[19:07] <+GrahamBottley> Good evening all, my name is Graham Bottley of Arion Games.
[19:08] <+GrahamBottley> We started out producing paper miniatures, and indeed still do, but we have also re-released the Maelstrom RPG and the Advanced Fighting Fantasy RPG
[19:08] <+GrahamBottley> Our latest game is currently up on Kickstarter (with 4 days to go) and is titled “Sorcerers of Ur-Turuk”
[19:08] <@Silverlion> Yay Arion Games.
[19:09] * @Silverlion likes both of those and needs to buy them.
[19:09] <+GrahamBottley> This game is inspired in part by Sumerian history and mythology, in part by persian mythology and culture,
[19:09] <+GrahamBottley> and in a large part by classic S&S
[19:10] <+GrahamBottley> So we have a large city on the coast with ziggurat temples, mud brick hovels, large courtyard houses, palaces, slave markets and so forth
[19:11] <+GrahamBottley> The game was also partly driven by the fact that whilst i love the Ars Magica rules, i doubt i would ever get my players to buy into the large amount of extra work running that game would involve
[19:11] <+GrahamBottley> It would take three or four game sessions to create their mages and choose their spells
[19:12] <+GrahamBottley> and no-one would ever do any research in game, unless it was actually during a game session
[19:13] <+GrahamBottley> So i wanted to create a game where we could do the whole “multiple characters in one organisation” thing, but centered around powerful mages
[19:13] <+GrahamBottley> Again, if you go down the powerful mages route, you either have a huge spell list (takes time to choose) or you go freeform magic system
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[19:14] <~Dan> (Howdy, DireNinja!)
[19:14] <+GrahamBottley> And, in the non-stop frenzy that is the inside of my head, i have always had a freeform magic system for the D6 system lurking and waiting for the right game
[19:14] <+DireNinja> hello there
[19:14] <+GrahamBottley> and so Sorcerers of Ur-Turuk was born (hereafter known as SoUT)
[19:16] <+Skywalker> The Ars Magica magic system is iconic with its 5 Verbs. I noticed that SoUT has gone with 3, dropping Intellego as a possibility. Why was that?
[19:16] <+GrahamBottley> That is probably enough of my description, other than to say that the Kickstarter campaign is still going ((Link: https://www.kickstarter.com/projects/2036759092/sorcerers-of-ur-turuk)https://www.kickstarter.com/projects/2036759092/sorcerers-of-ur-turuk), there are only 4 days left,
[19:16] <~Dan> (Just sent you a PM, GrahamBottley.)
[19:16] <+GrahamBottley> and we are near another stretch goal
[19:17] <+GrahamBottley> And, if we can get to the £5K mark, all backers get the full setting guide too!
[19:17] <+GrahamBottley> Done!
[19:17] <~Dan> Thanks, GrahamBottley! The floor is open to questions!
[19:17] <~Dan> Want to take Skywalker’s first? 🙂
[19:17] <+Skywalker> Whoops. Jumped the gun 🙂
[19:17] <+GrahamBottley> absolutely!
[19:17] <~Dan> Skywalker: No worries. 🙂
[19:18] <+GrahamBottley> I partly went with three to avoid going for a direct copy of AM, but i also wanted more mystery to the world
[19:18] <+GrahamBottley> Too much magic can sometimes make the world seem ….. easy
[19:19] <@Silverlion> Cool.
[19:19] <+GrahamBottley> in AM, the mages are apart from society, and have the Gift that makes people uneasy
[19:19] <@Silverlion> How much fantasy Persia is in the book?
[19:20] <+GrahamBottley> In SoUT the sorcerers live in the city itself, and so are part of society. Intellego in taht situation means that a sorcerer could know almost anything they needed to know
[19:20] <+GrahamBottley> Plus, having only three controls simplifies things a bit!
[19:20] <+Skywalker> I have to say that not being able to use magic to know stuff and instead sending out people to gather information, seems better suited to troupe style play than AM’s approach. No longer can you sit in your sanctum and do the whole adventure remotely 🙂
[19:21] <+GrahamBottley> Exactly. A character such as a Courtesan or Agent becomes much more useful and means that you can have “social” adventures as well as “adventure” adventures
[19:22] <+GrahamBottley> All magic is line of sight
[19:22] <+GrahamBottley> As to the Fantasy Persia elements
[19:23] <+GrahamBottley> A lot of the words are Persian in origin (if slightly mangled), food will be of persian origin too
[19:24] <+GrahamBottley> So there are strong persian elements in there, but also arabian nights, Stygia from Conan and Sumeria/babylonia
[19:24] <+Skywalker> Will there be guidelines on how to deal with choosing which PC to run in a certain scene? In particular, where one than one PC of a players is present.
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[19:25] <+GrahamBottley> There will. The introductory chapter will contain a whole section on the troupe style play. Ideally, you only want a single PC in a scene, but that will not always happen
[19:25] <@Silverlion> Being based on a different locale how is the magic themed (differently than AM?)
[19:25] <~Dan> (Howdy, Snoof!)
[19:26] <+GrahamBottley> It ends up with a seniority thing. If you have your sorcerer there, he is your “character” whilst any of your others is a “henchman”
[19:26] <+GrahamBottley> Major characters outrank Specialists, who outrank soldiers, who outrank servants!
[19:26] <+Skywalker> Cool. I like the idea of an “order of priority” for PCs
[19:27] <+GrahamBottley> It means that you treat lesser characters of yours like hirelings
[19:27] <+Skywalker> I somehow feel like Downton Abbey will be an inspiration for my games 🙂
[19:27] <+GrahamBottley> Because the magic is freeform, the spells themselves are whatever you want them to be.
[19:28] <+GrahamBottley> The theory of magic is somewhat elemental, with threads of ten different elements woven together to make the world.
[19:28] <+GrahamBottley> But certain things in the magic system work with the setting
[19:29] <~Dan> How powerful is magic in the grand scheme of things?
[19:29] <+GrahamBottley> So no spell can last beyond a year
[19:29] <+Skywalker> How big are you anticipating the setting book to be? Will it be a pure setting book, without mechanics, or will some mechanics creep in for things like storied magical artefacts?
[19:29] <~Dan> (Question pause.)
[19:29] <+GrahamBottley> This means for one thing that healing is only ever temporary. You heal a wound, but at the end of the duration, the wound reopens
[19:29] <~Dan> (After Skywalker’s question, I mean.)
[19:30] <+GrahamBottley> So that healing a warrior of a few wounds, and then again the following day, and then again the following day, could be fairly messy if that warrior then enters an area where any active magical effect ends!
[19:31] <+GrahamBottley> Which brings me nicely on to the next question about the power of magic
[19:31] <+GrahamBottley> It is powerful in that a specialised sorcerer can level a village
[19:31] * ~Dan nods
[19:31] <+GrahamBottley> Or blast a whole company of troops
[19:31] <+GrahamBottley> but
[19:31] <+GrahamBottley> there are limits
[19:32] <@Silverlion> (Be back later, have fun chaps)
[19:32] <+GrahamBottley> so there is no intelligence magic as noted above
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[19:32] <+GrahamBottley> really powerful magic is difficult to cast
[19:32] <+BlasterKyubey210> Ah… gone Ritual Researching…
[19:32] <+GrahamBottley> It may require several different spells to be cast together
[19:33] <+BlasterKyubey210> That is, researching the Ritual parts must be one of patience and irritation
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[19:33] <+BlasterKyubey210> (Specifically, figuring out the pieces of the spell, know when, and even putting it togeter before you buy the supplies needed to go into the Persian Desert to try the whole thing)
[19:33] <+GrahamBottley> And, the other limitation is built into the setting and the system, which is that to improve their magical ability, a sorcerer must deconstruct an ancient artefact, which are of course difficult and dangerous to find
[19:34] <~Dan> (Howdy, ODAMMatt!)
[19:34] <+GrahamBottley> Well, the spell itself is never going to actually take long to cast itself, if the sorcere has the power
[19:34] <+BlasterKyubey210> Which is more dangerious Graham… finding the thing or breaking the Artefact itself?
[19:35] <+GrahamBottley> Finding the artefact
[19:35] <~Dan> Actually, I have a follow-up question, but I’ll wait until you’ve covered Skywalker’s question as well about the setting book.
[19:35] <+GrahamBottley> Researching it just takes a season, but given peace and quiet, there should be no danger there
[19:35] <+GrahamBottley> Finding them however is the tricky and dangerous part
[19:36] <+GrahamBottley> Setting Book:
[19:36] <+GrahamBottley> I am going to try and get the mechanics into this book, and the detailed setting into the next (probably also ~140 pages)
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[19:37] <+GrahamBottley> That way, there may well be people who will want to use the setting with another system, and they can
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[19:37] <+GrahamBottley> But it also avoids the problem of anyone who wants to use the rules for another setting, having to buy the setting book just to get a few extra rules!
[19:38] <+GrahamBottley> I am not a big fan of rules creep
[19:38] <~Dan> Do I recall correctly from your forum posts that artefacts don’t actually “do” anything in and of themselves? (Or, rather, that nobody can figure out how they work(ed)?)
[19:38] <+GrahamBottley> They don’t act like magical items in D&D
[19:38] <+GrahamBottley> there are no wands of fireball]
[19:39] <+GrahamBottley> However, they are affected by whatever magic was bound into them.
[19:39] <+Skywalker> The “Fate Points” in the game seem to be less in number than other D6 games, but far more powerful (giving max result). What’s the reason behind this?
[19:39] <+GrahamBottley> So the example artefact in the magic chapter has Fire, Air and Summon bound into into it
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[19:40] <+GrahamBottley> It is a statue of a tiger, is warm to the touch, and seems to exhale gently at times. But it cannot summon fireballs or anything like that.
[19:40] <+GrahamBottley> Fate Points
[19:41] <+GrahamBottley> I wanted a mechanic that would give major characters especially an edge, but whilst minimising bookeeping
[19:41] <+GrahamBottley> I have run other games for my players where they have more frequently assigned “bonus points” and they just forget to use them
[19:42] <+GrahamBottley> But having a few more powerful points makes it a little more like WFRP, where the characters have an emergency backup
[19:42] <+Skywalker> I understand that the setting is humanocentric. But are there any other races in the setting, even if not playable? What about djinns? Are they as common as they appear to be in Persian folklore?
[19:43] <~Dan> To piggyback on Skywalker’s question, how common are monsters in general?
[19:43] <+GrahamBottley> There will be other races in the setting, although almost all will be human-like
[19:43] <+GrahamBottley> Monsters are slightly more common though
[19:43] <+GrahamBottley> Many are “animals” but just not based on real world ones
[19:44] * ~Dan nods
[19:44] <+Skywalker> Nice.
[19:44] <+GrahamBottley> Some even have minor magic-like ability to affect the world
[19:44] <+GrahamBottley> So you could have a creature living in the deep desert that has “Destroy” and “Fire” so that it can live in the blazing heat
[19:45] <~Dan> Speaking of magic-like abilities, do any of the non-sorcerer PCs have such abilities? Innate magic and so forth?
[19:45] <+GrahamBottley> There is the possibility for a minor character to have Minor Magic
[19:46] <+GrahamBottley> They are fairly limited in what they can do, both in maximum dice number and in how many magical “skills” they can have
[19:46] <~Dan> Does that fall into the same format as sorcerer’s magic, or is it more like jumping really high or being really strong?
[19:46] <+Skywalker> The Gods chapter has a cool mechanic for divine blessing, but no Gods are actually described. Will these appear elsewhere?
[19:46] <+GrahamBottley> but they provide an alternative to sending a sorcerer on an adventure
[19:47] <+GrahamBottley> otherwise, almost no magic (other than a couple of pseudo-magic perks such as shapechanger)
[19:47] <+Skywalker> I gotta step out for 5.
[19:47] <+GrahamBottley> Minor magic uses the same Controls and Elements, but with limits
[19:48] <+GrahamBottley> A sorcerer can also have specific perks that boost their magic, but a minor mage cannot
[19:48] * ~Dan nods
[19:48] <~Dan> Going back to the subject of races for a moment, can you say a bit about the lost civilization that is the source of the magic artefacts?
[19:49] <+GrahamBottley> The descriptions of the Gods will go into the setting introduction chapter, which i am writing into manuscript form at the moment (not literally, obviously!)
[19:49] <+GrahamBottley> So the lost civilisation is all a bit dreamlike
[19:50] <+GrahamBottley> I have taken inspiration here from Sumerian Myth, quite a few S&S books and even the Alien film
[19:50] <+GrahamBottley> A race of powerful but enigmatic beings, able to easily control magic
[19:51] <+GrahamBottley> But here, they have not dominated the world or created a vast and powerful empire
[19:51] <+GrahamBottley> they were hermit like, living alone in large and individual buildings or even caves
[19:51] <+GrahamBottley> They were not nice however, keeping humans on “farms” and even eating them!
[19:52] <+GrahamBottley> They seemed to spend their time weaving magic into exquisite items will no obvious usefulness
[19:52] <+GrahamBottley> And then they vanished
[19:53] <+GrahamBottley> The buildings they left behind have slowly been crumbling, but it gives a GM free rein to send the characters into an impossibly tall tower, underground dungeon complex, huge mansion, ziggurat temple…
[19:54] <+GrahamBottley> …sprawling maze, house built into a cliff or indeed anything else
[19:54] <~Dan> Very nice.
[19:54] <+Skywalker> Are there any benefits for Sorcerers to cast a spell together, like a ritual?
[19:55] <+GrahamBottley> There are, if any of the supporting sorcerers has the Magic Element. This can be used to boost spells
[19:55] <+GrahamBottley> and there is one perk that allows a sorcerer to draw energy from other sorcerers as part of a ritual
[19:56] <+Skywalker> Is there something to stop this snowballing?
[19:56] <+GrahamBottley> There are limits to this
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[19:56] <+GrahamBottley> It is a one off. So a sorcerer who wishes to boost another spell must do it at the time of casting and adds a small bonus
[19:57] <~Dan> Speaking of limits, limit exists on spellcasting in general? Spells per day, magic points, fatigue…?
[19:57] <+GrahamBottley> The Power Transfer perk must be used at the time of casting too.
[19:57] <~Dan> (what limit exists, rather)
[19:57] <+GrahamBottley> Magic is mainly limited by fatigue
[19:57] <+GrahamBottley> You cast a spell, you get tired, it takes a few hours to wear off.
[19:58] <+Skywalker> Are there any rules for surviving and travelling in harsh desert conditions?
[19:58] <+GrahamBottley> You can make spells non-fatiguing, but this makes them more difficult to cast
[19:59] <+GrahamBottley> The Combat and Hazards chapter currently only has rules for combat in it. When finished it will have survival and desert rules in there
[19:59] <+GrahamBottley> Because of the temporary nature of magic, it is only of some help in a desert
[19:59] <+GrahamBottley> You can minimise the heat
[20:00] <+GrahamBottley> but if you create food and water, it will keep you alive until either the magic runs out or you find real water!
[20:00] <+Skywalker> Last one from me: Are there other sorcerers in the world other than the PCs? Are there factions or NPCs that can match the Sorcerer PCs in power?
[20:00] <~Dan> Are there any environments in the setting other than desert, and have you given any thought to the world beyond the immediate setting?
[20:01] <+GrahamBottley> There are other sorcerers, and they have the same organisation and power as the PC’s, although they are very rare
[20:01] <+GrahamBottley> Sorcerers band together with others they trust, but given that the artefacts are both rare and ultimately limited, every other sorcerer is a competitor
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[20:02] <+GrahamBottley> The main area surrounding the city is desert, but on the fringes of that are mountains and jungle, and being a port city, there is always sea travel to take the characters further away.
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[20:03] <+GrahamBottley> The setting guide will concentrate primarily on the nearby few hundred miles, but some description of further lands will be given
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[20:03] <+Skywalker> Thanks for your time Graham. I am going to have to head off.
[20:03] <~Dan> Bye, Skywalker!
[20:04] <~Dan> Come by any time!
[20:04] <+GrahamBottley> Cheers for dropping by!
[20:05] <+GrahamBottley> The artwork is something that i know has attracted a lot of comment
[20:05] <+GrahamBottley> All of it positive
[20:05] <~Dan> It’s spectacular.
[20:05] <~Dan> I love the impressionistic pieces.
[20:05] <+GrahamBottley> The artist has exhibited in the national portrait gallery, and has also painted Prince Phillip!
[20:05] <+GrahamBottley> He is also an old friend of my fathers
[20:05] <~Dan> Wow!
[20:06] <~Dan> That’s darned impressive!
[20:06] <+Skywalker> Actually, my meeting is postponed for another 15 minutes 🙂
[20:06] <+GrahamBottley> I would send him a long rambling email with my mental picture, and he would produce a sketch
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[20:06] <~Dan> So I’ve been itching off and on for a Sinbad game… Would this be a good fit, do you think?
[20:06] <~Dan> (Howdy, Ismellzombies!)
[20:06] <+Ismellzombies> hey dan
[20:06] <+GrahamBottley> It could easily do sinbad
[20:07] <+GrahamBottley> It has a fairly cinematic combat system
[20:07] <~Dan> (Graham: One of your fellow Kickstarting game authors here, re: Ismellzombies.)
[20:07] <+GrahamBottley> tied with exploration
[20:07] <+Ismellzombies> hey grahambottley
[20:07] <~Dan> Are there any kaiju-scale monsters, as in the Harryhausen movies?
[20:07] <+Skywalker> People have commented that the art does look more Arabic than Persian, though late Persian does actually look Arabic for obvious reasons. Have you had much hand in giving the artist a steer on historical pieces to draw from?
[20:08] <~Dan> (Well, maybe not kaiju, but ridiculously huge.)
[20:08] <+GrahamBottley> We have been bouncing ideas off each other.
[20:08] <+Ismellzombies> dont Kaiju count as ridiculous
[20:08] <+Ismellzombies> lol
[20:08] <+Ismellzombies> *question mark button is broken
[20:09] <+GrahamBottley> I do have more art already that is not on the KS page that is more sumerian, and some is more S&S fantasy. The ones on the KS page were the early ones.
[20:09] <~Dan> Heh. Well, I’m thinking in terms of the Cyclops from 7th Voyage, for example.
[20:09] <+GrahamBottley> There will be a few “large” monsters, but not quite on that scale. However, this is an easy system to add those in.
[20:09] * ~Dan nods
[20:09] <+GrahamBottley> Cyclops would be fairly easy
[20:10] <+GrahamBottley> As mentioned before, adding magic to creatures is also fairly easy
[20:10] <~Dan> What attribute breakdown are you using?
[20:10] <+Ismellzombies> *I might have missed it from before I was in here but whos your artist, and how can I follow them
[20:10] <+GrahamBottley> Even if they have specific effects pre-calculated
[20:11] <+GrahamBottley> There are six statistics: Might, Agility, Toughness, Wits, Charm, Perception
[20:12] <~Dan> How broad are the skills?
[20:12] <+GrahamBottley> [The artist is Brian Macey, and he is quite old fashioned in that he does not currently have a website! I am meeting up with him at DM though, and the interest in his art may well get him to have one]
[20:12] <+GrahamBottley> Skills are fairly broad. So you have riding, melee weapons etc
[20:13] <+GrahamBottley> Combat is
[20:13] <+GrahamBottley> really only a few skills
[20:13] <+Skywalker> Are you able to give an overview of the Vahnam mechanics?
[20:13] <+GrahamBottley> Briefly, yes
[20:13] <~Dan> Vahnam?
[20:13] <+Skywalker> The Chantry of Sorcerers.
[20:13] <+GrahamBottley> So a Vahnam is the SoUT equivalrnt of the covenant
[20:14] <+GrahamBottley> It is the organisation of sorcerers, major characters and their employees
[20:14] <+GrahamBottley> Each Vahnam will have several ratings, covering things like wealth, resources, security etc
[20:15] <+GrahamBottley> These cover the money available, luxuries and facilities, walls and gates etc
[20:16] <+GrahamBottley> The Vahnam may also have standings with various factions
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[20:16] <~Dan> (Howdy, Shade!)
[20:16] <+GrahamBottley> This will modify personal standings in some situations
[20:17] <~Dan> How many Vahnams are in the city, would you say?
[20:17] <+GrahamBottley> The Vahnam itself can really annoy certain factions and almost enter into a state of “gang warfare” or it could cultivate allies
[20:17] <+GrahamBottley> There would be another one to three or so, depending on how much the GM wanted to use inter-vahnam rivalry
[20:17] * ~Dan nods
[20:18] <+GrahamBottley> And, how “apart”they wanted the sorcerers to feel
[20:18] <~Dan> Right.
[20:18] <+Skywalker> Gotta go for reelz now 🙂 Have fun.
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[20:18] <+GrahamBottley> If they were the only vahnam, they are the sole powerful magic users in the city
[20:18] * ~Dan nods
[20:18] <+GrahamBottley> BUT they are also blamed if major magical-type effects occur
[20:19] <~Dan> A double-edged scimitar!
[20:19] <+GrahamBottley> So the campaign could take on slightly different perspectives depending on how the GM wants to run it
[20:19] <+GrahamBottley> Indeed
[20:19] <~Dan> Going back to attributes for a moment, which attributes govern what combat skills?
[20:20] <+GrahamBottley> Might is used to attack in hand to hand and for damage
[20:20] <+GrahamBottley> and for blocking attacks with a shield
[20:21] <+GrahamBottley> Agility is used for initiative, dodging and missile attacks
[20:21] <+GrahamBottley> And Wits is used to parry!
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[20:21] <~Dan> Nice touch.
[20:21] <+GrahamBottley> These all have different applications
[20:21] <~Dan> If Might is used for attacks, do you have a way of avoiding the “Ninjasaurus Effect”?
[20:22] <+GrahamBottley> What we have found in playtesting is that a good Might stat and good Melee Weapons skill does make for a character that can hit and do good damage
[20:23] <+GrahamBottley> And it does make them a good warrior
[20:23] <+GrahamBottley> But the use of the wild die evens that out somewhat
[20:24] <+GrahamBottley> As does multiple actions. Each extra action applies a penalty to ALL actions that round.
[20:24] <~Dan> Well, let me be more specific… Let’s use the Harryhausen cyclops as an example.
[20:24] <+GrahamBottley> So a character with Might 4D and Melee Weapons 3D would roll 7D to attack
[20:24] <~Dan> If you have a beast that big and strong, it becomes a master combatant by default.
[20:25] <~Dan> Rather than something that doesn’t hit often but that hits hard.
[20:26] <+GrahamBottley> As far as the bestiary goes, a Cyclops will have a might of about 7D. But may only have +1 or +2 in Melee Weapons.
[20:26] <~Dan> Do you have any sort of scaling mechanic?
[20:26] <+GrahamBottley> There is also a giant scorpion type thing that has a very high strength, but actually a penalty to hit man-sized beings as they are too small for it!
[20:27] <+GrahamBottley> There is no scaling as such as the creatures are never big enough or small enough to really need it
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[20:27] * ~Dan nods
[20:27] <~Dan> Do you use wounds or hit points?
[20:28] <+GrahamBottley> I have gone for wound levels. It makes it easier to book keep
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[20:28] <+GrahamBottley> I prefer wound levels here anyway
[20:29] <~Dan> Do you use the option for degree of success affecting damage?
[20:29] <+GrahamBottley> I do, but my own version
[20:29] <~Dan> Oh? How does it work?
[20:29] <+GrahamBottley> If you exceed your to hit target, you get an option
[20:30] <+GrahamBottley> So if you beat your target by 5, you can choose:
[20:30] <+GrahamBottley> +3 damage or Damage armour by 1 point
[20:30] <~Dan> Ah, that’s cool.
[20:30] <+GrahamBottley> Beat it by 20 and you can choose:
[20:30] <+GrahamBottley> Destroy Armour or One extra wound level
[20:31] <+GrahamBottley> So against an enemy that has more than the standard wound levels, you may even want to break their armour completely and make it easier to damage them in future
[20:31] <~Dan> Very nice. I always like to see good rolls in combat rewarded.
[20:32] <~Dan> And, more importantly, skillful warriors.
[20:32] <~Dan> Speaking of which, do you have an option to use Agility with certain melee weapons for a more swashbuckling fighting style?
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[20:32] <+GrahamBottley> It does reward a good attack roll, but unless you get an excess of 30 or more, it is not guaranteed to change the fight
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[20:33] <+GrahamBottley> Using Agility is something i have considered (i constantly tinker with rules whilst i am writing them) and is on my list to add as an option in the combat chapter
[20:34] <+GrahamBottley> Static defence numbers are there as an option to speed things up also
[20:34] <~Dan> That’s my personal preference, re: Agility.
[20:34] <~Dan> Good plan on static defense, too.
[20:34] <~Dan> How large is the game’s bestiary?
[20:35] <+GrahamBottley> The downside of static numbers is that players can feel a bit powerless to avoid being hit, even though in many games you do have a static defence number
[20:35] <+GrahamBottley> But it also slows things down to roll every defence
[20:36] <+GrahamBottley> The bestiary should have about 15-20 creatures, along with lots of NPC stats for quick reference
[20:36] <~Dan> Any plans for a full-blown monster book down the road?
[20:36] <~Dan> (Oh, and howdy, Le_Squide!)
[20:37] <+GrahamBottley> There will also be a “Guardian” creature, which can be randomly generated and is found in Alulim ruins
[20:37] <&Le_Squide> Hey Dan!)
[20:37] <+GrahamBottley> A monster book would i think be good
[20:37] <&Le_Squide> Any chance we can get an example of how the random guardian critter generation works?
[20:37] <~Dan> Come to that, what are your plans (if you have them yet) for the game going forward?
[20:37] <+GrahamBottley> I am somewhat wary of trying to cram too many monsters into a core book like this
[20:37] * ~Dan nods
[20:38] <+GrahamBottley> The setting book is planned for release probably in April or so next year. I think that there is then scope for, as you say, a monster book but also to expand the setting outwards
[20:38] <+GrahamBottley> Someone also suggested a blank spellbook!
[20:39] <~Dan> Heh. Cool. 🙂
[20:39] <~Dan> (brb — I’ll let you answser Le_Squide’s question.)
[20:39] <+GrahamBottley> Because some sorcerers will have “stock” spells that they use again and again, we could make a nice looking book for them to record (and name) their signature spells
[20:39] <+GrahamBottley> This would be mainly for quick reference
[20:40] <+GrahamBottley> I would also put a research diary type section in where they could record the artefacts they have broken down (each has a unique name)
[20:40] <+GrahamBottley> The random critter bit is not quite finished yet
[20:41] <+GrahamBottley> My inspiration there though is from Oblivion (the cRPG)
[20:41] <+GrahamBottley> In that, you venture into the dwemer ruins
[20:41] <+GrahamBottley> There are metal statues, balls that roll along and then open up into a warrior etc
[20:42] <+GrahamBottley> So the random system will randomise physical form
[20:42] <+GrahamBottley> attack types
[20:42] <+GrahamBottley> stats
[20:42] <+GrahamBottley> special abilities etc
[20:42] <~Dan> (back)
[20:42] <&Le_Squide> Neat
[20:43] <+GrahamBottley> I want to give the players the feeling that they never quite know what they might meet in a ruin
[20:43] <~Dan> You mentioned deities earlier. Are the gods an objective reality in the setting?
[20:43] <&Le_Squide> I have a question about the magic system; apologies if this has been asked already, but someone mentioned that ‘transmution’ is impossible on the RPG.net thread; is that correct?
[20:43] <+GrahamBottley> It may be an animal or creature from the natural world that they know about, it may not
[20:43] <&Le_Squide> (Yipe, sorry)
[20:44] <+GrahamBottley> Straight transmutation is impossible yes
[20:45] <+GrahamBottley> You cannot turn metal into soil
[20:45] <+GrahamBottley> However, you can turn a person into an animal
[20:46] <+BlasterKyubey210> But instead well
[20:46] <+BlasterKyubey210> Ah
[20:46] <+GrahamBottley> Or a rat into a cat
[20:46] <+GrahamBottley> etc
[20:46] <+GrahamBottley> You can summon soil from nowhere, and it will grow plants]
[20:46] <+GrahamBottley> But once the magic expires, the soil vanishes again
[20:47] <+GrahamBottley> You can however use magical effects to cause normal changes
[20:47] <+GrahamBottley> So if a sorcerer summons fire and it burns wood, you get ash
[20:47] <+GrahamBottley> That ash is normal ash, and will always be ash]
[20:48] <+GrahamBottley> But if you used Shape+Nature to turn wood directly into ash, it would change back at the end of the spell
[20:50] <+GrahamBottley> The magic system has various exceptions, limitations and rules
[20:50] <+GrahamBottley> but most only apply in certain situations
[20:52] <~Dan> (Did you see my question about the gods?)
[20:52] <+GrahamBottley> Have now!
[20:52] <+GrahamBottley> The Gods are there, but they don’t really care much
[20:52] * ~Dan nods
[20:52] <+GrahamBottley> They help their priests out in small ways
[20:53] <+GrahamBottley> but the common people worship them to keep the world turning, the rivers flowing and the plants growing
[20:54] <+GrahamBottley> Direct holy events are almost unheard of
[20:54] * ~Dan nods
[20:54] <+GrahamBottley> However, the priesthood do wield considerable political power
[20:55] <+GrahamBottley> And the priests are not beyond human sacrifice if they think their God wants it
[20:55] <~Dan> In the time we have left, is there anything we haven’t covered that you’d like to bring up? (And you’re more than welcome to stay as long as you like, although I suspect the time zone issue must be getting a bit much at this point. 🙂 )
[20:55] <+GrahamBottley> It is a bit late!
[20:56] <+GrahamBottley> I think we have covered most things. I am very happy indeed with the way the book is taking shape, and by the time the KS ends i think all but 2 or 3 chapters will be finished in manuscript form, and even they will only take another week or so
[20:57] <+GrahamBottley> But my main drive to create games is for people to play them
[20:57] <~Dan> As an aside, I’m also a reviewer, if you’re interested when the game comes out.
[20:57] <+GrahamBottley> And i can see how this game is sparking the imagination and getting GM’s to think about how they would use it
[20:58] <+GrahamBottley> I will certainly send a review copy over to you for your thoughts
[20:58] <~Dan> Excellent!
[20:58] <~Dan> Thank you so much for staying up to spend time with us this evening!
[20:58] <+GrahamBottley> I will also send you a link in the morning to the manuscript files, so you can see now how it is going
[20:58] <~Dan> The game sounds fantastic. 🙂
[20:58] <+GrahamBottley> It was my pleasure, thank you for the invite and thank you for the excellent conversation!
[20:59] <~Dan> Please come by any time you like! You’re always welcome. 🙂
[20:59] <~Dan> We have a nice group of game authors who do so regularly. 🙂
[20:59] <+GrahamBottley> Thank you!
[21:00] <~Dan> Oh, and if you’ll give me just a moment, I’ll get the log posted for you and give you the link.
[21:00] <+GrahamBottley> Excellent