[19:07] <+wolfb> Hello everyone, my name is Wolf Beaumont & I am the creator of a tabletop RPG called ‘Reign of Gods’, which I am co-developing the system for with Michael Fitzgerald.
[19:08] <+wolfb> The system is currently in alpha-build, and we are aiming for publishing it in late 2016, but this year, within the next 6 months we hope to open the doors to a beta build and a wide net of beta-players. This year also marks the beginning of our campaign to start talking about it and get people aware of the product.
[19:09] <+wolfb> Reign of Gods setting is that of a dark adult fantasy, based around world mythology. It is extensive in scope and depth and we have a long product pipeline planned out.
[19:11] <+wolfb> The system itself is large in scope and depth as well. We are building it with 2 design goals in mind, ease of play and tailored play-styles. By the latter, I mean we are developing mechanics that are essentially plug and play, meaning GM’s can tailor gaming experiences based on the dynamic of the group they are hosting. Whether they want to have deep combat mechanics or quick ones, being a
[19:11] <+wolfb> brief example.
[19:11] <+wolfb> Thanks for listening.
[19:12] <~Dan> Thanks, wolfb!
[19:12] <~Dan> The floor is open to questions!
[19:12] <~Dan> Can you tell us a bit more about the setting? Are there multiple species as PCs? Just humans?
[19:14] <+wolfb> If we can follow our product pipeline through, there will be a lot of PC species (and kudos for saying species, not races). I don’t want to put an exact number on it yet, due to a few reasons.
[19:14] <+wolfb> I can say this
[19:16] <+wolfb> Whilst there are some staples that players will easily recognise, ie. satyrs, there are many that will be new interpretations of mythological races. For example the Alfar (Norse ‘Elves’), who are reinterpreted as a humanoid deer hybrid species.
[19:17] <~Dan> That’s an interesting take on the subject. What was your thinking there?
[19:17] <+Songtress> Ooh awesome Deer-people!
[19:17] <+wolfb> Part of the reason we called in Reign of Gods as well is because the gods are very much a part of the world
[19:17] <+SolutionCat> Is the game going to be a pre-made one or will it be more like D&D and have a toolbox approach?
[19:18] <+SolutionCat> pre-made world*
[19:19] <+wolfb> Well I’ve spent years researching the world’s mythologies and collecting all that data. Part of the task has been finding how to merge it all together and not lose their essenses as it were. The Alfar are very rarely referred to in the few Nordic texts we have, and they are often seen as a 3rd god catagory. Meanwhile in Greek Mythology there was the Golden Hind, said to have existed in the
[19:19] <+wolfb> north of the world with the Hyperboreans. I saw a way to combine the 2 ideas, and in a sense, keep them both
[19:20] <~Dan> Clever!
[19:20] <+wolfb> SolutionCat: Can you elaborate on the meaning of tool-box world?
[19:20] <+SolutionCat> 5e D&D has a “Toolbox” setup
[19:20] <+wolfb> The world is definitely pre-made but it will be an evolving world, time does not sit still in ROG.
[19:21] <+SolutionCat> instead of defining nations, landmasses, gods
[19:21] <+SolutionCat> it gives sets to use and build from
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[19:21] <+wolfb> The former has always been my intent. It has allowed me to build a very intricate world of geography, history, politicals and creatures.
[19:21] <+wolfb> *politics
[19:22] <+wolfb> I should mention how we plan to run our product line.
[19:22] <+wolfb> It’s been a complicated issue that I’ve spoken with people about here before, and we got some great advice.
[19:23] <+wolfb> There will be a central rulebook, but with multiple player-handbooks for each ‘faction’ (our hope is to publish 3 between 2016-2017)
[19:24] <+wolfb> The storylines of each faction will interweave and cross over in events
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[19:24] <~Dan> (Howdy, Gemini!)
[19:25] <~Dan> What sorts of factions are there?
[19:27] <+wolfb> Well there are many factions but there will be 3 main PC accessible ones, these being civilizations. Our first setting is in a place called Midgard, it’s a very large remote continent, surrounding the north pole of the planet.
[19:27] <+wolfb> It’s cut off from the rest of the world by ‘The Sea of Serpents’ where quite literally there are hordes of the monsters, cutting off any communication
[19:28] <+wolfb> It was the perfect place to begin the stories, given it is also where the Yggdrasil exists (which is central to the world’s story)
[19:29] <+wolfb> The 3 civ’s in question are the Asgardians (ruled by King Bor, of the House of Aesir), a small Norse kingdom, amongst many, Bor and his son’s (Odin and his brothers) are trying to unite the Nords into a kingdom.
[19:30] <+wolfb> This player book is the first and is called ‘Dawn of Asgard’.
[19:30] * ~Dan nods
[19:31] <~Dan> So is Odin a god in this context?
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[19:31] <+wolfb> The second will be concerning the Raijin Empire. A feudal japanese inspired society with roman militiary/political untones. They are not human, but a cat species.
[19:32] <+wolfb> The third is a nautical themed civilization known as the Red Fleet, there is a world-changing event that makes a fleet castaways on the shores of midgard, a few hundred years before. They bring new ideas and technology that allow them to thrive along the coastline and on the remote islands.
[19:33] <~Dan> What technology? Gunpoweder?
[19:33] <~Dan> (gunpowder, even)
[19:33] <+wolfb> Sorry Dan I missed your first question
[19:34] <+wolfb> I should explain the nature of gods, because it is something I have invested a lot of time in planning out
[19:34] <+wolfb> I mentioned earlier, there was an event, this is the destruction of another reality, causing it to merge with the one the game takes place in. Many denizens of that previous world, find themselves Gods, in this new one.
[19:35] <+Lin_Chong> I see raijin depicted as dogs more often, but cats are there too sometimes.
[19:36] <+wolfb> King Bor, due to a series of events, is from that world, but born in this one. He is born a mortal with extraordinary abilties. There will be a webcomic following his youth as he learns about his past. By the time the game starts, Bor is beginning to ascend. It becomes apparent that many such people have the capacity to become gods in effect.
[19:36] <+wolfb> Lin_Chong: The Raijin Empire, is named after one of their gods, it’s not their species name.
[19:38] <+wolfb> Dan: As to gunpowder, it does in fact exist, there is a delicate balance of technology levels in the game. None of the other midgard factions have the secret of gunpowder, it is how the Red Fleet can battle the serpents they are plagued by
[19:38] <+wolfb> Now whilst the Norse factions may not have gods yet, there are many that do, such as the empire.
[19:38] <~Dan> How advanced are their weapons?
[19:38] <+wolfb> There are also older things than gods about
[19:39] <+wolfb> Gunpowder is the extent of their artillery advance, they are still commonly good swordsmen and archers.
[19:40] <+wolfb> They have a French-Cajun vibe, with strong undertones of Carthaginian historical similarities.
[19:40] <~Dan> So if one of them married one of the Japanese types, would the resulting child be a Raijin Cajun?
[19:41] <+wolfb> They bring with them some african mythological influence to midgard
[19:41] <+wolfb> Well, the empire, makes slaves of anyone who isn’t of their species, but the Norse and the Fleet, allow anyone to join. As for inter-species mating. It’s not possible.
[19:43] <+Pteryx> What is godhood within your setting’s context? What are the known implications of it?
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[19:43] <+wolfb> There are other factions in midgard we hope to expand to later. But these are the main 3 targets
[19:43] <~Dan> (Cultural specific pun, wolfb. The Ragin’ Cajuns are a college football team in Louisiana. 🙂 )
[19:43] <~Dan> (Howdy, Dunkel!)
[19:43] <+wolfb> Pteryx: Great question. Gods have statistics, limits to their powers, within a defined system
[19:44] <+wolfb> lol Dan
[19:44] <+wolfb> This ties in with our unique magic system
[19:44] <+wolfb> When a god becomes a god, they take on an aspect
[19:44] <+wolfb> it’s decided by the mysterious fates who are the true enemies of all
[19:45] <+wolfb> so for example a god could be given the aspect of fire
[19:45] <+wolfb> they attain lvl 1 fire aspect
[19:45] <+wolfb> now gods can grow in power through various ways
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[19:46] <+wolfb> they can up their fire aspect, or take on new aspects as well, allowing them to expand their scope of influence and ability
[19:46] <+wolfb> for example a god with the aspect of fire and metal is considered a smith god
[19:46] <+wolfb> meaning they can grant blessings on swords etc.
[19:46] <+wolfb> you follow me?
[19:47] <+Pteryx> Indeed, though it’s not quite what I was asking.
[19:47] <+wolfb> Oh, I’m sorry.
[19:47] <+wolfb> What else would you like to know about it?
[19:48] <+Pteryx> Is gaining powers like that all it’s about? Are they basically little more than mages?
[19:49] <~Dan> They actually strike me as being a bit more like themed superheroes.
[19:49] <+wolfb> There are many gods, and they all have different agendas
[19:50] <+wolfb> They are deities and they can’t be played, they move mortals around like pawns, in the traditional sense, most are self-obbsessed with their own agendas
[19:50] <+Lin_Chong> wolfb: Oh wait I was thinking of raiju, not raijin.
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[19:51] <+wolfb> Lin_Chong: In ROG the priests of of Raijin
[19:51] <+wolfb> When I say the gods are very much present, I don’t mean in a super hero way
[19:51] <+wolfb> I mean in a watching from above, doing terrible things or helping you way, with rare face to face encounteras
[19:52] <+wolfb> gods are very scary creatures, but they can beat fought and even beaten
[19:52] <+wolfb> *can be
[19:53] <+wolfb> As for magic, magic is not an easy thing to master
[19:53] <+wolfb> it requires a HUGE investment
[19:53] <+wolfb> but the benefits in combat are worth it
[19:53] <~Dan> (brb)
[19:54] <+wolfb> It’s inspired by Avatar: The Last Airbender, so magic revolves around the control of elements and their interactions. We’ve ended up with an incredibly fun system that has hundreds of spells.
[19:54] <+wolfb> though they are called ‘weaves’ in ROG
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[19:57] <+wolfb> Pteryx: does that answer your question any better, the stuff I said earlier?
[19:57] <+Pteryx> It does, though it brings up another question.
[19:57] <~Dan> (back)
[19:57] <+wolfb> There are also many god wars going on
[19:57] <+wolfb> wb Dan
[19:58] <+wolfb> I should also mention, there is a dream setting and an underworld setting that are intricately tied into the game world
[19:58] <+wolfb> with their own events and stories
[19:58] <+Pteryx> What prevents the presence of heavily interfering gods in the setting from undermining player agency? In the wrong hands, I’d expect a setting like that to be used to pull the rug out from under PCs…
[19:59] <+Pteryx> Or prevent them from taking any meaningful action.
[19:59] <+wolfb> The Patron System
[19:59] <+wolfb> When a group of players decide to embark on a quest, they must decide which gods to prey too, or which kings etc. to be their patrons
[20:00] <+wolfb> doing this, and how you do it, gives varying results of assistance
[20:00] <+wolfb> but it also makes enemies of those who feel scorned (gods/kings)
[20:00] <+wolfb> this way there are both divine/political allies and opponents during a quest
[20:01] <+wolfb> *pray
[20:02] <+wolfb> This allows for the characters to call on help from above, or to be given it unasked
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[20:02] <~Dan> (wb, Sam!)
[20:03] <+wolfb> It also isn’t the job of a GM to ruin a players game session. That’s a bad GM, we can try to put fail-safes in, but anyone determined to ruin a game as a GM, can ultimately do so
[20:03] <+Sam> Hola. Just took a couple of sleeping pills, so I won’t last long!
[20:03] <~Dan> wolfb: What is the game’s core mechanic?
[20:03] <+wolfb> singular mechanic Dan, or mechanics?
[20:04] <+Sam> “Anyone determined to ruin a game as a GM, can ultimately do so.” We can write THAT one in stone.
[20:04] <~Dan> Hmm. Well, is there a basic unified mechanic? Or is there more than one?
[20:06] <+wolfb> People can mean different things when they talk about mechanics.
[20:06] <+wolfb> I’ll go with what I think when you ask and we can see if that answers your question.
[20:06] <~Dan> Ah. Well, I mean in the sense that, say, BRP is a percentile system.
[20:08] <+wolfb> It’s a 1d20 game, through and through. Health works on a point system. Combat on a percentile system.
[20:10] <+wolfb> If you guys were interested, I’d actually really like to do another talk later down the line, discussing the system in detail (as opposed to the setting) with Mike.
[20:10] <+wolfb> It’s very big
[20:11] <~Dan> If you’d rather not discuss the system, sure, we can do that.
[20:11] <+wolfb> I don’t mean that as cumbersome, but it has many parts, optional and crucial
[20:12] <+wolfb> I think given a few things can change between now and the summer (when we hope to switch to beta) that’d be better.
[20:12] <+wolfb> I’m happy to give an overview right now
[20:13] <+wolfb> and I’d like to if you guys want to hear what we have planned
[20:13] <~Dan> If you don’t mind giving an overview, I’d certainly be curious.
[20:14] <+wolfb> The combat system is simple on the onset, but as you explore it, it opens up and becomes a deeper and deeper set of mechanics
[20:14] <+wolfb> this ties in with something I’ll talk more about ‘Knowledge’, later.
[20:15] <+wolfb> You can learn to master hundreds of different weapons
[20:15] <+wolfb> and you can learn to different ways to use these weapons in conjunction with kill-moves.
[20:15] <+wolfb> We were inspired by mortal kombat, as crazy as it sounds.
[20:16] <+wolfb> Basically to achieve certain moves and kill-moves you have to pull off solo and team combinations
[20:16] <+wolfb> It can lead to some pretty wild fight scenes, let me just say
[20:17] <+wolfb> When you tie magic into it all, well magic is a game changer on the map
[20:17] <~Dan> Why did you go with a d20 mechanic generally but a d% mechanic for combat?
[20:17] <+wolfb> and going up someone who can wield the elements, even at a low level, is not something to scoff at
[20:18] <+wolfb> Because we found a way to do it easily with a 1d20
[20:18] <+wolfb> It took a lot of experimentation
[20:20] <+wolfb> Knowledge extends outside of combat as well though, and for me the social side of game play has always been as important as the combat side
[20:20] <+wolfb> I grew up on V:tM
[20:20] <+wolfb> As you might imagine, knowledge extends in this direction to cover things like picking locks or royal ettiquete etc.
[20:21] <+wolfb> It’s pretty wide ranging, but we always felt like something was missing with the social side
[20:21] <+wolfb> It didn’t feel enough like a puzzle, for our tastes, especially with players not so good at the roleplaying
[20:22] <+wolfb> So we created the Jukebox system
[20:23] <+wolfb> how it works, is that a given social situation has predetermined social interactions available. I know it sounds constricting on the offset, but just hear me out
[20:23] <+wolfb> So for example, you are in the royal chamber of a queen
[20:23] <+wolfb> you fall into the royalty section of the jukebox
[20:24] <+wolfb> this gives you a load of interactions available for each skill
[20:24] <+wolfb> now that could simple be something like “Flatter” in Persuasion. With certain rewards and failures attached (called Wildcards)
[20:25] <+wolfb> Beyond that, it’s all roleplay
[20:25] <+wolfb> But we have found this really helps keep the social play on track and helps people to roleplay better
[20:25] <+wolfb> And that’s what we’re all about, rewarding good roleplaying
[20:26] <+wolfb> 🙂
[20:26] <~Dan> Cool. 🙂
[20:27] <~Dan> What elements make up a character? Attributes? Skills?
[20:27] <+wolfb> Something I’m pretty excited about that we’re working on is the Bestiary and subsequently the taming and training of monsters/creatures
[20:29] <+wolfb> Name, Gender, Lifestage (you choose between 3, each giving you a certain number of either background slots or Fate Points (player currency) to spend).
[20:29] <+wolfb> Species, Heritage, Favoured Hand
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[20:30] <+wolfb> Motivation (choosing from 5 – excellence, desire, wrath, glory, madness) is used as a replacement for Alignment
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[20:30] <+wolfb> The GM judges your character’s action based on your motivation
[20:32] <+wolfb> so for example, if you are in the treasure room with a friend and they set off a trap, you are faced with saving them or taking all the treasure for yourself. If you have the motivation of desire (along with the later stated goal of wealth perhaps), and you choose to help the friend, it’s bad roleplaying, but choosing to sacrifice them for your own personal gain deserves to be rewarded
[20:32] <+wolfb> follow me?
[20:32] <+wolfb> So as I mentioned, the next is Goal, and this is the specifics of your motivation, but it can change when a goal is achieved
[20:33] * ~Dan nodnods
[20:33] <+wolfb> maybe get revenge or win a contest, etc. A lot of help is given in choosing
[20:34] <+wolfb> Next are the Flaws & Favours, Favours are free, but for everyone you pick, you must first have selected a Flaw
[20:34] <+wolfb> They have many different effects
[20:35] <+wolfb> for example, increasing an attribute must double in cost with one flaw, and be very cheap with another
[20:35] <+wolfb> Next we have destiny
[20:35] <+wolfb> Now destiny, gives your character a sense of great purpose
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[20:36] <+wolfb> the one you get in character creation is called the epic destiny
[20:36] <+wolfb> you can aquire smaller destinies throughout play
[20:37] <+wolfb> it’s up to the player and GM whether they want to work that out for themselves, or use a random chart to get ideas. Ultimately the GM then crafts a brief scene where the player’s character is given their destiny
[20:37] <+wolfb> Next backgrounds
[20:37] <+wolfb> There are a lot to choose from
[20:37] <+wolfb> many are species or faction only
[20:37] <+wolfb> many are not though
[20:38] <+wolfb> every background has 3 lengths of time available, each consuming between 1-3 background slots (pre-determined by lifestyle choice).
[20:39] <+wolfb> A background can be anything from being homeless, to being a politician
[20:39] <+wolfb> the GM crafts a short scene for each one, allowing for bonuses to be added if the time is taken to live them out
[20:40] <+wolfb> backgrounds give you certain amounts of levels in attributes and skills
[20:40] <+wolfb> they are much cheaper than buying the levels out right
[20:40] <+wolfb> but you can’t buy backgrounds after character creation
[20:40] <+wolfb> then we have the standard skills and attributes
[20:41] <+wolfb> next we choose the wealth level
[20:41] <+wolfb> (this is costs Fate Points)
[20:41] <+wolfb> Next the Reputation Level
[20:41] <+wolfb> Then you can design affiliates
[20:42] <+wolfb> you can create auxillary family members, friends, etc. for the GM to play later, they can confer benefits or the opposite, if you make enemies
[20:43] <+wolfb> another part of affiliates is what organisations you are a part of
[20:43] <+wolfb> militiary, priesthoods, what gods you worship etc.
[20:43] <+wolfb> finally we have gifts
[20:43] <+wolfb> you don’t choose these, but certain combinations in character creation can confer gifts upon a character
[20:44] <+wolfb> And that is CC in a nutshell (a large nutsheel)
[20:44] <+wolfb> *nutsheel
[20:44] <+wolfb> *nutshell 😛
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[20:45] <~Dan> How to attributes and skills interact?
[20:45] <~Dan> (Howdy, Silverlion!)
[20:45] <+wolfb> there are 4 skills in every attribute
[20:45] <+wolfb> the attribute score tacks onto the skill score
[20:46] <+wolfb> so when fighting hand to hand, you add your strength score to your hand to hand skill score
[20:46] <+wolfb> There is a conversation ongoing about not making skills static, but inter-changable with certain attributes
[20:47] <+wolfb> but we haven’t come to a decision yet
[20:49] <+wolfb> then of course tied in with skills is knowledge, creating mini skills within each skill
[20:49] <~Dan> But how can attributes and skills work in both 1d20 and percentile?
[20:50] <+wolfb> Let’s talk about it all next time, it’s not an easy question to answer
[20:50] <~Dan> Fair enough!
[20:51] <+wolfb> I can see the clocks ticking down, what else did I want to cover.
[20:51] <+wolfb> Ah yes, trapping and concoctions
[20:51] <+wolfb> Trapping has always been something I was really disappointed in with a lot of games
[20:52] <+wolfb> It’s hard to make a good hunter character who can’t trap that much
[20:52] <+wolfb> So we’ve got a pretty fun mini-game crafting system of making all sorts of traps, it can become quite…clockwork
[20:53] <+wolfb> not the right word, but succint nonetheless
[20:53] <+wolfb> traps to kill, traps to imprison]
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[20:53] <+wolfb> concoctions as well, we didn’t want to have a magic healing system so we threw it out
[20:54] <+wolfb> We made a healing system with setting bones, amputations, etc. However we did keep potions in, however it’s not as simple as swinging some health juice.
[20:54] <+wolfb> *swigging
[20:55] <+wolfb> Concoctions can also be used to hurt people, you can create all sorts of poisions
[20:55] <+BlasterKyubey210> Interesting… well, that healing system to me is… ideal
[20:55] <+BlasterKyubey210> Potions at best should be more on the lines of “temporary stoppage” when things go snap
[20:56] <+BlasterKyubey210> Sorry if I’m lait for ym comment just my two cents
[20:56] <+wolfb> There is 1 exception, well 2 actually
[20:56] <+wolfb> no it’s okay, I’m happy to hear any feedback, whenever BlasterKyubey210
[20:56] <+BlasterKyubey210> Must be troublesome if these come up
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[20:57] <+wolfb> certain weaves, suspend damage, and even take another player out of battle
[20:57] <+wolfb> and gods
[20:57] <+wolfb> if a god really likes you, well there are ways they can heal you
[20:57] <+wolfb> but to die, well that’s the fun of it
[20:57] <+wolfb> death is just the beginning and not the end
[20:58] <+wolfb> You can come back from death in all sorts of ways
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[20:58] <+wolfb> If you die in battle, your fight isn’t over
[20:58] <+wolfb> whilst your comrades fight on, you will find yourself in the spirit plane, where creatures from the underworld prowl, looking for souls to drag away
[20:59] <+BlasterKyubey210> So basicaly, even if you’re in… mmm to use mmovie stuff well
[20:59] <+wolfb> if you can fight them off until your friends ressurrect you (there are a few ways), you can return to the living, badly hurt of course
[20:59] <+BlasterKyubey210> You’re in Scene 14 Prime and the rest are in Scene 14, you can still fight until Scene 15
[20:59] <+GenoFoxx> Agent Carter was an interesting blast to the somewhat sexist past
[21:00] <+wolfb> Not sure I get your reference BlasterKyubey210
[21:00] <+BlasterKyubey210> Sorry, Movie Scene writing
[21:00] <+wolfb> if you are dragged off into the underworld, well there are 3 options
[21:00] <+wolfb> you can let the character go
[21:00] <+wolfb> your friends can embark on passage to the underworld to rescue your soul
[21:01] <+wolfb> or/and (with regards to the latter) you can embark on some underworld quests
[21:01] <+wolfb> oh sorry there is a 4th
[21:02] <+wolfb> if your soul is captured by a death god you will be forced to return to the living as a Draugar, and serve as their agent in the world of the living
[21:02] <+wolfb> there’s a whole zombie faction
[21:03] <+wolfb> I’m pretty excited about the Draugar, they are a relatively new idea I’ve been working on
[21:04] <+wolfb> Well I guess we are out of time
[21:05] <~Dan> Technically, yes, but you are more than welcome to hang out and answer questions as long as you like. 🙂
[21:05] <+wolfb> Our facebook page is here: (Link: https://www.facebook.com/pages/Reign-of-Gods/1578355819050987)https://www.facebook.com/pages/Reign-of-Gods/1578355819050987
[21:05] <+wolfb> and our website is (Link: http://www.reignofgods.com)http://www.reignofgods.com we’re going to have weekly blog posts about development and the setting
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[21:06] <~Dan> wolfb: Thanks very much for visiting with us!
[21:06] <+wolfb> Thanks for listening and asking me questions, and thank you to Dan for giving me this chance.