
[14:18] <+PeterC> Done
[14:19] <~Dan> Are any of the creatures “game changers” in terms of the scope of the game? Or do they all pretty much follow the themes of the creatures in the core book?
[14:21] <+PeterC> There are creatures that are more than just monsters – there are more sentient creatures in the game world now. Whether the GM develops them as a major plot device, will be up to them.
[14:21] <~Dan> Can you give an example?
[14:22] <+PeterC> I can – I was just thinking on spoilers… But there are rock folk, water folk, fungus folk, dog-headed people, anthropophagi, etc.
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[14:22] <~Dan> (Howdy, Raven!)
[14:22] <+RavenMcCracken> ello all….!
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[14:23] <~Dan> Are the rock folk, water folk, etc., manifested spirits? Or something else entirely?
[14:23] <+PeterC> There are lot of nasty new beasties…but not every creature has to be an enemy.
[14:23] <+PeterC> Done
[14:23] <+PeterC> No, they’re species of animal.
[14:23] <+PeterC> Done
[14:23] <~Dan> Really? Interesting.
[14:24] <+RavenMcCracken> Monsters should never be stereotypical…
[14:24] <~Dan> (Oh, and you needn’t use “(done)” unless you really need to emphasize the end of a lengthy explanation or after a series of answers, unless you really want to. 😉 )
[14:24] <~Dan> Are there sea serpents?
[14:24] <+PeterC> But the Hupias and various other creatures are spirits.
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[14:25] <+RavenMcCracken> by spirits do you mean metaphysical or mentallis plannis (mental plasma)?
[14:25] <+PeterC> Yes, there are! As well as lots of other marine creatures – archer urchins, leviathans, etc.
[14:25] <+RavenMcCracken> any Fire Clams?
[14:25] * ~Dan chuckles
[14:26] <+PeterC> Some of the undead are material, some are not.
[14:26] <+PeterC> We do have Killer Clams!
[14:26] <~Dan> Awesome. 🙂
[14:26] <+RavenMcCracken> excellent!
[14:26] <+PeterC> And zombie pelicans, death toucans and giant flying piranha fish!
[14:26] <~Dan> You guys rock.
[14:27] <+PeterC> 🙂 *blush*
[14:27] <+RavenMcCracken> Ive got hivemind mutant piranha….
[14:27] <~Dan> I realize that this is probably out of the scope of the game, but are there any creatures that exist in Uropa?
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[14:29] <+RavenMcCracken> the possibilities for derivations are endless…
[14:29] <+PeterC> It is beyond the scope. In Uropa, I imagine that most creatures are more legendary/mythical – but it is up to the GM…for now 😉
[14:29] <~Dan> Gotcha. 🙂
[14:29] <+PeterC> But we do have plans for the Storm Circle…
[14:29] <~Dan> There had best be dinosaurs in the Storm Circle. That’s all I’m sayin’.
[14:29] <+RavenMcCracken> so… what are the play mechanics?
[14:29] <+KenW> 🙂
[14:30] <+RavenMcCracken> d20, dicepool, etc…
[14:30] <~Dan> Yes, in particular, what makes P&D cinematic?
[14:30] <+KenW> Very similar to RuneQuest, OpenQuest… D100.
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[14:30] <~Dan> (Howdy, Lioness!)
[14:30] <+RavenMcCracken> percentile RULZ
[14:31] <+RavenMcCracken> is this system multi-genre
[14:31] <+RavenMcCracken> ?
[14:32] <+KenW> The players also get Doubloons, which can be spent to enhance rolls, stave off death, etc. But you have to hope you don’t get a doubloon with a black spot, or you’re in trouble.
[14:32] <+PeterC> The game is D100 but we have retro stats (d&d clones) and we are going to do a OneDice version.
[14:33] <+RavenMcCracken> control over randomization with a variable? cool..
[14:33] <~Dan> How do players earn doubloons?
[14:33] <+PeterC> Also there are Talents (as well as the usual skills, etc.).
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[14:33] <+RavenMcCracken> is the “Black spot” a random variable?
[14:34] <~Dan> (Howdy, Fitz!)
[14:34] <+KenW> The party begin the game with a pool of doubloons to share, and every time someone rolls a successful double, they get another – which they can add to the communal pool or selfishly keep for themself in typical pirate fashion!
[14:34] <+KenW> The black spot is marked on the bottom of one of the doubloons, but you can’t turn them over until you’ve decided to spend them.
[14:34] <+RavenMcCracken> argggg! gimme my dabloons ya lilly livered scallywag
[14:35] <+PeterC> 🙂
[14:35] <~Dan> Hmm… I wonder how I could do that in one of my online games…
[14:35] <+PeterC> You hold the Doubloons!
[14:35] <+RavenMcCracken> draw a variable from the database and bind on drop..
[14:35] <~Dan> Does it matter if the doubles happen on successes or failures?
[14:35] <+KenW> Only on successes.
[14:36] * ~Dan nods
[14:36] <+RavenMcCracken> all the dabloon images appear face up… the spot is assigned to a number…
[14:36] <~Dan> Can they be awarded for good roleplaying and the like? Or strictly on doubles?
[14:36] <+RavenMcCracken> doubles on percentile dice?
[14:36] * ~Dan nods
[14:37] <+RavenMcCracken> 10% statistical avg…
[14:37] <+PeterC> No, we like to punish good roleplaying 😉
[14:38] <+PeterC> Good roleplaying is something that would be more reflected in the Improvement Points – Doubloons are more luck.
[14:38] * ~Dan nods
[14:38] <+RavenMcCracken> So.. mechanics… how do you work invisibility?
[14:39] <+KenW> The doubles are instead of crits – which means that in combat you can spend a doubloon to get a crit. But the GM, if playing a major character, can cancel your doubloon by playing one of the NPCs doubloons. And you can get into a bidding war of doubloons…
[14:40] <+PeterC> I’m not sure, Raven. There aren’t Invisibility spells, but I guess you’d use Perception with modifiers…
[14:40] <+RavenMcCracken> Dan… does this sound familiar? Ive something very similar… tis a modern trend…
[14:41] <~Dan> Somewhat! 🙂
[14:41] <+RavenMcCracken> its a solid mechanic…
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[14:41] <+RavenMcCracken> dabloons in place of constitution…
[14:41] <+RavenMcCracken> oops spelling…sorry..
[14:42] <~Dan> This is a bit of a general question regarding the Renaissance system as a whole, but what led you to go with spells per day rather than magic points?
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[14:42] <+Prince_Herb> Aloha!
[14:42] <~Dan> (Howdy, Prince_Herb!)
[14:42] <+Captain_Groove> That means you can use gold chocolate coins during game play!
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[14:42] <+RavenMcCracken> ok… how would you work something like the knife switch from one hand to another in an attack…
[14:42] <+Captain_Groove> hi Dan
[14:42] <~Dan> (Howdy, Monochrome_Mobile!)
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[14:42] <+The1andonlyned> Helloe Cakebread and Walton
[14:42] <~Dan> (Welcome to #rpgnet, The1andonlyned!)
[14:42] <+PeterC> Definitely use chocolate coins.
[14:42] <+PeterC> Hi All 🙂
[14:42] <+Monochrome_Mobile> (Hello!)
[14:42] <+PeterC> Raven – minor action.
[14:43] <+The1andonlyned> I have a question regarding One dice Universal
[14:43] <+RavenMcCracken> CHOCOLATE:::::::!
[14:43] <+The1andonlyned> Its regarding Charater balance
[14:43] <~Dan> Fire away, The1andonlyned!
[14:43] <+The1andonlyned> and Monsters
[14:43] <+RavenMcCracken> minor action with a surprise variable?
[14:43] <+The1andonlyned> Ok lets look at a typical Figher and Mage in One Dice
[14:43] <+PeterC> Yep.
[14:43] <+RavenMcCracken> perfect..
[14:43] <+The1andonlyned> A figher would realistically have starts of St 3 Cl 2 and Q 1
[14:44] <+PeterC> *nods*
[14:44] <+RavenMcCracken> 3 stats?
[14:44] <+The1andonlyned> Where a wizard would have St 1 , Cl 1 Q 2 Mg 1
[14:44] <+The1andonlyned> Sr
[14:44] <~Dan> Oh, yes… Before we get too deep in the weeds there, perhaps you guys should address the core mechanic of OneDice.
[14:44] <~Dan> (We’re covering two games of theirs today, Raven.)
[14:44] <+The1andonlyned> ST 1 Cl 2 Q 2 MG 1
[14:45] <+RavenMcCracken> need input…
[14:45] <+PeterC> D6 + modifiers vs Target Number/Opposed roll
[14:45] <+GenoFoxx> laters
[14:45] <+GenoFoxx> take care
[14:45] <~Dan> (Bye, GenoFoxx!)
[14:45] <+The1andonlyned> So realistically our figher would have 9 health and 9 base def
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[14:45] <+The1andonlyned> and likly have med armour giving him 2 def and a shield for another 1 thats 12 def in total
[14:45] <+RavenMcCracken> lololol… lovin it…. Peter..
[14:46] <+The1andonlyned> Where our wizard would have 3 health and 3 base armour realistically wearing V Light armour giving a Def of 4
[14:46] <+PeterC> *nods*
[14:47] <+RavenMcCracken> stats reduced via damage?
[14:47] <+The1andonlyned> If i take a basic goblin s2 C1 q2 H6 D6
[14:47] <+The1andonlyned> Now that goblin couldnt hit our fighter
[14:48] <+The1andonlyned> cause even with a blades skill of 2 its cant get equal to the armour class
[14:48] <+RavenMcCracken> what??? no target number?
[14:48] <+RavenMcCracken> ahh they may hit but do no damage…
[14:48] <+The1andonlyned> But given average roles so S2 + Blades 2 plus a D6 (say a roll of 3) he does 9
[14:48] <+PeterC> It could, but it would need the right skills – an average goblin would be fighting a losing battle.
[14:49] <+The1andonlyned> So our wizard is hit for 9 – armour Plus weapon damage which for a sword is 3 so our wizard is toast
[14:49] <+RavenMcCracken> please tell me there are no auto successes?
[14:49] <+The1andonlyned> How would you balance that story
[14:49] <+The1andonlyned> or that fight
[14:50] <+The1andonlyned> My other worry is that our fighter , opposed to a averge orc S5 c1 q h12 could realistically take 1 more hit to kill than our fighter
[14:50] <+PeterC> A starting wizard would likely be overwhelmed by a starting fighter (in the existing Fantasy Skin), but there are Stunt Points.
[14:50] <+RavenMcCracken> random encounters should have less “Balance.” the poor bastard i got in a street fight was no where near my skill level…
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[14:51] <+RavenMcCracken> stunt points?
[14:51] <+PeterC> Yep, Stunt Points are game changers – they are a bit like Doubloons in Pirates & Dragons.
[14:51] <~Dan> How do they work in play?
[14:51] <+The1andonlyned> Would that not mean though that our wizard is generally forced to use stunt points to hit or defend where a fighter would be at early levels impossible to hit
[14:52] <+RavenMcCracken> EXCELLENT MECHANIC!!!!!
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[14:52] <+RavenMcCracken> the concept is a modifier to randomization…to award the player some control…
[14:53] <+Ferret> Rather that your wizard is heavily incentivized to do everything he can to not engage from within reach of an enemy
[14:53] <+PeterC> Yes, The1, but the GM should also have some idea about presenting a variety of threats, not all of which suit the Fighter (when negotiating with the Queen the Wizard will be better off!).
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[14:53] <+RavenMcCracken> obviously…
[14:54] <+RavenMcCracken> however… if the queen is held at sword point… that does add to influence… or it better anyway..
[14:54] <~Dan> What effects do Stunt Points have?
[14:54] <+The1andonlyned> But if the queeen is holding the sword
[14:55] <+PeterC> OneDice has been very intuitive in playtesting -my junior group took turns running, and the threat levels worked every time – you have to think about it, but not for long.
[14:55] <+RavenMcCracken> bet they adjust the dice roll…
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[14:56] <+Ferret> What’s the mechanic and intended level of effect for Stunts, PeterC? Can I spend one to have lightning from the gods strike down the orc in front of me, or am I limited to causing him an annoying itch he simply MUST scratch before stoving my head in with a morning star?
[14:56] <+PeterC> Sorry, Dan – change non-combat rolls, add stunts/extra attacks, avoid death, etc.
[14:56] <+RavenMcCracken> yep…
[14:57] <+RavenMcCracken> a good modern trend…
[14:57] <+Ferret> PeterC: How does a player earn them, and how/when do they refresh?
[14:57] <+PeterC> We kept it optional, Ferret – the default is mechanical modifiers – but there are optional rules for changing the plot.
[14:57] * +Ferret nods
[14:57] <+The1andonlyned> So how would you suggest managing combat to make it fun yet challenging
[14:58] <+PeterC> If your group wants those rules, you could probably spend 5 points for your lightning strike!
[14:58] <+The1andonlyned> And intelligent
[14:58] <+RavenMcCracken> ive got to get to my programmers… games dont build themselves… best wishes all… the system sounds promising…
[14:58] <+PeterC> A balance of creatures and challenges, The1 – some nasty bosses, cunning traps, etc.
[14:58] <~Dan> Talk to you soon, Raven!
[14:59] <+PeterC> Thanks, Raven, bye 🙂
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[14:59] <+RavenMcCracken> best wishes… *vanishes in a swirl of light…
[14:59] <+PeterC> 🙂
[15:00] <~Dan> What’s the magic mechanic in OneDice?
[15:01] <+PeterC> We’ve used OneDice for fantasy (the GK came up with a brilliant game where everyone woke up in a different part of a dark dungeon, with limited equipment), space (an interstellar incident), heroes, and modern “realism”, amongst other things.
[15:02] <+PeterC> Basic, Intermediate and Advanced – very simple – roll against the spell Target Number – some spells do auto damage, so the Fighter isn’t completely safe!
[15:02] <~Dan> Is there any cost to spellcasting?
[15:03] <+KenW> You have two spells per day for each point you have in your Magic stat.
[15:03] <+PeterC> But the idea of the Universal book is for a very quick throw down system – if we do (which I reckon we will!) a Fantasy Genre book, we’ll probably expand the magic system.
[15:04] * ~Dan nods
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[15:04] <~Dan> How do superpowers and (if you have them) psionics work?
[15:04] <+The1andonlyned> Ok im basing my personal playtesting against D&D which In my opinion is a very combat heavy system , Am i fair in saying the Onedice is more Role Playing focused system
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[15:05] <+KenW> Superpowers are like extra skills which are only available to superheroes. We haven’t done psionics yet – currently wondering if they should be in the space book…
[15:06] <+The1andonlyned> Peter , id be interested (if possible) to see some of the characters and Enemies used in the play-tests so I can see how it played out. Is it possible for some of that to be distributed?
[15:06] <~Dan> Can you explain how damage works in OneDice?
[15:07] <+KenW> Hey Dan, are you just trying to avoid buying the book? 😀
[15:08] <~Dan> KenW: Nope. Just asking questions for the benefit of the audience. 🙂
[15:08] <+PeterC> The1, not necessarily, it is just making sure you have the threats balanced – perhaps if we do a monsters book for OneDice we should give more guidance. I’ll see what I can do about distributing some of that – we probably should do some really simple adventures for the line.
[15:08] <+PeterC> 😉
[15:09] <+KenW> Damage is skill+stat+weapon+D6 and whatever beats the opponent’s defence is taken off health.
[15:09] <+The1andonlyned> Thanks Peter, its great to see a development team taking the time to listen to feed back from consumers.
[15:10] <~Dan> And do I recall correctly that Strength governs melee combat?
[15:10] <+PeterC> Bludgeons, Blades and Bruiser, yes.
[15:11] <~Dan> That being the case, do you have (or plan to introduce) a scaling mechanic to prevent superhumanly strong creatures from also being superhumanly skilled combatants?
[15:15] <+KenW> “Huge” creatures, as well as ships, spaceships, etc., have stats similar to human scale creatures, but do massively more damage and and are way harder to hit. The GM has to use some common sense, though…
[15:15] <+PeterC> Monsters don’t have to be scaled (Defence/Health, etc) according to the same rules as Player’s Characters
[15:16] <~Dan> Ah, I see. So the scaling is basically already baked into the stats?
[15:16] <+PeterC> Yep, otherwise the opposition Defence would be too high.
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[15:17] <~Dan> (Howdy, KJ!)
[15:17] <~Dan> Can you tell us a bit about what’s in the Steampunk supplement?
[15:17] <~Dan> (Oh, and as a reminder, you guys are free to post links to the products in here. 🙂 )
[15:18] <+PeterC> We’ve really gone for quick playable game rather than simulation (although it is pretty comprehensive for its size).
[15:18] <+KenW> Here’s Steampunk (Link: http://rpg.drivethrustuff.com/product/133363/OneDice-Steampunk)http://rpg.drivethrustuff.com/product/133363/OneDice-Steampunk
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[15:20] <+KenW> Steampunk has all the rules needed for play, suggestions for character types, a ready made background set in an alternate 19th century, and skins for “gothic horror, losts worlds, and automatons”
[15:20] <+KenW> And some lovely illustrations from Bob Brown, who did the cover.
[15:20] <~Dan> So vampires, werewolves, ghosts, dinosaurs…?
[15:21] <+KenW> Yep!
[15:21] <~Dan> Rules for gadgetry?
[15:21] <+PeterC> Yep, in the Skins.
[15:22] <+The1andonlyned> Thanks for the AMA gents , Bed time
[15:22] <~Dan> Sleep well, The1andonlyned!
[15:22] <+KenW> bye!
[15:22] <+PeterC> Not really gadget rules – more let the player make stuff up and then come up with the stats, there is a steampunk equipment list.
[15:22] <+The1andonlyned> DAn is there a way to get teh transcript for this chat once its finished
[15:22] <+PeterC> Night, The1 🙂
[15:22] <~Dan> The1andonlyned: There is! The link to my blog with the chat logs is in the channel topic.
[15:22] <~Dan> But for your convenience: (Link: https://gmshoe.wordpress.com/)https://gmshoe.wordpress.com/
[15:23] <+The1andonlyned> Thanks all NN
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[15:24] <+PeterC> Decorative hat goggles give a minus to Perception 🙂
[15:24] * ~Dan chuckles
[15:24] <+BlasterKyubey210> There’s a few stupid jokes somewhere yes
[15:25] <~Dan> What other expansions do you have in mind for OneDice?
[15:26] <+PeterC> The world has seen an explosion in steam technology and various other advancements, but it is a fairly familiar Victorian world. There’s the Haves and the Have Nots, various powerful nations and a spirit of discovery and exploration.
[15:26] <+KenW> Like we said, Pirates & Dragons (a cut down version of the world of our D100 game), Space, Fantasy, a post-holocaust Britain game called Floodland, possibly Wild West, any more we can think of.
[15:27] <+PeterC> We have a long list…
[15:27] <+KenW> We’ve also got some ideas (and have friends with ideas) for games that will use the OneDice system but won’t necessarily be part of the main line, as they may not be suitable for 10 year olds…
[15:27] <~Dan> Do you plan on making a OneDice version of everything that you do for Renaissance going forward?
[15:28] <+PeterC> And we are looking at developing games for younger gamers too.
[15:28] <+PeterC> It’s not a replacement system. We love D100. OneDice is another option for us, not the default option.
[15:29] <+KenW> Probably not – things like Clockwork & Chivalry, Dark Streets etc., work well with D100, and don’t lend themselves to boiling down into a very small book.
[15:29] * ~Dan nods
[15:29] <+PeterC> Blaster – there’s always a few stupid jokes – it’s what keeps me sane!
[15:30] * ~Dan cannot abide stupid jokes and will have none of them in this place.
[15:30] <~Dan> <.<
[15:30] * ~Dan ahems
[15:30] <~Dan> So! Did you see my earlier question about Renaissance magic?
[15:31] <+PeterC> Lol *tumbleweed*
[15:31] <+PeterC> Ken, you’re in charge of the magic.
[15:31] <+KenW> I missed that question!
[15:31] <+PeterC> We have a department for magic – who’d have thunk it.
[15:31] <~Dan> Ah, no problem.
[15:31] <+KenW> 🙂
[15:31] <+KenW> Could you repeat it?
[15:32] <~Dan> I just asked about what led you to go with a spell-per-day system rather than the usual BRP magic point system.
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[15:33] <+KenW> Sorry, I was confused! 🙂 Renaissance magic is different in C&C/Renaissance than it is in Pirates & Dragons.
[15:33] <~Dan> Oh? Can you explain the differences/
[15:33] <~Dan> ?
[15:34] <+KenW> Renaissance has Alchemy, which involves creating philosopher’s stones in advance, which store the magical energy.
[15:35] <+KenW> And witchcraft, which don’t use magic points, but require complex rituals and lots of arcane ingredients to prepare.
[15:35] <+KenW> Both can be made more powerful but more dangerous with extra time spent preparing.
[15:36] <+KenW> In P&D we’ve gone for a more “retro” style, with a very simple system of having so many spells a a day, and many spells have different versions – you can only learn it at level 2, if you’ve got it at level 1, etc.
[15:36] <+KenW> Done
[15:38] <+KenW> Here’s the link for OneDice Universal, BTW. (Link: http://rpg.drivethrustuff.com/product/133363/OneDice-Steampunk)http://rpg.drivethrustuff.com/product/133363/OneDice-Steampunk
[15:39] <~Dan> Nope. Steampunk. 😦
[15:39] <~Dan> :), rather
[15:39] <+KenW> Oops! Forgot to press Ctrl-C. (Link: http://rpg.drivethrustuff.com/product/132619/OneDice-Universal)http://rpg.drivethrustuff.com/product/132619/OneDice-Universal
[15:39] <~Dan> 🙂
[15:40] <~Dan> So there’s no real reason to use a level 1 spell if you have the level 2 version, I take it?
[15:40] <+KenW> And Pirates & Dragons: (Link: http://rpg.drivethrustuff.com/product/128665/Pirates–Dragons-Core-Rulebook)http://rpg.drivethrustuff.com/product/128665/Pirates–Dragons-Core-Rulebook
[15:41] <+KenW> It depends on what you want your spell to do – no point killing someone with a powerful spell if you actually just want to injure.
[15:41] <~Dan> Is there a roll involved in spellcasting?
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[15:42] <~Dan> (Oh dear.)
[15:42] <+KenW> No there isn’t.
[15:43] <+KenW> Don’t know where Pete’s gone, and neither does he…
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[15:43] <~Dan> (wb, GenoFoxx and PeterC!)
[15:43] <~Dan> So is it accurate to say that the power of a magician in P&D is based strictly on the number of spells known?
[15:45] <+KenW> It’s based on their MAG, which limits their number of spells, but also the maximum power of spells they can cast. Some Dragons have huge MAGs and can cast spells which a human could never manage.
[15:45] <+KenW> And there are things like medicine bags, which effectively boost a shaman’s MAG.
[15:45] <~Dan> Ah, I see. That’s the bit I was missing, re: the ability to cast more powerful spells.
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[15:46] <~Dan> We’re going to have to lash you to the wheel, PeterC.
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[15:46] <~Dan> (Welcome to #rpgnet, jux!)
[15:47] <+PeterC> I do apologise 🙂
[15:47] <~Dan> (No worries. 🙂 )
[15:47] <+jux> is the q&a still going?
[15:47] <+KenW> Yes, indeed!
[15:47] <+KenW> Fire away!
[15:47] <~Dan> jux: We’re coming up on the tail end of it, actually, although (as I was about to mention) Ken and Peter are free to hang out and answer questions as long as they like. 🙂
[15:47] <+jux> cool
[15:47] <~Dan> But yes, ask away. 🙂
[15:48] <+jux> is the topic about Pirates and Dragons only?
[15:48] <~Dan> No, also OneDice.
[15:48] <~Dan> Although it’s their show, so whatever they’d like to discuss is fair game. 🙂
[15:49] <~Dan> (Pardon the pun.)
[15:49] <+Psychman> Any other Renaissance based products being designed or considered?
[15:49] <+jux> ok, well I just discovered Renessaince for myself and also the Dark Streets is so amazing setting
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[15:49] <~Dan> (Welcome to #rpgnet, Andre!)
[15:49] <+PeterC> Thanks Jux 🙂
[15:49] <+Andre> Thank you
[15:50] <+Andre> So not too late then
[15:50] <~Dan> Andre: Well, we’re just about to wrap up the “official” part, but the guys are welcome to hang out longer if they like. 🙂
[15:50] <+PeterC> Psychman – only Pirates & Dragons stuff, Dark Streets and another historical release – but I’m sure there will be more.
[15:51] <+PeterC> I can hang around for another 30 minutes.
[15:51] <+jux> so I have not bought them yet, but will … but I would totally would like to add a steampunk twist to it … so the question is … if there is going to be any steampunk supplement for Renessaince game?
[15:51] <~Dan> Speaking of which! It’s at this point that I like to ask our guests if there’s anything we haven’t covered so far that they’d like to bring up.
[15:51] <+PeterC> All good, Dan 🙂
[15:52] <+Andre> I had a couple questions for Pirates&Dragons. Really rules clarification.
[15:52] <+PeterC> We have discussed a third party steampunk game for Renaissance, but we haven’t had time to do it ourselves.
[15:53] <+PeterC> Fire away, Andre – and welcome 🙂
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[15:54] <~Dan> (Howdy, Silverlion!)
[15:54] <+PeterC> There’s more people her
[15:54] <+jux> ok, great – I would hope the Renaissance line should continue, because it is so solid and ageless system 🙂
[15:55] <+Andre> When I received my Corebook, I’ve read through it in 3 evenings, it was awesome read. Now On p. 150 Grog was priced at 1d As ‘d’ is next to ‘s’ and above ‘c’ it could be seen as 1copper penny or 1 silver ducat.
[15:55] <+PeterC> Grr, apologies one and all, my internet is playing up. Grog should be 1d.
[15:55] <+PeterC> 1 Copper Penny
[15:56] <+Andre> The Second on is about Islander Magic rating. Character creation chapter say POW/10. The Magic Chapter say POW/5
[15:56] <~Dan> (Peter has been hitting the grog, clearly.)
[15:56] <+PeterC> That’s a price that’s crept through from Renaissance.
[15:57] <+Andre> That clarify the price. Thank you.
[15:58] <+PeterC> I’m moving from grog to rum, Dan! 🙂
[15:58] <~Dan> 😀
[15:58] <+Andre> And for the Islander Magic Stats? which Chapter is right? Character creation with POW/10 or the Magic Chapter with POW/5?
[15:59] <~Dan> Well, as I said, you guys are more than welcome to hang out with us as long as you like, but I need to head out for now. Give me just a moment here, and I’ll get the log posted and get you the link.
[15:59] <~Dan> Thank you so much for taking the time to chat with us today!
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[15:59] <~Dan> And for those of you who came by for the Q&A, please don’t be strangers! You’re always welcome here. 🙂
[15:59] <+PeterC> You’re welcome, Dan 🙂 Thank you for having us!