<+MorgaladMcNabb> My name is John McNabb. Writer and creator of Morgalad Fantasy RPG. Morgalad is a D6 based fantasy RPG set in a fantastical Late Iron Age.
<+MorgaladMcNabb> The game functions on a simple success/fail system configured with a dice pool mechanic that can be upgraded and customized by the utilization of character points obtained through level progression.
<+MorgaladMcNabb> We recently had a successful run on kickstarter and I am working on finalizing everything to be released this May. you can find more information on (Link: http://www.morgalad.com)www.morgalad.com
<+MorgaladMcNabb> The purpose of this game is to offer an old school style crunchy system with heavy emphasis on role playing without multiple editions and to allow input from the fans to shape the game world and system according to their preferences.
<~Dan> Thanks, John!
<~Dan> The floor is open to questions!
<~Dan> How “traditional” is the setting? Are the usual fantasy races present, for example?
<@Silverlion> So it is based on the D6 OGL? Or your own D6 System? What does a character look like (stats and skills? Classes/Levels?)
<+MorgaladMcNabb> We have 4 base Species. Elessier(Elves) Calemdour(dwarves) Hauflin(halflings) and humans.
<+MorgaladMcNabb> It is a custom D6 system. we have a free downloadable preview packet with a solo adventure how to play and character sheets available on our website at (Link: http://www.morgalad.com)www.morgalad.com
<~Dan> Can you describe the core mechanic?
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<~Dan> (Howdy, Gemini!)
<@Silverlion> What is magic like?
<~Dan> (Question pause.)
<+MorgaladMcNabb> the core mechanic can be explained easily enough I’ll use a format i see often in the rpgnet forums. Morgalad (D6) If a learned ability applies, roll against Difficulty Rating(DR). If no learned ability applies, add +5 to DR and roll corresponding attribute.
<+MorgaladMcNabb> Magic in this syetm is an arcane power channeled through those capable of learning to control it.
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<+MorgaladMcNabb> An energy system is utilized to keep up with spell use. also magic has a chance to critically succeed or fumble just as much as combat does.
<~Dan> What is the actually dice-rolling mechanic? How many dice, etc.?
<~Dan> the actual, rather
<+MorgaladMcNabb> Standard spells are cast using 4 D6 against a set difficulty rating if the difficulty rating is met or succeeded than the spell is a success and is cast however some spells allow for saving throws as well.
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<+MorgaladMcNabb> The difficulty ratings range from easy, normal, difficult, advanced, and exceptional
<~Dan> Oh, sorry — I was speaking more generally. Is 4d6 the standard roll, adding attributes or skills?
<+MorgaladMcNabb> Yes the whole game is run on 4d6
<+MorgaladMcNabb> The goal here is to make everything as cheap and easily accessible as possible.
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<~Dan> What was your thinking behind using 4d6?
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<~Dan> (Howdy, Songtress!)
<@Silverlion> So it would be 4D6+Xd6?
<+MorgaladMcNabb> 4D6 was decided upon to match up mathematically with the percentages necessary for proper operation.
<+MorgaladMcNabb> Silverlion that’s the beauty of it. as you progress in level you can utilize your character points to have either a bonus point or two added to your rolls or add a whole nother die. It strictly depens on the player preference.
<~Dan> What are the attributes, and how broad are the skills?
<+MorgaladMcNabb> The attributes are Power Finesse Essence Knowledge Conciousness and Allure. and abilities in this game covers all spells and proffesional and standard abilities. basically imagine if skills feats and nwp from all editions of dnd and pathfinder rolled together into one category.
<+MorgaladMcNabb> The purpose of this is to make everything easier to organize so your not continously flipping back and forth from chapter to chapter in the player’s guide.
* ~Dan nods
<~Dan> So attributes don’t directly add to skills?
<+MorgaladMcNabb> Every character has 8 base abilities to start off with. those 8 are affected by your attributes at character creation but from that point on only progress as you train them specifically.
<~Dan> Ah, so the attribute scores serve as the base scores of the skills?
<+MorgaladMcNabb> Thats correct.
<~Dan> I see. Cool.
<~Dan> How does combat work?
<+MorgaladMcNabb> Combat works similar to spellcasting 4d6 + any modifications vs opponents defenses. if the character exceeds opponents defenses by 10 or more points then it is considered a critical success, if the character fails by 10 or more points its considered a critical fumble.
<~Dan> What are the effects of criticals?
<@Silverlion> Can you give us a sample test to show how this works?
<+MorgaladMcNabb> Successes range from awesome attacks implementing extra damage to severe mutilations effectively shutting down opponents. Failures operate similarly but are focused back towards the character and comrades.
<+MorgaladMcNabb> For example base defense is a 12. if braditz the human warrior rolls 4d6 and the total comes to a 22 or higher he has just rolled a critical success. If however he rolls all 1s or somehow the total comes to 2 or less he has critically failed.
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<@Silverlion> So Braditz rolls 4d6, modified by a skill?
<+MorgaladMcNabb> now mind you critical success and failures are merely an optional rule in the Host’s guide and do not need to be implemented to play. I just enjoy utilizing the system because it allows for an opportunity to add more narrative into combat.
<+MorgaladMcNabb> Silverlion attacks are based off of what type of weapon you are using. weapons range from wood, bronze, iron, and steel. each material has a base attack. your character can then train in that particular weapon to either obtain bonus points added to their 4d6 or an extra die or an extra attack roll.
<+MorgaladMcNabb> it all depends on how you use your character points to train.
<~Dan> What attribute(s) are combat skills based on?
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<+morgaladmcnabb> hi dan sorry about that.
<+morgaladmcnabb> I believe your last question was what attributes affect combat. Finesse affects attacks and Power affects damage
<~Dan> Excellent. That’s the way I like it, personally.
<+morgaladmcnabb> I’m glad. I would also like to point out that we have forums on our site for users to submit their own content. Ie adventures, creatures, equipment etc. to allow the community to enjoy the game for years to come and to put their own spin on things.
<~Dan> How is damage capacity measured, and how does armor function?
<+morgaladmcnabb> damage starts off at 2d6 and has no cap. armor increases your defenses and has a sustainable amount of damage it can absorb. once per round if you are attacked you can choose to absorb the damage by using your armor however after your sustainable armor damage reaches 0 it will need to be repaired before you can use it again.
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<~Dan> (Howdy, Ginkomortus!)
<~Dan> How would you describe the morality of the setting? Black and white? Grey? Something in between?
<+Ginkomortus> (Howdy, Dan. Who’s the Q&A?)
<+morgaladmcnabb> You bring up a good question. morality falls somewhere in the grey. you effect the morality of the world through your actions.
<+morgaladmcnabb> Now we also have an interesting alignment mechanic
<~Dan> (Ginkomortus: (Link: https://www.kickstarter.com/projects/2086542789/morgalad-fantasy-rpg-0?ref=nav_search)https://www.kickstarter.com/projects/2086542789/morgalad-fantasy-rpg-0?ref=nav_search )
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<+Ismellzombies> Hey guys
<~Dan> (Howdy, Ismellzombies!)
<+morgaladmcnabb> Each character has a morality. LG, CG, N, LE, CE. and each character has an aura LG, CG, NG, TN, NE, LE, CE. your aura can be tainted or purged by your actions. your morality is like your characters internal motivation but your aura is how your actions are perceived.
<~Dan> That’s an interesting twist.
<~Dan> Does the GM decide how a character’s actions are perceived?
<+morgaladmcnabb> Its something that i found was lacking in many fantasy games due to the fact youd have CG characters perform evil actions in the name of chaos. A prime example from a few playtests ago. Braditz the human warrior was hired to hunt down a wicked swamp witch by a local priest. When he tracked through the swamps to a cottage he found a rather large guard outside.
<+morgaladmcnabb> He immediately snuck up behind the guard stabbed him in the head and killed him. only to find out the supposed swamp witch was actually the last magi in the area and the priest was actually trying to kill off all intellectual people to further his cults following.
<+BlasterKyubey210> Redemption and such
<+morgaladmcnabb> in this instance braditz was trying to help someone, but he ultimately killed an innocent. leaving a stain on his aura and now forcing him to carry the weight of that decision into future interactions.
<~Dan> How does that manifest mechanically?
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<+Ginkomortus> Apparently, it’s a harsh penalty.
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<~Dan> Welcome back!
<+MorgaladMcNabb> Hi sorry bout that
<~Dan> No problem! Did you see my question about the mechanical effects of auras?
<+MorgaladMcNabb> so how do aura and morality manifest mechanically.
<+MorgaladMcNabb> well priest and magis have the ability to read auras so if they see your aura is stained it could make entry into certain towns impossible.
<~Dan> But it doesn’t sound like reading an aura is all that useful, since it doesn’t give the person’s true motivation.
<+MorgaladMcNabb> it can also afect diplomatic interactions etc. also after so many stains on your aura you morality will begin to shift and you can eventually turn.
<~Dan> Huh. So perception becomes reality.
<+MorgaladMcNabb> Auras are meant to be used to keep a player in character. the goal behind the auras is to keep a LG holy warrior from commiting murder.
* ~Dan nods
<+MorgaladMcNabb> It’s something many people asked for just an optional tool to help keep newer players and some metagamers in check.
<~Dan> I’m curious to see how that works in play.
<+Ginkomortus> Is there an equivalent for “cleaning up” an aura?
<+Ismellzombies> I have the distinct feeling that it takes multiple gaming sessions to really affect you
<+Ismellzombies> *not that thats a bad thing – Im pro-long mechanics
<+MorgaladMcNabb> its more of a background mechanic. and for cleaning up an aurait would require some form of absolution either through a priest or some great quest. and yes ismellzombies it takes 3 alignment innappropriate acts for your characters aura to shift in the opposing direction.
<+Ismellzombies> is there an overarching background lore?
<~Dan> Can you say a bit about your elves, dwarves, and halflings? Are there any interesting twists to them, or are they fairly standard?
<+MorgaladMcNabb> yes there are creation mythos for all species. each subspecies have their own take on their particular creation mythos but they all follow a similar story.
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<~Dan> (Howdy, Canageek!)
<+MorgaladMcNabb> as for the elessier or elves and calemdour or dwarves i think i might just share a bit from the players guide with you all tonight. let me open that up and ill post some info on each of the species individually
<+Ismellzombies> you may have already answered this but how do you intend to release content?
<+MorgaladMcNabb> n the dawn of the world when the dust was settling The Great Architect, Calymdar, crafted from the mountain stones his children the Calemdour who have come to be more commonly referred to as dwarves. Dwarves are a small stout race with immensely long beards.
<+MorgaladMcNabb> Dwarves are of the mountains and as such retire to dwelling deep within the mines and halls of their elaborate mountain kingdoms.
<+MorgaladMcNabb> Being of the earth dwarves are inclined to be short ranging between 3’4” – 4’9” and can weigh within normal means between 150lb.s – 180lb.s when fully grown. Being forged by The Great Architect during the The First Fauln dwarves are a war like people.
<+MorgaladMcNabb> Calemdour see war as the ultimate act of bravery and the appeasement to their deity. It is often said the length of a dwarves temper is relative to their height and they are very very short.
<+MorgaladMcNabb> now for Hauflin or halflings
<+MorgaladMcNabb> Small and kindly Halflings, or Hauflin in the formal sense, are generally quaint goodnatured people. They seem like human children in appearance with overly large feet. Known as Semivir to the elves, who believe them to be children of the land, see them as a respectable race chiefly due to the halfling’s love for nature.
<+MorgaladMcNabb> Humans and Dwarves recognize Halflings by their more formal name Hauflin (meaning not quite a child but not quite grown) for their small stature and round stomaches gives them the appearance of weak children despite their ability to outlive most common humans.
<+MorgaladMcNabb> However the world views them halflings are immensely respectable, and while exceptionally well-mannered, halfling adults do not take well to being called children and do not appreciate disrespect from the big clumsy folk. Halflings have very little to no creation myths for they simply love the earth and are at peace with nature and as such rarely ponder on th
<+MorgaladMcNabb> now for the elessier or elves
<+MorgaladMcNabb> In the early days of Terramydia, in the cosmic garden, The Great Tree dropped its fruit upon the planet and born of The Ash Mother were the Elessier. Elessier, more commonly referred to as elves, have many view points and varying origin stories of how they came to be but all of them aline back with the ideology of the ash mother and that they were the beautif
<~Dan> (cut off at “they were the beatif”)
<+MorgaladMcNabb> fruits of the cosmic garden. Elves live in wooded kingdoms and care little for the industrious lifestyle of men. After all seeing as elves have a seemingly limitless lifespan the efforts of men seem like the blink of an eye to the Elessier.
<+MorgaladMcNabb> Elvish lands are vast stretches of woodland realms with their homes and castles incorporated into the very trees. Elves who do not lean so heavily upon industry as do dwarves or humans provide for themselves a more comfortable lifestyle through seclusion and the use of magic.
<+MorgaladMcNabb> For all elves have a deep and desperate love for magic they see it as the very essence of The Great Mother and believe it to be a great gift meant to be used to allow all races to exist in harmony with nature. Elessier are inclined to be thin with a somewhat stretched appearance.
<+MorgaladMcNabb> They stand anywhere between 5’6” and 6’2” normally and tend to be slender with a very athletic build. Elves weigh normally between 75lb.s to upwards of 160lb.s.
<+MorgaladMcNabb> And last but not least humans
<+MorgaladMcNabb> Humans are one of the most vastly differing races upon the entire planet some may be exceptionally strong and agile while others may be more inept at using their mind and wisdom to solve daily dilemmas. As such no two humans are exactly alike and subsequently gives the players a choice of two attribute scores to add a bonus on.
<+MorgaladMcNabb> Humans creation mythos vary more widely than any other species. As such humans priests can be followers of any religion they so choose. Humans are taller than dwarves and halflings, and are slightly shorter than elves yet are more robust on average. Humans adaptability allows them to forge kingdoms nearly anywhere and their analytical capabilities allow them
<+MorgaladMcNabb> to survive in some of the worst tundras and deserts on the planet.
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<~Dan> (Howdy, technoshaman!)
<+MorgaladMcNabb> Now these are the four basic species available in the players guide however every creature in the creature compendium has the necessary info available to make a player character out of anything.
<~Dan> Speaking of which, how extensive is the bestiary?
<+MorgaladMcNabb> if for example your group wants to play as four manticores hunting a duck. the info is available to create such characters. right now we have roughly 100 creatures in our creature compendium.
<+MorgaladMcNabb> but with each module, campaign, and each yearly expansion there will be new spells, abilities, equipment, creatures and optional mechanics released.
<+MorgaladMcNabb> I feel that if players find a particular mechanic in a game to be faulty an optional mechanic should be released to circumvent or make up for this imbalance during an annual expansion.
<~Dan> Ah, you’re planning on releasing adventures?
<+MorgaladMcNabb> That way game designers dont have to reinvent the whole car just to replace a flat tire and that way the fans and players dont have to buy a whole new edition to continue with their favorite storylines.
<@Silverlion> (napping, later all)
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<+MorgaladMcNabb> and yes dan we are officially releasing Morgalad in May 2015 each year after will see atleast 4 new modules 1 new campaign setting and 1 major expansion.
<~Dan> When you say new campaign setting, do you mean a different place in the same world, or do you mean a different world entirely?
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<+MorgaladMcNabb> the first 4 to five years I will be writing a campaign setting for each continent for the planet Terramydia. however i have other writers interested in doing similar things in other worlds. I cant officially name them but yes we will be releasing a setting for multiple continents and multiple planets
<~Dan> Cool. 🙂
<~Dan> Going back to magic for a moment, how powerful and common is it?
<+MorgaladMcNabb> Magic is a common source of energy in this world. All things are weaved together through the collective conciousness of magic. Some use it to learn and see it as a scientific universal element, others see it as a gift from the gods, and others just see it as raw internal energy that can manifest with training.
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<+MorgaladMcNabb> browser crashed after i answered the magic question sorry about that.
<~Dan> No problem!
<~Dan> What can magic accomplish on the high end?
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<~Dan> Are we talking city-smashing power?
<+MorgaladMcNabb> Magic can ultimately create new dimensions and destroy existing ones.
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<~Dan> Okay, so that’s pretty impressive.
<~Dan> Are there specific kinds of magic?
<+MorgaladMcNabb> A brief teaser their is a magi order that has succeeded from the world and it appears to be a floating cathedral but once inside each door opens to a different pocket dimension.
<+MorgaladMcNabb> and yes there are different types of magic
<+MorgaladMcNabb> divine, dark, herbalistic, arcane
* ~Dan nods
<~Dan> Are there any unusual setting-specific monsters you can share?
<+MorgaladMcNabb> a good example of differeing magics is that magi can harness the universal energies to cast spells, where withces and warlocks have to implement herablistic practices to cast spells, and dark magics often have to draw upon some negative energy either a negative item or some extra planar entity.
<+MorgaladMcNabb> as for setting specific monsters
<+MorgaladMcNabb> there are many. my favorite right now is the plague drake just from the reaction it has gotten from my players.
<+Ismellzombies> Did you design the magic system in total or just take a little from this, a little from that?
<+MorgaladMcNabb> I designed the mechanics and mostly took spell inspiration from medieval fantasy stories as well as some magic based religious beliefs.
<~Dan> How competent are starting characters? And on a related note, where do you think the game falls on the gritty-to-cinematic scale?
<+MorgaladMcNabb> I figured if i added magical and fantastical elements from many differeing cultures and many differeing belief systems it would add a level of believability and also help incorporate people into the gaming hobby that otherwise would shy away from it.
<+MorgaladMcNabb> as for starting characters they are fairly competent. capable of survival but not quite at the wulfgar level lol.
<+MorgaladMcNabb> as for gritty to cinematic it all depends on the style of the Host running the game. there are many optional mechanics available in the hosts guide capable of allowing hosts to either make the game all about crunch and numbers or more focused narratively.
<~Dan> That’s good to hear.
<+Ismellzombies> have you worked out how to distribute the game? Like are you going to do completely digital and your website or do you have a distributor?
<+MorgaladMcNabb> When i right modules and adventures though I like to make my players think. I like to guide them on journeys filled with more dilemmas. however i also have more common hack and slash dungeon dives as well. it just depends on the group.
<+MorgaladMcNabb> I have various printing companies all throughout the U.S. I will be running everything from the website and we will have all books available in pdf 6×9 or 8×10 hardback and softcover formats. its all available to meet the players preferences.
<+Ismellzombies> will there be a Morgalad 2 in the future or do you intend to just do updates
<+MorgaladMcNabb> In the upcoming years we will be heading out to conventions and depending on our success i will begin to Sollicit the aid of brick and mortar game stores across the U.S. with retailer discounts to help give their store something unnatainable at big box stores.
<+MorgaladMcNabb> As for morgalad 2
<~Dan> So with about 10 minutes left in “regular time”, is there anything we haven’t covered that you’d like to mention, John! (And bear in mind that you are more than welcome to hang out with us as long as you like.)
<+MorgaladMcNabb> The natural progression of this world is a bronze age, an iron age, a silver age, and a golden age. this cycle repeats so while i dont see a morgalad 2 happening The updates will span 4 differing genres 1 for each age. so you can find one age and setting you like playing in keep with it.
<+MorgaladMcNabb> for example
<+MorgaladMcNabb> a bronze age would be a dark age of no technology and low magic, very gritty. an iron age is what most fantasy games are set in. a silver age would be roughly previctorian era steampunkish,and the golden age would incorporate futuristic gaming.
<+MorgaladMcNabb> Basically i just wanted to make a cheap easily obtainable game to help give the community what it’s wanted for so long. one system, one edition, and then just from that point on keep writing content and allow players to post and share their own content as well.
<~Dan> Very admirable. 🙂
<+MorgaladMcNabb> now something that should be mentioned about the ages. time progresses and ages rise and fall. for instance an advanced society could exist in a futuristic golden age but overtime they annihilate themselves and start over a new in a dark age bronze age setting having to relearn everything. and the ages continously progress in that order over and over again.
<~Dan> And the core book is just covering the Iron Age?
<+MorgaladMcNabb> The core cover the bronze and iron age. the silver and golden ages will be optional supplements to be released later.
<~Dan> Ah, I see.
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<+MorgaladMcNabb> Also i would like to add that we have conversion manuals on our website to convert content from other games to morgalad. the conversion manuals are pay what you want through drivethrurpg
<+MorgaladMcNabb> everything can be found here (Link: http://www.morgalad.com)www.morgalad.com
<~Dan> Thanks very much for spending time with us, MorgaladMcNabb!
<~Dan> No need to run off, but if you can wait just a moment, I’ll get the chat posted and get you the link.
<+MorgaladMcNabb> Thanks for having me dan.