[20:02] <+BenDutter> Hello, my name is Ben Dutter, designer of Vow of Honor RPG, a game about honor bound warrior-judges trying to make their world a better place.
[20:02] <+BenDutter> And, as of this morning, the game was 100% funded on Kickstarter: (Link: https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg)https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg
[20:03] <+BenDutter> I’ve been playing RPGs for about 20 years, and serious about game design for the last five or so. (done)
[20:03] <~Dan> Thanks, Ben!
[20:03] <~Dan> And congrats on the successful funding!
[20:04] <+BenDutter> Thanks Dan!
[20:04] <~Dan> So what genre is the game?
[20:06] <+BenDutter> That’s a bit difficult to define – but I would say that centers primarily on moral heroism. Players are Arbiters of the Order of Fasann, and they spend the majority of their time serving out of one of the Order’s Enclaves – putting their very strict Tenets of Honor into practice.
[20:06] <+BenDutter> (done)
[20:07] <~Dan> But would you describe it as sci-fi? Fantasy? Something else?
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[20:08] <~Dan> (wb, Monochrome_Tide!)
[20:09] <+BenDutter> The setting, Sasara, is a highly advanced space station habitat designed to resemble an inverted planet. Some great cataclysm occurred in the distant past, and now society has reverted to high-medieval technology in the shadow of this previous civilization called the Forebears. But, there’s no magic, there’s no common high-tech devices, it is pretty much …
[20:09] <+BenDutter> regular people living regular lives in this many-generations-of-post-apocalypse on this space station planet.
[20:09] <+BenDutter> (done)
[20:10] <~Dan> What is the environment like? Are there “monsters” of any sort?
[20:11] <+BenDutter> Since it is an inverted planet, the horizon curves up rather than down, there’s no concept of heavenly bodies or stars or a moon (as the lights above have malfunctioned to just be on and off at random), and most of the life support systems designed in ages past have kind of malfunctioned. This makes for a very mercurial environment, one day it might
[20:12] <+BenDutter> rain near-to-boiling hot water for sixteen straight hours, and then immediately turn to icy cold and dry. This forces society to build very isolated, very sturdy settlements, and thus the strong impetus on community and morality against one another.
[20:12] <~Dan> How big is the place?
[20:13] <+BenDutter> Regarding monsters, there are a few, notably the adabhuta – the in-game language’s word for Demon – are essentially monstrous humanoids that grow insane with rage at the sight of any regular Sasaran – think of a combination between a werewolf, orc, and zombie (done)
[20:14] <+BenDutter> Sasara itself is unknown, as eventually there are areas that people can’t travel – these are called the Void Lands and are filled with Forebear Ruins. In the Void Lands gravity dwindles and oxygen grows thin, so it is nigh-impossible to travel there for any length of time. The habitable zone, commonly called “the Spine” is about the size of the Mediterranean
[20:14] <+BenDutter> (done)
[20:14] <~Dan> So there’s no way to access ancient technology?
[20:15] <+BenDutter> There is, there are Forebear Artifacts and Ruins well within reach of the daily population. However, most of them are non-functioning, and those that ARE functioning are either worth fortunes, considered extremely dangerous, or both
[20:15] <+BenDutter> Much of the Arbiters’ duty is to understand the Forebears and their technology (done)
[20:17] <~Dan> Ah, I see. Actually, can you say a bit more about the Arbiter’s duties and where they get their authority?
[20:18] <+BenDutter> Sure. Arbiters belong to the Order of Fasann, an organization that grew out of Sasara’s need for a kind of moral impetus. They follow the Tenets of Honor – Compassion, Commitment, Purity, Righteousness, Understanding – and apply those Tenets to every aspect of their lives.
[20:18] <+BenDutter> They derive their authority from cooperation of other parties, essentially the local populace want the Arbiters around because they’re seen often as champions of the people. They’re generally considered wise and fair and just, and so it is helpful for a settlement to have some around
[20:19] <+BenDutter> In many new or smaller settlements they serve as sort of unofficial judges/lawmakers/guards/police, and can become quite authoritative. However, in more established urban zones and city-states, Arbiters are partially revered and partially reviled.
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[20:20] <~Dan> (Howdy, LW!)
[20:20] <+BenDutter> Governments and warlords and oppressive tyrants and the like view the Arbiters as a necessary nuisance, they give the people a heroic figure to look up to, and can be used to keep the rabble to a minimum while the leader focuses on governance. But often when the Arbiters find that a leader is too corrupt or dishonorable, they must take action. This
[20:20] <+BenDutter> understandably creates conflict and strife. (done)
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[20:21] <~Dan> Are all the PCs Arbiters, or are there other options as well?
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[20:22] <+BenDutter> The game specifically focuses on Arbiters – although there are different specialists within the Order – however there are optional rules for playing as “Allies”, people that aren’t Arbiters but assist them for whatever reason. (done)
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[20:22] <~Dan> How competent are the Arbiters, relatively speaking?
[20:24] <+BenDutter> Starting characters, newly initiated Arbiters or those that haven’t much experience, are considerably more competent than your average Sasaran. However, Sasarans are tough and combatants are brutal, so Arbiters aren’t leaps and bounds better than your typical bandit, perhaps 2:1 (Done)
[20:25] <~Dan> Actually, this might be a good point at which to take a look at your character sheet. Still have that link handy?
[20:25] <+BenDutter> (Link: http://www.bendutter.com/wp-content/uploads/2014/10/vohCharSheet101614.pdf)http://www.bendutter.com/wp-content/uploads/2014/10/vohCharSheet101614.pdf
[20:26] <~Dan> So let’s see here….
[20:26] <~Dan> It appears that “skills” are a combination of what in other games might be skills and attributes.
[20:27] <+BenDutter> That’s a fair assessment. There are eight skills that loosely define a major group of actions.
[20:27] <~Dan> And what is the core mechanic?
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[20:29] <+BenDutter> A D6 dice pool. You roll at least 1d, but add additional dice through the expenditure of Honor Dice (HD) or the application of Advantage Dice (AD). HD are earned through adhering to your Tenets and acting upon them, while AD are earned for advantageous circumstances and are awarded by the GM. You roll your dice, and look for the face-value of each die to
[20:29] <+BenDutter> determine success. Success is determined by that action’s Skill Rank, with the better Skilled you are the more numbers count as a success. Exemplary for example succeeds on 3-6, while Poor only on a 6.(done)
[20:29] <+BenDutter> (actually not done)
[20:30] <+BenDutter> The successes are used to determine degree of success against any particular Task’s Difficulty, including obstacles, enemies, social engagements, what have you. (now done)
[20:32] <~Dan> (Give me just a sec here. Mulling the implications of that mechanic.)
[20:32] <+BenDutter> (Take your time, I’m happy to elaborate more.)
[20:33] <~Dan> So… Successes are the number of dice that get a success?
[20:33] <+BenDutter> Correct. Say you roll 3d, and two of them come up as 6s (successes no matter what), then you would have “Two successes”
[20:34] <~Dan> Does that mean that the only ways to get more than a basic success is to spend HD or gain AD?
[20:34] <~Dan> (are to, rather)
[20:35] <+BenDutter> Yes, although many many things give AD, and Arbiters generally have around 5-10 HD in their pool at any given time. Equipment, tactics, and Talents (a character ability) apply AD as well.
[20:35] <+BenDutter> Also bear in mind that a “Difficulty 1 Enemy” literally only needs 1 success to defeat. Difficulty is between 1-5 for different Tasks/Enemies.
[20:37] <~Dan> Can you say a bit more about Talents?
[20:38] <+BenDutter> Sure. So at creation, every character gets one Talent, a self-defined, freeform ability that grants Advantage Dice when relevant. For example, a character could have the “Persuasive” Talent, which would provide AD whenever the character was being Persuasive.
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[20:39] <+BenDutter> Talents can be any kind of descriptor of the character or his or her background/expertise, etc. (done)
[20:40] <~Dan> How broad can they be?
[20:41] <+BenDutter> They have to be narrower than a Skill. You couldn’t say “Influential” and gain a bonus to all Influence rolls, for example. But, I give a lot of examples in the book as well as some guidelines for the GM/players to appropriately define them.(done)
[20:42] <~Dan> Looking back at the character sheet, can you tell us about being Oathsworn and having Tenet Maneuvers?
[20:44] <+BenDutter> For sure. There are the five Tenets, and each character is Oathsworn to two of them. These are the two Tenets that the character holds especially dear or important or significant (even subconsciously). Each Oathsworn Tenet grants a Tenet Maneuver, a sort of special ability that generally triggers with the expenditure of Honor Dice. Others are sort of an
[20:45] <+BenDutter> “always on” effect that just occur because you’re so dedicated to that particular Tenet. For example, Righteousness can grant you the ability to become immune to Fear (a common effect in the game.)(done)
[20:46] <~Dan> That seems fairly metaphysical for a game with a sci-fi foundation. Any thoughts on the subject, and is that something that the game addresses in any way?
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[20:47] <~Dan> (Welcome to #rpgnet, GeneralSturnn!)
[20:47] <+GeneralSturnn> Greetings
[20:47] <+BenDutter> Yes, the text addresses the concept. It is basically derived from the character’s internal confidence, good will, karma, whatever you’d like to call it. It is essentially driven by the character’s belief, but isn’t explained in any detail beyond that.(done)
[20:48] <~Dan> Now, you touched on this briefly, but how does combat work in the game?
[20:49] <+BenDutter> Pretty much everything works the same way, with Difficulty (how many successes are necessary to overcome it), Severity (how bad the Consequences are for failing the Task) and Threshold (a measure of supreme complication or difficulty that removes some of your successes from a roll.)
[20:49] <+BenDutter> Bad guys are built the same way, and can be as simple as a handful of enemies equating to a single Difficulty, or a single enemy equating to numerous Difficulty and Threshold.
[20:50] <~Dan> Can you give an example?
[20:50] <+BenDutter> Since the GM never rolls, players are always participating – rolling for both their attacks and their defends. When they roll a defense, they compare their successes against the enemy’s Severity rather than its Difficulty. This means that a fight doesn’t just go to whomever rolls first (as Severity tends to be lower than Difficulty.)
[20:51] <+BenDutter> Sure, for example, Nayakan is fighting a dishonorable marauder who just finished looting someone’s house. The GM puts the Marauder at Difficulty 2, Severity 2, Threshold 1. Nayakan surprised the Marauder so he attacks first, and rolls his Might (the skill for Melee.) He gets 1 Success, subtracting from the enemy’s Difficulty of 2, bringing it down to 1.
[20:52] <+BenDutter> When the enemy attacks, Nayakan rolls a Might (This time to block in melee), and again only rolls 1 Success, one less than the needed 2 (due to the Marauder’s 2 Severity) in order to block the attack.
[20:52] <+BenDutter> Nayakan takes the difference in Injury, so he now sustains Injury 1, and has a nasty wound on his arm, making his future Might rolls +1 Threshold (meaning that against this enemy, the Threshold is now set to 2.)
[20:52] <+BenDutter> Nayakan attacks again, but spends a handful of HD. He gets 3 successes, which is enough to defeat the Marauder (3 successes – 2 Threshold – 1 Difficulty = 0 Difficulty = defeated.)
[20:52] <+BenDutter> (done)
[20:53] <~Dan> How do weapons and armor function?
[20:54] <+BenDutter> On enemies, as purely abstract measures calculated into their Difficulty/Severity/Threshold. For characters however, equipment function sort of like Talents, in that they have a series of descriptors which grant Permissions or AD.
[20:54] <~Dan> Permissions?
[20:54] <+BenDutter> For example, when wearing Armor a character now gets Permission to roll a Resistance to absorb an incoming attack rather than having to Block or Dodge it. Similarly, if a character is using a Shield to Block, that shield might grant +1AD (one advantage die) to the roll. But, there isn’t a great deal of customization with equipment, it is all pretty simple.
[20:54] <+BenDutter> (done)
[20:55] <~Dan> Ah, gotcha.
[20:55] <~Dan> So how would a sword differ from a dagger?
Session Close (#rpgnet): Fri Nov 21 20:55:40 2014 -0600
Session Start (Dan:#rpgnet): Fri Nov 21 20:55:46 2014 -0600
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[20:55] *** Topic on #rpgnet is: DOUBLE-HEADER 11/21/2014!! #rpgnet welcomes Ben Dutter (Vow of Honor) 8:00 p.m. CST and Jared Sanford (Remain Calm) 10 p.m. CST! || Q&A schedule: (Link: http://tinyurl.com/rpgnetschedule)http://tinyurl.com/rpgnetschedule || Q&A logs: (Link: https://gmshoe.wordpress.com/)https://gmshoe.wordpress.com/
[20:55] *** Topic set by Dan (13 hours ago at 7:45 AM)
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[20:55] <~Dan> (Whoops… Sorry about that.)
[20:56] <+BenDutter> They would be effective in different circumstances. For example, if someone is has a sword against someone with a dagger in typical melee range, the one with the sword will gain Advantage.
[20:56] <+BenDutter> But, say the one with the dagger gets into close grappling range and tackles the enemy, the dagger now gains the Advantage.
[20:57] <+BenDutter> (done.)
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[20:57] <~Dan> (Howdy, Ismellzombies!)
[20:57] <+Ismellzombies> hey whats up
[20:57] <+Ismellzombies> is it still going on?
[20:57] <~Dan> It is!
[20:58] <+Ismellzombies> cool
[20:58] <~Dan> BenDutter, meet Jared, the guest for the second half of tonight’s double-header. 🙂
[20:58] <+BenDutter> Ah great, nice meeting you Jared.
[20:58] <+Ismellzombies> hi!
[20:59] <+Ismellzombies> Im getting people ralled as we speak and trying to work through win8.1 touchscren update at the same time
[20:59] <+Ismellzombies> weeeeee
[20:59] <~Dan> BenDutter: What were some of your inspirations for the game, both in terms of setting and system?
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[21:01] <~Dan> (Welcome to #rpgnet, TheUnrulyGinger!)
[21:03] <+BenDutter> For the setting, I’ve been an enormous fan of heroic legends and our sort of shared human mythos, so a great deal of that went into the setting’s foundation. It is certainly an amalgamation of different things I’ve enjoyed over the years, Star Wars, Samurai legends, Dharma, Hindu mythology, and of course Mediterranean (such as Greek) mythology.
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[21:04] <+BenDutter> For the system, it kind of grew out of my own designs inspired by D&D, GURPs, then onto Dogs in the Vineyard, Fate, and Freeform Universal. I built probably 5 or 6 failed systems before getting this one completed and satisfactory. (done)
[21:04] <+Ismellzombies> that seems to be par for the course in game design
[21:04] <+Ismellzombies> but your system and the lore behind it seem great
[21:05] <+Ismellzombies> I think the lore or at least the appearance of a great story lurking behind the game is whats got me interested
[21:05] <+BenDutter> Yes, it is a bit characteristic, ha. And thanks!
[21:05] <+Ismellzombies> its great tho, I love that work
[21:05] <+Ismellzombies> would you be inclined to give me some backstory or cannon lore?
[21:05] <+Ismellzombies> Im intersted in the fiction
[21:06] <~Dan> Oh, something I forgot to cover on the character sheet: “Observances”, “Violations”, and “Stained”.
[21:06] <+BenDutter> Sure. Long ago, humanity had reached the height of extrasolar colonization and technology, building Sasara as a completely self-contained, self-sustaining paradise for humans to enjoy as a bit like a resort world.
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[21:06] <+BenDutter> Something went horribly wrong, and the Forebear society was destroyed. After many generations after this cataclysm, people have crawled back from the brink of extinction on this place and are trying to figure out where they come from and what it all means.
[21:06] <+Ismellzombies> oh neat
[21:07] <~Dan> (Howdy, MonkofLords!)
[21:07] <+BenDutter> A large part of the game is about exploring the Forebear Ruins, but I leave it intentionally vague so that the GM/group can define it as they see fit (with lots of inspiration hooks and what not to give them an idea.)(done)
[21:08] <+BenDutter> Dan, every time you act honorably, you’re “Observing” one of the five Tenets, you mark it down on your sheet. Transversely, if you act dishonorably, you mark it down as a Violation.
[21:08] <+BenDutter> You need two Observances of each Tenet in order to Advance (improve one Skill, earn one new Talent). If you Violate a Tenet three times it becomes Stained, and you no longer can use its Tenet Maneuver, you no longer gain/lose HD from interacting with it, and you can not Advance until you have completed a quest of Redemption. (done)
[21:09] <+Ismellzombies> I probably missed a whole load of information earlier but I was interested in the monster fauna – or if there is any?
[21:10] <~Dan> Yes, you touched on that earlier, Ben, but can you tell us some more about what monsters exist?
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[21:10] <~Dan> And how common they are?
[21:10] <~Dan> (Howdy, Snoof!)
[21:10] <+BenDutter> There aren’t a ton of monsters, since the world was hand-tailored and genetically engineered to be a resort world for humans. The one notable “monster” is called an adabhuta, a sort of nasty human-like creature.
[21:10] <+BenDutter> Adabhuta are very common, especially around Forebear Ruins (they are connected in some way.)
[21:10] <+BenDutter> Other monsters aren’t so common – the focus on the game is humans vs humans, Arbiters vs the dishonorable
[21:10] <+BenDutter> (done)
[21:12] <+Ismellzombies> ok cool, I guess I just wondered. Are there any plans for expantions?
[21:12] <+Ismellzombies> expansions*
[21:12] <+BenDutter> I don’t have any current plans, but I’m not at all opposed to the idea.
[21:14] <+Ismellzombies> whats your future plans with the game?
[21:14] <+BenDutter> I’d like to expand upon the setting eventually, and perhaps release a print edition. But, I’m currently just focusing on making the game, as it is, as good as possibly can be with this Kickstarter.(done)
[21:14] <~Dan> Going back to combat for a moment, you said that Severity determines the difficulty of defense for the PCs and that the difference between the defense successes and the Severity determines damage?
[21:15] <+BenDutter> That’s right Dan.
[21:16] <~Dan> So that being the case, is it possible to make something that’s less likely to hit but that causes more damage if it does?
[21:16] <+BenDutter> No, as “Severity” is general combat capability, combining damage and accuracy into one ability.
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[21:17] <+BenDutter> I could see a GM doing that easily within the system though, it is easy to hack. You can say “Severity 1 to defend, Severity 4 if you miss.” But that would be really mean, haha.
[21:17] <+BenDutter> (done)
[21:17] * ~Dan chuckles
[21:18] <~Dan> How much space do you devote to the sort of technology that might be recovered and exploited?
[21:19] <+Ismellzombies> ^that
[21:19] <+BenDutter> In the current draft, less than 10% of the book, but that is actually an area that I anticipate will expand considerably due to the $25 “Element” pledge. A great many people have expressed interest in defining Forebear technology. I suspect overall it will be about 10-12%, but that’s before Josh, my editor, gets his hands on it. (done)
[21:20] <~Dan> Can you give some examples of Forebear technology?
[21:20] <+Ismellzombies> Im interested in the idea of a iron age scify so thats neat to me
[21:21] <+BenDutter> I break them out by category of function, things like Utility, Warfare, Entertainment, etc. For example, there are Forebear weapons that can be recovered (devastatingly powerful guns, for example.)
[21:22] <+BenDutter> But, one of the artifacts I give as an example is a Virtual Reality entertainment pod/theater. If the characters approach within its certain range, their Sasaran DNA will activate the VR and they’ll start getting visions and things beamed into their heads. It is an understandably frightening experience.(done)
[21:22] <+Ismellzombies> lol thats cool stuff
[21:23] <+Ismellzombies> how far into the future is it set? any idea of a timeline?
[21:23] <+BenDutter> “Far far into the future.”
[21:23] <~Dan> So it sounds like space opera level tech, but not “sufficiently advanced” tech.
[21:24] <+Ismellzombies> ah so explainable but not magical
[21:24] <+BenDutter> I call it “post-singularity” tech, but again, it isn’t particularly specific. That is just the very distant backdrop, the focus is on this society that’s had to pull itself out of the dregs of a post-post-post-post-apocalyptic generations.
[21:25] <~Dan> Are there robots?
[21:25] <+Ismellzombies> ok any idea of the world map? I only ask because illustration and fiction is a big part of my play
[21:25] <+BenDutter> Bear in mind too, very few regular Sasarans ever even get within a hundred kilometers of Forebear Ruins. They’re full of adabhuta and “evil energies”
[21:25] <+BenDutter> Dan, there could be robots. I describe them as “drones” in the modern warfare sense.
[21:26] <@Therion> It sounds like an awesome game. So far…(no questions..yet..)
[21:26] <+BenDutter> Ismellzombies I have a stretch goal for a cartography pack in which I will commission several maps, including a world scale map. But currently, unless I can figure out a better way to do it with the funds allotted, I won’t have a world map until I hit that stretch goal.(done)
[21:26] <+BenDutter> Thanks Therion!
[21:27] <~Dan> How much autonomy do Arbiters have to carry out their duties?
[21:27] <+Ismellzombies> Ever heard of The Red Epic? (Link: http://theredepic.com/)http://theredepic.com/ – works cheap and work is astounding
[21:28] <+BenDutter> Dan, that largely depends on the territory they operate in, their particular Enclave, and any other local issues that can come up. In general though, they’re pretty autonomous, but they can kind of “expect” donations and assistance from the locals. This doesn’t always happen.(done)
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[21:28] <+BenDutter> Ismellzombies no I haven’t, I’ll look into that. Although I’m quite happy with the two cartographers I’ve lined up.
[21:28] <~Dan> (Welcome, Guest! Please set your name with the /nick command. 🙂 )
[21:29] <+Ismellzombies> Ok I only link out to him because he works on a few of the projects I also work on
[21:29] <+Ismellzombies> How many writers do you have on board or is it just you?
[21:30] <+BenDutter> I’m the only official writer, although many of my playtesters and Josh, my editor, have contributed a great deal. But, all of the actual prose written in the current draft is by yours truly.(done)
[21:30] <~Dan> You mentioned fear being a common factor. If monsters are rare, what causes it to come up so frequently?
[21:31] <+BenDutter> Arbiters throughout their entire career might only ever engage in ten to fifteen battles (at the high end). Combat in VoH is extremely deadly, and the system doesn’t assume the players will always live through every battle. As such, Fear comes up quite commonly in practically any battle.
[21:32] <+BenDutter> But, also when exposed to adabhuta (monsters), and Forebear Ruins.
[21:32] <+BenDutter> In a recent playtest arc, which was about three sessions and eleven(?) Scenes, one of them heavily featured Fear.
[21:32] <+BenDutter> (done)
[21:33] <+Ismellzombies> ^neat – Do you have a community anywhere I can join?
[21:33] <~Dan> Wow… 10-15 battles? That being the case, do you expect that adventures will generally not involve combat?
[21:33] <+BenDutter> Yes Ismellzombies, you can join the G+ community here: (Link: https://plus.google.com/u/0/communities/114624675928000828190)https://plus.google.com/u/0/communities/114624675928000828190
[21:34] <+Ismellzombies> consider it done
[21:34] <+BenDutter> Dan, one of my playtest campaigns GMed by another group only had one combat in about eight or nine sessions, and four of the five characters died. It was the final climactic battle, and they all were very pleased with how it ended.
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[21:35] <+BenDutter> So, no, I don’t expect them NOT to fight, but campaigns don’t have to, and combat can be quite deadly.(done)
[21:35] <~Dan> Does the game feature rules for “social combat”?
[21:36] <+BenDutter> Everything is handled the same way, so the Difficulty/Severity/Threshold system comes into play in Social scenes, obstacles, or combat. The nature of failure and the Consequences derived from that failure are what change. For example, a character that gains a Combat Consequence generally equates to an Injury, while in a Social Interaction it might be shame.
[21:36] <+BenDutter> (done)
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[21:38] <~Dan> What are your thoughts on the suitability of the game for long-term play?
[21:39] <+BenDutter> I think it is perfectly suitable, as characters can Advance quite a few times before they “max out,” when all of the skills are ranked as Exemplary (the top Rank.) So I think it is just as suited for other narrative/character-driven games like those Powered by the Apocalypse and similar. But 20 year campaigns, probably not. (done)
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[21:39] <~Dan> (wb, Ismellzombies!)
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[21:40] <~Dan> (Welcome to #rpgnet, toffeemagix!)
[21:41] <~Dan> Do you have any plans to use the system for any other game, or do you consider it too specialized for that?
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[21:41] <~Dan> (Howdy, Canageek!)
[21:42] <+BenDutter> The core of the system is very flexible, and I have plenty of plans for future games. I’ve already written the rough draft for my next project using the system, which if you frequent any of the more popular game design forums, you might see it. Now, the “Honor” version of the system has to be changed to something else suitable
[21:42] <+BenDutter> for whatever other setting/game/theme you’re going for. My design project for example uses Motivation rather than Honor, which is more driven by the character’s personal goals rather than a hard-coded ethical doctrine.(done)
[21:43] <~Dan> I would think the compressed scale would be a bit of a hurdle to make the system more widely applicable.
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[21:43] <+Ismellzombies> well at the same rate, Shadow run used a D6 dice pool didn’t it?
[21:43] <+Ismellzombies> still does actually
[21:43] <+Ismellzombies> so I think he could expand well on this system
[21:43] <+BenDutter> I think it is capable of making many differently focused games with some slight modification. But yes, out of the box it is quite focused.(done)
[21:44] <~Dan> True, but that doesn’t have a hard scale cap, re: Shadowrun.
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[21:44] <+Ismellzombies> ^true
[21:44] <~Dan> What other games do you have in mind, Ben?
[21:45] <+BenDutter> Well, that’s all rather more forward thinking than I am at the moment 🙂
[21:45] <+BenDutter> I still have to ensure VoH comes out smoothly and provide a perfect product for my backers.
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[21:45] <~Dan> Fair enough. 🙂
[21:46] <+Ismellzombies> did you play test this widely and if so for how long? Interested in the process
[21:46] <~Dan> Do you see the honor mechanic reflecting an objective morality in the setting, or just a manifesation of personal belief?
[21:46] <+warcabbit> ooh, good one
[21:47] <~Dan> (We touched on that a bit earlier, but I want to make sure I have that down.)
[21:47] <+BenDutter> Yes, it has been thoroughly playtested, with multiple groups with and without my direct involvement. Playtesting was rather intense for the last six months, and is still going on with some of hte groups that I don’t directly oversee. But, overall it is pretty much completed.(done)
[21:47] <+Ismellzombies> ^thats a solid answer sir
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[21:48] <+BenDutter> Dan, I explain in the text that Honor is perceived as the “right way” or the “one true way” by the Arbiters themselves (generally speaking) and so it works for their own purposes. The five Tenets are sort of the distillation of what I think most humans in modern society and ancient society can agree upon are “honorable” or “good” or “just.” I’ve studied quite
[21:48] <+BenDutter> a lot (actually study isn’t the proper term, obsessed over is more appropriate) many different honor codes and ethical treatises to try to get to the core, fundamental elements that they all share.
[21:49] <~Dan> (Welcome to #rpgnet, MichaelBurkenfield!)
[21:49] <~Dan> (Howdy, Le_Squide_!)
[21:49] <+Le_Squide_> (Arghlbarbgl)
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[21:49] <+BenDutter> Now even within those five Tenets, there are different interpretations, and these interpretations are manifested in different denominations or versions of the Arbiters in different Enclaves. For example, there’s a faction in the Order that has sworn off all forms of violence.
[21:49] <+Ismellzombies> YO michael! lol sorry go on sirs
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[21:49] <+BenDutter> The discussion, in character, about honor and when is appropriate to break your vows or uphold them is a key driving element of the gameplay, and ties it in directly with the setting. A great many people view the Arbiters as little better than overzealous fiends.(done)
[21:49] <~Dan> (Welcome to #rpgnet, mynxy13!)
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[21:50] <~Dan> BenDutter: Cool. 🙂
[21:50] <+Ismellzombies> i like this, it seems like a more extreme or should I say more focused version of alignments
[21:50] <+mynxy13> hello good sirs
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[21:51] <~Dan> BenDutter: So with 10 minutes left in regular time, I like to give our guests a chance to bring up anything that we haven’t covered.
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[21:51] <+BenDutter> You can hear me on the Critical Success Podcast with James D’Amato discuss alignment and how I applied it in Vow of Honor here: (Link: http://peachesandhotsauce.com/podcasts/17-alignment-part-1-ben-dutter)http://peachesandhotsauce.com/podcasts/17-alignment-part-1-ben-dutter
[21:51] <~Dan> (Welcome, NathanA!)
[21:51] <+BenDutter> Sounds great, Dan.
[21:51] <~Dan> (Guest: Please set your name with the /nick command. 🙂 )
[21:52] <+mynxy13> i just got here dia duit jared
[21:52] <+Ismellzombies> i think guest is one of mine, I don’t know how much he’ll be in
[21:52] <+Ismellzombies> ya its cool, theres still a converstion on tho, so lets be polite
[21:52] <+NathanA> Wait, is there supposed to be an audio boss?
[21:52] <+Ismellzombies> no
[21:52] <~Dan> BenDutter: So, is there anything we haven’t touched on that you’d like to bring up?
[21:53] <+Ismellzombies> I had a question about future game ideas
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[21:53] <+Ismellzombies> is there anything that you have in mind you can leave as a hint of ?
[21:53] <+BenDutter> Well, the entire rules text can be read on the Kickstarter page, as well as the Quick Start Rules. I have a limited amount of the $25, define a unique element of Sasara pledges left, so I’d check those out if that sounds interesting to you.
[21:53] <+Canageek> Evening
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[21:54] <+BenDutter> Ismellzombies, sure, I am working on Hunt the Wicked, a space opera game that focuses on Bounty Hunters chasing down criminals in a far future setting in which humanity and two other species are ruled over by a massive, incomprehensibly powerful god-machine called the Archon (done)
[21:54] <+Ismellzombies> Oh I guess I meant, you mentioned earlier that you had other games planned, I was just interested if you could give us a hint of them
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[21:55] <+Ismellzombies> such a great idea, same system I assume?
[21:55] <+BenDutter> That’s right Ismellzombies, with some tweaks
[21:55] <+Ismellzombies> Im excited about it because we are doing something similar
[21:56] <~Dan> (Welcome back, TheUnrulyGinger!)
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[21:57] <+BenDutter> Any other questions?
[21:57] <~Dan> (Welcome to #rpgnet, DelaneyLittle!)
[21:57] <+DelaneyLittle> Thank you!
[21:57] <~Dan> BenDutter: I think you’ve covered all the questions I had!
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[21:58] <+Ismellzombies> I have tons but Im kind of the person that never shuts up, so ill just get involved in your group and pick your ear that way
[21:58] <~Dan> Oh… Although, did you post a link to the KS?
[21:58] <+BenDutter> Yes I did at the top of the round, but here it is again: (Link: https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg)https://www.kickstarter.com/projects/2111664817/vow-of-honor-rpg
[21:58] <~Dan> Ah, cool.
[21:58] <+BenDutter> No problem Jared, I’m glad you’re interested and curious.
[21:59] <~Dan> Well, thank you very much for taking the time to chat with us this evening, Ben!
[21:59] <+BenDutter> Of course, thanks for having me on, it was a lot of fun.
[21:59] <~Dan> As I’ve mentioned, please know that you’re always welcome to hang out with us.
[21:59] <+BenDutter> For sure 🙂
[21:59] <~Dan> And to discuss your game.
[21:59] <~Dan> For now, if you’ll give me just a moment, I’ll get the log posted and get you the link to it.
[21:59] <+BenDutter> Sounds great, thanks.