[20:07] <+RobinDLaws> I am writer and game designer Robin D. Laws, known for such games as The Esoterrorists, Dying Earth, and HeroQuest. My last Kickstarter project, Hillfolk, won the Diana Jones Award and 2 Indie Games Awards at Gen Con this year.
[20:08] <+RobinDLaws> I am the author of eight novels and a short story collection and am the Creative Director for the Stone Skin Press fiction line.
[20:08] <+RobinDLaws> Feng Shui 2 is the fasterer and furiouser version of the classic RPG that introduced gamerdom to Hong Kong inspired action movie roleplaying, retuned for a new generation.
[20:09] <+RobinDLaws> We just passed our last stretch goal, the last of the new archetypes, at (Link: https://www.kickstarter.com/projects/atlasgames/feng-shui-2-action-movie-roleplaying-game-by-robin.)https://www.kickstarter.com/projects/atlasgames/feng-shui-2-action-movie-roleplaying-game-by-robin.
[20:09] <+RobinDLaws> (done)
[20:09] <+Khadgast> I had no idea you did heroquest… That game is the reason I roleplay. So thankyou.
[20:10] <~Dan> Thanks, Robin! The floor is open to questions!
[20:10] <+JohnNephew> (I’m back! hoping I can lurk while getting the 2yo to sleep…)
[20:10] <+DireNinja> by HeroQuest, you don’t mean the GW/MB board game right?
[20:11] <~Dan> So can you give us a high-level overview of what’s new about FS2?
[20:11] <+FistfulOfDice> Is the Buro really gone for good, or is there a chance some remnants will still be kicking around trying to unite the faction themselves?
[20:11] <+Abstruse> For those who aren’t familiar with the original came, can you give us an overview of FENG SHUI?
[20:11] <+warcabbit> Well, it’s not so much a question, but your nonfiction work certainly deserves mention. What have you done besides Good Game Mastering and Hamlet’s Hit Points?
[20:11] <~Dan> (Question pause, please.)
[20:11] <+RobinDLaws> No, the narrative rules system for the Glorantha setting, later turned into a generic rules set.
[20:12] *** INVITE Not enough parameters
[20:12] <+RobinDLaws> FS2 has been updated to the present day with continuity changes reflecting the evolution of action movies since it was written in 1994.
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[20:13] <+RobinDLaws> Its crunchy bits, from archetypes to schticks to foes, have been stripped down and simplified to make it the game people remember playing all along.
[20:13] <~Dan> Welcome, Cam!
[20:13] <+RobinDLaws> (Oh hey Cam!)
[20:13] <+Cam_Banks> waves
[20:13] <+RobinDLaws> The emphasis now is on fast play and on robust characters you can pick up and play immediately.
[20:13] <+RobinDLaws> (done)
[20:14] <~Dan> Before we proceed, want to introduce yourself, Cam? 🙂
[20:14] <+RobinDLaws> Fistful: Surely they are gone for good. Destroyed villains in an action movie universe always stay that way.
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[20:15] <+Cam_Banks> Hey all. I’m Cam, and I’m editor/developer for FS2 as well as playtest wrangler & RPG guy at Atlas Games.
[20:15] <+Cam_Banks> (done)
[20:15] <+Abstruse> For those who aren’t familiar with the original game, can you give us an overview of FENG SHUI in its mechanics, tone, and setting?
[20:15] <@Silverlion> Will things be explained step by step and clearly? In terms of procedures of play? (I know that sadly, some of Cam’s works failed at that in the past because likely license problems.)
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[20:16] <+RobinDLaws> Abstruse, FENG SHUI is the action movie roleplaying game, in which you play chi warriors fighting across four time periods and a bizarre interconnecting zone to set the rules of magic and history.
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[20:17] <+Khadgast> RobinDLaws what has been the most painful part of rewriting and restructuring your baby?
[20:17] <+RobinDLaws> You play action movie icons like the Killer, Martial Artist, Ex-Special Forces or Sorcerer.
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[20:18] <~Dan> (Howdy, QTGames!)
[20:18] <+RobinDLaws> The emphasis of game play is on fast-flowing, imaginative combat, where you get to describe wild stunts and imagining fights as cinematic set pieces.
[20:18] <+QTGames> Hiya Dan (quietly going over into a corner to listen. 🙂
[20:18] <+RobinDLaws> Cam, does that seem like a good basic description to you?
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[20:19] <+Cam_Banks> Pretty much! FS set the bar pretty high for many games that came afterward, so much so that some of the rules and approaches are now commonplace.
[20:19] <+FallenRanger> The newest stretch goal involving temporary portals to Shanghai 1937 (also part of the John Roger’s demographic), is there a mechanic for governing the PUP timer, or is it the “speed of plot”?
[20:19] <+Cam_Banks> And Silverlion, I didn’t write it so I’m sure you’ll find the procedures very well explained.
[20:20] <+Cam_Banks> 😉
[20:20] <+Cam_Banks> (done)
[20:20] <@Silverlion> Good good. I think you are a good writer Cam, I just know that a couple of games you’ve been in on have hiccups here or there. (Heck, I notice the same thing in my first work, so..:D)
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[20:20] <+warcabbit> When is a timer _not_ speed of plot?
[20:20] <+RobinDLaws> Warcabbit, my other major non-fiction work would be the oral history 40 Years of Gen Con, published by Atlas Games’ own Atlas Games.
[20:20] <+Abstruse> Can you give us an idea of how the rules mechanics work?
[20:21] <+warcabbit> especially if it’s been dropped
[20:21] <+Abstruse> (Yes, I’m asking questions I already know the answers to…it’s a press thing)
[20:21] <+Dvandom> (Robin also wrote a few issues of Iron Man.)
[20:21] <+FallenRanger> @warcabbit heh =)
[20:22] <+RobinDLaws> Fallen Ranger: what warcabbit said.
[20:23] <+FallenRanger> Thanks!
[20:24] <+RobinDLaws> Abstruse, there are probably better ways to present the rules mechanics than to have me type a summary on the fly in IRC. I’m sure Cam can hook you up with review copies of the original and the current draft.
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[20:24] <~Dan> It’s still a 1d6-1d6 system, correct?
[20:24] <+RobinDLaws> (done)
[20:25] <+Cam_Banks> Abstruse the core mechanic uses two six sided dice, one positive, one negative. You subtract the negative one from the positive one and then add it to a stat.
[20:25] <~Dan> (Howdy, FaerieGodfather!)
[20:25] <+Cam_Banks> But yes, I can always hook you up if you’re press.
[20:25] <+RobinDLaws> Dan, yes, it’s the same core system.
[20:25] <+Cam_Banks> (done)
[20:25] <+Abstruse> So yin and yang?
[20:26] <+Abstruse> Cam_Banks: I’m the tabletop gaming columnist for Ain’t It Cool News and the owner/producer of the Gamer’s Tavern Podcast Network.
[20:26] <~Dan> RobinDLaws/Cam_Banks: Now, from what I saw at GenCon, is it correct to say that you’ve dropped attributes altogether in favor of special bonuses for particular archetypes?
[20:26] <+RobinDLaws> More good luck and bad. (Yin and yang are both seen as positive forces provided they remain in harmony.)
[20:26] <+Cam_Banks> Abstruse drop me an email: cam AT atlas-games DOT com. 🙂
[20:27] <+RobinDLaws> I’ve stripped them down to a core few attributes you really need, and turned the others into resistance checks, to which some archetypes get bonuses. So there’s still Fortune (and its subsets) and Speed, but no Body, Mind, etc.
[20:28] <+warcabbit> Very zen
[20:28] <+RobinDLaws> There was a question about what caused pain in the revision. Mostly noticing how padded some of the 1994 text was.
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[20:28] <+warcabbit> (yes, that was a cheap pun)
[20:28] <+Khadgast> Heh, i know that feeling.
[20:28] <~Dan> But IIRC, the Big Bruiser gets bonuses to things that would be strength-related, for example, correct?
[20:29] <+RobinDLaws> Correct.
[20:30] <~Dan> Speaking of the archetypes, are they all “grab-and-go” now? No customization choices to make?
[20:30] <+Khadgast> So archetypes remain very much true to their previous incarnations, simply the plethora of numbers in on the page you barely interact with is reduced?
[20:30] <+Abstruse> How tightly woven is your setting and game system? Hong Kong Action can get pretty broad in terms of setting, depending on the era. Is it easy for players to create their own worlds within the structure of the game?
[20:31] <+RobinDLaws> Yes the archetypes are now completely grab and go. Tuned for maximum fun. Customize them by adding story elements including melodramatic hooks and oh no what are those guys with machine guns doing busting into the mall?
[20:31] <~Dan> 🙂
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[20:31] <+RobinDLaws> I think that answers Khadgast’s question too.
[20:31] <~Dan> (Welcome to #rpgnet, Guest50! Please set your name with the /nick command. 🙂 )
[20:32] <+QTGames> Sounds cool. Does it support multiple eras?
[20:32] <+Khadgast> it does yes
[20:32] <+QTGames> Nice.
[20:32] <@Silverlion> What is the dice system like?
[20:32] <+Cam_Banks> d6 – d6 + stat.
[20:32] <+Khadgast> wait no my comment was in answer to robin not yours QTGames sorry
[20:32] <+RobinDLaws> Abstruse, there are notes for people who want to set aside the setting to do other action movie stuff. But it does not try to be generic.
[20:33] <+warcabbit> I think there’s really one major question to ask about what it supports. Does it support falling backwards down a flight of stairs while firing twin pistols at a sorceror with a really nize hat, who is throwing lighting at you, while a cybernetic gorilla tries to unscrew his head…
[20:33] <+warcabbit> … and where do the doves come from?
[20:33] <+Dvandom> (Mommy and daddy doves)
[20:33] <+DireNinja> are different martial arts styles showcased in the mechanics at all or is that type of thing handled only in narrative?
[20:33] <+Khadgast> they come from rutger hauer on a rooftop
[20:33] <+warcabbit> ooh, good one, Dire.
[20:33] <+QTGames> Ah, No worries Khadgast
[20:34] <+JohnNephew> I moved to Duluth specifically so that I could personally launch our dove breeding program here to support Feng Shui.
[20:34] <+RobinDLaws> QTGames, the chi war rages across four time periods, corresponding to the major genres of Hong Kong cinema. The ancient past (Tang Dynasty), 1850, the contemporary era, and a post-apocalyptic future.
[20:34] <+Abstruse> warcabbit: John Woo wills them into existance.
[20:34] <~Dan> How has the “grab and go” setup affected the abilities that required specific choices in the previous edition — in particular, martial arts and transformed animal powers?
[20:34] <+FistfulOfDice> Will there be rules in place for making, say, martial artists with different starting styles, or transformed animals that aren’t Crabs or Dragons?
[20:34] <+RobinDLaws> For the first time it also allows quick jaunts into other periods, which open for brief windows. They’re called Pop-Up junctures.
[20:34] <+FistfulOfDice> basically what Dan said, only phrased differently
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[20:35] <+QTGames> Thanks, Robin. Very cool indeed!
[20:35] <+Dvandom> (“I can’t go!” “Why not?” “I disabled pop-ups on my browser!”)
[20:35] <~Dan> (Thanks, all_ashes!)
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[20:35] <~Dan> (Welcome back, Teller!)
[20:35] <+RobinDLaws> Warcabbit, the answer is yes.
[20:36] <+warcabbit> Well, geez, I’m sold.
[20:36] <+Teller> ((Well, it seems my WiFi didn’t like the plan to lurk here for the Q&A))
[20:36] <+RobinDLaws> DireNinja, fu paths include everything from the leaping abilities found in wuxia films to wushu, wing chun, and nunchaku mastery.
[20:37] <+Abstruse> How far into the fantasy realm do the rules cover? I’ve only ever played modern day POLICE STORY style games, so I’m not sure if you go so far as having hopping vampires…
[20:37] <+Canageek> RobinDLaws: (SOrry to interupt, just wanted to say I’ve really been enjoying the Ken and Robin talk about stuff podcast)
[20:37] <~Dan> (Question pause.)
[20:38] <+RobinDLaws> Dan, starting characters get the funnest, most effective starting selection of relevant schticks. You can then add more through advancement, or as we call it, Awesoming Up.
[20:38] <+Cam_Banks> I ran an almost entirely non-magical series of stories set in contemporary Hong Kong involving the Triads and the game worked amazingly well. (I was about to drop the players into the weird stuff when we stopped.)
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[20:40] <+RobinDLaws> Fistful, we have deprecated customization over presenting 36 wide-ranging, vivid, fun starting characters. There are sidebars indicating how you might tinker, but with at “at your own risk” sign, as you are choosing to play something that hasn’t been tested for maximum fun and effectiveness.
[20:40] <+Khadgast> My group ran the last version as an 80s TV cop show, episodic. Had to completely mangle the XP system to make it work but was great fun.
[20:41] <+Khadgast> Which begs the question, car chases and smashes, still a noted element?
[20:41] <+Cam_Banks> But yes, RobinDLaws has put all kinds of crazy HK cinema weirdness in the game. You can dial it all the way to 11.
[20:41] <~Dan> If I may make a quick observation about the archetypes? Based upon the GenCon demo, it appears that previously not-so-fun archetypes have been substantially funned up.
[20:41] <+RobinDLaws> Abtruse, you can fight hopping vampires or go to the future to battle cyber-apes. Or as Cam suggests you can stick to the modern tropes and still maintain game balance.
[20:42] <+Abstruse> Dan: I’m stealing “funned up”, just so you know.
[20:42] <~Dan> 🙂
[20:42] <~Dan> Well, for example, I played the Big Bruiser, and he was a LOT more fun to play than he was in his previous incarnation.
[20:43] <+RobinDLaws> Thanks Canageek for the kind words regarding the podcast.
[20:43] <+warcabbit> How about non-eastern action styles (Note: these styles often appear in eastern movies), such as ‘Military Special Forces’ style?
[20:43] <+Canageek> RobinDLaws: Welcome
[20:43] <+QTGames> That’s an interesting angle to take, rather than simple classes with lots of options. What led you to decide that path. Both seem to include the need for a player to look over a good amount of stuff. Not complaining, mind you.
[20:43] <~Dan> And it seemed as though the character types who weren’t hyper-specialized were still cinematically effective.
[20:43] <+Abstruse> Like THE RAID?
[20:44] <+RobinDLaws> Vehicle rules were not part of the FS1 core book. A brand new vehicle chase system, complete with Driving schticks for characters like the Driver, Highway Ronin and Scrappy Kid.
[20:44] <@Silverlion> Is there set of rules to build alternate archetypes?
[20:44] <+warcabbit> oooh. Scrappy Kid gets his skateboard.
[20:44] <~Dan> The Scrappy Kid can drive? O.o
[20:44] <+RobinDLaws> …is now prominently included in the FS2 core book.
[20:44] <+FallenRanger> Temple of Doom says “yes”.
[20:44] <+QTGames> 🙂
[20:45] <~Dan> Oh, it makes perfect sense. I’m just thinking of the potential chaos. 😀
[20:45] <+Khadgast> Sweet, Brock Magnum solves things with cars… Have to try it in the new one.
[20:45] <+FallenRanger> Indeed!
[20:45] <+DireNinja> can you explain schticks real quick for someone that has never played or read feng shui (ie me)
[20:45] <+Abstruse> What would you say is the best reference film to watch to get the feel of each of the four settings? Yes, you must pick just one.
[20:46] <+RobinDLaws> Warcabbit, there are paths suitable for characters with no Eastern-style training. Or you can describe your Martial Arts as simple brawling.
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[20:48] <+RobinDLaws> QTG, the original game worked hard to give you the illusion of choice by having you do a bunch of number fiddling. But its inherent incentives still led to good choices, if you fiddled well, or poor, if you picked the wrong stuff. At that time it was controversial to have a game that didn’t nod to a build system. Now with simpler games like the World series
[20:48] <+Khadgast> Do you have a style based around pistol whipping people ala equilibrium?
[20:48] <~Dan> (Question pause.)
[20:48] <+Abstruse> Khadgast: Gun-kata.
[20:49] <+Khadgast> thats the shooting part abstruse
[20:49] <+RobinDLaws> warming people up to simpler choices, I’m working in an environment where people will accept what it should have been all along–simple tropes that ensured you got something really fun to play, right away.
[20:49] <+Cam_Banks> FS2 takes the approach that with 36 playable archetypes, you won’t need to make up your own.
[20:50] <+Abstruse> (Khadgast: It’s the whole thing, the martial art of dual-fisting .45s in a sea of mooks. But enough semantics!)
[20:50] <+RobinDLaws> Choosing FS2 archetypes isn’t time consuming. You read the descriptions, take the one that appeals to you, and start. And that’s from a playtest document without purty pictures to tell the story.
[20:50] <+QTGames> RobinDLaws – thanks for the clarification. Guess I’d have to see it in action. Personally, I love building, but It sounds like you guys have created something very cool here.
[20:50] <+Khadgast> (and shotguns, assault rifles, katanas and generally being an emotional/emotionless/emotional/emotionlessbadass)
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[20:51] <+QTGames> Cam_Banks – yes, that is quite a few. Nice.
[20:51] <+FistfulOfDice> What, if anything, is planned for future supplements? Will you be doing era books again?
[20:51] <+RobinDLaws> DireNinja, schticks are the specialized crunchy bit each character type gets–your magic abilities if you’re a Sorcerer, your special Guns tricks if you’re a firearms wielder, etc.
[20:52] <+Abstruse> (Don’t forget, there’s a question pause right now so hold all questions until we get a DONE from the guests please!)
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[20:52] <+RobinDLaws> Silverlion, there is no build system.
[20:53] <+Cam_Banks> The suggestion of a complete sourcebook on firearm velocity and parabolic paths expressed in tight detail was nixed.
[20:53] <+JohnNephew> We were tempted, though, believe me. Cam made a compelling case for it!
[20:53] <+FistfulOfDice> Cam_Banks: But…but…my verisimilitude!
[20:53] <+QTGames> I would think that in that sort of system, the art would be helpful, as there’s so many. When you only have a few, the choice is simpler, but then the options can drag you down. So, someone would glance, like a pic on yours and say, Scrappy Kid? I’m in!
[20:53] <+warcabbit> Hong Kong has changed since 1996. How would you blow it up now? Gaming has changed, true, and you’ve talked a little about how you’ve advanced the system, but what’s changed in reality that’s changed in the setting?
[20:54] <~Dan> (Please hold further questions until our guests indicate that they’re caught up with a (done). Thanks! 🙂 )
[20:54] <+Cam_Banks> (done)
[20:54] <+warcabbit> (sorry)
[20:54] <~Dan> (Yes, like that. 🙂 )
[20:54] <+QTGames> sorry
[20:54] <+RobinDLaws> Iconic films: Crouching Tiger Hidden Dragon (Ancient), Once Upon a Time in China (Past), The Killer (Contemporary), Road Warrior (Future.)
[20:55] <+Cam_Banks> (And Big Trouble in Little China if you’re in a hurry.)
[20:56] <+Abstruse> Cam_Banks: You just the favorite film of Ross Watson, the host of my podcast. Not surprisingly, he’s also a big fan of FENG SHUI.
[20:57] <+RobinDLaws> Fistful, the great thing about FS has always been that the book stands alone and doesn’t require any supplements. However Hal has some crazy plans in mind that backers may be his enablers for, depending on how many stretch goals backers can bust through.
[20:57] <+warcabbit> (For 1937, there’s always Kung Fu Hustle.)
[20:57] <+JohnNephew> Stepping in for a moment as publisher on the supplement question…
[20:58] <+JohnNephew> …We’ve really focused the kickstarter on the core rulebook as a stand-alone item that will stand the test of time.
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[20:58] <+FistfulOfDice> Oh, I’ve always loved that FS is a one-book game, I was just wondering how much of the future of the line was planned
[20:58] <+DireNinja> how easy is FS to port into an american style action movie? say like something van damme infused
[20:58] <+DireNinja> ?
[20:58] <+DireNinja> er more, what changes would you have to make, rather*
[20:59] <+JohnNephew> One reason for me wanting to see a KS was to see proof of the fan enthusiasm for the game, which will help pitch the new edition and any potential follow-on products to our traditional distribution channels.
[21:00] * ~Dan nods
[21:00] <~Dan> (RobinDLaws, still working your way through the question backlog?)
[21:00] <+RobinDLaws> Looks like I have 2 more.
[21:01] <~Dan> (Gotcha. 🙂 )
[21:01] <+DireNinja> sorry, didnt realize
[21:02] <+Teller> JohnNephew, has the response met your expectaions?
[21:02] <+RobinDLaws> Warcabbit, the changes in Hong Kong over the past 2 decades form a big theme of the HK chapter. Contrary to fears as the handover approached in 94, it has become only Hong Kongier in the intervening years.
[21:02] <+RobinDLaws> The politics behind that feed into the power struggle between the Ascended and the Guiding Hand.
[21:03] <+JohnNephew> Teller: Yep, so far it has. 🙂
[21:03] <+RobinDLaws> Real-life changes have added cool elements. The demon island from FS1 now has Hong Kong Disneyland built on it.
[21:04] <~Dan> Nice. 🙂
[21:04] <+RobinDLaws> DireNinja, lots of people strip out the HK elements to do American action movies. Which these days are heavily influenced by HK action, thanks to the Matrix and many others.
[21:04] <+RobinDLaws> (done)
[21:04] <~Dan> (Questions may resume!)
[21:05] <+Khadgast> RobinDLaws my discussion with abstruse just then births a pertinent question, How do Gun Shitcks compare to Fu powers now, in the original it was a fair bit more interesting to punch people than shoot them generally I found.
[21:05] <~Dan> I was very surprised when Cam told me how the future juncture had changed. Can you guys address that?
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[21:06] <+RobinDLaws> Khadgast, I’d argue that FS1 guns were better rules implementations than fu. FS2 they’re better balanced.
[21:07] <+Khadgast> I agree mechanically they worked better. I just wanted more gun-fu/gun-kata type options to take advantage of.
[21:07] <+RobinDLaws> The Architects were by far the least popular faction. In large part because you couldn’t go to their juncture and openly be irresponsible and crazy. You had to be stealthy and do quick hit and run missions. I used to argue that the Architects were a key element of the card game. But then the guys who run Shadowfist now dropped them, too.
[21:08] <+RobinDLaws> So I decided to do something with a deeper library of action movies behind it, the post-apocalyptic sub-genre.
[21:08] <+RobinDLaws> There are many more gun schticks in FS2, Khadgast.
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[21:08] <+Khadgast> awesome
[21:08] <~Dan> For what it’s worth, I think that was a good move. The Architects were cool in their own way but felt like a bit of a non sequitur, somehow.
[21:09] <+Cam_Banks> With a soupçon of simian shenanigans.
[21:09] <+RobinDLaws> Yes people love them some cyber-monkeys.
[21:09] <+Dvandom> The Architects were made to be destroyed, really.
[21:09] <+Cam_Banks> I think it’s entirely possible to feature Architects as a handful of survivors in the Netherworld, if you’re really a fan of those jerks.
[21:10] <+Myth> Even non-cyber monkeys. Fun with fur.
[21:10] <+warcabbit> Or in the deep past.
[21:10] <~Dan> What sorts of special powers are available in the new future? Seems like I’ve seen references to cybernetics and mutations, for example.
[21:10] <+warcabbit> (*cough lost island of Atlantis*)
[21:10] <+RobinDLaws> It will be easier to bring the Architects back in your individual games after [REDACTED REDACTED SIGNAL LOSS]
[21:10] * ~Dan chuckles
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[21:11] <+RobinDLaws> Yes in recognition of the boom in superhero movies we now have the Gene Freak with access to a wide variety of parahuman mutations.
[21:11] <+Cam_Banks> JohnNephew I thought we got that broadcast glitch fixed.
[21:11] <~Dan> Can you give some examples?
[21:11] <+Dvandom> I haven’t had time/energy to read the playtest doc yet, but I’m curious what happened to the Purists…feels to me like they’re probably more responsible for future-go-boom than the Jammers. 🙂
[21:12] <+RobinDLaws> The Purists were a later addition which for simplicity’s sake FS2 does not address.
[21:12] <+JohnNephew> Cam_Banks: ::shrug:: just can’t rely on technology, I guess.
[21:12] <~Dan> (So FS2 is imPure.)
[21:12] <+RobinDLaws> And the Jammers destroying the future is so absolutely set up in the FS1 text it’s like 2014 me send a message back in time to 1994 me.
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[21:13] <+Cam_Banks> Netherworld portals, I’d wager!
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[21:13] <~Dan> (Howdy, Kage2020!)
[21:13] <+Kage2020> Hey up.
[21:14] <+RobinDLaws> Mutant schticks include Acid Blood, Blinkshifter, Mjolnirification, and How Magnets Work.
[21:14] <~Dan> Mjolnirification…?
[21:14] <+Cam_Banks> FS2 continues the tradition of just being dang fun to read.
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[21:15] <+RobinDLaws> And anyone can find out what Mjolnirification does with a pledge of a mere $10 to the FS2 Kickstarter, which grants immediate access to the current draft.
[21:16] <+RobinDLaws> But it’s exactly what you think it does.
[21:16] <+warcabbit> But Mr. Laws, where is this kickstarter?
[21:16] <+DireNinja> turns things into hammers?
[21:16] <~Dan> Heh. Speaking of which, as someone PM’d me, perhaps you’d like to post a link to… Yeah. 🙂
[21:16] <+RobinDLaws> Why thanks for asking, warcabbit. (Link: https://www.kickstarter.com/projects/atlasgames/feng-shui-2-action-movie-roleplaying-game-by-robin)https://www.kickstarter.com/projects/atlasgames/feng-shui-2-action-movie-roleplaying-game-by-robin
[21:16] <+warcabbit> Wow. I think I’ll put all of my monies there!
[21:16] <~Dan> Are there mutant monsters to be found in the new future?
[21:17] <+Cam_Banks> The Lodge thanks you for your kind donation.
[21:17] <+RobinDLaws> Sadly the future does have its share of mutated monsters.
[21:17] * ~Dan nods sadly
[21:17] <~Dan> Alas.
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[21:18] <+RobinDLaws> [Hits refresh on KS page.]
[21:18] <~Dan> Will the new core rulebook contain rules for “normal” cybernetics (as opposed to Arcanowave tech from prior editions)?
[21:19] <+Cam_Banks> (Looks like we got the Sword Master!)
[21:19] <~Dan> (Congrats!)
[21:19] <+RobinDLaws> Scroungetech is still weird but you can cherrypick the less cyborgy ones.
[21:19] <+FallenRanger> Fantastic!
[21:20] <+RobinDLaws> If you add them as a Full Metal Nutball during advancement.
[21:20] <+RobinDLaws> The Cyborg archetype is still about doing damage by being damaged.
[21:20] <~Dan> Speaking of monsters, how extensive is the bestiary in this version, and how easy is it to create new creatures?
[21:20] <+Dvandom> (I remember in FS1 playtest, if you had Arcanowave limbs they generated mutation points all the time, so you had to be in a wheelchair or something lest you become an abomination by the end of the first session. It got fixed before release.)
[21:21] <+RobinDLaws> Foe creation is now so simple that you take the supernatural creature base stats, maybe add a foe schtick or two, and then describe it being what you want. Really foes are more about what you describe them doing during the fight than stats and schticks.
[21:22] <+RobinDLaws> So were we thinking 90 mins for this? Maybe a quick last few questions and then John and Cam and I have a nest of Lotus sorcerers to clear out.
[21:23] <+Cam_Banks> *ka-chink*
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[21:23] <~Dan> Oh, no problem! We usually do 2 hours, but it’s your “show”. We are a kind and flexible people.
[21:23] <~Dan> (Welcome to #rpgnet, Psychman!)
[21:24] <+Dvandom> Odd that Lotus sorcerors would still have a nesting instinct.
[21:24] <+Psychman> what time is it there? How much feng shui have i missed?
[21:24] <+Cam_Banks> I had a question for RobinDLaws. Are mooks even easier now to run?
[21:24] <~Dan> Oh… The way junctures work, shouldn’t all the portals have moved along by 20 years?
[21:25] <~Dan> (Which would be cool, IMO, since 1850 would become 1870, and hence the Wild West era (among other things).)
[21:26] <~Dan> (Psychman: We’re just wrapping up.)
[21:26] <+Dvandom> (And the rise of Spiritualism…I can only imagine what a Spirit Photographer might get tangled up in.)
[21:26] <+RobinDLaws> Mooks are even easier to run. Standard stats, advice on making them fast (including pregenerated rolls.)
[21:26] <+RobinDLaws> The weirdness of the Chi-bomb disaster reset the past juncture to its original 1850.
[21:27] <~Dan> Ah, I see.
[21:27] <+Psychman> darn, oh well, i’ll have to catch up on your blog, when you post it.
[21:27] <+RobinDLaws> I choose to do this because 1850 in China is way more interesting than China in 1870.
[21:27] <~Dan> Psychman: It will be up moments after we’re done. 🙂
[21:28] <+RobinDLaws> That won’t stop you from visiting a few slightly out of strict historical fidelity cowboys, just like Wong Fei Hong does in Once Upon a Time in China and America.
[21:29] <~Dan> Does the 1937 pop-up juncture have pulp heroes? 🙂
[21:29] <+Cam_Banks> And the vicious Taipeng Rebellion!
[21:29] <+RobinDLaws> Spiritualism is still a thing mid-century. But again, that’s over there, somewhere, not in our main base of operations.
[21:29] <+Cam_Banks> Taiping, rather. Curse my transliteration.
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[21:29] <+RobinDLaws> 1937 shows you how to emulate the many Chinese/HK gangster movies set in that time and place.
[21:30] <+warcabbit> Oh, one thing: Where’s this psi-bomb and purifiers stuff? I think I missed something. Is it in Shadowfist or Feng Shui?
[21:30] <+Cam_Banks> Ip Man is one, I think?
[21:30] <~Dan> Cam_Banks: That was just an error in your Taiping.
[21:30] <+Dvandom> Taipo.
[21:31] <+RobinDLaws> Ip Man 1 is set during the Japanese occupation. These films often cover the transition from the wild days before the invasion to dealing with the Japanese authorities.
[21:31] <+RobinDLaws> The chi-bomb is a new element in the FS2 continuity. The Purists were a faction created for the Shadowfist card game as a late entry into the mix.
[21:32] <+warcabbit> Okay, so I am up to speed. Makes me happy.
[21:32] <~Dan> Do you guys need to run? I don’t want to hold you up.
[21:33] <+RobinDLaws> I have time for one or two quick final qs.
[21:34] <~Dan> Will the rulebook definitely feature 36 archetypes now?
[21:34] <+Psychman> Shipping costs being as horrendous as they are, are you looking into european printing as well as american, as a means of reducing the excess charges for us in the UK etc ?
[21:34] <+RobinDLaws> Yes we have now unlocked all the archetypes, bringing us up to 36.
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[21:35] <+JohnNephew> Psychman: No, we are planning to do just one print run. However, it will be sold into our regular distribution channels after KS pledges are fulfilled.
[21:35] <+Cam_Banks> Each archetype gets a gorgeous 2-page spread in the book.
[21:35] <~Dan> Nice!
[21:35] <+RobinDLaws> Working on Kickstarters always teaches me way more about shipping than I ever wanted to know.
[21:35] <+warcabbit> So… we now have 36 Deadly Styles.
[21:36] <+RobinDLaws> It does seem like a much more auspicious number than 35.
[21:36] <+Dvandom> 36 Crazy Plots.
[21:36] <+JohnNephew> We set up the reward levels to have a track focused on PDF and special kickstarter goodies for folks who expect to get a better deal buying an imported copy from their FLGS overseas next year.
[21:36] <+RobinDLaws> And printing, for that matter.
[21:37] <+Psychman> good point, fair enough
[21:38] <+JohnNephew> We hope that a very successful kickstarter will be an omen to many retailers to stock the game and expose it to many new players.
[21:38] <~Dan> You seem to be well on your way.
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[21:39] <+JohnNephew> Plus, the farther the KS goes, the more incredibly awesome the finished product will be — already this book is going to have more content, more color, and more artwork than I ever would have OK’d on spec.
[21:39] <+Abstruse> This is probably in the Kickstarter, but what are you looking at for a page count?
[21:39] <~Dan> That’s awesome. 🙂
[21:40] <+RobinDLaws> We have not announced a page count, to give backers a chance to upsize it through upcoming stretch goals. But it will be substantial.
[21:41] <+warcabbit> Hm. Let’s say the kickstarter… excuse me, I’m going to go look at Kicktraq and apply some rule of thumb to it.
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[21:41] <+warcabbit> Oh, nevermind then.
[21:42] <+Abstruse> Who do you have doing art in the book?
[21:42] <+JohnNephew> A big difference the KS is going to make is the art budget — even more than the cost of color printing is the cost of commissioning all that color artwork.
[21:42] <~Dan> Before we run out of time, I’d like to thank Robin, Cam, and John for joining us this evening!
[21:42] <+Abstruse> (Ha! I got it in before you said it!)
[21:42] <+Cam_Banks> Thanks, Dan!
[21:42] <+Dvandom> (Heh, Kicktraq is estimating 900K)
[21:43] <~Dan> And while I know you guys are busy folks, I’d be remiss if I didn’t tell you that you’re always welcome to visit here and promote your work!
[21:43] <+JohnNephew> Thanks for letting me jump in.
[21:43] <+Abstruse> (Kicktraq’s estimation metrics are weird and not to be trusted for the most part…doesn’t take into account the inverse bell curve of Kickstarters, with most of the funding at the start and end of the project)
[21:44] <+RobinDLaws> In the small print Kicktraq warns you that the main number it shows you is meaningless.
[21:44] <+Dvandom> Yes, most KS follow a sideways sigmoidal curve. Steep at start and end, flat in the middle.
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[21:44] <+RobinDLaws> Thanks Dan for hosting this and to the assembled Dragons for their excellent questions.
[21:44] <+JohnNephew> Yeah, as fun as it is to daydream about Kicktraq’s trend, it basically takes the current daily average and multiplies it by the number of days left.
[21:45] <~Dan> You’re very welcome! If you guys can stick around just a few minutes longer, I’ll get the log posted and give you the link. 🙂
[21:45] <+Dvandom> And the less insane estimate doesn’t start until a few days in.
[21:45] <+RobinDLaws> You just want to show off your curve vocabulary, Dvandom.
[21:45] <+RobinDLaws> OK will stand by for linkage.