[19:02] <+ZaneAparicio> Good Evening, My name is Zane and I’m one of the two creators of the Indie Tabletop RPG, Edge of Heaven; the other is my good friend Trevor Howse, but he can’t make it tonight. If you’ve never heard of us, that’s because we’re brand new and this is our first project. Edge of Heaven is a d100 based RPG set about 400 years in the future.
[19:03] <+ZaneAparicio> There are seven playable species: Cyborgs, Droga, Dunni, Edhireedi (Efreeti), Humans, Kelesti, and Jotnar.
[19:03] <+ZaneAparicio> In this context, we’re taking cyborg to mean lab-grown, purpose built cybernetically enhanced organisms. Those featured in the Core Rulebook are built for military and security purposes.
[19:03] <+ZaneAparicio> The Droga are small sized mesothermic reptilian creatures engineered from fossil record on a jungle planet. The coolest thing about them is their camouflage ability, though it only really works perfectly when they’re naked.
[19:03] <+ZaneAparicio> The Dunni are small sized amphibian creatures with a sort of nuclear steampunk flare. The toxic surface of their planet did not prohibit subterranean life from evolving.
[19:04] <+ZaneAparicio> The Edhireedi are midsized mammalian creatures evolved from the top predator on their planet. Despite their feline and vulpine features and predatory ancestry, they’ve got a very isolationist socialist society.
[19:04] <+ZaneAparicio> Humans have come quite a long way. We’ve terraformed and colonized Mars, and have developed colonies on Luna, Europa, and Titan, in our own system, and several smaller colonies in other systems. Our system is governed by the Solar Federation. Yes, we’re aware the name’s a bit referential.
[19:04] <+ZaneAparicio> The Jotnar are the newest encountered species, and are very rarely seen. From what we can gather, they’re eyeless and use a form of ecolocation to get around. They’re also the tallest species, standing at about 3 meters at the shortest. They’re the only big species in the Core Rulebook.
[19:04] <+ZaneAparicio> Finally, the Kelesti are probably the most technologically advanced species. They’re sort of post-avian and genderless, and stand just over 2 meters tall on average.
[19:05] <+ZaneAparicio> Our mantra throughout the design process has been: Simple. Fun. Realistic (relatively). In light of that directive, we’ve removed the class system and used a sort of skill feature system in its place. To reflect a character’s background, we’ve created a two-fold identity mechanic involving the character’s affiliation and their career.
[19:05] <+ZaneAparicio> Think Mob Doctor, or Corporate Spy, where the first descriptor reflects the affiliation and the second, the career. These give the character static bonus levels for skills (which can then unlock skill features) and also address per diem wages for days that the character spends working in that career.
[19:05] <+ZaneAparicio> I think I’m gonnu go ahead and finish the intro there. There’s a lot more, so I think I’m ready for questions. So, “(done)”
[19:05] <~Dan> Thanks, ZaneAparicio!
[19:05] <~Dan> The floor is open to questions!
[19:06] <~Dan> So let’s see… You say d100. Does that mean BRP in this context?
[19:07] <+ZaneAparicio> I’ve never played with a Basic Role-playing system, so I’m not 100% on this answer (see what I did there).
[19:08] <~Dan> Nice. 🙂
[19:08] <+ZaneAparicio> From what I can gather from the wiki article, there are similarities and differences.
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[19:08] <~Dan> Well, it’s the same system that’s used in such games as Call of Cthulhu and Stormbringer, for example.
[19:08] <~Dan> (Howdy, egyptian!)
[19:08] <@egyptian> (hi!)
[19:09] <+ZaneAparicio> we’ve forgone hit points is one of the major differences between EOH and most of the systems I’ve read about or played. Including BRP.
[19:10] <~Dan> Ah, I see. What do you use instead?
[19:10] <+ZaneAparicio> but, yes, there are enough similarities that one can drawn the comparison
[19:10] <+ZaneAparicio> injury roll on a d100
[19:10] <+ZaneAparicio> so taking a stationary, basic combat
[19:11] <+ZaneAparicio> you roll your attack, just like you would in DnD, but you compare your roll with bonuses to your weapon’s hit value, our measurement for accuracy.
[19:11] <+ZaneAparicio> if you hit, your weapon may or may not penetrate the armor, which is basic math PV>AV, it penetrates.
[19:12] <+ZaneAparicio> once you hit, you roll damage, which for most lethal weapons can be anywhere from light bleeding to organ damage, to death
[19:12] <~Dan> Quick question there.
[19:13] <~Dan> I take it that means that certain weapons simply are useless against certain armor?
[19:14] <+ZaneAparicio> ballistic weapons can still do some damage on a hit, but the damage is minimized by the lack of armor penetration.
[19:14] <+ZaneAparicio> but yeah, in essence.
[19:15] * ~Dan nods
[19:15] <~Dan> Fair enough.
[19:15] <~Dan> Do you have a character sheet posted we could look at?
[19:15] <+ZaneAparicio> if you get shot in the chest by a .22 while wearing a vest rated for .762, you’re going to get some bruising, but it normally won’t be fatal.
[19:16] <+ZaneAparicio> um
[19:16] <+ZaneAparicio> yes.
[19:16] <+ZaneAparicio> I’ve posted in on the facebook page just today.
[19:16] <+ZaneAparicio> one sec
[19:16] <+ZaneAparicio> link to come
[19:16] <+ZaneAparicio> or… pastebin
[19:16] <+ZaneAparicio> or something
[19:17] <+ZaneAparicio> (Link: https://www.facebook.com/theedgeofheavenproject/photos/pb.311165305690318.-2207520000.1420766381./501294573344056/?type=3&theater)https://www.facebook.com/theedgeofheavenproject/photos/pb.311165305690318.-2207520000.1420766381./501294573344056/?type=3&theater
[19:17] <+ZaneAparicio> (Link: https://www.facebook.com/theedgeofheavenproject/photos/pb.311165305690318.-2207520000.1420766381./501294570010723/?type=3&theater)https://www.facebook.com/theedgeofheavenproject/photos/pb.311165305690318.-2207520000.1420766381./501294570010723/?type=3&theater
[19:18] <~Dan> Let’s see here…
[19:18] <~Dan> Based on the contents of the sheet, I’m guessing this is some form of attribute + skill system?
[19:19] <+ZaneAparicio> yes. so attributes are stand in for the DnD abilities, just like in BRP
[19:19] <~Dan> What is their relationship to the skills?
[19:20] <+ZaneAparicio> the key attribute for a skill gets added to the skill for the purposes of the check. so Marksmanship, a combat skill, utilises agility. when you roll your attack roll, you add your marksmanship level and your agility score to the roll
[19:21] <~Dan> Pretty straightforward, then. What is the attribute scale for a human?
[19:21] <+ZaneAparicio> But, skills are a bit different than BRP or DnD, in that each skill has features that are unlocked at each level
[19:22] <+ZaneAparicio> one sec.
[19:24] <+ZaneAparicio> Humans gain 5 attribute points per level and start with bonuses in charm and intellect and a penalty in wit.
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[19:24] <~Dan> Heh. Humans are halfwits. 😀
[19:24] <+BlasterKyubey210> Eh
[19:24] <~Dan> (Welcome to #rpgnet, Mischif! Is that you, Cliff? 🙂 )
[19:25] <+Mischif> Yup
[19:25] <+BlasterKyubey210> Not really, perhaps the other races make humans seem dim but not really
[19:25] <+ZaneAparicio> attributes are rolled during character creation by rolling 2d10, taking the highest and adding 6, then dispersing the points among the attributes
[19:25] <~Dan> BlasterKyubey210: I know. Just being silly. 🙂
[19:25] <+BlasterKyubey210> Alternately, Man could be more Book smart, then Street Smart
[19:25] <+ZaneAparicio> so, you’ll have a high range of 16 points to spread out at the character creation stage.
[19:25] <~Dan> Mischif: Here’s what we’re discussing: (Link: https://www.facebook.com/theedgeofheavenproject)https://www.facebook.com/theedgeofheavenproject
[19:26] <+ZaneAparicio> Humans have had to be social and intelligent in their dealings with other species, but due to their short life spans, are prone to rash behaviors.
[19:26] <~Dan> ZaneAparicio: Hmm… That seems pretty low for a percentile system. Am I missing something there? Or do more points go into skills?
[19:27] <+GenoFoxx> or mankind does it through sheer bruteforce instead of finesse
[19:27] <+ZaneAparicio> more points go in skills. and the level system is a bit different.
[19:27] <~Dan> Ah, I see. So the points from attributes are more of a bonus?
[19:28] <+ZaneAparicio> so, at character creation, you have a number equal to half of the rolled AP to put into skills. all skills are open at character creation.
[19:29] <+ZaneAparicio> and yeah, other than straight attribute checks, like for poison affects, the attributes are more of a bonus
[19:29] <~Dan> Understood. Sounds good.
[19:29] <+ZaneAparicio> skills are leveled entirely through roleplay. you tell your DM that you’re spending x number of hours per day to train a skill, and when you reach n number of hours trianed, you gain a skill level
[19:30] <+ZaneAparicio> *trained
[19:31] <~Dan> That’s an unusual but reasonable approach.
[19:31] <+ZaneAparicio> when you’ve gained 5 skill levels in any combination, you gain a level, your races AP and an enhancement (which can be considered to be feats when compared to DnD, but with the right circumstances, can include cybernetic enhancements)
[19:32] <+ZaneAparicio> I haven’t met very many DMs who actually enjoy the EXP calculations… We tried to come up with something a bit easier and that made a bit more since in our minds.
[19:32] <~Dan> Ah, so the system is level-based but not class-based?
[19:33] <+ZaneAparicio> yes. to clarify, my definition of class is something akin to DnD (you’ll find it’s my main point of reference) where the class adds benefits as you progress in level.
[19:34] <~Dan> It sounds as though leveling up would be very much based on the whims of the GM and how widely he spaces out the adventures in game time.
[19:35] <~Dan> In other words, if there’s a lot of downtime, there’s more time to train, and hence more chances to level up.
[19:35] <+ZaneAparicio> Instead, we have Affiliations and Careers. Affiliations give you bonuses when dealing with certain people or tech, or in certain spheres of influence. Your Career gives you a static skill bonus and can unlock the skll features.
[19:35] <+ZaneAparicio> yes.
[19:35] <+ZaneAparicio> it can be.
[19:35] <+ZaneAparicio> but.
[19:35] <+ZaneAparicio> this game also involves space travel. which takes time, even at FTL.
[19:35] <+ZaneAparicio> so
[19:36] <~Dan> Is it possible to raise skills through in-game use?
[19:37] <+ZaneAparicio> We’ve toyed with that idea. The math got very complicated. But it’s somethign I’ve been wanting to take a second look at.
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[19:38] <+ZaneAparicio> we’d scrapped it originally because if we’re going to sit and tally every shot fired, for instance, we may as well work in thousands of EXP.
[19:38] <~Dan> True.
[19:38] <+Mischif> How is this different from something like Mechwarrior or Warmachine?
[19:39] <+ZaneAparicio> also, it’s worthy of note that some of our players in the playtest (involving a simple bank heist on mars) were able to make time to train and level some of their skills.
[19:40] <+ZaneAparicio> one sec, Mischif
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[19:42] <+ZaneAparicio> I haven’t actually seen Mechwarrior played as an RPG, though I now know that it can be. Is the RPG version d6-based also?
[19:43] <+Mischif> ooooo, it’s been a loooong time since I’ve played. .. Maybe?
[19:43] <~Dan> I only know of it second-hand, but isn’t the Mechwarrior setting humans-only?
[19:44] <+ZaneAparicio> those would be a couple major differences if they’re true.
[19:44] <+ZaneAparicio> another being that the Mechwarrior name would imply that, like it’s strategy counterpart, it revolves around mechanised combat.
[19:45] <~Dan> Are there any antatonists built into the setting?
[19:45] <+ZaneAparicio> A huge difference with Warmachine is the setting, specifically temporally. Warmachine operates in the Iron Kingdoms universe, which as I recall is somewhat steampunk.
[19:45] <+Mischif> How much difference do the races make to gameplay? Are they just flavors, or do they have different mechanics?
[19:46] <+ZaneAparicio> they have different mechanics, different attribute bonuses, different special abilities, and a slew of racial enhancements for each race.
[19:47] <~Dan> Speaking of special abilities, I don’t see any mention of psionics on the character sheet. Do they exist?
[19:47] <~Dan> (Sorry — didn’t mean to double up on questions there.)
[19:47] <+ZaneAparicio> no worries. gimme a sec and I’ll answer both in one shot.
[19:48] <+Mischif> Yeah, sorry about that. 🙂
[19:48] <~Dan> Mischif: No, you’re fine. I’m the one who asked a second question before the first was answered. 🙂
[19:49] <+ZaneAparicio> Let’s take a look at the Kelesti. The Kelesti get 3 Attribute Points per level, start with bonuses in brawn, wit, and intellect, and a penalty in charm, are able to see better in twilight and have a racial enhancement tree called grace.
[19:49] <+ZaneAparicio> they are the only once who can use grace.
[19:51] <+ZaneAparicio> there are two trees for grace. one involves telekinesis and the other involves empathy (taken here to mean the astute perception of another’s thoughts or emotions).
[19:51] <+ZaneAparicio> that is the closest thing we have to magic or psionics in EOH currently.
[19:51] <+ZaneAparicio> that said
[19:52] <+ZaneAparicio> I fought during the early stages for humans to have a psionics program. it may be something we add later, if we can get to publish.
[19:52] * ~Dan nods
[19:53] <+ZaneAparicio> My co-creator has always pushed for realism over fun and I’ve always pushed for fun and simple over real. so, we’ve come to balance from the conflict that, at the very least, satisfies us both.
[19:53] * ~Dan chuckles 🙂
[19:53] <+Mischif> That is always the balance in RPGs
[19:54] <+ZaneAparicio> does that answer your question as well, Mishcif?
[19:54] <+ZaneAparicio> *Mischif
[19:54] <+ZaneAparicio> having trouble typing for some reason tonight.
[19:54] <+Mischif> Yes, I believe it does. As a tactical turn based game, are you looking into creating miniatures?
[19:56] <+ZaneAparicio> I’ve looked at a couple studios to do that for us down the road, so yes. but we are very new and we’re going to be launching a kickstarter campaign to resolve our funding issues in May.
[19:57] <+ZaneAparicio> To clarify, I would call it a tactical turn based RPG, to differentiate it from Warhammer and its ilk.
[19:57] <+ZaneAparicio> but we definitely intend the tactical elements.
[19:58] <~Dan> Oh, did you see my antagonists question earlier?
[19:58] <+Mischif> If you haven’t already, look into Roaper. They’re just down the road from me, have had 2 great kickstarters, and their Bones line is both inexpensive and detailed. Easy to paint too
[19:58] <+ZaneAparicio> I did not. let me scroll up
[19:59] <+Mischif> Excuse me, Reaper
[19:59] <+Mischif> just my .02
[20:01] <+ZaneAparicio> Reaper is one of the ones we were looking into, yes. there was another studio in NZ that we were looking at, but I’ve forgotten the name at the moment.
[20:01] <+ZaneAparicio> as for antagonists.
[20:01] <+ZaneAparicio> YES.
[20:01] <+ZaneAparicio> we’ve got a couple antagonists.
[20:01] <~Dan> You might also want to look into 3D print-on-demand services, re: miniatures.
[20:02] <+ZaneAparicio> that’s what the NZ studio was doing, which is what drew me to it. but I’ve definitely got to do more research.
[20:03] <+ZaneAparicio> we’ve got a few criminal organizations to go up against, if that’s the way you want to play. The Jotnar are also scheduled to be antagonists in a series of modules one of our writers has planned.
[20:03] <+ZaneAparicio> they’ve got a tactical advantage in that they don’t need light to see you.
[20:04] <+ZaneAparicio> which will make for some challenging gameplay.
[20:04] <+ZaneAparicio> we hope
[20:04] * ~Dan chuckles
[20:04] <+ZaneAparicio> alternatively, you can have a criminal affiliation, which might make government entities your antagonist
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[20:06] <~Dan> On a scale of 1-10, how cinematic would you say the game is?
[20:06] <~Dan> (Howdy, MBLIG!)
[20:06] <+MBLIG> Hi!
[20:09] <+ZaneAparicio> erm. that’s an odd question, to me. I’d say we give enough detail for GMs to make it like 8. We give information on what the buildings are made from and the like. That answer would really depend on the group
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[20:10] <~Dan> Well, by cinematic, I mean how action-oriented and pulpy is it, as opposed to grim-and-gritty?
[20:10] <~Dan> (Howdy, Monochrome_Tide!)
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[20:11] <+AP-Jeff> hello
[20:11] <~Dan> (Howdy, AP-Jeff!)
[20:11] <~Dan> ZaneAparicio: Quick aside: MBLIG and AP-Jeff are among your fellow game authors. 🙂
[20:11] <+ZaneAparicio> ah, I think I understand a bit better your meaning.
[20:11] <+AP-Jeff> ohh hello
[20:11] <+AP-Jeff> im working on my supplement right now
[20:11] <+AP-Jeff> actually
[20:12] <+ZaneAparicio> good to know. I was looking through the previous logs earlier
[20:12] <+ZaneAparicio> this is our very first project.
[20:12] <+AP-Jeff> ohh cool
[20:13] <+ZaneAparicio> in order to answer your question, Dan, let me use another example.
[20:13] <@Silverlion> Hrms. That character sheet is very busy
[20:14] <~Dan> (Ah, and there’s Silverlion, yet another author. 🙂 )
[20:14] <+Mischif> Gah, I’m outnumbered
[20:14] <+ZaneAparicio> the first mission module we have planned revolves around a bank heist. Now, you can charge in, guns blazing, killing everything in sight, or you can take your time, plan you moves, and steal the data without them ever knowing.
[20:14] <@Silverlion> I missed most of everything alas.
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[20:16] <+MBLIG> Hi Zane. First I have never met another Zane, that’s my cousin’s name so that is cool. How did your project start or the inspiration behind it?
[20:16] <+ZaneAparicio> Quick aside to Silverlion: yes. I do realise this, and I’ve been having a bit of trouble in fixing it. it may just be a design flaw, but our intention was to put as much information in two sheets as possible, as opposed to require four sheets to give the same information. that’s the third iteration, and I intend to tackle a fourth over the weekend
[20:16] <~Dan> How competent are beginning PCs? Is the guns-blazing approach potentially effective or likely suicide?
[20:16] <+ZaneAparicio> to attempt to fix the clutter
[20:17] <~Dan> (Question pause.)
[20:17] <@Silverlion> Is there a huge difference between the grenades and weapons and such that you need a seperate skill for each?
[20:17] <@Silverlion> Oh sorry dan was typing
[20:17] <~Dan> (No worries! Question pause after Silverlion’s question.)
[20:17] <+ZaneAparicio> Ok. Dan’s question tree first.
[20:17] <+MBLIG> 🙈
[20:19] <+ZaneAparicio> gun’s blazing can be effective with the right party combination. if you’ve got people with enough levels in Marksmanship and high enough armor rating, and they’re quick about it, they can make off with a moderate sum of credits.
[20:20] <+ZaneAparicio> but, just like with a real heist, the more violence is involved, the louder you are, the more likely you are to get caught.
[20:20] <+ZaneAparicio> so, it’s not necessarily suicide, and we provide the option and ability to do it. But my favorite parties went for more sneaky approaches in the playtests.
[20:21] <+ZaneAparicio> I saw both approaches in the playtests and only one player outright died.
[20:21] <+ZaneAparicio> just a bad roll really.
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[20:21] <+Mischif> I hope is was the character, and not the player. otherwise you’re got a PR nightmare
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[20:21] <+ZaneAparicio> LOL
[20:21] <+ZaneAparicio> yes, that, thanks for the correction
[20:21] <+Mischif> 🙂
[20:22] <+ZaneAparicio> Siverlion next. Not ignoring yours MBLIG, it’s just going to take a bit more involved of an answer.
[20:22] <+ZaneAparicio> *Silverlion
[20:23] <+MBLIG> No problem!
[20:23] <+ZaneAparicio> those are actually proficiencies, which allow you to do special things with the weapons in question. as quickdraw doesn’t really work for grenades and kelesti weapons are shaped differently than human weapons, which are shaped differently from dunni weapons,
[20:23] <+ZaneAparicio> we felt the split was necessary.
[20:24] <+ZaneAparicio> to be clear, proficiencies do not provide a combat bonus, just special features that you know how ot do because you’ve used that class of weapon more.
[20:24] <+ZaneAparicio> MBLIG now.
[20:25] <+ZaneAparicio> I’ve met like five Zanes…
[20:25] <+MBLIG> Wow not up here in da north or Minnesota
[20:26] <~Dan> That’s because Minnesota was very well de-Zaned.
[20:26] <+MBLIG> Haha
[20:27] <+ZaneAparicio> It started about eight years ago now. My (now ex) girlfriend invited Trevor and I to a sort of authors club and we’d decided as a group to write a joint story. It involved mythical creatures in space flying around. This was right after Firefly and Serenity, so we stole some inspiration for the setting from Mr Whedon.
[20:27] <+MBLIG> Cool
[20:28] <+ZaneAparicio> In the beginning, the Kelesti were actually angels, the Edhireedi were called Ifriti and were fox spirits, the Dunni were based off a Hawaiian stone dwarf creature, and none of the other species but human existed.
[20:29] <+ZaneAparicio> About Five years ago, we decided it needed tweaking and we should look at it as a potential game. and we first though video game.
[20:29] <+ZaneAparicio> *thought
[20:29] <+ZaneAparicio> but a lack of programmers caused us to venture more toward a d20 based proof of concept, and we’ve been tweaking since then.
[20:30] <+ZaneAparicio> “(done)”
[20:30] <+ZaneAparicio> I think
[20:30] <+MBLIG> How did it end up as a d100?
[20:31] <+ZaneAparicio> Trevor and some of his friends were playing Main Battle Tank at the time, and the d100 based mechanics seemed to fit better for ballistic weaponry.
[20:31] <+ZaneAparicio> then
[20:31] <+AP-Jeff> i agree d20 for ballistics isnt very good
[20:31] <+ZaneAparicio> we ended up using like eight different die on one characters turn
[20:32] <+ZaneAparicio> And I was like, we’re dropping all the d20 mechanics and switching it to d100… there’s too many dice”
[20:33] <+ZaneAparicio> Yeah, AP-Jeff, I’ve never liked D20 for modern usage. It’s great for the fantasy setting, but rolling a single d10 for ballistic damage against a creature that might have 110 HP…. it peeves me
[20:33] <+AP-Jeff> to be fair there are tons of ways to fix things
[20:34] <+AP-Jeff> but talking things like burst fire and spreads and all sorts of attacking options d20 can be limiting
[20:35] <+ZaneAparicio> yes. there is always a better way. I’m not condemning the d20 system as a whole. I play pathfinder weekly. I love d20. I just didn’t think it fit this setting. and years from now, presuming successful publishing, some other geek is going to be saying the same thing about EOH, or any other system, I’m sure.
[20:36] <+ZaneAparicio> So we took the MBT mechanics, at first. but then the Hit Chart seemed overly complicated and slowed combat, so we went to a simple Hit Number system
[20:37] <~Dan> MBT?
[20:38] <+Mischif> Main Battle Tank
[20:38] <~Dan> Oh! Gotcha.
[20:38] <+ZaneAparicio> what Mischif said
[20:39] <+Mischif> 😉
[20:39] <+ZaneAparicio> which is why Miscif, you probably see a lot of similarities with tactical games. we started with tactical mechanics for combat and tweaked them bit.
[20:39] * ~Dan chuckles
[20:39] <+ZaneAparicio> no hex system though.
[20:40] <+ZaneAparicio> we got rid of that early on too.
[20:40] <+Mischif> Well, that and the description on your FB page led me in that direction, yes
[20:40] <+ZaneAparicio> fair
[20:41] <+ZaneAparicio> we intend to have light roleplay skirmishes rolling out also, for straight tactical play. there’s one at the end of the Core Rulebook in fact.
[20:44] <+ZaneAparicio> AP-Jeff, what’s your game?
[20:44] <+ZaneAparicio> I know I’m not supposed to be the one asking questions here…
[20:44] <~Dan> It’s your show, ZaneAparicio. You can do what you like. 🙂
[20:45] <+ZaneAparicio> *dances while yodeling*
[20:45] * ~Dan claps in time
[20:45] <+ZaneAparicio> I don’t know why that popped in my head.
[20:45] <~Dan> It’s this place. It does strange things to a man.
[20:45] <+ZaneAparicio> did I answer your cinema question?
[20:46] <~Dan> You did, thanks.
[20:46] <+AP-Jeff> ZaneAparicio it’s age apst
[20:46] <+AP-Jeff> ill get you a pdf link
[20:46] <~Dan> Do you have any sort of bestiary or creature-building system?
[20:47] <+AP-Jeff> yes
[20:47] <+AP-Jeff> oops not a question for me
[20:47] <+ZaneAparicio> I looked it up online.
[20:47] <+ZaneAparicio> (Link: http://www.agepast.com/world.php)http://www.agepast.com/world.php
[20:47] <+ZaneAparicio> ?
[20:47] <+AP-Jeff> (Link: https://www.dropbox.com/s/zcvvaijglqh1owr/Age_Past_%20Incian_Sphere_APIS001b.pdf?dl=0)https://www.dropbox.com/s/zcvvaijglqh1owr/Age_Past_%20Incian_Sphere_APIS001b.pdf?dl=0
[20:47] <+AP-Jeff> right click and save as
[20:48] <+ZaneAparicio> Not the way you’re thinking, like the Monster Manuals or Bestiaries from the D20 giants.
[20:49] <~Dan> Um… Do you want me to edit that out of the chat log, AP-Jeff? Otherwise, anyone who reads the log will be able to get the game that way.
[20:49] <+ZaneAparicio> we’ll have race building rules out in a later book. we’ve got guidelines we follow and we don’t mind sharing them
[20:49] <+ZaneAparicio> *chuckles maniacally*
[20:49] <+AP-Jeff> ohh im osryr i didnt realize that this was the actual QnA, i thought it was the questions after
[20:49] <+AP-Jeff> its fine
[20:49] <+ZaneAparicio> back to the question.
[20:49] <+ZaneAparicio> um
[20:51] <+ZaneAparicio> we have some bestiaries planned for certain planets, in case people want to hunt. But I’ve noticed most Sci-Fi conflict focuses on people versus people, whereas fantasy focuses on monster hunting.
[20:52] <~Dan> Well, kinda depends upon the subgenre of sci-fi. But in general, you’re probably right.
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[20:53] <+ZaneAparicio> that’s true enough. I’ve seen the most dangerous game done six ways from sunday in sci-fi settings.
[20:54] <~Dan> So quick note: While you’re welcome to stay and answer questions as long as you like, is there anything we haven’t covered that you’d like to bring up in what’s left of “regular” time?
[20:55] <+ZaneAparicio> two quick notes that we’ve used to try and further set us apart
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[20:55] <+ZaneAparicio> no grid system whatsoever, so get out your rulers
[20:55] <+ZaneAparicio> and almost all of the measurements are in metric.
[20:56] <~Dan> Bah. America needs no foreign rulers!
[20:56] <+AP-Jeff> <claps>
[20:56] <+ZaneAparicio> for which I’ve provided a conversion at the front of the CRB
[20:56] <+ZaneAparicio> lol
[20:57] <+MBLIG> Nice
[20:57] <+ZaneAparicio> but no. other than that, I don’t see anything I’d like to bring up. We’re rolling out a new kickstarter in May, hoping to fund a team of artists to make pretty pretty arts.
[20:57] <+ZaneAparicio> and to publish sometime shortly before next holiday
[20:58] <~Dan> Excellent. I do hope you’ll feel free to stop by here and discuss the game any time you like, or just hang out. 🙂
[20:58] <~Dan> As you can see, many game authors do regularly. 🙂
[20:58] <+ZaneAparicio> I intend to.
[20:59] <~Dan> And thanks very much for chatting with us this evening!
[20:59] <+ZaneAparicio> it seems like an awesome networking tool and I’ve received a lot of good feedback tonight