<+CynthiaCelesteMiller> I’m Cynthia Celeste Miller, president of Spectrum Games.
<+Barak> Hello all, Barak Blackburn, lead designer for Retrostar!
<+CynthiaCelesteMiller> Retrostar is the upcoming RPG that emulates 1970s-era sco-fi TV shows.
<+SpectrumG_Norbert> My name is Norbert Franz, been friends with Cynthia for almost 12 years, and I edit and co-write books by Spectrum Games. – Yes, Barak is the lead singer, I mean, lead designer. Just kidding.
<+CynthiaCelesteMiller> sci-fi, even. LOL
<+CynthiaCelesteMiller> Lead singer. Nice! 🙂
<+Barak> No one wants that! Retrostar was an idea germinated by Cynthia, the goal was to create a game that would capture the groovy vibe of 1970s sci-fi tv shows, talk about a niche market!
<+GenoFoxx> Far Out, Man
<+CynthiaCelesteMiller> Haha! That’s the spirit! 🙂
<+SpectrumG_Norbert> Yes, Cynthia, I think Retrostar was originally your idea, wasn’t it? In 2012 you brought up the idea to write a new game based on the sci-fi shows of the Seventies, right?
<+CynthiaCelesteMiller> Yes, I thought of it while in Ben Rogers’ truck, heading toward his house in 2012.
<~Dan> Good ol’ Ben. 🙂
<+CynthiaCelesteMiller> Love that guy!
<+Barak> It seems that many games are germinated in a ride to or fro GenCon.
<~Dan> He loves you, too. 🙂
<+SpectrumG_Norbert> The idea here was pretty much from the get-go that we weren’t going to use the rules from Cartoon Actioin Hour, Slasher Flick, or Macabre Tales all over with a different genre, but write a new system that really spoke to fans of cheesy TV, period themes, episodic stories and all that.
<+CynthiaCelesteMiller> I mentioned the idea and Ben was very enamored with it. So, I started fleshing out some of the basic ideas.
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<+CynthiaCelesteMiller> I’m glad for that, Dan. 🙂
<+SpectrumG_Norbert> I think it helped that we all liked Battlestar Galactica, Buck Rogers, The Six-Million Dollar Man… Luckily those shows all have a cult fan following even now.
<~Dan> So you could build the game? You had the technology?
<+Barak> Exactly, we are just waiting to split our 6million dollars!
<+CynthiaCelesteMiller> Yes. 😀
<+SpectrumG_Norbert> Haha, I think I know what you mean, Dan. We pretty much did.
<+GenoFoxx> they had the capability to make the most retro game possible
<+GenoFoxx> RetroStar will be that game
<+Barak> Retrostar is new game design all the way.
<+SkullDixon> So the ryles are not Retro themselves too then
<+CynthiaCelesteMiller> I came up with an initial system and it was… disappointing. I was hip-deep in Cartoon Action Hour: S3 development at the time, so I handed Retrostar to Barak, with basically one requirement.
<+Barak> Not at all!
<+SpectrumG_Norbert> One of the earliest concepts being discussed, before we even had the name Retrostar, was a pool of points representinga show’s special effects budget, and of course that budget wiould be small and tightly controlled.
<+CynthiaCelesteMiller> I asked that he keep the three main stats: Adventure, Thought and Drama.
<+Barak> And done!
<+CynthiaCelesteMiller> @Skull: No, the rules aren’t a throwback to the 1970s RPGs or anything. They are carefully designed to capture those old shows’ vibes though.
<+SpectrumG_Norbert> Exactly. We are going with those three stats. No separate skill trees or skill packages, also.
<+CynthiaCelesteMiller> It’s a very simple system with a lot of energy.
<~Dan> (Oh, sorry — were you guys ready for questions?)
<+CynthiaCelesteMiller> You bet. 🙂
<+SpectrumG_Norbert> A small influence was the system from Jeff Grubb’s High Adventure Cliffhangers Buck Rogers game for TSR, 1993. It also had very few stat ranks, like POOR, GOOD, BETTER, and BEST. I had mentioned that to Cynthia and Barak, and Retrostar will be similarly coarse-grained.
<~Dan> Thanks! The floor is open to questions. 🙂
<+CynthiaCelesteMiller> Norbert nailed it.
<+SpectrumG_Norbert> Ask away!
<~Dan> So give us some idea of the scope of sci-fi that Retrostar can handle.
<+SpectrumG_Norbert> Um… I let Barak go first.
<+Barak> The goal is to handle all manner of scifi, from Space: 1999 to Bionic Man to BSG and everything in between
<+CynthiaCelesteMiller> From VERY “sci-fi” shows like Battlestar Galactica and Space 1999 to the marginally sci-fo like Bionic Woman. It also handles “kidvid” of the era (Ark II, Land of the Lost).
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<~Dan> (Howdy, MonkofLords!)
<+CynthiaCelesteMiller> sci-fi, not sci-fo. My fingers aren’t cooperating with my brain. 😉
<+Barak> As we designed the game, we realized that the system with some tweaks could handle scifi movies and could be adapted for other TV genres… 1980s action immediately comes to mind.
<+SkullDixon> Can you clue us into the core mechanics? You mentioned the three stats, but how they work?
<+GenoFoxx> Jason of Star Command, Space Academy
<~Dan> What about the system simulates the source material?
<+CynthiaCelesteMiller> And thos are areas we’ll develop thoroughly later on.
<+CynthiaCelesteMiller> Yes, GenoFoxx. I’m a huge fan of Jason of Star Command.
<~Dan> And on a related note, do you have a character sheet we could see?
<+Barak> There are two core mechanics that work together: Time Management, each Act has a set number of die rolls allowed, encouraging players to work together, be judicious with their dice rolls, and play to their strenths when possible.
<+CynthiaCelesteMiller> I’ll let Norbert and Barak answer your question while I hunt up the character sheet link (though there are a few changes to it since then).
<+SpectrumG_Norbert> I have the character sheet, also, the latest one you made, Cynthia.
<+CynthiaCelesteMiller> That’ll work, Norbert. Thanks.
<+Barak> The actual dice rolling mechanic is 90% in the players hands, taking inspiration from Marvel Saga and the *world games, but players now roll based on the challenge presented to them, and are vying for success. A lack of total success can mean failure or a character ceding control of their character (which most often means the character will be effectively out
<+SpectrumG_Norbert> Now… do you want me to share it here? How do I put the pdf file of the sheet here?
<~Dan> (cut off at “effectively out”)
<~Dan> If you have it posted, you can just post the URL.
<+Barak> At the base, characters will roll 2d6, but a positive Trait will add a die to that, and challenges might subtract dice, the player will always roll at least 2 dice and keep either the best or worst two.
<+CynthiaCelesteMiller> (Here’s the filled-out one from our website: (Link: http://www.spectrum-games.com/uploads/1/2/3/7/12374018/one-sheet-1.pdf)http://www.spectrum-games.com/uploads/1/2/3/7/12374018/one-sheet-1.pdf
<+Barak> When in a fight with enemies, characters will likely roll Adventure, and the roll indicates attack and defense, success and failure.
<~Dan> What effect do the descriptors have under each stat?
<+Barak> That sheet will change somewhat as some rules have been adjusted through playtesting.
<+Barak> Descriptors can allow a character to add an extra 2d to a roll, but they cannot be used too much. Characters in an established series can do this at least once, and then there will be a pool for players to distribute, but recall the intent is for players to work together.
<+Barak> Backgrounds and casting can do the same!
<~Dan> Backgrounds and casting?
<+SpectrumG_Norbert> Right. The one-sheet version is the URL I was going for, too. Again, there will be a few changes to that one, as there are no longer core rules referring to “cards”.
<+Barak> Characters have a background and casting, a background is ostensibly the Showrunner’s notes on what the character is about, the casting is the actual description of the “actor” playing the role
<~Dan> Ah, I see.
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<~Dan> Oh dear.
<+SpectrumG_Norbert> Basically, and I just read this very recently myself, if a stat is anything but average (0 in that stat), you can have one or two descriptors that have something to do with that stat / quality / aspect.
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<~Dan> How do you handle scaling for things like bionics and dinosaurs?
<+Barak> I got bumped out for a sec.
<~Dan> (wb, Barak!)
<+SpectrumG_Norbert> Background is also really short. Maximum of 50 words of normal prose description of the character, no numbers, and preferably in full sentences. 🙂
<+Barak> Bionics will be a SFX, SFX are the cool things that characters do in an episode, but think of the Bionic Man, he didnt use his Bionics multiple times in every scene. Characters will have a SFX budget to use their SFX.
<+Barak> A dinosaur would likely be a -3d challenge, maybe -4d
<+SpectrumG_Norbert> Bionics and dinosaurs, yes, that comes off of SFX. It depends on the set-up of the series you’re using.
<+CynthiaCelesteMiller> Because everything is measured in loose “television” terms, scaling becomes very easy.
<+SkullDixon> So like you said earlier, the dice rolls are on player side, so in situations where they fight or run from a dino it acts like a dice penalty
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<+CynthiaCelesteMiller> That is correct, SkullDixon.
<~Dan> (Welcome to #rpgnet, treestar!)
<+Barak> Yes, so I, the Showrunner say the dino is trying to bite you, you want to run away, you roll Adventure, with a -3d penalty
<+CynthiaCelesteMiller> Instead of the dino rolling to attack, the player rolls to didge (or whatever).
<+SpectrumG_Norbert> The player rolls all the dice, as a default. There are “penalty dice” added to the payer’s dice pool fot notable opponents and monsters.
<+CynthiaCelesteMiller> didge = dodge. Damn you, fingers! 🙂
<+SpectrumG_Norbert> Yeah, I mistyped too. I took my contact lenses out.
<~Dan> So adversaries are just written up as penalty dice?
<+Barak> jumping a chasm is also a challenge
<+SpectrumG_Norbert> There are “penalty dice” added to the player’s dice pool for notable opponents and monsters. — All monsters, critters, enemies are Secondary Characters (SCs).
<+Barak> Yes, for 90% of adversaries, some adversaries might be “statted up” to allow for more granular results. But trying to talk your way out of a situation with the evil lord of the imperial army is -4d same as if attacking him.
<+Barak> The demo will not have info on statting up villains, we are saving that for the core book.
<+SpectrumG_Norbert> If adversaries are major characters with a personality and backstory, they can have the three core stats like PCs.
<+SkullDixon> So as the game progresses will yourSFX budgit go up? Say if you get a second season
<+CynthiaCelesteMiller> For example, characters like Baltar from BSG would likely have full stats, as would Dragos from Jason of Star Command.
<+Barak> Having most adversaries be a simple penalty makes for quick play and encourages player involvement.
<+Barak> Your SFX budget can change from season to season, we will cover multiple seasons in the core book, and indeed, the dials may change, as long as they get to 1980.
<~Dan> So how do SFX work? Let’s use the Bionic Man as an example.
<+Barak> BSG I am looking at you.
<+SpectrumG_Norbert> I would imagine the SFX pool going up depends on the series’ SFX Dial. Changing that may happen from one season to another. Emphasis on “may”.
<+CynthiaCelesteMiller> *shivers at the reference to Galactica 1980*
<+Barak> So, the Bionic Man might have a SFX budget of 3, and SFX of Bionic Eye 1/2d, Bionic Arm 1/2d, Bionic Legs 2/3d
<+Barak> the first number is the cost
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<+SpectrumG_Norbert> The second is the new beneficial dice…
<+CynthiaCelesteMiller> The SFX point cost, that is.
<~Dan> Hey, BSG 1980 had a Halloween episode with Wolfman Jack!
<+CynthiaCelesteMiller> I remember that. Vividly. Painfully. 😀
<+SpectrumG_Norbert> I saw that too. BSG and Galactica 80 were both re-run in Germany recently.
<~Dan> So he could spend 1 SFX point and get +2d to use his bionic arm?
<+SpectrumG_Norbert> Most of those shows had really incompetent guards and police officers, didn’t they? Just something I noticed.
<+Barak> Bionic Man was definitely one of the benchmarks we strove for.
<+Barak> Yes, exactly.
<+CynthiaCelesteMiller> Right. Because in the old shows, it cost money from the budget to do cool stuff like use that arm to punch through a door.
<+CynthiaCelesteMiller> They sure did, Norbert. 🙂
<+SpectrumG_Norbert> YEs, Dan, you’re right about that. But the +2d are for one task, one roll as it were.
<~Dan> Right, I got that.
<+Barak> SFX moments in a show were the “oh, cool!” moments.
<+GenoFoxx> ((Why does ‘Bionic Man’ bother me so? I know typing the ‘six million dollar man all the time is bothersome))
<+Barak> Col. Austin?
<+CynthiaCelesteMiller> Ha! Yeah, it’s definitely a shorthand name for him. We could always just say Steve Austin. 🙂
<~Dan> Based upon the core mechanic, I’m guessing that there isn’t a degree of success mechanic?
<+SpectrumG_Norbert> Running in slow-mo and making the “bioic” sound… That was sweet. You could even imagine the Lynda Carter Wonder Woman costume-change spin, or the Vipers leaving the launch tunnels…
<+GenoFoxx> ((that works or Steve))
<+Barak> Part of the design philosophy was “If you hand a player a laser pistol, they will always want to use it”
<+GenoFoxx> ((or the spider-man wall crawling))
<+CynthiaCelesteMiller> There is definitely a “degree of success” rule and it’s very crucial to how the game plays. I’m sure Barak is already typing up the details, so I’ll abstain.
<~Dan> (Oh good GOD do not bring up the Spidey TV series…)
<+SpectrumG_Norbert> Well, rolling 10, 11, or 12 on 2d6 is just a “success”. Rolling 7 to 9 is sort of a success, with setbacks and compromises.
<+Barak> So, there is a conceit that a character can use their laser pistol and not get bonus dice, but those are the moments when SFX money was not spent.
<~Dan> Hmm… I see.
<+CynthiaCelesteMiller> No love for Nick Hammond’s take on Spidey? 😀
<+Barak> It is really about player choice. yes 10+ is a success, 7-9 offers players a choice: succeed and cede control of their character, or fail and maintain control of their character.
<+SpectrumG_Norbert> (Boy, I saw that on a rented VHS cassette like ages ago…)
<+Barak> When the character pauses, aims their pistol carefully, and fires, that is the SFX shot.
<+GenoFoxx> ((Bewitched’s Larry Tate as J. Jonah Jameson :)))
<+CynthiaCelesteMiller> ((I loved the Spidey TV series… when I was five))
<+CynthiaCelesteMiller> One thing that should be addressed is that you don’t want to just roll for everything… because each Act has a limited number of die rolls available.
<+SkullDixon> ((I remember when they did a spidey marathon of Scifi channel back in the early 90’s))
<+CynthiaCelesteMiller> So, you want to make each roll count.
<+SpectrumG_Norbert> By the way, since we mentioned Spider-Man and Wonder Woman and others: all superpowers, magic and so forth would also come from the SFX pool, and maybe the Background text.
<~Dan> Well, let me rephrase a bit, then: It doesn’t look like you can get a superhuman level of success. Rather, it looks like you can just increase your odds of a full success.
<+CynthiaCelesteMiller> ((What were they thinking, SkullDixon???))
<+Barak> Yes, the other major component of the game design is limited dice rolls. make the most of them. If one character fails, it is not judicious for every other to try the same roll.
<+SkullDixon> ((I thought it was fine))
<+SkullDixon> ((Big spidey fan))
<+CynthiaCelesteMiller> ((Big Spidey fan too))
<~Dan> So how do players get around making rolls?
<+Barak> If you are doing something superhuman, you will have superhuman success. Describe what you want to happen, and the Showrunner will give it a challenge rating.
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<~Dan> (Howdy, egyptian!)
<+Barak> Leap across the snake river canyon? -4d
<~Dan> I’m guessing that combat is pretty abstract?
<+Barak> Players will make rolls either as asked by the Showrunner “The cylons are coming for you, everyone needs to make an Adventure roll” or the players will decide when they might want to roll.
<+Barak> Combat is very abstract, and very quick, as it was in the shows!
<+SpectrumG_Norbert> I think this system neatly works around the phenomenon of ever-increasing stats, bigger and bigger numbers. Since only two d6 are actually added, anyone can remember it. You would never add up, like, 15 dice…
<+CynthiaCelesteMiller> Basically, you only need to roll for truly dramatic or tense situations.
<+SkullDixon> So its more of a Story Game..
<+SkullDixon> Where the focus is on the dialog and the narrative.
<+CynthiaCelesteMiller> It has strong story game leanings, but I’m not sure I’d put that label on it.
<+Barak> I think that would be somewhat correct, though the folks who fancy themselves Story Game designers ight disagree. It is a very collaborative game, with players and the GM working together.
<+SpectrumG_Norbert> If you like to call it that, well, yes. I don’t mind: story game, narrative game, drama game, shared storytelling.
<+CynthiaCelesteMiller> That’s my opinion anyway. Others may vary.
<+Barak> The Showrunner (GM) gets to send episodes in unexpected directions, zig when one might zag.
<~Dan> How does combat work? Is it a matter of a single roll?
<+SkullDixon> I have a few Story Games designer friends who would be into this i think
<+Barak> So, if Starbuck fails a roll while piloting, the next Act might be Starbuck on an uncharted island, having crashed there.
<+Barak> Yes, combat is a roll like anything: Cylons are attacking you, make an Adventure roll.
<~Dan> How do you keep combat interesting, that being the case?
<+SkullDixon> So it sounds like a lot of the action result description is up to the GM or storyteller. Or to put it another way the Storyteller needs to be able to come up with a lot of great descriptions for acts results
<+SpectrumG_Norbert> There is also a neat “assisting another” rule, if the players want to do a team-up type action: Barak, would you like to explain that?
<+Barak> Combat is as interesting as the players and GMs want it to be, but keeping in mind, not that many dice rolls in a combat. If you want to attack multiples, maybe you hit the girder and it falss crashing into several. If all a platyers wants to do is “I shoot my pistol” that is pretty bland in any system.
<+Barak> Characters can play to their strengths to help other characters, successes increasing the acting players chance of success.
<~Dan> Is a normal success in combat automatically a total victory, then?
<+CynthiaCelesteMiller> Also remember that combat is more like combat in 45-minute long TV shows. That is, very short due to time restraints, rather than the long ordeals in traditional RPGs.
<+SpectrumG_Norbert> OK, I’m very sorry, but my hour is up. I have to leave for tonight. Thank you all very much.
<+Barak> So a smart (Thought 1) character can try and figure out a way to help the more action oriented character attack the cylons.
<~Dan> Thanks, Norbert!
<+Barak> Exactly, that is the feel we were going for, embracing the source material.
<+SpectrumG_Norbert> My pleasure.
<+CynthiaCelesteMiller> @SkullDixon: The descriptions are given by the player if the player succeeds with 10+.
<+CynthiaCelesteMiller> Bye, Norbert.
<+Barak> With some input from the GM, the character declares what they want to do.
<+SkullDixon> How do you handle situations like red shirts dying in Star trek during combat even when the PCs are successful?
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<+SkullDixon> I guess you would rthem secondary characters
<+Barak> Are the redshirts just flavor?
<+Shade> cayenne pepper, I presume.
<+Barak> If the redshirts have an appreciable effect, I would give the players a bonus SFX token, “Redshirt 2d” if it is used, the redshirt might have a gruesome fate.
<+CynthiaCelesteMiller> Cayenne pepper. Yum.
<+CynthiaCelesteMiller> If the red shirts are there for flavor, then the Showrunner would simply narrate them dying, as appropriate.
<+SkullDixon> (( This kind of makes me what to Play “Knights of the Dinner Table” as a game. Kind of a game within a game))
<+Shade> sure, they’re conspicuous color to add spice to an encounter.
<+CynthiaCelesteMiller> I think we missed Dan’s question about normal successes equalling total victory.
<+Barak> That could also be handled with failure on the part of the PCs or ceding control “You manage to jump the chasm, but wait on the other side helping the redshirts across, as you are the captain, and cannot leave a redshirt behind”
<+CynthiaCelesteMiller> BRB. Darn phone. *sigh*
<+Barak> What was the total victory question again?
<~Dan> If you’re in combat and roll a full success, does that mean total victory right there?
<+Barak> It depends on what you declared your action to be. If you were facing off against X number of enemies, unless you said you wanted to try and take all of them out, no. It means you are successful with your action. If you are fighting one enemy, yes!
<+Barak> But, that degree of simplicity also applies in reverse, failure for PCs is failure, and can take the player out of a scene, or scenes.
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<~Dan> (Welcome to #rpgnet, Uyag!)
<~Dan> So is there a way for PCs or NPCs to be wounded?
<+Uyag> Just here to support my homeboy
<+Barak> only via the Showrunner deciding it to be so, so a Showrunner (GM) could assign a character a die penalty, but there is no system as written.
<+SkullDixon> Right, because main characters don’t die
<~Dan> (wb, Cynthia!)
<+Barak> But, a Showrunner can describe a character’s failure as injury, thus, a character might fail a roll, and be injured, taking them out of a scene or scenes, only to return for the climax.
<+CynthiaCelesteMiller> Exactly. Unless, of course, it’s a big poignant moment because the actor wants to leave the show. 😀
<+SkullDixon> they just get wriiten off the show and become a member of the convention circuit.
<+Barak> We will have optional rules for the very rare main character death.
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<+CynthiaCelesteMiller> Right, like it BSG when Zack kicked the bucket.
<~Dan> What do the numbers signify under the Series Name on the sample character sheet? (Thematic, Plot, etc.?)
<+Barak> Those are the Dials, a Series will have Dials to signify how prevalent those specific Dials are, so a Series with a Plot of 5 will likely feature story moments that advance the over-arcing plot of the Series every episode (think Lost), and a low number would be a series with little in the way of over-arcing plot, focusing more on standalone episodes.
<+GenoFoxx> ((but Zack wasn’t a major character….just a famous singer at the time))
<+Barak> Characters have dials as well, but their dials are defined through play by the players, and are a way for them to customize their caracters even more and bring fun details to the series.
<+CynthiaCelesteMiller> ((True. More of a plot device really, but still, he was an important character to the main characters))
<~Dan> How do you define “Cheese”? 🙂
<+CynthiaCelesteMiller> Cheese is usually related to silly fads and the like — disco, roller skating, etc.
<+Barak> Cheese are those “groan worthy” moments many 70s scifi series were known for, a disco scene is the perfect example
<+Barak> I like to imagine a future without disco, but that was not always the dream. 😉
<+CynthiaCelesteMiller> Hahaha! True.
<+Shade> odd, I tend to define cheese as being like the Adam West version of Batman.
<+CynthiaCelesteMiller> No arguments there, Shade. “Camp” would also apply. 😉
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<+GenoFoxx> ((good going, old chum!!))
<~Dan> (Howdy, Ginkomortus!)
<+Shade> yeah, the two tend to be strongly related.
<+Barak> in Retrostar cheese are those very dated, very 70s, very “wtf” elements in 70s sci fi series, “oh look, wolfman jack” “oh look, a character based on the mahareeshi”
<+CynthiaCelesteMiller> And the cheesiness in Batman could certainly be ported over and those elements would count as Cheese in Retrostar.
<~Dan> Is it correct to say that any equipment that has a mechanical effect is SFX?
<+Barak> So, for those of you who scoff at such things, assign your series a Cheese Dial of 0, nothing will break, the game will go on.
<+Uyag> Cheese Factor 10 here
<+Barak> Not necessarily. SFX are the cool things players do. Starships are for instance, likely not SFX budget related.
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<~Dan> So how would starships function mechanically?
<+Ginkomortus> Howdy Dan!
<+CynthiaCelesteMiller> Uyag is all about the cheese! 🙂
<+Barak> An Adventure roll!
<+GenoFoxx> so do you describe the cheese factors based on the amount of real diary in the cheese..(eg…Cheez Whiz to Grade A cheddar)?
<~Dan> Well, that’s what I meant. 🙂 If it’s just an Adventure roll, the ship’s not having a mechanical effect, right?
<+Barak> There are a lot of great games out there that get super granular with ship combat and the like, RS is not. We looked at games like FATE that handwaved it. The character was what was important.
<+CynthiaCelesteMiller> In the Lightspeed Adventure Manual (our quickplay), we even have a sidebar explaining the whole “spaceships/vehicles” conundrum :).
<+Barak> With that being said, I ran a series at GenCon where every duo of characters had a ship, and some of the characters SFX were tied to their ships.
<+CynthiaCelesteMiller> The ship acts as simply a vehicle (pun intended) to get the character out into space.
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<~Dan> Howdy, Le_Squide!
<+CynthiaCelesteMiller> Right. People can indeed use SFX for ships if they so choose.
<+GenoFoxx> so since it’s based more on 70’s sci-fi I take it there’s no provision for mecha?
<+Barak> You could have a mecha series, sure!
<+Barak> Ionic Pulse 2/3d
<+Barak> why not?
<+CynthiaCelesteMiller> Ultimately, Retrostar will give you the tools to play virtually any series you can dream up.
<+Barak> That might be a SFX 6 rating series, with SFX ranging from a cost of 1 to 3, giving each player the chance to make some interesting choices about what they want to do every episode.
<+GenoFoxx> I was thinking more Gundam and Macross than Mazinger Z or GettaRobo
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<~Dan> I must be getting tired. I read that as GhettoRobo. Which, I suppose, sounds kind of 70s.
<+CynthiaCelesteMiller> GhettoRobo! I can dig that! 🙂
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<+GenoFoxx> it’s Dynamite!!
<+etaoinshrdlu> (is QA still going on ?)
<~Dan> (It is. 🙂 )
<+CynthiaCelesteMiller> One part “Good Times” and one part ” Robotech”. 😉
<+CynthiaCelesteMiller> (No worries)
<+GenoFoxx> A less racially insensitive Rickety Rocket
<+Ginkomortus> I came in late here. Do you guys have a convenient website?
<~Dan> (Link: http://www.spectrum-games.com/retrostar.html)http://www.spectrum-games.com/retrostar.html
<+CynthiaCelesteMiller> Beat me to it. 🙂
<+Barak> The Quickstart will be launching by XMas!
<+CynthiaCelesteMiller> We’re aiming for Dec. 20th and it’s going to be a pretty large PDF.
<+GenoFoxx> what if the MegasXLR landed in the Barrio?
<+CynthiaCelesteMiller> As I mentioned earlier, we’re calling it the Retrostar “Lightspeed Adventure Manual”.
<+CynthiaCelesteMiller> LOL, GenoFoxx!
<+Barak> Yes indeed! A complete series, enough rules to get into all sorts of trouble, and an outline for an episode along with PCs!
<~Dan> You touched on this earlier, but where do you see the game line going from here?
<+CynthiaCelesteMiller> Post-apocalyptic roller-samurai vs. ninjas.
<~Dan> Aren’t ninjas more 80s? 🙂
<+Barak> pish, ninjas are eternal
<+CynthiaCelesteMiller> We have plans for a lot of supplements. One of the first ones we hope to do is one that adapts the rules to feel more like the movies of the era. So, you know, Star Wars. 🙂
<+Ginkomortus> Kung fu movies are pretty 70’s.
<+CynthiaCelesteMiller> Ninjas were becoming a thing by the late ’70s.
<+CynthiaCelesteMiller> And, yeah, Kung Fu was huuuuuge.
<+GenoFoxx> it was a little bit frightening
<+CynthiaCelesteMiller> We also plan some cool series books.
<~Dan> Darn… I was thinking The Octagon was 70s, but it was 1980.
<+GenoFoxx> Enter the Dragon
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<+CynthiaCelesteMiller> Supplements branching out into action series, etc. too.
<+GenoFoxx> ((starsky and hutch
<+CynthiaCelesteMiller> ((Yes. :)))
<+Barak> starsky and hutch… in space
<+Barak> We have done some work on a Little House in Space
<+GenoFoxx> ((Gilligan’s Planet))
<+CynthiaCelesteMiller> Norbert has a fun series for Retrostar that is like Love Boat in space with a bit of Buck Rogers thrown in for good meaure.
<~Dan> How would you do non-scifi 70s TV? Expand the definition of SFX?
<+Barak> Yes, change the Dials.
<+CynthiaCelesteMiller> Likely so, Dan. Explosions, car wrecks, etc.
<~Dan> Kung fu? 🙂
<~Dan> Or would that be a Background thing?
<+Barak> Kung fu series or a kung fu character?
<+Barak> Chi dial?
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<~Dan> Let’s say kung fu character.
<+Barak> For a kung fu character, yes, background.
<+CynthiaCelesteMiller> By the way, for those who are interested in seeing the rulebook’s cover, here’s a direct link: (Link: http://i55.photobucket.com/albums/g148/Cynthia_CM/Retrostar_Cover_screen_zps4aeee189.jpg)http://i55.photobucket.com/albums/g148/Cynthia_CM/Retrostar_Cover_screen_zps4aeee189.jpg
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<~Dan> Great ‘stache. 🙂
<+CynthiaCelesteMiller> Right? 🙂
<~Dan> So you mentioned that major NPCs could be fully statted out?
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<+CynthiaCelesteMiller> And here’s an illustration that we’re making public for the first time right here, right now: (Link: http://i55.photobucket.com/albums/g148/Cynthia_CM/CapableHeroineFINAL_zpsb0944e6f.jpg)http://i55.photobucket.com/albums/g148/Cynthia_CM/CapableHeroineFINAL_zpsb0944e6f.jpg
<+CynthiaCelesteMiller> ((both illos are by Brent Sprecher))
<+CynthiaCelesteMiller> Yes, fully statted.
<~Dan> So how do their stats work? Penalty dice?
<+Barak> No, the Showrunner will roll dice, and this will create longer scenes, think kirk vs gorn.
<+Barak> Successes will keep things moving, as the characters tire each other out.
<~Dan> I loved the time-travel Civil War follow up to that episode.
<~Dan> Gorn with the Wind.
<+CynthiaCelesteMiller> Was it really called that?? 🙂
<~Dan> I sure hope not. 🙂
<+CynthiaCelesteMiller> <— not knowledgeable about Trek
<+CynthiaCelesteMiller> That would have been beautiful though. 😀
<~Dan> Me neither. I’m just knowledgeable about puns. 🙂
<+CynthiaCelesteMiller> It’s never been my thing, I suppose.
<+GenoFoxx> you two speak the heresy
<+CynthiaCelesteMiller> Yes, I’m a heretic. 😉
<~Dan> So while you are welcome to hang out with us as long as you like, is there anything we haven’t covered that you’d like to bring up in what remains of “regular” time?
<+Barak> Nope, we are super excited, and know that although roller samurai might not be everyone’s cuppa, we went for it, and lots more series to come, stay tuned for the Retrostar LAM! Thanks for stopping by, this has been fun and I am very excited for RS!
<+CynthiaCelesteMiller> You covered a lot of ground with us tonight. I’d just like to urge folks to swing over to our website and check out the fun Retrostar stuff we have there, including links to two “actual play” podcasts.
<+GenoFoxx> ((Don’t forget the kiss and the big wave goodbye))
<+CynthiaCelesteMiller> Retrostar is going to deliver a fun view of the future as seen through a 1970s lens. So, get ready for some polyester poisoning. 🙂
<+Barak> Yes! Keep on (space) truckin’!
<+CynthiaCelesteMiller> Thanks for having us, Dan. 🙂
<~Dan> Thanks for coming by, guys! If you’ll give me just a moment, I’ll get the log posted and get you the link. 🙂
<+Barak> thanks everyone!