<+PeterC> Cheers, Dan. My name is Peter Cakebread, and I’m half of Cakebread & Walton. We’ve been going about five years, and in that time we’ve produced twenty or so books. Our games include Airship Pirates, Clockwork & Chivalry, Pirates & Dragons, Renaissance and OneDice.
<+PeterC> This is our website – (Link: http://clockworkandchivalry.co.uk/)http://clockworkandchivalry.co.uk/
<+PeterC> And here is our shop on Drivethru (Link: http://rpg.drivethrustuff.com/browse.php?manufacturers_id=4595)http://rpg.drivethrustuff.com/browse.php?manufacturers_id=4595
<~Dan> Thanks, Peter!
<~Dan> The floor is open to questions!
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<~Dan> So what can you tell us about OneDice?
<~Dan> (Welcome to #rpgnet, Guest94! You can set your name with the /nick command.)
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<+PeterC> It’s a very simple game – all played with a D6. I wrote it because I wanted a really quick game (for when I’d been to lazy to prep) and to get my junior group GMing.
<+PeterC> You have a Target number to beat – roll a dice, add Abilities and Skills (if you have a relevant skill) – and that’s about it. There are Stunt Points, to make it a little less lethal (and to do shiny things).
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<~Dan> What genres does it support?
<+DavetheLost> I have to say it is surprisingly robust for as simple as it is
<+PeterC> We have a Universal book out (which has three quick “skins”), a steampunk one, and a Pirates & Dragons one. There are several more in the pipeline 🙂
<+PeterC> Thanks, Dave 🙂 That means a lot!
<~Dan> Will you be doing OneDice versions of all of your settings?
<+PeterC> The existing skins are fantasy, space and supers. But the steampunk one also has skins (so you can play with various twists).
<+PeterC> Maybe, Dan – we have a whole list of things we’d like to do with it. I’m not sure about Clockwork & Chivalry and Dark Streets though – they might lose some of the flavour – I’ll have to think on it. Really you can use it for pretty much anything.
<+PeterC> I just ran a game at a festival – one dice, characters on paper plates, one slim book, 10 minutes prep.
<+PeterC> It turned out rather well 🙂
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<~Dan> Nice. 🙂
<+gWorldz> are all OneDice settings going to be compatible allowing you to pull a single character through all settings?
<+DavetheLost> The Steampunk book impressed me the added details and Steampunk feel added to the basic game. Pirates and Dragons blew my socks off.
<~Dan> Do you see it as mostly for “beer-and-pretzels” gaming, or is it hardy enough for long-term play?
<+PeterC> Yes, gWorldz – in fact Ken is running a game at the minute which does precisely that.
<+DavetheLost> I have. The full P&D rules and most of the background appears in the One Dice Book as well. In an abridged version, but, still it is there.
<@Silverlion> Yay questions!
<+PeterC> Thanks again, Dave – they are a real pleasure to write (and make a change for me from the HUGE books I had done up to OneDice) 🙂
<+DavetheLost> I’m curious what the trickiest but of the rules to sort out for such a rules light game was.
<+PeterC> Dan, I think I designed it to be simple and accessible for “beer-and-pretzels” gaming (it had to be simple for me to run a game mid-punk festival), but I know folk are using it for campaigns, which is great.
* ~Dan nods
<+gWorldz> how involved would creating homebrew settings be “chug it” or “hey I need some more pretzels over here”?
<+PeterC> It was pretty tricky trying to be concise, especially after being so thorough. A lot of it wrote itself – I’m a skirmish wargamer too, and had been toying with a simple D6 rpg for a long time, and suddenly had the urge to write down the lurking thoughts.
<+PeterC> But ruleswise, it wasn’t that tricky – although it is hard to have a robust scale for opposition and success with just 1D6.
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<~Dan> (Howdy, TwentySix!)
<+PeterC> Converting Pirates & Dragons was very simple – and I’m really chuffed with the ship combat rules in the OneDice P&D game.
<~Dan> What powers does OneDice support, and how do they differ from each other?
<~Dan> Magic, psionics, superpowers, cybernetics, etc.
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<+PeterC> K, there is a simple magic system (basic, intermediate, advanced) in the fantasy skin and in P&D. There’s a brief supers skin (which has powers and flaws). Cybernetics is easy (and we have some sample stuff in the Steampunk one). I haven’t got round to psionics, but I will.
<+PeterC> Magic is roll vs a Target Number. Supers is mostly a boost to Abilities/Skills.
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<~Dan> How does combat work?
<+PeterC> Initiative, then a roll + Ability + Skill vs Defence. If you breach the Defence you do damage (the difference + the weapon damage).
<~Dan> Armor class or damage reduction?
<+PeterC> Armour increases Defence. And Stunt Points are your friends.
<~Dan> What can they do?
<+PeterC> Extra attacks/stunts, auto non-combat successes, prevent damage, cause (random) auto damage and various other things. There’s also an optional rule for those that like using them to change the story.
<+PeterC> You get 6 – and in my experience, they get spent.#
<+DavetheLost> Stunt Points are a great feature for heroic/cinematic play. They help relieve feeling at the mercy of the dice. They also can help a lot when player’s need to catch a clue.
<+PeterC> Absolutely. I think in some games they get forgotten most of the time – but in OneDice they are pretty critical.
<+PeterC> You can also raise or lower them – according to the sort of game you want to play.
<+PeterC> But I find 6 works fine.
<+gWorldz> What role does session rewards take and do characters develop and/or improve over time?
<+PeterC> Yes – if you want. There’s a really simple experience system (and even a really simple alternative experience system). One is very much levels and XP – the other is Improvement Points.
<+PeterC> Your character’s skills and abilities develop, etc., (and magic, if you are using it).
<~Dan> What are some of the features of the steampunk supplement?
<+PeterC> There’s also guidance for giving rewards for various things. The steampunk supplement has a default setting (alternate 19th century), different equipment lists, etc., three skins
<+PeterC> and I haven’t got my copy yet!
* ~Dan chuckles
<~Dan> Are there dinosaurs?
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<~Dan> (Howdy, DrNate!)
<+PeterC> It’s a pretty complete game – again simple, but with enough background to set the flavour (I hope!).
<+PeterC> Dinosaurs are an option!!! Yes!!!
<~Dan> Good man. 🙂
<~Dan> Are there Martians?
<+DavetheLost> Yes, there is Lost Worlds skin. It has example dinosaurs, cave men, and more!
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<+PeterC> I couldn’t really do steampunk without doing a Lost World skin.
<~Dan> You really couldn’t.
<+DavetheLost> I haven’t spotted Martians, but I don’t think they would be hard to add. What flavour do you like?
<+PeterC> The space skin has a sample alien species.
<~Dan> DavetheLost: Well, I was thinking the H.G. Wells variety. 🙂
<+PeterC> But then we’ll no doubt do OneDice Space as well – which will probably have its own set of skins.
<+PeterC> Cough at them!
<+GenoFoxx> Edgar RiceKrispy Treat Burrough’s
<~Dan> Yes, I like Burrough’s Martians, too. 🙂
<+DavetheLost> For HG Wells I think the rules for Automatons in Steampunk would work nicely.
<~Dan> (brb — please continue)
<+DavetheLost> Many of the Lost Worlds creatures could fit right in on Barsoom with just a name change.
<+gWorldz> I know you mentioned child friendly earlier does that mean contemporary horror and HP Lovecraft style occult skins would go against teh overall design concept of OneDice?
<+PeterC> The nice thing, is that they’re cheap enough that if folk want to get them all and snap them together in various ways, they aren’t going to break the bank.
<+PeterC> I’m not so sure gWorldz – I’m developing something at the moment that isn’t so child-friendly – it’ll use the OneDice system, but we probably won’t brand it as part of the range.
<+DavetheLost> Steampunk includes a Gothic Horror skin, and there are undead in P&D so the system won’t break if you want to do something creepy with it.
<+PeterC> I didn’t think I’d want to use it for Lovecraft – but I can’t see myself not doing a Lovecraft skin, at the very least, now.
<+gWorldz> Thats good to hear I’m all in favor of child friendly but occasionally I wnt a game that gives me and other players nightmares 😀
<+PeterC> Absolutely – me too!
<+PeterC> I haven’t run Dark Streets for my junior group.
<+DavetheLost> It’s not a game that is heavy on mechanical detail, but I don’t see why detailed mechanics are needed for a good horror story
<+PeterC> That’s right – the last game I ran was very much an old school fantasy hack, but Ken’s game is very combat lite (and he managed to freak out his players, which is rare!).
<+DavetheLost> I have done some really scary sessions in other games that just relied on narrative and player buy in. Creeped ourselves right out, just telling stories.
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<+PeterC> I was a bit surprised how versatile it is. My original intention was to get my juniors running games – and they just didn’t want to start on a big read. I also run a Sunday game, and after a week spent writing, I glazed over when it came to prep (for anything aside from my own games).
<+PeterC> So it hit those goals – but I’m glad that others are finding it stands up as a complete system.
<+DavetheLost> I am feeling the glaze over of prep for my own weekly games lately. One Dice seems to be possible to run on the fly very easily once you know the systems.
<+gWorldz> What happens when your junior group graduates to renaissance based games? will they be able to convert their OneDice characters to renaissance? … just curious if it might get some thought at some point in the future 😉
<+PeterC> Ha – they are happy to play anything, as long as I run it! But I want them to be more autonomous. They played through a (mildly censored) Clockwork & Chivalry campaign and I’ve even run junior horror stuff for them with Renaissance.
<+gWorldz> to expand on that could renaissance Pirates and Dragons players easily convert to OneDice Pirates and Dragons?
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<~Dan> Sorry about that — took longer than I expected.
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<+PeterC> Yep (Link: http://rpg.drivethrustuff.com/product/134525/OneDice-Pirates–Dragons)http://rpg.drivethrustuff.com/product/134525/OneDice-Pirates–Dragons There’s no actual conversion rules, so I think you’d have to just build a character with the same feel..
<+DavetheLost> Having read through both games, the background and game world is the same. The OneDice rules are very easy to pick up, so I don’t think going from Rento OD would present any problems.
<+gWorldz> thats fair enough was just curious 🙂
<+PeterC> OneDice is certainly not going to replace Renaissance – but it is nice to have an extra gear.
<~Dan> Speaking of Renaissance, what’s new with Pirates & Dragons (other than the OneDice version)?
<+DavetheLost> I’ve been painting 15mm pirate miniatures like crazy, now I just need to find some dragons…
<+DavetheLost> Not really for P&D specifically. I like miniatures, pirates, and well…
<+PeterC> We’ve had immense problems with the printers – so we’re still waiting for the standard hardbacks (softcover, premium hardback and PDF are all out). The bestiary book is in layout. Tales of Tortuga will also be out soon (it’s a Gazetteer of one of the archipelagos, along with a couple of adventures).
<+PeterC> I like minis, too. Writing has not helped reduce the lead mountain!!!
<~Dan> For those benighted souls who didn’t check out your previous Q&A, would you like to give folks a quick overview of Pirates & Dragons?
<+DavetheLost> Glad to hear about the Bestiary and Tales…. Still trying to decide between softcover and standard hardback.
<+PeterC> I finished the bestiary a while back – it was a lot of fun to put together.
<+PeterC> Yep, Pirates & Dragons is set in a fantasy world, but very much echoes the Caribbean (but bigger!). There are Uropans, Islanders (the indigenous people), dragons, dragon tribes (who are slaves to the dragons – as are various forms of undead). You get to play pirates!
<~Dan> What are some highlights from the upcoming bestiary?
<+PeterC> You get a ship and crew (unless the GM is feeling mean) and you are away. There is a Renaissance (D100) version and a OneDice version.
<+PeterC> OK – spoilers time. There’s all sorts – more weird and wonderful sea creatures, various other sentient species, creepy undead, giant creatures, etc. Hugger trees, lurking horrors, fungus folk, strangling vines, hupias, sage tortoises…
<+DavetheLost> Do some of the legendary creatures that just got stat blocks and illustrations in the rules get expanded entries to put more flesh on their bones?
<+PeterC> Sage tortoises are one of my favourites – they have human faces (but are otherwise giant tortoisey). They are very wise, but very grumpy – unless you give them soporific chump lettuce, in which case they’ll tell you what you want to know (probably!). Yes, Dave – everything gets an expanded entry (although we left some of the more mundane ones out, I think.
<+PeterC> As they don’t need explaining.
<~Dan> Did you base sage tortoises on the tortoise from The Neverending Story? 🙂
<+PeterC> Actually, after a quick riffle, I think they are all in there. My subconscious probably did!
<~Dan> How does P&D encourage swashbuckling action?
<+PeterC> Doubloons are used (basically Stunt Points) – you can play them to do shiny things. But there is also a Swahbuckling skill.
<~Dan> How common is it for PCs to have skill totals in excess of 100%? It is expected, as it is in, say, Elric!/Stormbringer?
<+PeterC> No – not in the default game. Some creatures do have though (and they are probably best avoided!).
<~Dan> IIRC, though, you do have rules covering such skill levels?
<+PeterC> There’s no reason you couldn’t play with a more experienced Adventurers – there are rules for skills over 100.
<~Dan> Does the game encourage any particular sort of pirate, from bloodthirsty to romanticized?
<@Silverlion> (later all…have fun!)
<~Dan> (Bye, Sil!)
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<+DavetheLost> A related question, I remember rules for Islanders turned pirate, but can’t remember if there are rules for pirates of African origin
<+PeterC> Hmm – like most of our games, it’s fairly open – we discuss both and things in between. It’s really intended to have a pirate movie feel – but there wouldn’t be much of a problem using it for a straight historical.
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<+gWorldz> I’ve never played a D100 based game, can you give me a quick run down on the system mechanics to sell me on the game play and let me know what I’m in for during my first game?
<+PeterC> We don’t have rules for pirates of African origin. The world beyond the Caribbean is left fairly undeveloped (beyond the main Uropan powers and a brief entry on High Bressayle.
<+PeterC> And we don’t have the slave trade/triangle operating.
<+DavetheLost> That would explain why I didn’t remember seeing them. I don’t feel a strong need to add the slave triangle trade, nor to relocate the action to the
<~Dan> Speaking of the historical perspective, have you had a chance to look at Chaosium’s Blood Tide, and if so, do you have any thoughts on it as compared to P&D?
<+DavetheLost> Barbary Coast instead of Caribbean
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<+PeterC> Renaissance uses various skill (basic and advanced) and you have to roll below your skill for a success.
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<+PeterC> I must confess, I haven’t read Blood Tide – I’d quite like a copy though (from the sound of it).
<~Dan> I got a copy at GenCon but haven’t had time to give it much more than a light skim. At first blush, it appears to integrate the supernatural to a greater degree than I’d expected. (Not a criticism, mind you — just an observation.)
<+PeterC> You have 6 Abilities, then you usually choose a background and profession which increase your skills (and you get more points to allocate at the end). We’ve made combat fairly simple – and quite bloody.
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<+PeterC> There is a free version of our Renaissance SRD here – (Link: http://rpg.drivethrustuff.com/browse.php?manufacturers_id=4595)http://rpg.drivethrustuff.com/browse.php?manufacturers_id=4595
<+PeterC> (Link: http://rpg.drivethrustuff.com/product/97426/Renaissance–D100-black-powder-SRD?manufacturers_id=4595)http://rpg.drivethrustuff.com/product/97426/Renaissance–D100-black-powder-SRD?manufacturers_id=4595
<+DavetheLost> Speaking of the supernatural. I was an anthropology major and am quite taken the background to magic in P&D. The Island spirits, their various taboos and then interaction with the Dragons all fit together quite well.
<+PeterC> Thanks! 🙂 My sister studied anthropology and I dabbled in it a bit.
<+gWorldz> 😀 very nice
<+DavetheLost> It is magic that really seems integrated into the setting, not just “We need a magic system so let’s tack one on” I’m sure you’ve seen games like that.
<~Dan> How detailed is ship-to-ship combat?
<~Dan> (And ship-to-dragon combat, for that matter?)
<+PeterC> Yep, we’ve kind of got the Harryhausen vibe mixing with real world inspiration. So it is fairly fantastical – but there is a rationale in there too.
<+PeterC> Detailed enough (I hope), without being too laborious (we had to make some calls in the name of playability over simulation). Your ship and crews have stats, and the Adventurers are in the main jobs – so get to direct things (and participate too).
<+PeterC> In the OneDice version there are a few changes (to further simplify things) – and only “Huge” creatures can attack ships.
<+PeterC> Or other ships, of course.
<+DavetheLost> It reminds me in that aspect of FASA’s Star Trek RPG, players took on the roll of the bridge crew and department heads. Everybody had something to do during ship actions.
<~Dan> On a related note, are dragons at the tippy-top of the food chain, or are there creatures that even they fear?
<+PeterC> *blush* That was the key – we didn’t want people drumming their fingers and waiting for the Captain to roll everything. Dragons are very much at the top of the food chain, but, but…
<+PeterC> …you’ll have to wait and see.
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<+DavetheLost> Dragons fear even BIGGER Dragons! Well, big dragons eat baby dragons…
<~Dan> Are there any potential nonhuman PCs?
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<+PeterC> Dragons don’t get on! Yes – there are quite a few species that could be playable – though we haven’t developed them for that, as such. Insect People, rock folk, and quite a few others – don’t bother with fungus folk though, they’re a liability!
<~Dan> I would think playing a rock person on a ship would be unwise.
<+PeterC> Yeah, you might get fired!
* ~Dan chuckles
<~Dan> Well, I was thinking more in terms of sinking like a stone. 🙂
<+DavetheLost> When does the sourcebook for Dragons as PCs come out? Not that I am a munchkin power gamer or anything…
<+DavetheLost> Fungus folk? Even the name repels.
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<+PeterC> Ha – well, that would be interesting. it would be quite neat to do that – there are a few stories to be told – they left High Bressayle for a reason. Fungus Folk are quite friendly – but if they get hit, they become a liability.
<~Dan> They’re spore losers.
<+DavetheLost> Baa ad pun!
<+PeterC> *groan* kerching!!!
<~Dan> Those happen from time to time here… <.<
<~Dan> Before we run out of “regular” time — and you are, as always, welcome to hang out as long as you like, but I realise that it’s really late/early for you — is there anything we haven’t covered that you’d like to mention?
<+DavetheLost> And thank you Peter for your time
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<~Dan> (And gWorldz, DavetheLost, I do hope you guys will stick around and hang out with us in the future!)
<+PeterC> No, I think I’m good (it’s nearly 3 am here – so I’ll no doubt remember something in the morning!). Thank you for hanging out – I’m really pleased you are getting enjoyment from the games 🙂
<+DavetheLost> I will definitely be by in future
<~Dan> That being the case, unless there are any further questions, shall we let our guest get to bed? 🙂
<+DavetheLost> Good night all.
<+PeterC> Oh, I guess I should say we’re on Facebook and have our own website too – feel free to hit us up. Goodnight! And thanks again 🙂