[20:02] <+BedrockBrendan> I am Brendan Davis of Bedrock Games and one of the designers for Sertorius
[20:03] <+BedrockBrendan> Sertorius is a fantasy RPG set in an ancient world where the characters are powerful demigod-like spell casters
[20:04] <+BedrockBrendan> Called Sertori in the game, they increase in power as they gain followers who worship them.
[20:05] <+BedrockBrendan> Sertorius came out in PDF during the summer and will be available in print very soon.
[20:08] <+BedrockBrendan> Done
[20:08] <~Dan> Thanks, BedrockBrendan!
[20:08] <~Dan> The floor is open to questions!
[20:09] <~Dan> So how would you describe the sort of magic the Sertori weild?
[20:09] <+Songtress> You said that characters are demi-god-like and need worshipers to increase in power, does this mean that gaining followers is traveling and resource management a part of the game (in some fashion?)
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[20:10] <~Dan> (Howdy, Monochrome_Tide, MonkofLords!)
[20:10] <+BedrockBrendan> Their magic is the result of the death of a god. It is powerful but dangerous, potentially transforming casters into twisted creatures if they cast too often.
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[20:11] <+BedrockBrendan> Songstress: As the game progresses followers become more and more important. They do not require travel to obtain though. You could attract many in a large city for instance. But follower management can become quite important and there is a system for it in the book. However the game is designed so that this can be shifted to the background if the group…
[20:11] <+BedrockBrendan> …is not interested in that sort of thing.
[20:12] <+BedrockBrendan> As you gain followers and they split into sects, they get harder to control and begin taking on beliefs of their own.
[20:12] <+Songtress> Cool. Thanks BedrockBrendan
[20:12] <+BedrockBrendan> Done
[20:13] <+Keyes> I saw an option to get it in print via Studio2. Is that a pre-order, then?
[20:14] <+BedrockBrendan> Keyes. I believe that is basically ready to go, but technically it is still in the pre-order phase. My understanding is it should be available in a matter of days.
[20:14] <+BedrockBrendan> When I have confirmation on that I will put up a link on our website.
[20:14] <+Keyes> Nice, looking forward to getting a copy
[20:15] <+BedrockBrendan> Thanks
[20:15] <~Dan> Is the danger of transformation the primary limitation on spellcasting, or is there anything else involved? Magic points, fire-and-forget, etc.?
[20:15] <+Keyes> Hard or soft cover, or both?
[20:16] <+BedrockBrendan> The danger of transforming is the primary limitation but you acquire something called Grim Points as you cast. When you reach a certain number of them, you start to change, first acquiring minor mental and physical afflictions. Later you gain major afflictions and if you keep pushing you turn into something called a Grim.
[20:17] <+BedrockBrendan> Grim Points can be eliminated through rest, provided you are in the early stages.
[20:17] <+BedrockBrendan> Keyes: Soft Cover.
[20:17] <~Dan> So Grim Points are akin to “reverse magic points”?
[20:19] <+BedrockBrendan> Sort of. There is a tracker on the back of your sheet marking the different stages of affliction. Every time you cast a spell you gain a number of Grim Points (more if you fail the casting). As you progress along the tracker you reach different stages of transformation.
[20:21] <+BedrockBrendan> Grim Points are relatively easy to get rid of through proper rest. It is when characters push themselves in a short span of time that they run into problems.
[20:21] <~Dan> How specific are spells?
[20:21] <+BedrockBrendan> I would say they are across between spell points and powers checks (from Ravenloft).
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[20:23] <~Dan> (Howdy, Teller!)
[20:24] <+BedrockBrendan> Spells are specific. There are spells in the book fully described. Characters start with four but gain more as they acquire followers. Each spell has a minor effect that you can use pretty much all day long without concern and a major effect. It is the major effect that causes you to take Grim Points.
[20:24] <+BedrockBrendan> Spells also have some flexibility to them, allowing casters to use them somewhat freeform for innocuous things like lighting candles or causing the room to grow cold.
[20:25] <+BedrockBrendan> Done
[20:26] <~Dan> Are spells themed in any way? By elements involved or the like?
[20:27] <+BedrockBrendan> They are based around four emotions (essentially Love, Rage, Fear and Pain though we give them fancy names). When you Grim, the type of spell you are casting affects how you change.
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[20:27] <~Dan> (Howdy, Le_Squide!)
[20:28] <&Le_Squide> (Hey Dan!)
[20:28] <~Dan> So if players start with four spells, to what degree are they able to reply on magic?
[20:29] <+BedrockBrendan> We find four spells is quite enough for most characters. Partly this is because, with a few rare exceptions, most parties are all Sertori.
[20:30] <+BedrockBrendan> This also depends on what spells you take of course.
[20:30] * ~Dan nods
[20:30] <+BedrockBrendan> If you take all combat spells, then you can rely on them pretty regularly in violent circumstances. But outside that you won’t have much magic to rely on.
[20:30] <~Dan> Are there any other spellcasters in the setting beyond the Sertori?
[20:31] <+BedrockBrendan> If you are well rounded, you can handle a variety of situations with magic.
[20:32] <+BedrockBrendan> No. Sertori are the only casters. But gods can wield magic. And a Sertori that is “balanced” (meaning they have 1 rank in each of the four emotions) gains two extra spells at character creation. So some will have 6 spells out of the gate.
[20:34] <~Dan> But you had previously mentioned rituals used to appeal to the gods, correct?
[20:35] <+BedrockBrendan> Yes. But Rituals are appeals to the gods, asking them to use their powers. So the person performing a ritual is not wielding magic. Rather he or she is gaining the attention of a deity who might perform something like a miracle.
[20:35] * ~Dan nods
[20:36] <+BedrockBrendan> And there are occasional objects of power created when Sertori sacrifice part of their spirit and imbue a weapon or item with magical effects.
[20:36] <~Dan> Are the rituals specific? As in, “the Ritual to Ask for Rain”, etc.?
[20:37] <+BedrockBrendan> At times. There is a Ritual Skill and this has some general application (a small bonus or, very rarely, some kind of intervention by a god). However in sections of the book like the god chapter we include specific rituals. We also encourage GMs to create rituals.
[20:38] <~Dan> What races are available for use as PCs?
[20:39] <+BedrockBrendan> So an example of this is a Ritual called The Resurrection of Ranua. Ranua is the elven goddess of the wild.
[20:40] <+BedrockBrendan> Some of these require explanation but the races are: Human, Halfling, Dwarf, Elf, Orc, Ogre, Hasri, Gru and Kobold.
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[20:40] <+BedrockBrendan> Hasri are reptilian humanoids and Gru are a bit like primitive humans.
[20:41] <+BedrockBrendan> Orcs in the setting are advanced culturally.
[20:41] <~Dan> As compared to the other races, or as compared to “standard” orcs?
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[20:42] <+BedrockBrendan> To standard Orcs (and in some cases compared to the other races). The most advanced culture in the setting is a Halfling coastal empire. The second most advanced is an Orc Republic.
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[20:43] <+BedrockBrendan> Humans probably come in third with the Ronian empire but they are on the decline.
[20:43] <~Dan> Huh. Unusual twists, there.
[20:43] <~Dan> How close are the other races to the usual versions?
[20:45] <+BedrockBrendan> We tried to strike a balance, tying them clearly to the traditional versions so they didn’t lose anything essential but adding a new twist here or there.
[20:45] <~Dan> What are your elves like?
[20:45] <+BedrockBrendan> Elves are immortal. The only immortal race in the setting. They were originally created as slaves by Ranua and given as a gift to an ancient Ogre Civilization.
[20:46] <+BedrockBrendan> Now they vary somewhat. Some of the elves are quite aggressive and protective of their immortality. Others are more cautious and prudent because of it.
[20:47] <+BedrockBrendan> Most believe in something known as The Call of Ranua. This is when they reach a certain age and must become warriors to protect their people. Some place this at a very late stage in the aging process. Others place it much earlier.
[20:47] <+Songtress> How come this Ranua created an immortal SLAVE race? (seems a bit counterintutive
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[20:49] <~Dan> (Howdy, AP_Jeff!)
[20:49] <+BedrockBrendan> Because her brother was the God of the Ogre. She wanted to create people who would last. It also made them excellent record keepers. They were not simply working farmland but many served as royal architects and other important posts.
[20:50] <+BedrockBrendan> This meant an Elven slave could stay with a family for generations.
[20:51] <+BedrockBrendan> But the elves were freed by the god of the Ogres about 1,500 years ago.
[20:51] <~Dan> Do you have a character sheet posted somewhere that we could see?
[20:52] <+BedrockBrendan> Yes. There is a fillable sheet here: (Link: http://www.bedrockgames.net/untitled1.html)http://www.bedrockgames.net/untitled1.html
[20:52] <+BedrockBrendan> I also posted a sample character here: (Link: http://thebedrockblog.blogspot.com/2014/07/sertorius-sample-player-character-enos.html)http://thebedrockblog.blogspot.com/2014/07/sertorius-sample-player-character-enos.html
[20:53] <~Dan> Let’s see here…
[20:54] <~Dan> So can you tell us a bit about the system to give us an idea of what we’re looking at?
[20:55] <+BedrockBrendan> Sure. It is a skill based game (uses the same core system as Servants of Gaius) where each rank in a skill represents how many d10 you roll. You roll your d10 and take the single highest result trying to beat a target number.
[20:56] <~Dan> Is there any benefit to getting more than one success?
[20:57] <+BedrockBrendan> So if you have two ranks in Medium Melee you would roll 2d10 to make an attack with a weapon like a short sword. You take only the highest result and compare this with your opponent’s Parry score. If you meet or except the number you hit and can then roll for damage.
[20:58] <+BedrockBrendan> On most rolls no. We wanted to keep it simple. So you only worry about the single highest result. However a result of 10 is a Total Success which produces a greater effect. Also there are occasionally “Open Damage Rolls” where you do count all successes (but those are rare).
[20:59] <+BedrockBrendan> We find this keep things moving.
[20:59] <~Dan> It seems like that would create some issues with scaling.
[21:00] <+BedrockBrendan> You do have to be aware of that in the design process but we didn’t really hit many problems with that while working on Sertorius.
[21:01] <+BedrockBrendan> But it also isn’t a game like D&D where you have levels and have to worry about twenty or more tiers of power.
[21:02] <~Dan> Hmm… Well, let’s take a specific example. Let’s say a Halfling is arm wrestling an Ogre. It seems as though the Halfling would have a good chance of winning.
[21:02] <+BedrockBrendan> For things like monsters and the servants of the gods, we found good solutions to any scaling issues included the Open Damage option I mentioned. Allowing for attacks that do additional set numbers of wounds.
[21:02] <+BedrockBrendan> I see.
[21:03] <+BedrockBrendan> Yes, this is a potential issue when you have 0-3 ranks in a skills.
[21:03] <+BedrockBrendan> Halflings do have a muscle cap, so they wouldn’t be able to get more than two ranks in Muscle. Whereas Ogres have up to four ranks in Muscle and also have something called Beast Strength.
[21:04] <~Dan> What is Beast Strength?
[21:05] <+BedrockBrendan> It basically boosts the overall value of your muscle ranks by increasing how much you can lift.
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[21:05] <~Dan> Ah. So it’s a scaling mechanic.
[21:06] <+BedrockBrendan> One thing we do advise in the rulebook is to use common sense when asking players to make rolls. As an example we point out that a full grown ogre arm wrestling with a haggling child would obviously win so no roll ought to be required.
[21:06] <+BedrockBrendan> oops. Halfling Child.
[21:06] <+BedrockBrendan> The case of the halflling versus the Ogre is one where I think you arguably might want to do the same thing.
[21:06] * ~Dan nods
[21:07] <~Dan> What do the numbers beside the skill categories signify?
[21:08] <+BedrockBrendan> 0 ranks is below average. 1 rank is average. 2 ranks is above average. 3 is the peak of capability for most humanoids.
[21:09] <~Dan> Oh, I mean the numbers by Defenses, Combat, etc.
[21:09] <+BedrockBrendan> Also there are expertise which can boost your roll by +1d10 under the right circumstances.
[21:09] <+BedrockBrendan> the numbers in the boxes or the ones next to the dots?
[21:09] <~Dan> In the boxes.
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[21:10] <~Dan> (wb, AP_Jeff!)
[21:10] <+BedrockBrendan> Sorry, I misunderstood. Those are your skill points for each group of skills. When you create your character you take a background and this typically gives you 2 primary skill categories (which have 12 points) and 4 Secondary Skill categories (which have 6 points).
[21:11] <+BedrockBrendan> Cost to buy a skill is the rank desired, cumulative.
[21:11] <+BedrockBrendan> So 1 point for one rank. Three points for 2 ranks. Six points for 3 ranks.
[21:12] <~Dan> Ah, I see. I thought it might be something like that.
[21:12] <~Dan> What are the numbers by the Defense skills?
[21:13] <+BedrockBrendan> Those are your base ratings. Physical Defenses have a base of 3, Mental Defenses have a base of 6. You add your tanks to this number to produce your Defense scores which serve as the TNs for relevant attacks. So a person trying to strike you with a Sword needs to roll against your Parry, while a person trying to control your mind might Roll against your Wits
[21:13] <+BedrockBrendan> or Resolve
[21:13] <+warcabbit> Oh, hey, unexpected Q&A. Awesome.
[21:14] <~Dan> (Howdy, warcabbit!)
[21:14] <+BedrockBrendan> Your physical defenses have a lower base because more things can modify those (armor for example).
[21:14] <~Dan> So armor functions like AC rather than damage reduction?
[21:15] <+BedrockBrendan> Kind of. Armor increases your Hardiness, which is what people make their damage rolls against. It can also increase things like Parry. Making you harder to hit but fundamentally it makes you harder to damage.
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[21:16] <~Dan> Ah, so it can do both?
[21:16] <~Dan> (Howdy, Frankto!)
[21:16] <+BedrockBrendan> It depends on the armor.
[21:16] <~Dan> I see. Cool.
[21:17] <+warcabbit> . o O (Bam! Bam! Bam bam bam! I wouldn’t bet against a kid from Bedrock versus an ogre.)
[21:17] <+BedrockBrendan> Most armors will just give you a bonus to Hardiness. A shield can improve Parry (as can an armguard).
[21:17] * ~Dan nods
[21:17] <~Dan> Makes sense.
[21:17] <+warcabbit> Can any weapons improve your parry?
[21:18] * +warcabbit pulls out a historical four foot long rapier.
[21:18] <+BedrockBrendan> I do not believe there is a weapon in Sertorius that improves Parry but we are working on a martial arts game called Wandering Heroes of Ogre Gate and we did incorporate that into some of the entries.
[21:19] <+BedrockBrendan> Some weapons can help you disarm though.
[21:19] <~Dan> How would you describe the overall setting?
[21:20] <+BedrockBrendan> Ancient. Draws a lot on places like Rome and Carthage.
[21:20] <+warcabbit> What would you consider your strongest game design influences? I see a lot of late-90s influence here.
[21:22] <+BedrockBrendan> I think we were all over the map. There were three designers. We all did come of age in the 90s, so I think it is fair to say that had an influence. For me Ravenloft has always been my biggest influence. I know Bill was heavily influenced by HARN.
[21:22] <+warcabbit> Ah, good old HARN.
[21:22] <+BedrockBrendan> But we also played lots of d20, Savage Worlds, and the like.
[21:22] <+warcabbit> 7th Sea?
[21:23] <+BedrockBrendan> I never played much 7th Sea.
[21:23] <~Dan> So are weapons generally bronze? Iron? Steel?
[21:23] <+BedrockBrendan> Godlike also had a bit of an influence I think. I remember playing a campaign of that at a comic store in (I think) the 90s and remember really liking it.
[21:24] <+BedrockBrendan> Iron and steal.
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[21:26] <+BedrockBrendan> Though I should say the book doesn’t really address that in much detail.
[21:27] * ~Dan nods
[21:27] <+warcabbit> Let’s go sideways. What can our heroes hope to do, as they progress along their lives?
[21:28] <+warcabbit> What sorts of challenges will they face?
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[21:28] <~Dan> And on a related note, are there any obvious opposing forces? Any “Big Bads”?
[21:28] <~Dan> (wb, Silverlion!)
[21:29] <+BedrockBrendan> All kinds of things. It really depends on what you are interested in doing. Our last campaign started out with our party going to a remote island in the north facing giants and delving into ruins to retrieve a couple of ancient crowns. We then went on to assassinate a great Orc general and serve under a king as high priests.
[21:30] <+BedrockBrendan> The big bads are going to be things like other Sertori, Grim Beasts and Grims, Monsters like Demons or even the gods own servants.
[21:30] <+BedrockBrendan> The monster section takes up a good chunk of the book and we tried to fill it with plenty of things to challenge a party.
[21:31] <~Dan> Yes, I was just about to ask how common monsters are in the setting, and how extensive the bestiary is.
[21:31] <+BedrockBrendan> Grim Beasts are a type of grim casters can turn into. These are usually classical monsters like Minotaurs with a big twist.
[21:31] <@Silverlion> Allo.
[21:32] <+BedrockBrendan> So for example a Sertori who turns into a Grim Beast might become a minotaur. Except Minotaurs in Gamandria breath fire and have an uncontrollable desire for humanoid flesh. Someone who has become a minotaur actually looks normal until they get angry, then they transform into a bull-like humanoid.
[21:32] <~Dan> What’s the difference between a Grim and a Grim Beast?
[21:32] <+BedrockBrendan> Grim Beasts are quite difficult to kill. They are immune to normal attacks and need to be laid to rest to truly be destroyed.
[21:33] <+BedrockBrendan> A Grim Beast is a monster that sertori become when they lose control of their magic. But truly powerful Sertori become Grims.
[21:33] <+warcabbit> Okay, this is interesting.
[21:34] <+warcabbit> Of course my answer to things like that is ‘stick ’em in a pit.’
[21:34] <+BedrockBrendan> Grims are regional effects. They are sentient entities that inhabit an area and have some control over the land. Their physical form and nature varies considerably. They can be almost anything. For example we have a Grim in the setting who is a pulsing heart inside a stone cavern. But Grims always have will and potency. They are like haunted landscapes.
[21:35] <~Dan> Huh. Weird.
[21:36] <+warcabbit> Okay, this is starting to get interesting. Can players become Grims? MUST players become Grims?
[21:36] <+BedrockBrendan> Another example of a Grim is an oasis in one of our deserts. The waters are actually a Grim and he can manifest as a massive floating head in the pools. He can’t really communicate but when he is pleased the waters are pure, when is angry they turn bad. The locals started worshipping him and a whole city formed around the Grim. But most Grims are more wicked.
[21:37] <+BedrockBrendan> By the book you become an NPC when you Grim but we have allowed players to continue after turning in our own campaigns. It really depends on the group.
[21:37] <+BedrockBrendan> From the GMs point of view, Grims are a great adventure design tool.
[21:38] <+warcabbit> Man, there’s a great potential mechanic here. Trying to gather personal power and glory while trying to avoid mutating into this _thing_.
[21:38] <+BedrockBrendan> I think if you have ever run a Ravenloft game, then you can see how they lend themselves to adventures. I sometimes compare them to the domain concept.
[21:38] <+warcabbit> Oh, certainly.
[21:39] <~Dan> How capable are Sertori aside from their magic? I’m guessing that they don’t match up with the “feeble wizard” stereotype?
[21:39] <+BedrockBrendan> Yeah, people really seem to like the Grimming aspect of the game and the rise to power.
[21:40] * +warcabbit snaps fingers.
[21:40] <+warcabbit> Dark Sun!
[21:40] <+BedrockBrendan> Sertori are more robust physically. A normal human can take two hits before going down, while a Sertori can take about 5 (nearly as much as an ogre).
[21:41] <+BedrockBrendan> Still a knife in their sleep will kill them.
[21:41] <+BedrockBrendan> They are powerful but they are not invulnerable.
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[21:41] <~Dan> So a Sertori could be a great warrior as well as a sorcerer?
[21:41] <@Silverlion> What is a Sertori?
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[21:42] <@Silverlion> Beyond a race in the game?
[21:42] <+BedrockBrendan> Yes, that is quite common in fact. We even have a number of spells that cater to warriors. There is one called Impaling Spike that works well for a melee fighter. There is also a spell that lets you imbue your weapons with rage magic.
[21:43] <+BedrockBrendan> A Sertori is a person who is born with the spirit of a dead god in them and has some residual powers of that deity.
[21:43] <+BedrockBrendan> In fact Sertori make exceptional warriors.
[21:44] <+BedrockBrendan> I’ve made Sertori from all walks of life (soldiers, merchants, priests, scholars, etc).
[21:44] * ~Dan nods
[21:44] <@Silverlion> Cool.
[21:44] <+BedrockBrendan> If you have ever read the book The Legend of Nightfall, it is more like that than say D&D.
[21:45] <~Dan> Oh… Did you see my question regarding how common monsters are in the setting, and the scope of the bestiary?
[21:45] <+BedrockBrendan> Sorry Dan, I missed that.
[21:45] <~Dan> No problem!
[21:47] <+BedrockBrendan> Monsters are quite common. We have a number of encounter charts in the book and if you use them, the players will meet monsters. The chapter covering monsters goes from page 337 to 416 and there are usually multiple entries on each page.
[21:48] <~Dan> Excellent.
[21:49] <+BedrockBrendan> Monsters cover a wide range. We have minor threats like bandits and bears. We have more substantial threats like Blemmyae, Undead and Giants, and we have terrible threats like Grim Beasts, Ifrits, and Demons.
[21:49] <~Dan> Oh! One thing we discussed earlier today that I meant to bring back up: the potential for Sertori to become gods themselves.
[21:50] <+BedrockBrendan> Sertori can increase their power by attracting followers who worship them. As they do their Divinity increases. When they gain enough Divinity they get more spells, eventually gaining powers called Thauma (miracles). These are powers beyond normal magic. A Thauma can destroy a city or even send someone back in time.
[21:52] <~Dan> Very cool.
[21:52] <+BedrockBrendan> Some campaigns play more like Agora or Life of Brian, with the characters functioning a bit like prophets.
[21:53] <~Dan> So, quick pause here…
[21:53] <~Dan> BedrockBrendan, I should mention that game authors are always welcome to hang out with us and discuss their products, so you’re more than welcome to stay and answer questions as long as you like.
[21:53] <~Dan> That said, is there anything we haven’t covered that you’d like to bring up in what’s left of “regular” time?
[21:54] <+BedrockBrendan> I can’t think of anything.
[21:55] <+BedrockBrendan> Just that people who are curious about the game can check out our PDF Beneath the Banshee Tree. It is a free investigative adventure for the setting.
[21:56] <~Dan> Would you like to post a link to that (or anything else, for that matter)?
[21:56] <+BedrockBrendan> Sure. Beneath the Banshee Tree is here: (Link: http://www.rpgnow.com/product/134779/Sertorius)http://www.rpgnow.com/product/134779/Sertorius
[21:57] <+BedrockBrendan> Sorry. That was Sertorius. Here is Beneath the Banshee Tree: (Link: http://www.rpgnow.com/product/134793/Beneath-the-Banshee-Tree?manufacturers_id=7264)http://www.rpgnow.com/product/134793/Beneath-the-Banshee-Tree?manufacturers_id=7264
[21:57] <~Dan> Cool, thanks!
[21:57] <+BedrockBrendan> No problem. Thanks for having me.
[21:57] <~Dan> A quick observation/question: This is one big book. Any concerns about that proving overwhelming to potential buyers?
[21:59] <+BedrockBrendan> Yes. I think a 470 page book is a lot to ask people to read. I know I don’t have time to read every 500 page tome a player asks me to check out. But we wanted the book to have everything you need to play. It includes all the rules character creation, spells, monsters, equipment, gods, setting details, etc. You do not need to buy anything else to play
[21:59] * ~Dan nods
[21:59] <+BedrockBrendan> All of our spell expansions will be free and we are trying to release a bunch of free adventures as well.
[21:59] <~Dan> I can certainly appreciate that.
[21:59] <@Silverlion> Interesting.
[21:59] <@Silverlion> It sounds kinda unique as a setting.
[21:59] <~Dan> It’s definitely your most ambitious work, I believe.
[21:59] <+BedrockBrendan> Also we are going to release our Wuxia variant, Wandering Heroes of Ogre Gate, as a free PDF.
[22:00] <@Silverlion> Is there a print version of Sertorius?
[22:00] <@Silverlion> I’m waiting for that 😀
[22:00] <+BedrockBrendan> Yes. I think it is. I don’t think we will be doing another 470 page book any time soon. It was about two years of constant work.
[22:01] <+BedrockBrendan> Yes. The print is basically ready. A matter of days. I will post the link on the website when it is all set.
[22:01] <@Silverlion> Cool.
[22:01] <@Silverlion> How much will it cost?
[22:01] <+BedrockBrendan> The print will be 49.99. Which is a lot. So we are keeping the PDF at 9.99.
[22:02] *** Maelthra has quit IRC: Disintegrated: Leaving.
[22:02] <@Silverlion> Cool.
[22:02] <~Dan> $9.99 for a 478-page PDF?
[22:02] <+BedrockBrendan> Yes.
[22:02] <~Dan> That’s pretty impressive!
[22:02] <@Silverlion> He’s crazy, don’t let him know it! 😀
[22:02] <~Dan> 😀
[22:03] <+BedrockBrendan> I was really reluctant to set the cover price of the print at 49.99 but we couldn’t find a way to reduce it, so we decided to keep the PDF as low as our other core games.
[22:03] * ~Dan nods
[22:04] <~Dan> Thanks very much for coming by, BedrockBrendan! Again, please hang out as long as you like! If you can hang on just a moment, though, I’ll get the log posted and get you the link.