[14:00] <+Ed_Jowett> Hi, I’m Ed Jowett, the Creator and Producer of Era: The Consortium, a new Science Fiction Roleplaying Game which is currently on Kickstarter.
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[14:01] <+locutus> maxmahem: and it works@!
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[14:02] <~Dan> (Welcome back to #rpgnet, Synaid!)
[14:02] <+Ed_Jowett> You can find it here: (Link: https://www.kickstarter.com/projects/shadesofvengeance/era-the-consortium-a-sci-fi-roleplaying-game)https://www.kickstarter.com/projects/shadesofvengeance/era-the-consortium-a-sci-fi-roleplaying-game – we’re funded already, but we’re looking to meet a few stretch goals, which will allow us to expand the universe you can play in.
[14:03] <+Ed_Jowett> So, when Dan approached me to ask if I could visit you good folks and talk about the game, I jumped at the chance, I love to speak about RPGs, and my game in particular!
[14:03] <+Ed_Jowett> (done)
[14:03] <~Dan> Thanks, Ed_Jowett! The floor is open to questions!
[14:03] <~Dan> So how would you describe the setting of the game? What makes it special?
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[14:03] <+Synaid> What makes your game different from other Tabletop games?
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[14:04] <+Synaid> Dan’s question is like mine, but better!
[14:04] <+Ed_Jowett> The setting of my game is hard science fiction on a basic level – it follows the civilisation of a colony ship from Earth. They land on a world and expand through three solar systems over 500 years.
[14:05] <~Dan> (Howdy, Pony_Knight!)
[14:05] <+Ed_Jowett> The thing that makes this game different, though, is the fact that we offer you the chance to play at any point during those 500 years, rather than sticking you in at the end.
[14:05] <+Ed_Jowett> So you can experience the universe as an explorer, in the midst of war, or fighting for the survival of a species.
[14:06] <+Ed_Jowett> We’ve even kicked off a Time Travel campaign that explores possibilities if events didn’t happen quite as they are detailed in the book – another possibility for the game.
[14:06] <+Ed_Jowett> (done)
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[14:07] <~Dan> (Howdy, Dorward!)
[14:08] <~Dan> How advanced is the technology? If there’s time travel, it would seem to be pushing the definition of “hard sci-fi”, I’d think.
[14:08] <+Ed_Jowett> I’d call Time Travel the exception to the rule – in this particular campaign, they come from far in the future.
[14:09] <+Ed_Jowett> Generally, they have stabilised wormhole travel, but not the ability to create them, insystem drives that go a fraction of the speed of light… travelling across a system takes weeks.
[14:10] <+Ed_Jowett> They use bullet and laser weapons, perhaps Plasma cannons, but have access to things like cranial implant technology which interfaces with the brain (though it doesn’t start that way – it progresses over the 500 years!)
[14:10] <+Ed_Jowett> (done)
[14:11] <~Dan> Is it a transhuman setting?
[14:12] <+Ed_Jowett> I would say no. Humanity is very much Humanity in this game, and the technology that is created is more aimed at making lives easier than modifying what it means to be Human – the cranial implants, for example, act as an assistant to memory and a boost to calculating power, but they don’t affect the Human’s mind.
[14:13] <+Synaid> Your kickstarter makes it look like there are aliens! What is their relationship to humanity?
[14:13] <+Ed_Jowett> That said, there’s no reason why, if that interests you, that aspect could not be explored – this game provides a wealth of possibilities, and a transhuman movement springing up would be a perfectly realistic outcome.
[14:14] <+Ed_Jowett> There are, indeed aliens – three non-Human species are playable, and a fourth if we meet our Stretch Goal. Each one has different aspects to them…
[14:14] <+Ed_Jowett> The Eulutians are the peacemakers of the Consortium. They wear Humanoid suits to blend in better, despite the fact they are more squidlike in appearance. They are trying to teach Humanity what it means to be part of interstellar culture, something they have been part of for many years.
[14:15] <+Ed_Jowett> The Ximians are a bug-like race of aliens. The First Contact with them was… well, disastrous! It began a decades-long war that only ended when Humanity crossed a line. They are, even 200 years later, somewhat feared by the rich in Consortium society.
[14:16] <+Ed_Jowett> The Vilithii are primitives who were discovered on a planet the Consortium colonised many years after the colony was began – there’s an explanation for that in the book, if you are curious. They were uplifted by the Consortium to their level of technology. As a race of shapeshifters, they are used to adapting, and quickly caught up.
[14:17] <~Dan> To what degree can they shapeshift?
[14:17] <+Ed_Jowett> It was vital to me that each alien race had a unique outlook – that they are not just Humans who look funny, and I’m proud to say that we’ve achieved that.
[14:18] <+Ed_Jowett> They have the ability to become pretty much any object of equal mass, so they can grow in size. They are able to sprout new arms, change form to be quadrapedal, etc. It does take around 48 hours, though to change their form, so it’s not like Odo in a fight!
[14:19] <+Ed_Jowett> (done)
[14:19] <+GenoFoxx> are there rules for battlesuits and mecha?
[14:20] <+Ed_Jowett> There are, indeed. There are both what I would call “Powered Armour”, whcih is more akin to Warhammer 40k Space Marine armour, and also what you could call Mecha which are named DISARMs.
[14:21] <+Ed_Jowett> In these, a single person sits inside and controls the machine.
[14:21] <+Ed_Jowett> (done)
[14:22] <+GenoFoxx> DISARM is that an acronym?
[14:22] <~Dan> How far does tech advance across the 500 years?
[14:24] <+Ed_Jowett> It depends which technology you’re talking about. Some advance very much, some do not advance visibly. It is, obviously, assumed that weapons and armour both progress throughout the 5 centuries, and I don’t list every single iteration of the technology, or the book would be 3000 pages long!
[14:24] <+GenoFoxx> 😦
[14:25] <+Ed_Jowett> But there are several significant developments, for example the implants, which advance significantly over the years, from good artificial limbs to applied Quantum Uncertainty.
[14:25] <+GenoFoxx> from chemical lasers to solid state to gamma ray lasers
[14:25] <+Ed_Jowett> That’s a good example. However, obviously, the armour also improves, from Kevlar to ablative to reflective.
[14:27] <+GenoFoxx> any Star Trek or Gundam style force/beam shields?
[14:27] <+Ed_Jowett> Of course, the introduction of alien ideas into the Consortium also results in certain technological advancements being harnessed, such as food which grows anywhere, even on the outside of spaceships!
[14:27] <+Synaid> Please tell me there are giant robots. They don’t have to be big, just big enough that a human looks at it and goes “well I’m in trouble.”
[14:28] <+Ed_Jowett> There are shields that are developed during the centuries of the Consortium, they are more akin to those in Dune, in that (mechanically speaking) they are less effective against Unarmed combat or Melee weapons than against bullets and explosives – which they are optimised to protect the user from.
[14:28] <+Ed_Jowett> There are giant enough robots to be scary, I would say, yes.
[14:29] <+Ed_Jowett> Three times the size of a Human, roughly?
[14:29] <+Ed_Jowett> (done)
[14:31] <+GenoFoxx> so the only FTL available are wormholes?
[14:31] <+Ed_Jowett> GenoFoxx: I missed the question about DISARM – yes, it is! I’ll just tell you it ends in “Ambulatory Rocket Mount”, and leave the rest to your imagination!
[14:32] <+Ed_Jowett> That is correct, the only FTL in this game that the Consortium has access to is via wormhole travel.
[14:33] <+Ed_Jowett> In fact, at one point, they send a ship on a 40 year journey to a nearby star system (those who are keen among you should be able to figure out an approximate percentage of Light Speed they travel from that! I am what you would call in the States an Astronomy Minor and I did the maths carefully!)
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[14:33] <+Ed_Jowett> When the ship returns having found a lifebearing but otherwise unremarkable planet, they basically ignore it – 40 years is too far, it’s not worth the trip.
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[14:34] <~Dan> (Howdy, Moxiane!)
[14:34] <+Ed_Jowett> (done)
[14:35] <~Dan> Are there any obvious bad guys built into the setting?
[14:35] <+Ed_Jowett> That depends on your perspective. There are definitely opposed factions at all points.
[14:35] <+Ed_Jowett> Good or Bad is so much a matter of perspective… to take an example…
[14:36] <@Moxiane> Kaor, Da’nport Dan
[14:36] <+Ed_Jowett> The Resistance movement which rises up claims they are trying to stop the Consortium from committing Genocide… but they have little proof.
[14:36] <+Ed_Jowett> The Consortium, on the other hand, is trying to crush the Resistance, claiming they are an obstacle to stability.
[14:37] <+Ed_Jowett> Similarly, if you asked the Ximians why the war started, they would say they were bombed without provocation… whereas the Consortium would say that their First Contact party was murdered under the same circumstances.
[14:37] <+Ed_Jowett> You can play on either side on both these and many more instances.
[14:37] <+Ed_Jowett> (done)
[14:38] <+GenoFoxx> what’s the deal with the non standard skin tones on some of the humans in the art work?
[14:39] <+Ed_Jowett> Those aren’t Humans, those are Eulutians in the Human-shaped suits I mentioned earlier. Like many Cephalopoda, they change colours. They have evolved to the point that this shows their moods.
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[14:39] <+Ed_Jowett> I remember one playtester describing the suits as giant mood rings!
[14:40] * ~Dan chuckles
[14:40] <+Ed_Jowett> They can set it to black, though, which means supreme confidence – in case they are in battle or in a business negotiation, they don’t want to show fear.
[14:40] <+Ed_Jowett> (done)
[14:40] <~Dan> Can you describe the basic system?
[14:41] <+Ed_Jowett> Yeah, you could call it a Success-counting dice pool system where the difficulty of the action varies the target number.
[14:41] <+Ed_Jowett> If you’re familiar with old World of Darkness, this will be somewhat familiar.
[14:42] <+Ed_Jowett> I, personally, am the worst dice roller ever, so I rebel against single dice roll systems, because I can never get what I need at the right time.
[14:42] <+Ed_Jowett> So I created a system where a Normal Distribution favours you, even if one individual dice roll is bad.
[14:42] <+Ed_Jowett> More skilled means more dice, easy task means you only need to roll a low number, hard task means roll a higher number.
[14:43] <+Ed_Jowett> It’s simple to pick up, and has enough mechanical aspects to keep the optimisers interested.
[14:43] <+Ed_Jowett> (done)
[14:43] <~Dan> d10s?
[14:44] <~Dan> And do the rolls open-end?
[14:44] <+Ed_Jowett> While I use d10s, and recommend people do (well, percentage successes are much easier to calculate on d10s in your head!), there is no reason why this couldn’t be done with d6s, d4s or any other dice.
[14:44] <+Ed_Jowett> What do you mean by open-end?
[14:45] <~Dan> I mean “explode”; i.e., roll a 10 and you get to roll and add to the result.
[14:45] <+Ed_Jowett> If you mean an “Exploding 10s” rule, then yes – if you roll a 10, you roll an additional dice as well as counting a success.
[14:45] <+Ed_Jowett> Yep, that! Different terminology, same thing.
[14:46] <+Ed_Jowett> (done)
[14:46] <~Dan> Oh, so they don’t add — they just add to the number of dice rolled?
[14:46] <+Ed_Jowett> Yes, that’s correct. I am quite firmly against having to do arithmetic in combat, because I feel it tampers with the immersion of the game. You roll your dice and just count the dice that say more than (say) 8.
[14:47] <+Ed_Jowett> simple, quick and easy to do even when you have a beer or two down you.
[14:48] <+Ed_Jowett> Success level is measured by the number of dice you get that exceed the threshold – if you roll 1 dice over 8, you will gain a minor success, whereas 7 or 9 dice over 8 will be something very significant.
[14:48] <+Ed_Jowett> (done)
[14:49] <~Dan> What are the attributes, and how general are the skills? (And do you have a character sheet posted?)
[14:50] <+Ed_Jowett> The Attributes are Strength, Intelligence, Charisma, Stamina, Willpower, Dexterity, Wits and Luck.
[14:50] <+Ed_Jowett> The skills are fairly general – I began with 9 skills in each section and dropped it to 6 (adjusting points accordingly), because the differences were too arbitrary.
[14:50] <@Moxiane> (Link: http://41.media.tumblr.com/96bfe0ea37dfdd27e53f73385fc85ba1/tumblr_n3wqvv2w771s9rpajo1_500.jpg)http://41.media.tumblr.com/96bfe0ea37dfdd27e53f73385fc85ba1/tumblr_n3wqvv2w771s9rpajo1_500.jpg 😀
[14:50] <+Ed_Jowett> Instead, I use the combination of Atribute + Skill to denote the difference…
[14:51] <+Ed_Jowett> For example – Wits + Gunnery is to shoot a rifle, whereas Dexterity + Gunnery is for a mounted weapon.
[14:52] <+GenoFoxx> ((have to run, laters
[14:52] <~Dan> (Bye, GenoFoxx!)
[14:52] <+Ed_Jowett> Equally, the Attributes all have defined applications and no Skill has a particular relationship to any – Luck + Engineering is valid if the GM feels it is that much of a long shot
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[14:52] <+Ed_Jowett> Of course, in those cases, it is up to the GM to make the target number (“Success Threshold”) higher.
[14:53] <+Ed_Jowett> (done)
[14:53] <~Dan> So you aren’t a good shot if you’re a half-Wit?
[14:53] <+Dunkel> Since how long time are you working on the background of your game ?
[14:54] <+Ed_Jowett> You can be, if the GM feels that a different stat is needed! There is even a piece of technology that allows you to use Intelligence + Gunnery with small weapons.
[14:54] <~Dan> (Howdy, KJ!)
[14:54] <~Dan> But seriously, I’m guessing that Wits covers perception?
[14:55] <+Ed_Jowett> Yes, Wits + Investigation is usually the Perception roll.
[14:55] <~Dan> Makes sense.
[14:55] <+Ed_Jowett> Dunkel: I have been working on the background of my game… well, since I was about 7 years old! That’s when I created the Eulutians. But as a game, this has been in development for just approaching 2 years now.
[14:55] <+Ed_Jowett> In the same way, Dan, Intelligence Investigation is active Investigation.
[14:55] * ~Dan nods
[14:55] <+Ed_Jowett> A player can’t request to do Wits + Investigation.
[14:55] <+Ed_Jowett> Usually.
[14:56] <+Ed_Jowett> (done)
[14:56] <~Dan> Does the setting include psionics?
[14:56] <+Ed_Jowett> Haha. It does not… At the moment.
[14:57] <+Ed_Jowett> Psionics are something I have some ideas for in terms of the rule set, and would very much like to see happen in the Consortium universe at some stage.
[14:57] <+Ed_Jowett> But this game does not include them.
[14:57] <+Ed_Jowett> If we break every stretch goal we currently have, I get to turn to my editor and say “well, psionics time!”
[14:57] <+Ed_Jowett> (done)
[14:58] * ~Dan chuckles
[14:58] <+Dunkel> Is there a campaign or scenarios for now ?
[14:59] <+Dunkel> (Sorry for the english I’m french :))
[14:59] <+Ed_Jowett> There are both, actually. From the Patreon ((Link: http://www.patreon.com/SoV)http://www.patreon.com/SoV), you can get into our Time Travel campaign.
[14:59] <+Ed_Jowett> There is also a sample scenario (short one!) in the Kickstarter, for 5 pregenerated characters.
[15:00] <+Dunkel> Oh nice. You will develop the campaign with Patreon ?
[15:00] <+Ed_Jowett> In the rulebook, there are over 40 sample sessions.
[15:00] <+Ed_Jowett> I did not, Patreon is just something that barely covers its own costs, and that of the website.
[15:01] <+Ed_Jowett> We have a small, but loyal following.
[15:01] <+Ed_Jowett> I’ve self-funded this for 2 years to make it happen, because I believe in it that much!
[15:01] <+Ed_Jowett> We are running a Kickstarter, if you missed the beginning, which will pay for printing the books and hopefully some stretch goals.
[15:02] <+Ed_Jowett> I’m sorry, there are only 34 sample sessions in the rulebook, my bad!
[15:03] <+Ed_Jowett> (just checked XD!)
[15:03] <+Dunkel> Nice 🙂
[15:03] <+Ed_Jowett> (done)
[15:04] <~Dan> What is space combat like in the setting?
[15:04] <+Ed_Jowett> Space Combat is one of the parts of the rules I am most proud of (after my grapple rules, which are… playable!)
[15:05] <+Ed_Jowett> Each character takes a station in the ship and has to work together with the others to decide what the ship is doing – if the pilot lines up the ship to shoot at the enemy vessel, and they are being swarmed by fighters, the Point Defence gunner will have a much harder time handling the problem.
[15:06] <+Ed_Jowett> This really means that a ship where the players tactically work together to ensure they all boost the same area will always triumph over a more disorganised structure.
[15:06] <+Ed_Jowett> And one person alone cannot turn the tide of a Space battle – people have to work together.
[15:06] <+Ed_Jowett> (done)
[15:06] <+Synaid> What were your inspirations on this games setting/universe/thingy?
[15:07] <+Ed_Jowett> Science Fiction has always inspired me, for as long as I can remember. Books like Dune, the Foundation series, the Rama series, and later games like Mass Effect are all things that I find inspiring for their own reasons.
[15:08] <~Dan> Well, to be more specific, is space combat cinematic? You mentioned fighters, for example. Do they zoom about like aircraft, as in Star Wars, for example? Or do you attempt to model real-world physics?
[15:10] <+Ed_Jowett> I leave it open, Dan, to the GM and players to narrate those details. I model the fighters as a group, unless there are players in the fighters, of course – that’s a little different. The fighters go first against any ship, and when it comes their turn, I allow the GM to either gloss over it or describe the fighters’ strafing run across the surface of
[15:10] <+Ed_Jowett> the enemy ship before looping out of their dive and returning to formation while dodging both enemy fighters and Point Defence fire.
[15:11] <+Ed_Jowett> Some players and GMs are bored with that level of detail, some find it essential… I leave it to the GM – they know their group better than I do.
[15:12] * ~Dan nods
[15:12] <~Dan> What sorts of weapons do capital ships use?
[15:12] <+Ed_Jowett> Synaid, to finish, I draw inspiration from many areas, and I have been creating Science Fiction universes for as long as I’ve been able to imagine and put it into words. I find the possibilities of technology and the future utterly inspiring.
[15:13] <+Ed_Jowett> Capital ships use weapons which are called STRIKEs (yes, another acronym! I like acronyms!) – somewhat similar to Mass Drivers… they fire a magnetic projectile which is accelerated.
[15:14] <+Ed_Jowett> The largest ship in the Consortium, the Orion (I mentioned it earlier, it was the ship that went exploring) fires projectiles 100 metres in diameter down a 2 kilometer long acceleration chamber.
[15:14] <+Ed_Jowett> Don’t stand in the way of that one! (someone totally did that once, decided the gun was a good place to get in…)
[15:14] <+Ed_Jowett> (done)
[15:15] <+Dunkel> Is there some secrets in the settings ?
[15:16] <+Ed_Jowett> I’m not sure I understand that question, I’m afraid… can you expand on it?
[15:16] <+Ed_Jowett> (I am sorry, I saw you were French, I am genuinely unsure what you’re asking!)
[15:16] <~Dan> I think he’s asking whether there are any “big secrets” as part of the setting.
[15:17] <+Dunkel> Dan : Yes 🙂
[15:17] <+Ed_Jowett> Ah, right. Well, absolutely, though most of them come out during the 500 years. Take the Bug War, for example.
[15:17] <+Ed_Jowett> It began… and no-one knew why.
[15:17] <+Ed_Jowett> Next thing they know, a massive alien force is invading and killing people….
[15:18] <+Ed_Jowett> They fight for 20 years, and then they find out why the war started.
[15:18] <+Ed_Jowett> And that’s a pretty big reveal.
[15:18] <~Dan> (Someone got an order wrong at the drive-through.)
[15:18] <+Ed_Jowett> (which I won’t spoiler you for :D)
[15:18] <+Ed_Jowett> lol
[15:19] <+Ed_Jowett> But there are more secrets, too… secrets that are implied, hinted at in this game… many questions which are not answered…
[15:19] <+Synaid> Someone was playing LMFAO during the intial meeting of the bugs
[15:19] <+Ed_Jowett> Deliberately.
[15:19] <~Dan> To what degree to you cover alien flora and fauna, particular in terms of actual stats?
[15:19] <+Ed_Jowett> Because the history of the Consortium doesn’t just suddenly stop after 500 years.
[15:19] <+Ed_Jowett> Do we count the playable races as alien flora and fauna?
[15:20] <+Ed_Jowett> Cos between them, the Eulutians, Ximians and Vilithii cover that!
[15:20] <+Ed_Jowett> No, in seriousness, I do covr it on the occasions where it is appropriate…
[15:20] <~Dan> Do you have an actual bestairy as part of the core book?
[15:20] <+Ed_Jowett> There are panther-like creatures which are resident on Taranis (the “homeworld”) when the Humans arrive, and they have stats.
[15:21] <+Ed_Jowett> I have example stat tables rather than a bestiary per se. Those example stat tables do include non-Humans.
[15:21] <+Synaid> So it’s mostly a human/humanoid based game instead of “human vs five tigers”
[15:21] <+Synaid> ?
[15:22] <+Ed_Jowett> Mostly, though if (as a GM) you really wanted to do that or some reason, you have the stats to do it.
[15:22] <+Ed_Jowett> Only the irst few years could really be seen as “taming the wild”
[15:23] <+Ed_Jowett> Nearly all the planets in the Consortium are not life-bearing.
[15:23] <+Ed_Jowett> (done)
[15:24] <+Dunkel> Is the ship is always on travel or there is some stop on planets ?
[15:25] <+Ed_Jowett> It depends very much on the individual ship! There are ships that travel between the planets, only stopping at space stations… there are ships which land and drop troops on planets, pick them up and return… and everywhere in the middle.
[15:25] <+Ed_Jowett> There are some kinds of ships which cannot land on planets – the Orion being an example.
[15:25] <+Ed_Jowett> (done – did that answer your question?)
[15:26] <+Dunkel> Yes ok.
[15:28] <~Dan> (brb)
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[15:28] <+Ed_Jowett> In the Consortium, there are a 13 planetoids which are settled as well as numerous asteroids – ranging from legal to illegal settlements, and a large number of Space Stations.
[15:28] <+Synaid> You said you’d been working on this project for years, so have you done any other stuff based in this same universe?
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[15:29] <+Ed_Jowett> I’ve done a few things – I’ve written a few stories, I’ve written several hundred years of history beyond and before what’s in the book, and I’ve also created a comic about one particular group (who earned the front cover of the book!), the Last Stand of Stiletto Unit.
[15:30] <+Ed_Jowett> You can get the comic from the Kickstarter.
[15:30] <+Ed_Jowett> We’ll be creating a second comic if we meet a certain stretch goal, also, which I’m hopeful we can do, because I have some excellent ideas.
[15:31] <+Ed_Jowett> This universe is potentially HUGE, complex and really quite interesting… I want to show you as much of it as I possibly can.
[15:31] <+Ed_Jowett> This is just the first step, really… well, the second if you count the comic 😀
[15:32] <+Ed_Jowett> (done)
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[15:33] <~Dan> (back, sorry)
[15:33] <+Ed_Jowett> (I will forgo the execution. This time.)
[15:33] <+Ed_Jowett> (;)
[15:34] <~Dan> ( 🙂 )
[15:35] <~Dan> How cinematic is the game?
[15:35] <+Ed_Jowett> I always think that’s a tricky question for a game creator to answer. It depends so strongly on how cinematic the GM is!
[15:36] <+Ed_Jowett> I would say that the potential for cinematic scenes is creamed at you by the artwork.
[15:36] <+Ed_Jowett> There’s no shortage of opportunity.
[15:36] <+Ed_Jowett> But a GM has to want to describe it in that way for the game to be cinematic.
[15:36] <+Ed_Jowett> I do my best to do so, there are some powerful images in there, the Last Stand of Stiletto Unit being an example…
[15:37] <+Ed_Jowett> (done)
[15:37] <~Dan> Well, let me put it this way: If you attempt a dramatic stunt like crashing through a skylight with both guns a-blazin’, is that cool or just stupid?
[15:38] <+Ed_Jowett> It’s perfectly possible to be either! There’s a fumble system and you might fall and break your leg… but again, it really depends how successful you are and how it’s narrated.
[15:38] <+Ed_Jowett> I would err on the side of “cool” in my games.
[15:38] <+Ed_Jowett> I can’t speak for other GMs, of course!
[15:39] <~Dan> 🙂
[15:39] <@Moxiane> Dan: It’s always cool. It’s just occasionally also stupid. 🙂
[15:39] <@Velociengineer_Bill> Let me rephrase that. Does the system penalize you for doing cinematic things, or does it help you?
[15:39] <+Ed_Jowett> Actually, funny you should say that…
[15:39] <+Ed_Jowett> It potentially provides rewards for doing cinematic or genuinely original things.
[15:40] <~Dan> How so?
[15:40] <+Ed_Jowett> So it most definitely helps you.
[15:40] <+Ed_Jowett> I’ve added a system I call Luck Points into the game, they let you modify outcomes (within reason).
[15:40] <+Ed_Jowett> Doing something like that, I strongly recommend in the GM handbook, is rewarded by a bonus Luck Point for use later.
[15:41] <+Dunkel> You were saying that there is 13 planets in the Consortium. Are they in the same solar system or in differents ?
[15:41] <+Ed_Jowett> They are across three different solar systems: Sulis, Damara and Icaunus.
[15:42] <+Ed_Jowett> The different systems have different characteristics – Sulis tends to be much richer, even out to the rim of the system… Icaunus, on the other hand, is almost all aliens towards the outerrim.
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[15:43] <+Ed_Jowett> Damara has more of a mixture, but it’s definitely the case that you find piracy more on the outskirts of Damara and Icaunus than in Sulis.
[15:43] <+Ed_Jowett> To give an example.
[15:43] <~Dan> (Howdy, DrNate!)
[15:43] <+Ed_Jowett> (done)
[15:44] <+Ed_Jowett> Of course, there are also uninhabitable Gas Giants and such, which I’ve not gone into in too much detail here. But their moons are sometimes of interest…
[15:44] <~Dan> How multifaceted are the planets? I’m guessing that because this is a hard sci-fi game, you don’t have one-environment planets?
[15:45] <+Dunkel> Is there a way to play the history of a family between the 500 years of the game ? Each player can play a member of his family at different time and develop the family for example.
[15:45] <+Ed_Jowett> I don’t, you are correct. There are some which are more one thing than anything else, though, as there is a Venus-like world, where yes, the entire atmosphere is poisonous (not made any better by the pollution no-one cares about spewing into the atmosphere!)
[15:47] <+Ed_Jowett> Absolutely, yes, Dunkel. There are lots of references I’ve made to families throughout the 500 years – anyone whose seen the sample scenario in the Kickstarter knows of Gyter, the marksman sniper… well, his ancestor was one of the first to set foot on the planet Taranis.
[15:47] <+Ed_Jowett> My hope would be that people felt able to play the son or daughter of their previous character – I actually feature that quite heavily in the current TIme Travel campaign sessions – the torch has just passed to a new generation!
[15:48] <~Dan> Nice. 🙂
[15:48] <+Dunkel> Yes’ I always would like to play like this.
[15:48] <+Ed_Jowett> From the Consortium’s perspective, many of the biggest players in the game are single families who have grown so powerful they cannot be overthrown… the Haydens and the Hardcastles, for examples.
[15:49] <+Ed_Jowett> (done)
[15:49] <~Dan> In the time we have left, is there anything you’d like to bring up that we haven’t covered?
[15:50] <+Ed_Jowett> Hmmm…
[15:50] <+Ed_Jowett> Difficult question.
[15:50] <+Ed_Jowett> There are so many things I’d like to talk about, choosing one is hard!
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[15:51] <+Ed_Jowett> I suppose I’d like to talk about my Brawl rules.
[15:51] <+Ed_Jowett> Grapple rules historically strike fear into the hearts of men.
[15:51] <+Ed_Jowett> And women.
[15:51] <~Dan> (Howdy, Kzar!)
[15:52] <+Ed_Jowett> I have been working to change that in my game. By using opposed roll and the difference in number of successes, it’s simple to know who wins a grapple and any action you can imagine is just a second round roll. It is genuinely just as easy to grapple someone and break their neck as it is to shoot someone.
[15:52] <+Ed_Jowett> I’ve added options like ripping someone in half, holding them still and various other things.
[15:53] <+Ed_Jowett> You can find most of this stuff in the Kickstarter Playtest Packet… though I did cut it down slightly.
[15:54] <+Ed_Jowett> Beyond that, I’d just say that this game is not being made for me…
[15:54] <+Ed_Jowett> it’s being made because I want you to play and enjoy it.
[15:54] <~Dan> I should hope so. 🙂
[15:54] <+Ed_Jowett> It’s for all of you out there who love RPGs and want something that’s maybe a little different, something that’s going for a different approach to the same problem, with a really ambitious story and an equally ambitious MO.
[15:55] <+Ed_Jowett> My team and I have poured everything we have into this game to make it the very best thing it can be… and I’m very proud of it. But it won’t mean anything if you guys don’t like it. We’re getting some amazing support so far, but if you look at it and like what you see, spread the word, because we need your help.
[15:55] <+Dunkel> The setting seems very cool. I will look deeply at your work.
[15:56] <+Ed_Jowett> That’s you, sitting at your computer reading this!
[15:56] <~Dan> 🙂
[15:56] <+Ed_Jowett> (that about cover it?)
[15:56] <~Dan> (I think so!)
[15:56] <+Ed_Jowett> (I have a round up)
[15:57] <~Dan> Thanks very much for coming by today, Ed!
[15:57] <~Dan> I’ll have the log posted for you momentarily.
[15:57] <+Ed_Jowett> Well, thanks very much for listening to me talk for 2 hours about my game… I hope it was interesting. Thanks, Dan, for having me here to talk, and please, guys, think about backing our Kickstarter: http://tinyurl/SoVKick
[15:57] <+Dunkel> Thanks Ed_Jowett
[15:58] <+Ed_Jowett> And you, Dunkel, for being interested!
[15:58] <+Dunkel> 😉
[15:58] <+Ed_Jowett> If anyone has any followup questions, anything that didn’t get covered that they wish had been, drop me a PM or ask me in here any time I am around.
[15:58] <+Ed_Jowett> You’ll usually see me as Sandworm 😀