[19:06] <+FrankLee> Hey, I’m Frank, I’m the maker of Weird Detective. The quick description is that it’s a procedural investigation roleplaying game for cases that involve the weird and supernatural as their ultimate cause.
[19:08] <+FrankLee> And that’s the quick description at least.
[19:08] <~Dan> (Oh, sorry — please give us a “(done)” when you’re ready for questions. 🙂 )
[19:08] <+FrankLee> Ah yes, sorry, done.
[19:09] <~Dan> Thanks, FrankLee! The floor is open to questions
[19:09] <~Dan> !
[19:09] <~Dan> So first, can you tell us a bit about your gaming background?
[19:10] <+FrankLee> I started with gaming when I was a small child, I bought HeroQuest. And then got into Warhammer FB proper. And then at Games Day in Baltimore got introduced to Warhammer Fantasy Roleplay
[19:10] <+FrankLee> And have sort of bounced around from wargames, board games, card games and so on ever since then.
[19:11] <+FrankLee> I published my first gaming related book through Kickstarter last year, which was about how to design adventures and play roleplaying games solo. (done)
[19:12] <~Dan> What drew you to a do a supernatural detective RPG as your first game?
[19:13] <+FrankLee> It goes back several years ago to getting hooked on the HPLovecraft Literary Podcast
[19:13] <@Silverlion> How does the game work in terms of play? Is it solo character focused, or team focused?
[19:14] <+FrankLee> I owned Call of Cthulhu and had read Lovecraft some, but that became my favorite podcast and it just seeped into my creative thoughts.
[19:14] * ~Dan nods
[19:14] <+FrankLee> And I became very interested in how to examine horror in a modern way, and I just find it so interesting basically.
[19:15] <+FrankLee> It’s group focused.
[19:15] <+FrankLee> It runs off a simplified set of rules I developed as part of my solo games, trying to get the boring rules out of the way and the narrative into focus.
[19:16] <~Dan> For purposes of the chat log, would you mind posting the link to the character sheet again?
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[19:17] <~Dan> Whoops.
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[19:17] <~Dan> wb, FrankLee1!
[19:18] <+FrankLee1> Sorry, lost my connection
[19:18] <+FrankLee1> In the middle of a thought no less.
[19:18] <~Dan> No problem. I had just asked if you would mind re-posting the link to the character sheet for purposes of the chat log.
[19:18] <+FrankLee1> (Link: https://www.kickstarter.com/projects/584302999/weird-detective/posts/1092361)https://www.kickstarter.com/projects/584302999/weird-detective/posts/1092361
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[19:19] <~Dan> Thanks! And sorry, please continue with your thought.
[19:19] <+FrankLee1> I was going to say, the more important part of the rules was giving each character a Drive and Flaw, which the GM can call on every adventure to add a little more drama. (Done!)
[19:19] <@Silverlion> I like “Drive” as a motivator, both carrot and stick at once 😀
[19:20] <@Silverlion> But then I would.
[19:20] <@Silverlion> Can you give us an example of those working in play?
[19:20] <~Dan> Cool! So let’s take a look at that character sheet here…
[19:20] <~Dan> I see that the attribute scale is 1-5 and the skill scale is 1-3?
[19:21] <+FrankLee1> Yes, the basic idea is that the GM just has his PCs drives and flaws on a little cheat sheet, and is looking for a chance to pick on them when their personality might cause the PC to do something the player may not do.
[19:21] <+FrankLee1> Yes, that’s right 1-5, and 1-3.
[19:21] <+FrankLee1> done
[19:21] <~Dan> And what is Expertise?
[19:22] <+FrankLee1> Expertise is meant as an additional area of skill, optional in your play, where your character has a very specific and very difficult skill. A chess master might have chess as his expertise, or a brain surgeon would have brain surgery.
[19:22] <~Dan> Ah. So it’s not really a skill speciality, but rather a highly specific skill of its own?
[19:23] <+FrankLee1> They may rarely come up in play, but I like the idea of having some extra character with characters, where they have their special talents.
[19:23] <+FrankLee1> Yes.
[19:23] * ~Dan nods
[19:23] <~Dan> Can you describe the basic mechanic?
[19:23] <+FrankLee1> It is meant to be separate from your skills, generally, and tested on its own.
[19:23] <+FrankLee1> The basic mechanic is based on a die roll.
[19:25] <+FrankLee1> If you have some challenging action for the character to perform, and the success is in doubt, you as the PC can say you want to use one of your eight attributes as the one you use for the test. And as long as it seems reasonable you then add whatever the attribute number is worth of dice to your dice pool.
[19:25] <+FrankLee1> Then you may also add one skill to the test if it seems like it would help, and you add the level you have the skill trained to as dice in your dice pool.
[19:25] <+FrankLee1> And then you roll your dice pool! And a 4+ is a success.
[19:26] <~Dan> Simple enough.
[19:26] <+FrankLee1> The GM in turn rolls 2 difficulty dice, and he can roll anti-successes, which you have to subtract.
[19:26] <~Dan> Just a fixed two dice?
[19:26] <+FrankLee1> But as long as you get one success you succeed. And the number of difficulty dice can be changed by the GM.
[19:26] <~Dan> Ah! There we go. 🙂
[19:27] <+FrankLee1> Yeah, it can change, but two is the default, it is sort of the medium difficulty mathematically.
[19:27] <+FrankLee1> done
[19:27] <~Dan> Do the difficulty dice become opposing stats in a head-to-head matchup with NPCs?
[19:28] <+FrankLee1> Head to head works differently, you can both roll on your attribute + skill and the one with more successes wins.
[19:28] * ~Dan nods
[19:28] <+FrankLee1> Unless you’re dealing with unimportant NPCs, in which case you don’t really need to give them the dignity of a full head to head roll.
[19:28] <+FrankLee1> done
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[19:29] <~Dan> (Howdy, Ettin!)
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[19:29] <+Ettin> Hey man, merry xmas
[19:29] <~Dan> I see… Is there any sort of open-ending mechanic or “drama point” mechanic?
[19:29] <~Dan> (To you as well, Ettin! And howdy, egyptian!)
[19:30] <+FrankLee1> There are investigator points, and bonus points, bennies you could also call them.
[19:30] <~Dan> Ah! How do those function?
[19:31] <+FrankLee1> Investigator points are in a pool anyone can take from, and they are meant to allow to spend on extra helpful clues that the GM is holding back at any given clue site. Or they can be spent to assist you when making tests.
[19:31] <+FrankLee1> The bonus points are what you get for going with the GM’s recommended course of action for your Drive or Flaw. And if you refuse to, the GM takes a bonus point for the bad guy. They can be spent to add a success to any challenge roll.
[19:32] <+FrankLee1> They provide a bit of benefit for playing your character, and also provide a source the PCs can draw on when they really need it to succeed for something important. (done)
[19:33] <~Dan> Hmm. Okay, I like that. A good way to make flaws matter in play.
[19:34] <~Dan> So how does combat work?
[19:34] <+GenoFoxx> What time period does this take place in?
[19:34] <+FrankLee1> Combat works the same way as the simple tests, except you are trying to cause “wounds” on your enemies, with every success you roll (that isn’t canceled by the challenge roll)
[19:35] <~Dan> How do weapons, strength, and other factors affect damage?
[19:35] <+FrankLee1> You are given the choice between goons, more important henchmen, and actual full villains. And each are dispatched a little less easily than the last.
[19:36] <+FrankLee1> It’s a pretty simple system, if your opponent has a stronger fight + fighting skill (usually brawl for unarmed combat), you add a difficulty die to the starting 2 for each point they have over you.
[19:36] <+FrankLee1> And if you’re better at fighting you get one less die, or if you’re twice as good you get two less die.
[19:37] <+FrankLee1> Weapons are just categorized as weapons, you get +1 to your dice pool for something small, improvised, or generally not meant to harm, and +2 for a real weapon like a sword.
[19:37] <+FrankLee1> The time period is modern day through the 2020s and 2030s.
[19:38] <+FrankLee1> I wanted the chance to imagine a sort of futuristic 1920s and 1930s.
[19:38] <+FrankLee1> A setting that can contain some of the adventure and wonder of that time, while also allowing you as a GM to change the world however you want, because it’s the future.
[19:38] <~Dan> Hmm. So weapons increase the chance of a hit? Do you have a way to simulate clumsy-but-powerful weapons?
[19:39] <+FrankLee1> That sort of thing will be in the Terrible Gods expansion.
[19:39] <~Dan> Ah — so more detail on weapons in general in that one?
[19:40] <+FrankLee1> It’s not hard to simulate any such weapon on the fly, you just say every success causes more than one wound.
[19:40] <+FrankLee1> But yes, I wanted to keep the rules simple in the Corebook, “rules easy” as I call it. And then all these pages and pages of complicating ideas and rules I’ve had go into the expansions
[19:40] * ~Dan nods
[19:40] <+FrankLee1> done
[19:40] <+GenoFoxx> so CyberNoir?
[19:41] <+FrankLee1> Haha, sort of. One thing I’m really fascinated by is Lovecraft’s horror had a lot of elements of post-modernism.
[19:41] <~Dan> That’s good to hear. I’m generally leery of mechanics that have weapons improving the chance to hit rather than the damage. Does Strength affect damage at all, either in the core rules or in the expansion?
[19:42] <+FrankLee1> He was ahead of his time. But we live in a new age, and I’d like express modern concerns through the metaphor of horror adventures.
[19:42] <+FrankLee1> I like to separate the two. To be honest.
[19:43] <+FrankLee1> I made two specific fighty attributes for that reason.
[19:43] * ~Dan nods
[19:43] <+FrankLee1> It’s not meant to be super combat focused.
[19:44] <+FrankLee1> Nor is it meant to be really deadly like a CoC game.
[19:44] <~Dan> I’m actually a convert to the utility of fighty attributes. I still like to see strength impacting melee damage, though. Can you think of any way that would be doable offhand without breaking your system?
[19:44] <~Dan> Sure, I can understand that.
[19:44] <+GenoFoxx> so is the supernatural ‘known’ to the general public and accepted or is it still generally hidden?
[19:45] <+FrankLee1> Oh yeah, you can say that if you have strength 4 or 5, the higher levels, that when you wound in hand to hand you cause two wounds instead of one to a single target.
[19:45] <~Dan> Makes sense.
[19:45] <+FrankLee1> It’s hidden, but in this setting it’s almost constitutional to it that it’s hidden.
[19:46] <+FrankLee1> I’ve never been a fan of hide the supernatural super powers from people, it never made sense to me, and sort of “trips over its own premise” in my mind.
[19:46] <+FrankLee1> The weird is weird because it’s impossible to pin down.
[19:46] <~Dan> What are the noir aspects to the setting, and how high-tech does the setting get as time passes?
[19:46] <+FrankLee1> But yes, the world runs similar to ours, but maybe more of a sense of adventure.
[19:47] <+GenoFoxx> so you couldn’t play as a ‘monster’ detective investigating when other monsters break the law?
[19:47] <+FrankLee1> The noir comes from the fact that your dealing with crimes done by people because the supernatural unveils their inner evil.
[19:48] <+FrankLee1> And the technology is sort of whatever you as a GM want. You’re free to do, but it’s not sci-fi. It’s just assumed the world becomes more gadgety, cars run better, fashion changes, and so on.
[19:48] <~Dan> Ah, I see. I was actually thinking more in terms of trappings. Does the future look, I dunno, Tim Burton-esque, for example?
[19:49] <+FrankLee1> You theoretically could play a monster, but most monsters are evil or just so inhuman that they wouldn’t care about crime. But you can play as an occultist.
[19:49] <+FrankLee1> It looks decidely Art Deco meets an Apple Store.
[19:49] <~Dan> Heh. Nice.
[19:50] <+FrankLee1> Rules for being a magic user, and maybe being on the wrong side of the law in general are meant to be in one of the expansions…
[19:50] <+FrankLee1> In the Grave, the necromantic themed expansion (done)
[19:50] <~Dan> I take it that the PCs are completely mundane in the core rules?
[19:51] <+FrankLee1> Yes. They are meant to be interesting because they’re human.
[19:51] <+FrankLee1> In a rules-lite sort of way, still. (done)
[19:51] <~Dan> Right.
[19:52] <~Dan> So what sorts of foes do they face?
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[19:53] <~Dan> (Howdy, Acenoid!)
[19:53] <+FrankLee1> Well I’m making the background section the real big part of the book. Nobody needs another tome covering every God in the Lovecraft Mythos, but I am taking the time to gather up every supernatural and strange piece of knowledge I have and briefly describing it and giving it plot hooks.
[19:54] <+FrankLee1> There will be eight chapters, from strange aliens, evil cults, terrible supernatural creatures that live on the edge of reality and so on. My hopefully classic scenario will be when contact with one of these things sends a human agent off the ledge, and they start committing crimes.
[19:54] <+FrankLee1> done
[19:55] <~Dan> So do you have a bestiary, or do you just describe the antagonists in general?
[19:56] <+FrankLee1> Oh yeah, it’ll have a bestiary. Fortunately it’s pretty easy to describe an NPC and their abilities in my system, and I hate it when rulebooks don’t have full rules for enemies.
[19:56] <~Dan> You are speaking my language, brother.
[19:57] <+FrankLee1> Some things, they’re too strange or supernatural for me to want to include a statline for them. So I’m struggling where the line is. But if you can get in a fistfight with it, you’ll definitely have stats. done
[19:57] <+FrankLee1> Even if you’re the only one who actually has fists.
[19:57] <~Dan> Heh. 🙂
[19:58] <~Dan> So the setting includes extraterrestrials as well as supernaturals?
[19:58] <+FrankLee1> Yes. It’s my chance to create a world that has aliens, but not government conspiracies all over them.
[19:59] <+FrankLee1> They get a chapter and an expansion, though aliens can include the sort of strange cosmic entities in Lovecraft (or Star Trek for that matter)
[19:59] * ~Dan nods
[19:59] <+FrankLee1> I try to cover the gamut of types, from very scientific, to incomprehensible. done
[20:00] <~Dan> So it’s a full-blown X-Files “anything goes” sort of horror setting?
[20:00] <+FrankLee1> Yes, I take that as part of the “Weird” in Weird Detective.
[20:01] <+FrankLee1> The world background has space for everything, in my mind. Except government conspiracies, because they’re old hat.
[20:01] <~Dan> That aside, is any of the weirdness setting-specific? For example, are vampires in your game of any particular sort?
[20:02] <+FrankLee1> I try to take from the source, or try, try, to be true to the origin. So yes there are vampires in the setting, and they are Lord Ruthven, The Vampyre type vampires.
[20:03] <~Dan> Hmm. I’m not familiar with that name. Can you expound on that a bit?
[20:03] <+FrankLee1> I like that more traditional evil too, it provides a sort of counterbalance to the big cosmic stuff. And I also think, we’re in an age where they are more relevant. You can have demonic evil, which was sort of rejected in the 20th century.
[20:04] <+FrankLee1> He’s from one of the first vampire short stories ever written. And he’s an evolution of the vampire from a strange, hideous folklore creature, into something with a personality.
[20:05] <+FrankLee1> He’s attractive, but he’s evil. Super, super evil. And yet he still has human traits, he likes to go out, he likes to have a good time, he even has friends, on a sociopathic level.
[20:05] <+FrankLee1> done
[20:05] <@Silverlion> Wow a Ruthven mention. Way to sell your work man 😀
[20:05] <+FrankLee1> lol thanks
[20:06] <~Dan> Obviously, Silverlion did get the reference. 😀
[20:06] <~Dan> And I’m definitely down with the demonic evil.
[20:06] <~Dan> Okay, that didn’t come out right…
[20:06] <@Silverlion> When I was 12/13 I had a big vampire fan thing going on. Then I realized how living forever, sucked. 😀 *LOL*
[20:06] <+FrankLee1> Haha
[20:07] <+FrankLee1> They’ve stayed popular, but story writers get weirded out by the Christian element.
[20:07] <+FrankLee1> Because they don’t subscribe, but they still want vampires.
[20:07] <~Dan> I am curious, though, how you feel “pure evil” mixes with the cynical aspects of noir?
[20:08] <+FrankLee1> In some ways it’s uplifting, but I’m all for uplifting!
[20:08] <+FrankLee1> Because there is “pure evil” and that makes you see good.
[20:08] * ~Dan nods
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[20:08] <+FrankLee1> oh, and done.
[20:09] <~Dan> So the cynical noir bit isn’t really part of the setting, I take it?
[20:09] <~Dan> Or, at least, it doesn’t survive contact with the enemy?
[20:10] <+FrankLee1> I suppose it’s a matter of perspective. You can be brought down by the fact that horrible crimes and violence are occurring. But you do have to take stock of the fact that it can always be worse.
[20:10] * ~Dan nods
[20:10] <+FrankLee1> Perhaps I’m a little more depressed by humanity, so I never so noir as having to go to the bottom of the well. done
[20:10] <+FrankLee1> “saw noir”
[20:11] <~Dan> Well, I think that people generally see noir as being deep into the morally grey realm — a place where clear-cut good and evil would seem out of place.
[20:12] <~Dan> So I’d think that your setting’s equivalent of Sam Spade would getting shaken out of his moral apathy early on.
[20:12] <+FrankLee1> Ah yes, I can see that. I suppose one can assume, it’s almost taken for granted that pure good and pure evil are almost outdated concepts.
[20:12] <+FrankLee1> At least that’s what you’ll find in Weird Detective 🙂
[20:12] * ~Dan chuckles
[20:13] <~Dan> Do you see any difficulty in featuring both “traditional” evil and nihilistic cosmic horror in the same setting?
[20:13] <+FrankLee1> The idea of “the big thing” is sort of antiquated. Before we had Gods, then we had big governments, big conspiracies, now we see you can’t change the scale and end up with something that escapes the post-modern truth that it doesn’t really matter.
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[20:13] <+FrankLee1> I feel like it has room for everything.
[20:14] <+FrankLee1> In the way that life has room for everything, I guess that is an idea I like to advance. You can be laughing and safe in your living room, and see something terrifying on the television, and you can’t reconcile the two things. You can’t empathize with you and empathize with that victim on the screen and comprehend it’s the same world.
[20:15] <~Dan> Well, let me be more specific: To my mind, if you have objective evil, then everything matters, and if you have cosmic nihilism, then nothing matters. Does that make sense?
[20:15] <+FrankLee1> And you can “Satanic” horror and nihilistic horror, and it’s supposed to be impossible to wrap your mind around. done
[20:15] <+FrankLee1> Yes, very much so.
[20:15] <~Dan> Ah — so that’s just another bit of the weirdness? How can these things coexist?
[20:16] <+FrankLee1> Back to the metaphors we can express the age we live in with, everything is so relative, that the relativism becomes invisible.
[20:16] <+FrankLee1> It’s like as soon as you think you’ve found the answer, the answer’s wrong, and you just proceed to the next wrong thing.
[20:16] <~Dan> Hmm. I’ll have to work that over in my head a bit. 😀
[20:17] <~Dan> Huh… Interesting.
[20:17] <+FrankLee1> Haha
[20:17] <~Dan> I think I see what you’re saying.
[20:17] <+FrankLee1> Well it’s some of thinking, however incomplete, that actually led me to thinking, what a cool subject!
[20:17] * ~Dan nods
[20:17] <~Dan> Sure!
[20:17] <@Silverlion> (Have fun, I’m back to sleep. Later)
[20:17] <~Dan> (Sleep well, Sil!)
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[20:19] <~Dan> So to what degree do you address the relationships between the various horror aspects — the aliens, the undead, the cosmic horrors, etc.? Do you simply leave it that they all exist, or do you touch on how Martians (or whatever) feel about Satanic demons?
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[20:19] <+FrankLee> Sorry again! Of course the internet acts up now.
[20:20] <~Dan> In case you missed my last question….
[20:20] <~Dan> [20:19] <~Dan> So to what degree do you address the relationships between the various horror aspects — the aliens, the undead, the cosmic horrors, etc.? Do you simply leave it that they all exist, or do you touch on how Martians (or whatever) feel about Satanic demons?
[20:20] <+FrankLee> In my thinking, and in the adventure supplements I’m providing, they do all exist in their own boxes.
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[20:21] <+FrankLee> It seems like unnecessary muddling to mix them together. And, these things are supposed to exist on the periphery of the world.
[20:21] * ~Dan nods
[20:21] <+FrankLee> To bring them all forward enough that they meet, that’s too much! (done)
[20:21] * ~Dan nods
[20:21] <+FrankLee> Oh, and also, I like to think of these things as the seasoning, the crime is the meat.
[20:22] <~Dan> Sure, I can see that. Some settings have a “grand theory of weirdness”. Other leave it all as… well, weirdness.
[20:23] <+FrankLee> Yeah, there’s something about the unexplained mystery, the emotional power that the supernatural has because it can’t be quantified.
[20:23] <+FrankLee> Which can be a fine line to walk when you’re making a world background.
[20:23] <+FrankLee> done
[20:25] <~Dan> Certainly. Of course, some authors like to quantify the weirdness in a way that the PCs are unlikely to ever unravel. Or that they might unravel if they dig deeply enough. I recall one setting in which Bigfoot is really an alien experiment of some sort, IIRC, for example.
[20:25] <+FrankLee> Yes, very much so.
[20:25] <+FrankLee> Weird Detective is meant to be a little more general than that as a setting.
[20:26] <+FrankLee> It’s big brush strokes, which I always find inspiring.
[20:26] <~Dan> Personally, if you’re going to go the catch-all route, I prefer to keep things more expansive, as you’ve apparently done.
[20:26] * ~Dan nods
[20:27] <~Dan> I can find settings that neatly tie all the weirdness aspects up in a bow to be… claustrophobic, somehow.
[20:27] <+FrankLee> It can go against the spirit of the setting. These things are interesting because they are unexplained, or don’t make sense, or even can’t make sense. done.
[20:27] * ~Dan nods
[20:28] <~Dan> (Oh, and you don’t have to use (done) as punctuation, necessarily — just any time you think it’s not clear that you’ve completed an answer. 🙂 )
[20:29] <+FrankLee> I just don’t want to leave it hanging!
[20:29] <+FrankLee> 🙂
[20:29] <~Dan> Heh. No worries! 🙂
[20:30] <~Dan> So is there anything in the setting to motivate and unify the PCs? Or is that unique to every group? I’m thinking in terms of any sorts of organizations dedicated to investigating the Unknown.
[20:31] <+FrankLee> The is no great order or anything. You’re free agent crime solvers brought together either by a specific crime, or an on-going interest to see justice done.
[20:31] <+FrankLee> One assumes you like each other, or are frenemies, or something. But no definite groups, beyond maybe a police force.
[20:31] * ~Dan nods
[20:32] <~Dan> Do you find it difficult to keep groups like that moving from adventure to adventure?
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[20:33] <+FrankLee> If you buy into the premise as a group, it’s just a contrivance to keep them together.
[20:33] <~Dan> (Howdy, LW!)
[20:34] <+FrankLee> It’s no crazier than all the TV shows we watch that feature groups of people who solve crimes or save the world together.
[20:34] <+FrankLee> In some ways, what you really are, are characters in a crime solving RPG, who solve crimes together and generally get along so that fun may be had.
[20:34] <~Dan> Sure.
[20:36] <~Dan> Would you say that after the initial supernatural crime, it becomes a “Supernatural” (the TV show) type of set-up? “Hey, THIS crime in the paper sounds weird, too. We should check it out.”
[20:36] <+FrankLee> I don’t really define that in the book.
[20:36] <+FrankLee> So it’s sort of up to you.
[20:37] <~Dan> Oh, I didn’t think it was defined. I was just wondering if that’s how you see it working in practice.
[20:37] <+FrankLee> In my mind, you might even start with a regular seeming crime, that brings you together, but once it does and the paranormal elements become apparent, you come back for more as a group.
[20:37] <+FrankLee> But all detective fiction in some ways hand waves that kind of stuff.
[20:37] <~Dan> Right, that’s what I meant, really.
[20:38] <+FrankLee> So maybe I’m used to the idea, Jessica Fletcher will have a dead body fall in front of her no matter where she goes, my detectives have a supernatural related crime happen to them no matter where they go.
[20:38] <~Dan> Ah, the “weirdness magnet”.
[20:39] <+FrankLee> It’s all in good fun to make the adventure happen.
[20:39] * ~Dan nods
[20:39] <+FrankLee> Yes. Exactly
[20:40] <~Dan> On a scale of 1-10, with 10 being “completely”, how cinematic would you say the action in the game is? How badass are the PCs?
[20:41] <+FrankLee> I will go with a safe 7. The simple resolution system is meant to allow you to narrate what happens to your character and the group.
[20:41] <+FrankLee> Your PC isn’t a first level character, certainly, but they have to pick their strengths.
[20:42] <+FrankLee> The game is definitely meant as a collaborative, and not antagonistic, system. Everybody is working together, and that is meant to enhance the cinematic nature of it.
[20:42] <+FrankLee> Which sometimes seems to work. (done)
[20:42] <~Dan> I see.
[20:43] <~Dan> On a related note, how broad are the skills, and how necessary are they for attempted actions?
[20:44] <+FrankLee> They are pretty broad. There are 13 “doing” skills, that cover pretty much everything physically. The rest are about your fields of knowledge.
[20:44] <+FrankLee> Having them it ups your chances generally from 40-60%, to 70-80% on a regular challenge.
[20:45] <+FrankLee> Well maybe 30-55%.
[20:45] <+FrankLee> So they can be pretty important.
[20:46] <~Dan> So, for example, how specific are weapons skills? Is it more like “Firearms”, or “Pistols”, etc.?
[20:47] *** MonkofLords has joined #rpgnet
[20:47] *** ChanServ sets mode +v MonkofLords
[20:47] <+FrankLee> The intention is that goes into fighting and marksmanship, the attributes. You may train Brawling, unarmed fighting, and you’re free to also train certain weapons.
[20:48] <+FrankLee> So it’s meant to be up to you as a group or player, since you’re definitely allowed and encouraged to skill up your character as you see fit.
[20:48] <+FrankLee> But I didn’t want the default to be combat oriented.
[20:48] <~Dan> (Howdy, MonkofLords!)
[20:48] <+FrankLee> So I didn’t focus heavily on it, from a granular perspective.
[20:48] <~Dan> Right, I gotcha.
[20:49] <~Dan> Can you say a bit about how magic works in the setting, and are there psionics as well?
[20:49] <+FrankLee> There are psychic powers. I’m a fan of the mystical psychic powers more than the Warhammer 40k kind, but they are in there.
[20:50] <+FrankLee> Magic, I’m covering a variety of traditional magical types, trying to provide alternatives to the Eldritch Beams shooting out of someone’s hands.
[20:50] <+FrankLee> And in general, in the corebook at least, magic is context specific, you as the GM make up the effect, instead of trying to over-detail something which is supposed to be somewhat incomprehensible.
[20:51] <+FrankLee> In the expansion I have planned, I’m already coming up with ideas that do make it more specific, because you need that to cast magic. But I like generally, to make magic stay part of the Weird.
[20:51] * ~Dan nods
[20:52] <~Dan> Will you have the option of PCs having psychic powers in that expansion as well?
[20:52] <+FrankLee> Yes. That will be covered as well.
[20:52] <~Dan> Cool.
[20:52] <+FrankLee> You’ll get learning magic, being psychic, spiritualism and that sort of thing.
[20:53] <~Dan> Very nice.
[20:53] <~Dan> What’s the ETA of the supplements after the core rules?
[20:54] <+FrankLee> I’d like to get the adventures out within three months or so of the corebook, which should be out somewhere between the end of January through February.
[20:54] <+FrankLee> And the expansions three or four months after that, tentatively. They have less work done on them.
[20:55] <~Dan> I see. Cool.
[20:55] <+FrankLee> Yeah, so hopefully not a long wait. I do appreciate my experience from making that first Kickstarter book now.
[20:55] <+FrankLee> Things go easier the second time.
[20:56] <~Dan> So, as you probably know from reading some of the other Q&As, it’s at this point that I like to see if there’s anything that we haven’t covered that you’d like to bring up.
[20:56] <~Dan> (With the caveat that you are
[20:56] <~Dan> oops
[20:57] <~Dan> (You are more than welcome to hang out with us as long as you like.)
[20:57] <+FrankLee> I think you covered everything pretty well. The Kickstarter runs through January 2nd, then it’ll be available on DriveThruRPG/RPGNow as PDFs.
[20:57] <+FrankLee> I had a really good time discussing it with you!
[20:58] <~Dan> Likewise!
[20:58] <~Dan> Thank you very much for visiting with us this evening.
[20:58] <~Dan> If you’ll give me just a moment, I’ll get the log posted and give you the link.
[20:58] <+FrankLee> I am however being shooed out of Starbucks, so I will say good evening.
[20:58] <+FrankLee> And once again thanks for having me on!
[20:59] <+FrankLee> Sure