[20:08] <+PierceFraser> Hello folks! I’m Pierce, and I created the post-human tabletop RPG Hc Svnt Dracones
[20:11] <+PierceFraser> Quick little background for those who haven’t looked into it, it’s a science fiction setting placed in local space, pre FTL, where you play the role of a Vector. Essentually a genetically engineered creture left behind after humanity destroyed itself. It’s a game about discovery and exploration, both socially and physically
[20:11] <+PierceFraser> (done)
[20:11] <~Dan> Thanks, PierceFraser! The floor is open to questions!
[20:12] <+Bobinator> What’s the status on the first expansion so far, if you’ve started on it yet?
[20:12] <~Dan> One thing I want to know is how the heck you pronounce the title. 🙂
[20:12] <+Pteryx> For that matter, what does that arcane-sounding name mean?
[20:13] <+Paradim> I’m curious as to how much Vectors know about the history of humanity, is it an open book to them?
[20:13] <~Dan> (Question pause after Paradim’s question.)
[20:13] <+PierceFraser> heheh, I’ll hit dan’s first. Hic Sunt Dracones. It’s latin, taken from the hunt-lenox globe, which is generaly thought of as the oldest map of the new world. the generally accepted translation is “here be dragons,” but the meaning isnt so much “giant lizards” as “things that are much greater than you are, which should not be underestimated”
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[20:14] <~Dan> (Welcome to #rpgnet, Videogamerkm!)
[20:14] <+PierceFraser> it was a warning on a part of the map you were meant to avoid. obviously, humans have not avoided it. That sort of exploration in the face of obvious danger, or stepping beyond ones lines, is somewhat central to the game
[20:15] * +Pteryx nods.
[20:16] <+PierceFraser> As to the expansion question, two expansions are currently being written. The first is a large one which containis over 25 new species to play as, as well as new Focuses, morphisms and motivations. the second is a bit of an experiment im eager to try
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[20:16] <~Dan> (Howdy, Gemini_!)
[20:17] <+Gemini_> (Q&A?)
[20:17] <+PierceFraser> they’re posters, wall poster size, styled like advertizments for new products from the megacorps in the game. each poster will contain a description, a stylized image like a magazine advert, and in-game rules
[20:17] <~Dan> (Yup!)
[20:17] <+PierceFraser> the intent is to release them monthly or bi monthly depending on how long the art takes
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[20:19] <+PierceFraser> paradim’s question: Public Vector knowlage of humanity is pretty limited, mostly due to apathy. Walk down the street, grab the first random person you meet stepping out of a mcdonalds, and ask them how much they know about ottoman empire. Chances are, not a whole lot. it isn’t relevent to their life
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[20:20] <+PierceFraser> Historians and specialists know a lot more, but it’s all vaugery, as they only source material they have is second hand: whatever was brought up from Earth by the humans that fled to mars
[20:20] <~Dan> (Welcome to #rpgnet, Doubleclick!)
[20:21] <+Doubleclick> (Heya!)
[20:21] <~Dan> (Here for the Q&A?)
[20:21] <+Doubleclick> (Mostly a bit of curiosity.)
[20:22] <+PierceFraser> For example: they could tell you we had TV, or a global network of information, or vehicles to drive with, because they have references to those things. they couldnt tell you who the FORD ceo was, or what the most popular sitcom of the day was. that information just didnt make the trip
[20:22] <+PierceFraser> (done)
[20:22] <~Dan> (Ah. I’ll PM to get you up to speed. 🙂 )
[20:22] <+Doubleclick> (Thanks!)
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[20:23] <~Dan> PierceFraser: Now, the PCs are anthropomorphic animals of some sort, correct?
[20:23] <~Dan> (Welcome to #rpgnet, MDStewart!)
[20:23] <+PierceFraser> Actually, character generation gives you a variety of body choices, but yeah, thats the majority population
[20:23] <~Dan> Oh? What else is there?
[20:24] <+Doubleclick> Taurs!
[20:25] <+PierceFraser> Part of charGen is the Morphism section, which describes a series of accidentaly anomalies that emerged during the second phase of Vector population expansion 700 years before the game’s common era. It lets you change your character into a variety of different things. Hybrids, taurs, full four-legged things, miniature things, there are several
[20:26] <+Pteryx> Hm, you got cut off: “there are several”
[20:26] <+PierceFraser> 😄 im afraid i just left off the period, that was the end of the statement.
[20:27] <+Pteryx> Ah, OK.
[20:27] <~Dan> Do you have a character sheet posted somewhere we could see?
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[20:28] <+PierceFraser> Sure, just a moment. There are several, there’s the official one, and a fan made a condensed one, and sever folks have made auto-populating versions. I believe doubleclick was one, actually
[20:28] <+Bobinator> How has work come along on the character creation software that you mentioned a while back?
[20:28] <+PierceFraser> (Link: http://hsdroleplayinggame.com/utilities/)http://hsdroleplayinggame.com/utilities/
[20:28] <+PierceFraser> the official sheets are there at the top
[20:29] <+Pteryx> Is there anything in particular that motivated you to make a sci-fi game about people with animal traits? While watching one of your videos, I noticed a reference to “a home for your characters”, and wondered if that was related to that motive.
[20:29] <~Dan> Ah, yes… I remember you posting these previously.
[20:29] <+PierceFraser> the chargen app is currently under development and should be done (baring additional illness on the part of the builder) within the next month or so. It will cover all character building options in the core book
[20:29] <+Paradim> What kind of challenges do you expect to show up in campaigns, as some examples of what characters could be doing?
[20:31] <~Dan> (Let’s have a question pause after Paradim’s question.)
[20:32] <+PierceFraser> Pteryx: HSD has been commonly refered to as a “furry game,” and I’m not going to sit here and tell you it didnt have a target demographic. But from the very beginning it was intended to be approachable by everyone. There’s even a page dedicated to that, right in the beginning. Vectors are not tiger people from the jungle planet bent on roaring ferociously,
[20:32] <+PierceFraser> they’re humans, without human bodies, human buildings, human culture, or even the human planet. Part of the HSD story is figuring out how to be a person when everything we define ourselves with is gone
[20:33] * +Pteryx nods.
[20:34] <+PierceFraser> My video comment about “finding a home for yourself” is one of the other goals of the franchise. This is a big setting with a large lore and many places to play, among many themes. It’s my hope that whatever adventure you want to have, you can find a place to have it here
[20:34] * +Doubleclick nods. “Yes, I did make a fillable sheet with some autopopulation. I’ll be adding back just the plain fillable sheet as well since I realized it would be friendlier to people who want to use house rules.”
[20:36] <+PierceFraser> Paradim: A lot of the best campeigns come out of actual games people have run, so for a while Ill just be watching and listening to see what resonates with folks, but there are several options. I have plans for an intro adventure hinging around tracking a murder across a series of ships, and there are advanced ones that gravitate around the whispers and other
[20:36] <+PierceFraser> larger threats in the game
[20:37] <+PierceFraser> One of the experiments i’d like to try is providing a setting, rather than an adventure, and filling it with hooks that a guide can use to craft their own narrative
[20:37] <+DustinDePenning> So what steps did you take to make sure the game is approachable by everyone?
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[20:38] <~Dan> (Welcome to #rpgnet, Jin!)
[20:38] <+PierceFraser> heh, many. can you refine the question? do you mean lore or rules or imagery or what?
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[20:39] <+DustinDePenning> Rules wise, sorry for not being specific
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[20:40] <~Dan> (Welcome to #rpgnet, BillyMays!)
[20:40] <~Dan> (And GrapeSeedJuice!)
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[20:41] <+GrapeSeedJuice> Hello
[20:41] <+PierceFraser> no problem. HSD is a rules-medium game. It’s no where near as crunchy as Hero or Eclipse Phase, or even dnd 3.5 (I cant speak for 5), but it has more detail and rolling than your really rules-lite systems like base d6. It works off three dice and uses a central mechanic for all its systems
[20:42] <+DustinDePenning> Can you elaborate about the central mechanic?
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[20:42] <~Dan> (wb, Bobinator!)
[20:42] <+Bobinator> ((Mibbit crapped, sorry.))
[20:43] <+BillyMays> (I always think it’s neat when you just meet the maker of a RPG and talk to them so easily)
[20:43] <+PierceFraser> the main goal of the 8-10-12 system was to encourage players to explain, through dice, how theyre solving a problem, rather than the DM or the game telling how they HAVE to do it. If you have a look at the character sheet, youll see a variety of stats listed in 4 colums: mind, body, Economy and community
[20:43] <~Dan> (That’s one of the things we’re all about here, BillyMays! Glad to have you here. 🙂 )
[20:43] <+PierceFraser> theres also a proficieny list down the side, which looks a lot like the skill list in most systems
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[20:44] <+BillyMays> (So wait, how many people worked on HSD? Pierce is the lead designer, right?
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[20:44] <~Dan> (He is. I’m the owner of the chatroom. 🙂 )
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[20:45] <+BillyMays> (Ah, I see)
[20:45] <+PierceFraser> When your faced with a problem, you first decide how your character would solve it. the example I like to use is intimidation. are you going to intimdate physically? are you going to scare them with your intelligence? maybe flash a bunch of money and make them feel insignifigant? what means will you use?
[20:45] <+Bobinator> ((Is it OK to slip in another question?))
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[20:46] <~Dan> (Sure, fire away, Bobinator. 🙂 )
[20:46] <~Dan> (BillyMays: Just sent you a PM.)
[20:46] <+Bobinator> Will there be any chance we’ll get something about space travel and moving beyond Mars & Venus? Even without FTL, I feel that kind of exploration is something kind of “missing” from a setting like this.
[20:46] <+Bobinator> Well, by beyond, I mean, WAY beyond.
[20:47] <+PierceFraser> When you’ve decided, you’ll combine the stat and proficiency most appropriate to your actual action. mind: strength+intimidate, or body:Presence+intimidate, maybe Body:acuity+intimidate if you want to pick out details on their person and use those as leverage. whatever works best in your favor. and that’s the check you’ll roll
[20:47] <+PierceFraser> It’s designed to let players play the game to the strengths of their characters, instead of having to build characters to best exploit the game’s system.
[20:48] <+PierceFraser> (done)
[20:48] <+PierceFraser> lemmee find the next one, here
[20:48] <+PierceFraser> BillyMays, excluding the artwork, which was me and nearly 10 other folks, the game is entirely mine
[20:49] <+PierceFraser> solo project
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[20:49] <+DustinDePenning> Pierce – I really like the concept behind the core game mechanics
[20:49] <+PierceFraser> Thanks, hang on, ill link you to more detail
[20:49] <+Pteryx> Mm, agreed that it sounds like a neat system.
[20:50] <+PierceFraser> (Link: http://hsdroleplayinggame.com/videos/)http://hsdroleplayinggame.com/videos/
[20:50] <+DustinDePenning> it’s something I’d like to explore more when I have time. Seems pretty innovative in the direction it approaches challenge gates
[20:50] <+BillyMays> Wow
[20:50] <~Dan> PierceFraser: Did you see Bobinator’s question?
[20:50] <+PierceFraser> the 8-10-12 video in there describes it a bit more
[20:50] <+PierceFraser> yes, getting to it
[20:50] <~Dan> Ah, sorry.
[20:50] <+PierceFraser> no worries
[20:50] <+DustinDePenning> thanks man! I actually gotta run though, got some stuff I have to do tonight. Thanks for coming by 🙂 and sorry to make you wait, Bob!
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[20:51] <+Bobinator> No problem! These are good questions, so I’m enjoying just sitting and reading.
[20:51] <+BillyMays> Wow, that must have been a lot of work
[20:52] <+PierceFraser> bob, FTL opens up a brand new sort of game to a world like this. The primary reason for having it is to take advantage of alien environments, but first-contact pretty much right-turns the entire game. I can think of nothing more significant to a society. Im not going to say it’s never going to happen, but if it does, it will need an entire new core rule book
[20:53] <+PierceFraser> it would be like shadowrun updating. the whole lore would have to move forward in a large new direction
[20:53] <+Bobinator> Ah, understandable. Sorry, I guess my brain just immediately jumps to that sort of thing when I think “sci-fi”. It’s a bad habit.
[20:53] <+BillyMays> I got a name for that book: Deep Space Furry
[20:53] <~Dan> Now, along those lines, do I recall you saying that while there aren’t any aliens in the setting, there are some sorts of spiritual entities or the like?
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[20:54] <+PierceFraser> billymays: It was pretty heavy work, yes. got pretty insane near the end. still is. the book was intended to be published and completed before my baby was born. she was born 3 months early. obviously, that didnt happen
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[20:56] <+PierceFraser> Dan, There is a concept in the game that centers around abstracted realities, which contain bizzare life of their own. The various powers in the game have taken careful measure to ever avoid refering to them as “aliens” specifically because of the social ramifications, but they are clearly not from around here
[20:56] <~Dan> Can you give an example of such a being?
[20:56] <+BillyMays> Wouldn’t “Hydra” be one?
[20:57] <+PierceFraser> (Link: http://i.imgur.com/3e7b58t.jpg)http://i.imgur.com/3e7b58t.jpg
[20:57] <+PierceFraser> have a look at the thing on the right. That’s a transcendent manifestation. they dont all look like that, but it’s and example
[20:57] <~Dan> Wow… Freaky.
[20:57] <+PierceFraser> That was pulled through from an abstracted reality by one of the game’s abilities
[20:58] <~Dan> When you say “abilities”, are you talking psionics? Mysticism?
[20:59] <+Pteryx> It sounds like the setting has a lot of lies in need of destroying.
[20:59] <+BillyMays> BURN THE SYSTEM DOWN
[20:59] <+BillyMays> START A REVOLUTION
[20:59] <+Doubleclick> No one knows exactly what Hydra is. Normal though is one thing it is not. The Whispers and Palemen may not be “aliens” but they are alien in appearance and nature. And transcendent implants can grant neat powers when they don’t kill you.
[20:59] <+BillyMays> ROW ROW FIGHT THE POWAH
[21:00] <+PierceFraser> dan: Sort of. the game’s equivalent of “magic” are transcendent implants. there’s a great big lore explination of them, but the gist is they allow you to reach out into an abstraction of reality and pull through various specific energies. they’re powerful, but very dangerous to use
[21:00] <+BillyMays> Ok, so I have an important question
[21:00] <+BillyMays> Laser swords. Coolest thing ever, or coolest thing ever? And will they ever be added to the game?
[21:01] <+PierceFraser> heh, there is a more lore-friendly equivalent that will be available eventually
[21:01] <~Dan> Heh. Allow me to piggyback on that question and ask about the overall tech level of the setting. 🙂
[21:01] <+BillyMays> Yesss
[21:03] <+BillyMays> Which book, by the way? I’d guess the IPPF book?
[21:04] <+PierceFraser> It sort of depends on how youre defining “tech level.” It tends to vary wildly depending on what lore youre following. But the general scale of HSD is one of casual and fairly simple local-space flight, very advanced genetic and biological science, and pretty sophisticated technology, though perhaps a bit more utilitarian than some lores would go for
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[21:04] <~Dan> (Welcome, Guest! Please set your name with the /nick command. 🙂 )
[21:05] <+PierceFraser> Most guns still use bullets, for instance. There wasent a reason not to; theyre quick to make, very lethal, very reliable and very functional. they’ve just refined the design over the years
[21:05] <+Bobinator> On that note: Will we ever see handheld laser weaponry?
[21:06] <~Dan> Is there space combat, and if so, what does it look like?
[21:06] <+Paradim> You’re mentioning multiple “lores”, are lores setting switchups or additions that you can mix and match?
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[21:06] <+PierceFraser> the laser sword you were asking about is actually a hand laser with a focusing point about two feet away, intended to be wielded as a cutting tool for close quarters ship-to-ship combat. so, yes to everything!
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[21:07] <~Dan> (Welcome to #rpgnet, Scales!)
[21:07] <+GrapeSeedJuice> Here’s a question, Will there be another time we can have a Live Q&A Session?
[21:07] <+PierceFraser> Dan, there is an entire chapter dedicated to ship building, warfare, and equipment. it contains rules for flying and fighting as well as whats going on inside the ship in the meantime
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[21:08] <~Dan> (Oh dear. Somebody tipped the Scales.)
[21:08] <+PierceFraser> Its played on the same hex grid as standard combat and uses similiar but modified rules
[21:08] <~Dan> GrapeSeedJuice: In person, you mean?
[21:09] <+GrapeSeedJuice> yes
[21:09] <+BillyMays> In what order do you plan on releasing the expansion books? Are you doing it based on the order of the megacorps in the book? (As in MarsCo, then ASR, then Pulse, etc.) or a different way?
[21:09] <+PierceFraser> one of the big ones is the momentum of the ship, which requires you to use your movement options to counteract your own forward motion before you can change directions
[21:10] <+PierceFraser> Billymays: Thats going to come down to public interest, honestly. The game has many planned expansions, but it all costs time and money. I’ll be releaseing in order of demand, which is why the race expansion is coming first, rather than being devided among corp books as was originally planned
[21:11] <+BillyMays> Will there be cogs? *eyebrow waggle*
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[21:11] <+PierceFraser> yes. They are still planned for inclusion in the ASR expansion
[21:12] <~Dan> (Howdy, Snoof, Canageek!)
[21:13] <+PierceFraser> (done)
[21:13] <+Bobinator> Will the IRPF book go into law & punishment at all? Like, if there’s a jury for crimes, what the prisons are like, etc.
[21:13] <~Dan> PierceFraser: Did you see GrapeSeedJuice’s question?
[21:13] <+Bobinator> ((You gotta know what they’re like if you want a cool prison break adventure, after all!))
[21:14] <+PierceFraser> oh, no, hang on
[21:14] <+PierceFraser> i actually thought that was for you, dan, XD. I dont determine the schedule here
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[21:14] <~Dan> I think he was asking if you’re going to do an in-person Q&A. 🙂
[21:15] <+GrapeSeedJuice> Yea i meant to say that, sorry
[21:15] <+BillyMays> Oh, I meant in the race expansion. Well here’s to hoping the ASR expansion is released second, I’d love to see cogs and some cool new implants
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[21:16] <~Dan> (Howdy, Teller!)
[21:16] <+PierceFraser> Via voice or something? it’s certainly do-able, it would sort of come down to if there was interest or not
[21:16] <+Teller> What up?
[21:16] <+Teller> (Oh, sorry. I see there’s a thing. I’ll shaddup.))
[21:17] <~Dan> (No worries, Teller. A Q&A about this: (Link: http://rpg.drivethrustuff.com/product/141683/Hc-Svnt-Dracones)http://rpg.drivethrustuff.com/product/141683/Hc-Svnt-Dracones )
[21:17] <+GrapeSeedJuice> i meant this live chat, sorry again
[21:18] <+Doubleclick> I must say I’m looking forwards to the addition of more species. The existing five were a very good choice for a start, but there are so many other fun options as well!
[21:18] <+PierceFraser> Grapeseed, I think im missunderrstanding the question. there is a Q and A going on right now, is there some question you needed to ask at a later date that cant be asked currently? Im fine with another one, but i dont think they useually do these twice with the same person
[21:18] <+BillyMays> Oh, that reminds me. I wanted to ask what Cog chassis usually looks like. I know they look obviously mechanical, but are their chassis based on Vectors or are they just generally humanoid?
[21:18] <~Dan> GrapeSeedJuice: Another one of these with PierceFraser? Or with other authors? 🙂
[21:19] <+GrapeSeedJuice> Either one would help, because I’m still not finished reading
[21:19] <+PierceFraser> Billymays: at present they are not in that book. However, it’s likely there will be a kickstarter for this book, as it’s pretty hefty. I may include cogs as a stretch goal
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[21:20] <+GrapeSeedJuice> I have some questions but im afraid they might be answered later on
[21:20] <~Dan> Ask away, GrapeSeedJuice. 🙂
[21:21] <+GrapeSeedJuice> Which is why I was asking if there will be another live Q&A chat
[21:21] <+PierceFraser> They are generally humanoid, billy. helps them to operate in a world build for humanoids
[21:21] <~Dan> GrapeSeedJuice: Probably not about the core book, but certainly about whatever future supplements PierceFraser would like to discuss.
[21:21] <+PierceFraser> you can ask anyway, if it’s been covered ill copy/paste the earlier response, 😄
[21:22] <+BillyMays> So Cogs don’t have to necessarily look like a robot version of a Vector, they’re just usually humanoid?
[21:22] <+Bobinator> (Link: http://fc00.deviantart.net/fs71/f/2011/062/4/e/robot_squirrel_concept_05_by_kp_shadowsquirrel-d3atun9.jpg)http://fc00.deviantart.net/fs71/f/2011/062/4/e/robot_squirrel_concept_05_by_kp_shadowsquirrel-d3atun9.jpg So, would a Cog be more like this? (I just used Google Image Search, sorry.)
[21:23] <+GrapeSeedJuice> I’m trying to word my question correctly, give me a sec
[21:23] <+PierceFraser> Many choose to include vector stylings like ears or muzzles so they can fit the standards of what is considered “attractive”, but it certanly isnt a rule. Cogs have been around for nearly as long as vectors have, and have come to be appreciated for their own quirks. Several dont even have faces
[21:23] <+Paradim> Oh! If this is your first RPG development, what did you think of the Kickstarter process for helping you make the game happen?
[21:24] <+BillyMays> Awesome. How long do Cogs “live”? As long as their conscious core keeps running? Do they have a set life span?
[21:25] <+GrapeSeedJuice> That was the question i was thinking of, BillyMays 😄
[21:25] <~Dan> 🙂
[21:25] <+PierceFraser> Paradim, for a project the size of this one, it was essential. I have spent nearly all of the money I raised, and I raised nearly 15000 dollars. Printing, shipping, app development, web development, artwork, hosting, distribution, it’s all very expensive
[21:26] <+BillyMays> Well it’s good to see all that raised money paid off. See, Kickstarter is useful for things other than helping people raise money to make a potato salad!
[21:26] <+PierceFraser> and i did the vast majority of development myself. all the layout, writing, half the artwork, all the print prep and networking, distribution, etc, all me so i didnt need to pay others. if youre not planning on being the one-stop-shop, you have to factor employee cost in there too
[21:26] <+Paradim> Glad to have been a help for it, then ^^
[21:27] <~Dan> Are the planets of the solar system terriformed, and if so, what are their environments like?
[21:27] <+PierceFraser> thanks for your support!
[21:27] <~Dan> terraformed, even
[21:28] <+PierceFraser> Mars and Venus are the primary terraformed planets in the setting, and Europa and Ganymede are common populated areas as well. Mars is fairly earthlike, venus was terraformed later and they took greater care in preserving its geography, so its mountains and such look a lot more alien
[21:29] <~Dan> Do they have their own flora and fauna, or is it all Earth exports?
[21:29] <+PierceFraser> Europa is a dome world, it wasent terraformed at all. Ganymede was, but its distance from the sun makes it a very harsh place to live
[21:30] <+PierceFraser> Mars is mostly earth export with some tweaks to fit the new ecosystem. Venus has a lot of biologically constructed strains of things, it was sort of crafted to be a haven for gene artists. the local fauna includes everything from earth tigers to dragons
[21:30] <~Dan> Heh. Cool. 🙂
[21:31] <+GrapeSeedJuice> How different is the standard of living from each corporation? Are there corporation more wealth than others? Or they all generally have the same wealth?
[21:32] <+GrapeSeedJuice> with more wealth*
[21:33] <+Bobinator> This is a minor thing, but: Will you put bookmarks into the PDF version of the book soon?
[21:34] <+PierceFraser> People live in corpornations, which is essentually land owned by megacorps. most of the major ones are reeeelativly equivlent on wealth. Not so much in comparison to each other (marsco is wealthy beyond measure, Progenitus isnt far behind), but in the sense that they have enough wealth that the people living in them wouldnt notice the difference
[21:34] <+GrapeSeedJuice> Ah ok
[21:34] <+GrapeSeedJuice> Thanks
[21:34] <+PierceFraser> bob, i think 1.1 has bookmarks enabled
[21:35] <+Bobinator> I didn’t see any, I don’t think.
[21:35] <+BillyMays> I think my question on how long cogs live might have been missed
[21:36] <+PierceFraser> it might not. part of the issue is security, this is a pay what you want book. 300 full color pages you arent obligated to pay a dime for. I have to check, but i belive I cant enable bookmarks without also enabling editing, which allows for copy/paste and print. Id rather not give away the ability to print the book, too
[21:36] <+Bobinator> Ah, understandable.
[21:36] <~Dan> Does the game include a bestiary, and if so, how extensive is it?
[21:37] <+GrapeSeedJuice> I want to know the answer to BillyMays question as well
[21:37] <+Doubleclick> Yeah, MarsCo would be amazingly rich since they are the major producer of ships, space stations, and the giant automated fabricators that are so very important to terraforming.
[21:37] <+BillyMays> Not to mention all the common consumer items that the other megacorps that specalize in more specific things don’t make
[21:37] * +Doubleclick nods.
[21:38] <+PierceFraser> sorry, cog lifespan is equivlent to vectors on average, and is randomly determined at “birth.” it’s not a technological nessesscity, but it was an agreed upon compromise when the cogs were first created. ASR knew vectors werent going to tollerate immortality
[21:39] <+GrapeSeedJuice> How would cogs die ‘naturally’ exactly?
[21:40] <+PierceFraser> dan, the core rulebook includes an adversaries section with templates for making a variety of enemies, but no, no bestiary. There wasent room for it. It’s on the long list of supplements
[21:40] <+BillyMays> But would it technically possible to, I’m assuming illegally, “fix” that so a Cog would never die from age?
[21:42] <~Dan> Who are the primary adversaries in the setting?
[21:42] <+PierceFraser> billymays: Yes. It’s extreamly easy, in fact, but it effectivly kills them anyway. Part of being sentient instead of being programed is having constantly active memory, which allows them to experiance the reality of a situation rather than just the data of it. if even that memory is deactivated, they lose what ammounts to thier soul, and become a walking comp
[21:43] <+GrapeSeedJuice> In other words, they lose ‘memory space’ because of age?
[21:43] <+PierceFraser> At that point the cog is effectly dead, theyre just running off an assemblage of differrent programmed responses like somone reading out of a manual of behaviors. its very obvious. You can dissable a cog’s death sequence, but not without turning them into that
[21:44] <+BillyMays> So a Cog must sacrifice their soul to not die, essentially
[21:44] <+Pteryx> I’m not sure I understand how that capability and the death sequence are so intricately connected…
[21:44] <+BillyMays> What makes them ‘alive’ and not just an A.I. program
[21:44] <+Bobinator> So are cogs programmed with a personality on “birth”, or is it something that builds over time, like a person?
[21:45] <+PierceFraser> It would take more than a chatroom to explain it all, pteryx 😄 it was originally intended to be its own supliment
[21:45] <+PierceFraser> im just trying to fill in gaps in what is intended to be 30 pages of lore
[21:46] <+BillyMays> Would it be possible, again I’m assuming illegally, to build a Cog without that limitation in the first place?
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[21:46] <+PierceFraser> On that note, i think im going to bypass the cog questions for now. Nothing is going to be served by trying to piece-meal explanations to a very large portion intended to be its own story, it’s just going to get muddled
[21:47] <+BillyMays> Sorry about all the questions, I just really like robots :v
[21:47] <+GrapeSeedJuice> oh ok
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[21:48] <+PierceFraser> Dan: primary adversaries consist of other vectors in most cases, maybe hired by other corps or just out to get in your way. the more advanced adversaries could be machines, biological nightmares powered by Vitae, or essoteric horrors like the whispers or transcendent entities
[21:49] <+Bobinator> I think the book mentions spiderbots somewhere. I’d love to see more stuff like that.
[21:49] <+PierceFraser> dont worry billymays, youll get your answers when that book comes out, it just dosent make much sense for me to try and individually answer all the questions that the cog book is being specifically written to answer, before it comes out
[21:50] <+BillyMays> I think I have a different question. I remember you saying you wanted to make something different than the traditional fantasy stuff, but what caused you specifically to choose Vectors as the characters for the game?
[21:50] <+PierceFraser> I believe that was answered earlier in the Q&A, actually
[21:50] <+BillyMays> Really?
[21:50] <+PierceFraser> ill see if i can find it
[21:51] <+PierceFraser> ” Is there anything in particular that motivated you to make a sci-fi game about people with animal traits? While watching one of your videos, I noticed a reference to “a home for your characters”, and wondered if that was related to that motive.”
[21:52] <+PierceFraser> HSD has been commonly refered to as a “furry game,” and I’m not going to sit here and tell you it didnt have a target demographic. But from the very beginning it was intended to be approachable by everyone. There’s even a page dedicated to that, right in the beginning. Vectors are not tiger people from the jungle planet bent on roaring ferociously,
[21:52] <+PierceFraser> they’re humans, without human bodies, human buildings, human culture, or even the human planet. Part of the HSD story is figuring out how to be a person when everything we define ourselves with is gone
[21:52] <~Dan> Is there anything we haven’t covered that you’d like bring up in what remains of “regular” time, PierceFraser?
[21:53] <+Bobinator> I think he answered that, too, didn’t he?
[21:54] <+PierceFraser> Well, aside from a thank you for attending and your continued support, nothing specific. I will take a moment to give a little shout-out to small press, though. It is tramendeously difficult to break a new anything into an established anything. there are huge hurdles to overcome. costs, publicity, being noticed at all. the most powerful tool in that war is
[21:55] <~Dan> (cut off at “that war is”)
[21:55] <+PierceFraser> networking. Namely you, the players and the interested parties. If you tell people, and those people tell people, and those people tell more, it’s worth more to any system than you paying 1000 dollars for a book
[21:56] <+BillyMays> What about the 8-10-12 system? What inspired you to make a system based around those dice instead of a one dice system like d20 or d6?
[21:56] <+PierceFraser> Dont underestimate your ability to help. If you love a thing, talk about it. tell your friends, tell them why, and support the system. it’s the only way it can afford to keep going
[21:57] <+PierceFraser> There were many influences for 8-10-12, but the very first one, the one that started it, was very simple. 😄 I thought the d12 was extremely underused, and I wanted to implement it in my game. that was it.
[21:57] <~Dan> 🙂
[21:58] <+BillyMays> Ahaha, true enough, the only time I see it being used is for weapon damage
[21:58] <+PierceFraser> Naturely i had ideas for what i wanted the system to DO, namely allow for player-driven descision, but that was why the d12 was included. because unless youre using a mace, youre never rolling a d12
[21:59] <+PierceFraser> (done)
[21:59] <~Dan> Thanks very much for spending time with us this evening, PierceFraser!
[21:59] <+PierceFraser> No problem, thanks very much for having me
[22:00] <~Dan> And for those of you who joined us for the Q&A, I hope you”ll continue to visit with us in the future!
[22:00] <~Dan> And there’s no need for anyone to run off. I’m just going to log the chat and get PierceFraser the link. 🙂
[22:00] <+BillyMays> I love me some narrative driven RPGs, I’m really excited to see how this system will expand in the future
[22:00] <+Paradim> Thanks for taking the time to do a Q&A ^^
[22:01] <+PierceFraser> my pleasure, Im glad i got to!