[19:03] <+Thunderhead> I’m Don Jones from Thunderhead Gaming, here to talk about our game, Netherstorm. Just for a little background, Thunderhead is a three-generation family business. Originally, we operated a gaming center in 1980. Later, Paul and my other son wanted to restart the family business, so we decided to publish our own game.
[19:04] <+Thunderhead> Netherstorm is a sandbox game with no classes or levels. Everything is point buy (although there is an optional random generation system), so you can design pretty much whatever character you want to run.
[19:05] <+Thunderhead> We set our game in a bronze-age setting and decided not to use the standard fantasy races.
[19:05] <+Thunderhead> Our races are the Fae, fairy folk who were magically altered to interact with the rest of the world and try to prevent an upcoming disaster.
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[19:06] <+Thunderhead> Humans are a standard race, but in our world, they have been beaten and hunted almost to the point of extinction. Now they travel in nomadic bands.
[19:06] <~Dan> (Howdy, Monochrome_Tide!)
[19:06] <+Monochrome_Tide> Hello
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[19:07] <+Randy_CoA> i am back
[19:07] <~Dan> (Welcome back, Randy_CoA!)
[19:07] <~Dan> (Randy_CoA: I’ll PM you what you’ve missed.)
[19:07] <+Thunderhead> Muera are a mountainous race, kind of a mix between Mayans and mountain goats. They build their cities on mountain tops with terraced farms and are heavily skilled in tradeskills.
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[19:07] <+Randy_CoA> sounds good
[19:08] <+Thunderhead> Peuroma are a scholarly lizard-like race. As humans were defeated and driven out, Peuroma moved in and took over most human cities and territories.
[19:09] <+Randy_CoA> what kind of farms? do the Muera do like Corn or animals?
[19:09] <+Thunderhead> Kentrona are a large, four armed race. They do tend to be warriors, but more in the way of the Roman Legion. They in the process of forming the first real Empire out of city-states
[19:09] <~Dan> (Please hold questions until we get a (done) from Thunderhead. 🙂 )
[19:09] <+Thunderhead> Corn and animals. Although, they do also have smaller villages in the foothills, with the major cities being on mountaintops.
[19:11] <+Thunderhead> The Sidhe are based off of celtic mythology. They were the first prominent race and culture, but as other races rose up to challenge them, they decided to retreat into magical kingdoms that can only be accessed through portals here. The Sidhe who are out in the world are know as the Lost Ones, and they are permanently separated from the rest of the Sidhe
[19:13] <+Thunderhead> Finally, there are the Wilderfolk. Some of the lesser gods and demigods decided to create guardians to help guard the wild places, so they anthromorphized animals. A player can choose any animal they wish and run an anthromorphized version in our game.
[19:13] <+Thunderhead> any questions so far?
[19:13] <+Randy_CoA> tons!
[19:14] <+Thunderhead> lol.
[19:14] <+Thunderhead> I’ll do my best.
[19:14] <~Dan> The floor is open to questions! 🙂
[19:14] <+Randy_CoA> Are the Kentora arms all human liek arms or tenticles or clawed?
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[19:14] <+Thunderhead> Human like
[19:14] <+Randy_CoA> do these races all share a common tongue ro do they face language barriers?
[19:15] <~Dan> (Howdy, Sam!)
[19:15] <+Sam> (Hola. Just dropping in for a little bit.)
[19:15] <+Thunderhead> We included language barriers. One of the things we want to emphasize is role-playing and the language barriers can create some interesting situations.
[19:15] <~Dan> (Thunderhead: I should mention that Randy_CoA is one of your fellow game authors. 🙂 )
[19:15] <+Thunderhead> However, Peuroma is the most common language, so if you speak that, you should be able to get by.
[19:15] <+Randy_CoA> they sure can sounds great!
[19:16] <+Thunderhead> Nice.
[19:16] <+Randy_CoA> what is the technology level in game? magic level?
[19:16] <~Dan> And on a related note, what sort of fantasy would you consider the setting to be?
[19:17] <+Randy_CoA> yes high or low fantasy?
[19:17] <+Thunderhead> Bronze age technology. Iron is only starting to be introduced and is extremely rare. Only the Muera really know how to work and only few of them.
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[19:18] <+Thunderhead> Characters start of low fantasy. They are a little bit better than average. However, they can build up to levels on par with any demigods or heroes of mythology. It really is what the group wants to make of it.
[19:18] <+Randy_CoA> currency is gold or gems being a bronze age game or something entirely different?
[19:19] <+Thunderhead> Barter system. I’m glad you brought that up. There is no real currency. We tried this as an experiment at first and we amazed at the changes it made to how people play.
[19:19] <~Dan> How so?
[19:20] <+Randy_CoA> yes elaborate? barter is a new twist for sure!
[19:20] <+Thunderhead> For instance, there are no real throw-away skills. That crafting skill that never gets used in another game may be the only way your character can eat in between adventures. Skills like Appraisal now have huge significane.
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[19:20] <~Dan> (Welcome to #rpgnet, Guest65! Please set your name with the /nick command. 🙂 )
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[19:21] <~Dan> (Here for the Q&A, JamesG?)
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[19:21] <+Thunderhead> Also, the way characters approach treasure and loot. Now, they look for value in everything. One of the biggest scores they made was trading a troll’s body parts to an alchemist.
[19:21] <+JamesG> Yes
[19:22] <~Dan> JamesG: In progress! The floor is open to questions. 🙂
[19:22] <+Thunderhead> That tapestry the hidden door was behind? Yeah, you’re going to take that too.
[19:22] <+Thunderhead> Land ownership is something they think about now.
[19:22] <+Randy_CoA> Oh i love that type of concept getting stuff of of monsters to use 🙂
[19:22] <~Dan> Interesting. I see what you mean.
[19:22] <+Thunderhead> Where are you going to keep your things? Having farmers work your land is a good way to stay fed.
[19:22] <~Dan> Seems like it would be tough to lug all that stuff around, though. 🙂
[19:23] <+Randy_CoA> how would players go about acquiring land under a barter system? Through force?
[19:23] <+Randy_CoA> thats why you have four arms dan!
[19:23] * ~Dan chuckles
[19:23] <+Thunderhead> Usually through diplomacy, or as a reward. They perform a major quest for guild, so the guild grants them half an acre outside of a village.
[19:24] <+Randy_CoA> how does the guild own the land? are guilds like royalty or elected officials?
[19:25] <+Thunderhead> We wanted the races to have variation within them. In most games, anyone who runs an elf will have a +2 to dexterity, or something similar. We have a system of advantages and disadvantages for specific to each race.
[19:26] <~Dan> How common are monsters in the setting, and does the game include a bestiary?
[19:26] <+Thunderhead> Some are common, like all Fae have the advantage of flight. But may you want your Fae to be a healer, so you take an advantage that helps spell casting. My Fae is going to be a diplomat, so I’m going to take advantages that help my social skills.
[19:27] <+Thunderhead> There is a basic list of monsters in the book, but not extensive. Outside the settled areas, monsters are fairly common.
[19:27] <+Randy_CoA> i do enjoy character customization 🙂
[19:28] <~Dan> Are they, like the character races, unique to the setting, or are there any common fantasy creatures like dragons?
[19:28] <+Thunderhead> This is all about customization. After you have advantages and disadvantages from your race, there are benefits and detriments to make your back story.
[19:28] <+Randy_CoA> is it exp based and levels game or?
[19:29] <+Thunderhead> A fair mix. We have goblins for example, but ours have different ranks or types. We have your basic goblin grunt, but we also have goblin beastmasters that hunt with wolves and bears.
[19:29] <~Dan> That’s cool. 🙂
[19:29] <~Dan> I love me some goblins. 🙂
[19:30] <+Randy_CoA> love me some beastmasters!!
[19:30] * ~Dan chuckles 🙂
[19:30] <+JamesG> What’s involved in character creation, generally?
[19:30] <~Dan> Speaking of which, do you happen to have a character sheet we can see?
[19:31] <+Thunderhead> There is a sheet you can download. A copy is the notes of the Netherstorm FB page. Also, it is a free download on our online store. Is it alright to give the URL, or is that a shameless plug?
[19:32] <~Dan> Oh, no! All game authors are free to plug away here, Q&A or not. 🙂
[19:32] <+Thunderhead> (Link: http://thunderheadgaming.com.)http://thunderheadgaming.com.
[19:33] <+Randy_CoA> thanks thunderhead!
[19:33] <+Thunderhead> Character creation starts with choosing the race, because the choices you make on advantages and disadvantages will affect the rest of your point buys.
[19:33] <+Randy_CoA> i can not access from my Country 😦
[19:33] <+Thunderhead> Next is back story, because that also will affect point buys.
[19:33] <+Thunderhead> Which country?
[19:33] <+Randy_CoA> so do you use dice or dice-less rpg?
[19:33] <+Randy_CoA> Canada
[19:34] <+Thunderhead> We will have to remedy that. Especially since I’m right near the border and go there on occasion.
[19:35] <+Thunderhead> We use percentage dice for everything but damage and that uses ten sided dice. Two dice and you are good to go.
[19:36] <+Thunderhead> After back story, you get a point pool to buy your attributes, skill and spells. All three come out of the same pool, which really increases customization.
[19:36] <+Randy_CoA> nice our game also uses a percentile dice system to an extent 🙂
[19:37] <+Thunderhead> Paul gave the example yesterday. Three people want to create fighter type characters. Maybe one wants to be a basic Conan, barbaric brute. That player would put most of the points into attributes and pump up the strength and endurance.
[19:38] <~Dan> So looking at the character sheet, it appears that a combination of two attributes forms the base for each skill?
[19:38] <+Thunderhead> Yes. The base is essentially the level you automatically have in a skill.
[19:39] <+Randy_CoA> I can not see the sheet yet but sounds a lot like old white Wolf circle games? Any similarities or influences?
[19:39] <+Thunderhead> For a natural skill like Jump, whatever my Physical Ability base is is my starting level. Then I can buy more.
[19:39] <~Dan> Randy_CoA: Take a look here: (Link: https://www.facebook.com/pages/Netherstorm/1586064801621841?sk=notes)https://www.facebook.com/pages/Netherstorm/1586064801621841?sk=notes
[19:39] <+Thunderhead> No, honestly I never had a chance to play much White Wolf, although I enjoyed what I played.
[19:40] <~Dan> Is this a literal percentile system, rolling under the target number? I’ve also seen the term used for roll-and-add target number systems using d100.
[19:40] <+Randy_CoA> Good looking clean and clear sheet!
[19:40] <+Thunderhead> Our influences include AD&D, Runequest, Dragonquest, Fringeworthy and other Tri Tac Games, as well as a host of others
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[19:41] <@Silverlion> Tri Tac Games! Where Complexity aimed at realism.
[19:41] <@Silverlion> is aimed..
[19:41] <+Thunderhead> It is roll under the number. You want to pick a lock. As GM, I give you a 30% chance. You have 12 levels in the skill, so that gives you a 42% chance.
[19:41] <+Thunderhead> Lol. I love Tri Tac Games.
[19:42] <@Silverlion> So skills are only ver marginally useful?
[19:43] <+Thunderhead> No, they are essential. Natural skill can be attempted by anybody. However, with a Trainded or Specialized skill, you have to take at least one level before the base applies.
[19:43] <+Randy_CoA> very luck based makes for interesting encounters
[19:43] <~Dan> Is there a degree-of-success and/or a critical/fumble mechanic?
[19:44] <+Thunderhead> No, we thought random chance already played a big role. Adding mechanics like that can make a bad roll disasterous.
[19:45] <+Thunderhead> The skill levels run from 1 to 100. So the 12% example I gave you was a very low skilled person. A person with 40 levels would have a 70% chance to pick the same lock.
[19:46] <+JamesG> So are the skill points 1 for 1; i.e. 1 point equals +1%?
[19:46] <~Dan> So given the lack of success levels, does that mean that if your chance is pushed over 99%, you have a flat auto-success and don’t need to roll?
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[19:48] <+Thunderhead> Yes, each level equals 1 percent. There are always modifiers, but over 99% will almost always be a success unless there are unusual circumstances. Think of a blacksmith trying to make a cooking pot. If his skill level is over 80%, he is basically legendary. He should never fail at making a cooking pot.
[19:49] <+Randy_CoA> sounds about right
[19:49] <+JamesG> Are there situational penalties or bonuses to skill rolls?
[19:50] <+Thunderhead> Yes, all set by the GM. If the blacksmith is trying to make a cooking pot with an improvised forge he made in a hole in the ground next to the road and he is using a rock instead of a hammer, his odds drop drastically.
[19:51] <+Randy_CoA> lol no doubt!
[19:51] <~Dan> How does combat work?
[19:52] <+Thunderhead> Combat is opposed rolls, trying to roll higher than your opponent. You add all your levels in related skills, the defender adds their defensive skills to their roll and the higher wins.
[19:52] <~Dan> Ah, so it inverts the standard mechanic.
[19:53] <+Thunderhead> Yes, just for combat. We wanted to keep it the same, but opposed rolls just made too much sense for our system.
[19:53] <+Randy_CoA> what if multiple foes are fighting say a 3v2 skirmish?
[19:53] <~Dan> But I believe Paul mentioned that it would be easy enough to apply that to other sorts of contests?
[19:54] <+Thunderhead> We wanted a system where you rolled against your opponents, not their armor.
[19:54] <+Thunderhead> You always get a defense roll, because that represents anything that might make the attacker miss. However, if you are being attacked from a flank, you don’t get to add any bonuses for skills or other factors.
[19:55] <+Thunderhead> Armor plays a factor, because it provides damage resistance. However, we wanted to avoid the “he with the best toys wins” situation.
[19:55] * ~Dan nods
[19:56] <~Dan> How is damage determined?
[19:57] <+Thunderhead> Rolled with ten-sided dice, based on the weapon. A longsword I think does 1d10, a greatsword does 3d10. A dagger might do 1/2 d10.
[19:58] <~Dan> How does strength affect damage?
[19:58] <+Thunderhead> Specialized combat skills are designed by the players and worked out with the GM. This also is a big part of customization.
[19:58] <+Thunderhead> You get a damage bonus of Strength/10. If you have 20 strength, +2 to damage.
[19:59] <~Dan> Simple enough.
[19:59] <+Randy_CoA> what about 15 strength?
[19:59] <+Thunderhead> Round up. Unless your GM is tool, then round down.
[20:00] * ~Dan chuckles
[20:01] <+Thunderhead> The magic system is somewhat unique. I know that is bold claim, because almost any mechanic you can think of has already been done. However, we’ve taken customization to a different level.
[20:02] <+Thunderhead> Spells work like skills, except all spells have a base 30% chance of success. You add your level in the spell to that chance.
[20:02] <+Randy_CoA> i am very interested in hearing about your magic 🙂
[20:02] <+xyphoid> ooh, a challenge
[20:03] <+Thunderhead> Spells become far more effective as your level goes up. You might have a spell that does 1d10 damage per ten levels. 2d10 at level 20 is nice. 8d10 at level 80 is devasting.
[20:03] <+Thunderhead> devastating.
[20:03] <+Thunderhead> The unique thing is that the player designs the spells.
[20:04] <+JamesG> how?
[20:04] <+Randy_CoA> yes how?
[20:04] <+Thunderhead> We have a basic list of spells, but the spell tables are central. Spells cost energy points to cast. Each spell type costs a minimum amount. For example, an attack spell may cost 5 points just to cast it. Then you start adding options and that changes the cost.
[20:05] <~Dan> So the more skilled you are with a spell, the more likely the casting is to succeed and the more powerful the spell will be?
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[20:05] <+Thunderhead> Yes, the range, damage, area of effect, duration, etc. All can be affected by level.
[20:05] <~Dan> (Howdy, Lin_Chong!)
[20:06] <+Thunderhead> Let’s say I want to run a Champion of the Death God.
[20:06] <+Lin_Chong> Hi.
[20:07] <+Thunderhead> I decide to make an attack spell that does extra damage when I hit my target with a sword. It costs five to cast an attack spell, 1 point for a single target (the cost goes up for more targets or area effect), another point because it is a touch attack (the cost goes up as the range options go up).
[20:08] <+Thunderhead> By the time a figure all the options, it may cost me 15 points cast this spell. But wait, there’s more!
[20:08] <+BlasterKyubey210> Mmm?
[20:09] <~Dan> “If you act now…”
[20:09] <+Thunderhead> I want to make a vampiric drain spell that damages the target and heals me. So I’m going to add a healing spell to it (base cost of 3 points), single target, touch range, etc. By the time I’m done, I have a spell that does extra damage when I hit with my sword, heals me for that amount of damage and costs 25 points to cast.
[20:10] <+Thunderhead> You could make an attack spell that magically lets you know the name of your opponents mother, so you can taunt him.
[20:11] <~Dan> Wow. That’s harsh.
[20:11] <+BlasterKyubey210> Wut?
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[20:11] <+BlasterKyubey210> Sorry, I can see characters messing with the system and end up with “Flat What” moments already
[20:11] <~Dan> (Howdy, TwentySix!)
[20:11] <+JamesG> Flat What?
[20:12] <+Thunderhead> How so?
[20:12] <+BlasterKyubey210> Basically a “moment” where you just go “The heck just happened”
[20:12] <+BlasterKyubey210> and makes a person (Player or GM) just say “What?”
[20:12] <~Dan> On a related note, I suppose, is there an upper limit to what magic can accomplish in the setting? Are there any magical “ground rules”, like “no raising the dead” or the like?
[20:13] <+Thunderhead> Oh. The spell is learned before you use it. If I learn that vampiric drain spell and the GM approves it, then that’s the spell. If I want to change it, then it is a completely new spell and I have to find a way to learn it.
[20:13] <+BlasterKyubey210> Ah Research
[20:13] <+xyphoid> oh, so the gm has to approve everything?
[20:14] <+BlasterKyubey210> The wonders of “hitting the books”
[20:14] <+Thunderhead> Yeah, if they were being designed on the fly it could very strange very fast.
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[20:14] <+BlasterKyubey210> Eh, don’t worry, in some series, they usually have command of one aspect when making things on the fly
[20:14] <+xyphoid> do you have any scope for ars magica-style spontaneous spell design
[20:15] <+BlasterKyubey210> (See: Fairy Tail, where the casters mostly focus on one or two aspects)
[20:15] <+Thunderhead> Yes. We were kind of old school in putting a lot back on the GM. The way we see it though, it is only our game until you buy it. Then it is yours, and we are fascinated to see what people do with it.
[20:16] <+Thunderhead> We don’t have any spontaneous spell design yet, although we are working on wild magic for the expansion.
[20:16] <~Dan> Can spellcasters pool their efforts?
[20:16] <+Thunderhead> The limits on what magic can do is whatever the group wants it to do. It is extremely flexible.
[20:17] <+BlasterKyubey210> So any stories on the result of this system in action?
[20:17] <+BlasterKyubey210> That is “stories in the setting/by other players on the application of this”
[20:17] <+Thunderhead> Yes. If you have 15 levels in Heal and another character has 10 levels, you can add your bonuses together for a spell success roll and each add your healing results.
[20:18] <+Thunderhead> We have been pleasantly surprised at how it went. At one convention, a player decided he wanted to be a chronomage. We had no idea what that would even look like in our system, but he did a great job putting it together.
[20:19] <+Thunderhead> We were also surprised how much it helps with customization. We rolled up ten different paladin style characters during a playtest and no two were even close.
[20:19] <~Dan> Speaking of which, are there any particular schools or types of magic? Or is that just a function of the sorts of spells the player makes for his character?
[20:20] <+Thunderhead> That is more a matter of world setting and how the GM wants to run it. One GM we know of has set up a school of magic in his world that is extremely hard to find and qualify for.
[20:21] <+Thunderhead> What spells are available can change by race, location, etc.
[20:21] <~Dan> So I suppose the commonality of magic is up to the GM as well?
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[20:22] <+Thunderhead> Yes. If the GM wants to run a high magic game, he can tell each character to take an extra 100 points at character creation specifically for spells.
[20:23] <+Thunderhead> If you wanted to run a setting like Xanth, where everything has magic, it would be extremely easy to do.
[20:23] <~Dan> Is there a default setting for magic, so to speak, though? Is magic normally reserved for wizardy types, or are farmers casting Bless Harvest on their crops?
[20:23] <+Thunderhead> Experience is a little different, because you can get it for almost anything.
[20:25] <+Thunderhead> Anyone can take a spell, but skills are just as critical. It is actually designed so you can run anything from a hardcore wizard, barbaric fighter, or a pacifist farmer or diplomat.
[20:25] <+BlasterKyubey210> or for that matter an “Example World” on how this ties together
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[20:26] <+Thunderhead> We do have a world setting, but only introduce the basics of it in the core book. The core book is designed to be all of the most basic rules and resources you need.
[20:26] <+Thunderhead> You can get just that and run a campaign for years, no problem.
[20:27] <+Thunderhead> The expansion we are working on starts adding more of the things like world setting, alternate combat, etc.
[20:28] <+Thunderhead> Experience is in the form of points that you use to raise attributes, skills and spells.
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[20:30] <+Thunderhead> Also, you gain different benefits from achievements. If you always wanted to join the militia, fine, but there are requirements. Maybe you need a 20 strength and 15 levels in one-handed weapons. Once you meet the requirements and put in the time training, you may get benefits, like 10 levels in shortsword, or +5 to your Endurance.
[20:30] <~Dan> Hmm. It seems a bit strange to me that you’ve created a very setting-specific game but haven’t included much setting in the core rulebook, if I’m following you. Any thoughts on the subject?
[20:31] <+Thunderhead> Experience for achievements opens up the type of characters you can run.
[20:32] <+Thunderhead> You decide to run a merchant. You travel to a new place, you get experience. You do a great job haggling, you get experience. Travel to another new place, more experience. It is actually possible to play a character and advance without ever going on an adventure.
[20:33] <~Dan> I like that.
[20:33] <+Thunderhead> It is setting specific, in that our races are different and it is bronze age. However, the mechanics can be adopted to any setting that these races can be put in.
[20:33] * ~Dan nods
[20:33] <+Thunderhead> I could run this system in Forgotten realms, for example. Just change the races.
[20:34] <~Dan> Can you see yourselves using the system for other genres?
[20:34] <+Thunderhead> Lol. Yeah, like five minutes after this one was sent to the printer.
[20:35] <~Dan> 🙂
[20:35] <~Dan> What do you have in mind?
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[20:35] <+Thunderhead> This system would adapt very well to a superpowered setting.
[20:35] <~Dan> Really? Why superheroes in particular?
[20:35] <+Thunderhead> Also a modern horror.
[20:35] <+Thunderhead> It would be easy to adapt the spell system to a super power system
[20:36] <~Dan> Ah, good point.
[20:36] <+Thunderhead> Also, the range in levels for attributes makes for a wide range of character types.
[20:37] <+Thunderhead> Modern horror would be interesting. Bureau 13 is something we played a lot.
[20:38] <+BlasterKyubey210> So more or less while there is an example world, it’s more of a demo on how this works
[20:38] <~Dan> Are there any concrete plans there, or are these just ideas you’re mulling over?
[20:39] <+xyphoid> does your system have any narrative control mechanisms?
[20:39] <+Thunderhead> The core book is more than a demo, in that you really don’t have to buy another book to run it. We wanted to come out with a book in the $20 range that a person could buy never need to get anything else.
[20:40] <+Thunderhead> No specific narrative controls, but that is something that could be put in easily.
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[20:41] <~Dan> (Howdy, RandBrittain!)
[20:41] <+RandBrittain> (hi)
[20:41] <+Thunderhead> We actually have an email address set up in that back of the book for people to send us their house rules: firstname.lastname@example.org. We have been so surprised by the number of different ways to use the system, we are always fascinated to see what people come up with.
[20:42] <~Dan> Going back to combat for a moment, given that this is a Bronze Age game, do you have any mechanics for the relative weakness of bronze weapons and armor?
[20:43] <+Thunderhead> Well, they are heavier for one thing. Also, iron armor gives more damage resistance, iron weapons do additional damage.
[20:44] * ~Dan ndos
[20:44] * ~Dan nods, even
[20:44] <+Thunderhead> The best way to reflect it would to be to add a mechanic for equipment wear and tear, but that starts to make the system cumbersome.
[20:44] <~Dan> It can, sure.
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[20:46] <~Dan> So what’s it like having a whole family involved in an RPG? That seems like a fairly unique circumstance. 🙂
[20:46] <+Thunderhead> It’s a blast. We are definitely the herd of the nerd.
[20:47] <~Dan> Heh. 🙂
[20:47] <~Dan> I’ll bet. 🙂
[20:47] <+Thunderhead> Conventions are like major family events.
[20:47] <~Dan> I would certainly think so!
[20:48] <~Dan> Are you going to GenCon this year?
[20:48] <+Thunderhead> We won’t have a table, but we will be running events. We will also be at Origins, as well.
[20:48] * ~Dan nods
[20:49] <~Dan> So as Paul probably told you, game authors are always welcome here, whether to promote their work or just to chat. So, please feel free to hang out with us and answer questions as long as you like.
[20:49] <+Thunderhead> We have definite plans for other genres, but we are focused on the expansion first.
[20:49] <+Thunderhead> Thank you, this is nice.
[20:49] <~Dan> That said, with about 10 minutes left in regular time, is there anything we haven’t covered that you’d like to bring up?
[20:50] <+Thunderhead> The key things to think of regarding Netherstorm is role-play, customization and flexibility.
[20:51] <+Thunderhead> We have also found that it works well for people who have trouble getting groups together on a regular basis.
[20:51] <~Dan> Oh? Why’s that?
[20:52] <+Thunderhead> Because you can play and advance your character without going on a stereotypical adventure, it isn’t a crisis if a couple people can’t make it to one session.
[20:52] <~Dan> Ah, that makes sense.
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[20:53] <+Thunderhead> There is so much to do with learning skills and spells, bartering, etc., that you could play a full campaign without ever actually going on a typical adventure,
[20:53] <~Dan> Oh, before I forget: What is the significance of the name?
[20:53] <~Dan> (Howdy, egyptian!)
[20:55] <+Thunderhead> Netherstorm actually refers to something that is setting specific, although it could be transferred. Strange phenomena is causing portals and gateways to open to a place of darkness. Dark creatures come through and anything caught in the storms that surround these portals are corrupted.
[20:55] <+Thunderhead> The Fae have a prophecy that this will happen, but the phenomena has just started and most people are oblivious to it.
[20:56] <+Thunderhead> This is something we have in mind for long term adventure and campaign development.
[20:57] <~Dan> Sounds promising. 🙂
[20:57] <+Thunderhead> It’s also been pointed out that the Netherstorm is something that could happen in a horror or superpower setting, so who know?
[20:57] <~Dan> True!
[20:58] <+Thunderhead> If you do get the game and run it, please, please use the house rules email and let us know it is going. We really do follow that closely.
[20:59] <~Dan> Certainly!
[20:59] <+Thunderhead> *how it is going
[20:59] <~Dan> Thanks very much for chatting with us, Don!
[20:59] <~Dan> No need to run off, of course.
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[20:59] <~Dan> If you’ll give me just a moment, though, I’ll get the log posted and get you a link.
[20:59] <+Thunderhead> No problem, and thank you everyone.