[19:06] <+MikeStewart> Mike Stewart has written two adventure modules for Castles & Crusades, Verdant Rage and Shadows of the Halfling Hall, as well as writing the Castellan’s Guide to Early Medieval Arms and Armor and a contributor to the C&C Players Handbook, Castle Keepers Guide, Monsters & Treasures books and also Crusader Magazine. He is currently a host on the old-school pod
[19:06] <+MikeStewart> cast Save or Die, and occasionally refers to himself in the third person.
[19:08] <+MikeStewart> Currently I have written a game called Victorious to be published by Troll Lord Games. It’s a steampunk role-playing game with the addition of masked heroes and villains referred to as “SuperMankind” in the literary Victorian era.
[19:09] <+MikeStewart> (done)
[19:09] <~Dan> Thanks, MikeStewart! The floor is open to questions!
[19:10] <~Dan> How would you describe the scope of the setting?
[19:10] <+xyphoid> superpowered heroes and villains?
[19:10] <+MikeStewart> Could you be a little more specific, Dan? Historically, technologically?
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[19:11] <~Dan> Well, let’s start with the basics… Is this historical fantasy, or a different world altogether, for example?
[19:11] <+MikeStewart> Yes, xyphoid. Though there is a scale rank as to how supernatural a campaign you want. Low, medium, and high as it were.
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[19:12] <~Dan> (Howdy, AP-Jeff, Abstruse!)
[19:12] <+MikeStewart> It’s literary Victoriana. That is, Conan Doyle and Bram Stoker’s Victorian setting. Verne and Wells’ technology is available, but again like the supernatural levels, the Genteel Magistrate (GM) can decide how much to add.
[19:13] <+lizlarsen> Will the setting material focus specifically on any exploration/survival themes and travel rules, for adjudicating narratives such as 20,000 Leagues, Journey to the Center of the Earth, etc?
[19:13] <+Silver-sleep> Interesting. Do you offer examples of how to add the levels/material to the game?
[19:13] <+Acenoid> n8 @ all
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[19:14] <+MikeStewart> Initial offerings are city-based, lizlarsen, but I do intend to give environmental hazards a treatment–both real and fictional. That is, the Sahara desert and African jungles as well as “Luminous Spheres” of the center of the Earth and even space travel.
[19:15] <+badmike> Any plans to stat out H.G. Well’s Martian Invasion?
[19:16] <+MikeStewart> Silver-sleep: yes, there is a settings section that recommends what powers/skills should be changed in order to fit with the three levels (Grim, Gilt, and Grand). Also there are suggestions on literature that will reflect the theme that the GM is looking for. There is a “Appendix N” of suggested books, movies, etc. in the back. The list is annotated, too.
[19:17] <+lizlarsen> Awesome!
[19:17] <+DMJim> So basically about the tech and gonzo levels of The League of Extraordinary Gentlemen comic book in Vol. I, but not the later craziness of Vol. II-IV?
[19:17] <+MikeStewart> badmike: LOL! One of the modules/adventure ideas that I’ve submitted to TLG is one covering the War of the Worlds. Both as written, and alternate plots to keep players on their toes.
[19:19] <+MikeStewart> A rule of thumb I use is “Grim” is the LXG initial comic series, “Gilt” is the LXG movie, and “Grand” is, well, most four-color comics of the Golden Age.
[19:19] <+DMJim> nice
[19:20] <~Dan> So if you to use a superhero as a benchmark, what would be the upper end of the Grand power scale?
[19:20] <+badmike> Great! War of the Worlds is one of my all-time favorite books.
[19:21] <+MikeStewart> I’d like to say it will handle any power level, but I think the game’s “sweet spot” is at most either the characters from Wells’ book “Food of the Gods” or the Golden Age Superman. That’s pretty high level, though, as it’s a level-based game.
[19:21] <+lizlarsen> How would you define the narrative inherent in the game system? For example, if D&D is at its heart about dungeondelving, what story is at the heart of Victorious?
[19:23] <+MikeStewart> Battling for a better tomorrow. One of the options provided in Victorious (for those unaware of the Victorian era) is the concept of playing a character from our time who due to any sort of accident has been transported to the literary Victorian era. This not only provides a “fish out of water” rationale, but you end up with 21st century people looking at
[19:24] <~Dan> (cut off at “looking at”)
[19:24] <+MikeStewart> the 1880s and thinking “Good lord! This place is cruel and uncivilized!” Which is probably true, compared to the year 2015. But since they’ve seen the future, they have something to work toward.
[19:25] <+lizlarsen> Fantastic. And I love “Connecticut Yankee” type narratives!
[19:25] <+Lin_Chong> What separates your game from other weird Victorian games?
[19:26] <~Dan> Does the game distinguish between powers of different sorts, like magic, psychic powers, and superpowers?
[19:26] <+MikeStewart> Yeah, think about it: a Contraptionist (inventor) from the 21st century is dropped in the 1880s. He could invent a LOT of stuff. But is 1880 ready for computers? Microwaves? Nuclear fission?
[19:27] <~Dan> Of course, one could strongly argue that the real-world 2015 isn’t the logical future of a weird steampunk 1880s. 🙂
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[19:28] <+MikeStewart> Lin_Chong: while I don’t claim to be an expert on them, the ones I have played tend to either be a very fantasy-based Victorian setting (Castle Falkenstein, Masque of the Red Death, Victoriana) or “realistically dark” (Cthulhu by Gaslight, etc.). I think that Victorious can fit those types of play, but provides more historical grounding and frankly, optimism.
[19:28] <~Dan> (Howdy, Wyrmling!)
[19:28] <+MikeStewart> At least in the medium/”Gilt” setting.
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[19:29] <~Dan> (Welcome to #rpgnet, ArmchairGamer!)
[19:30] <+MikeStewart> Dan, yes. And regarding the magic system, since Victorious is a SIEGE Engine game, you have the option of using the Castles & Crusades magic system if you want. However, there is a baseline system that’s not quite so Vancian.
[19:30] <+Silver-sleep> I am liking this.
[19:30] <+Silver-sleep> A lot. 😀
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[19:31] <+xyphoid> level-based superheroes? is it classes as well?
[19:31] <@Silverlion> Not sure about the levels thing, but the feel 😀
[19:31] <~Dan> MikeStewart: If you’re not familiar with Kerberos Club, I’d check it out. It’s the only other steampunk superheroes game that comes to mind.
[19:32] <+MikeStewart> As far as real-world 2015 not being a logical extension of weird steampunk 1880s, exactly! The game provides some guidelines on running Victorious characters in “our” 2015 if desired, but also the 2015 “anticipated” by people in the 1880s. Notably, Bellamy’s “Looking Backward” novel.
[19:32] <~Dan> Oh, very cool. 🙂
[19:32] <+ArmchairGamer> Morlocks? 🙂
[19:33] * @Silverlion did not like the culturalism in Kerberos Club
[19:33] <+MikeStewart> xyphoid: yes it is classes as well. However, in creating characters you can “tweak” each class to make your character unusual or unique instead of the normal “a fighter is a fighter is a fighter.”
[19:33] <+xyphoid> what are the classes?
[19:33] <+MikeStewart> Morlocks? You bet!
[19:34] <+MikeStewart> I’ve heard of Kerberos Club, but haven’t really read it. What culturalism did it have?
[19:35] <~Dan> I’m not sure exactly what Silverlion’s referring to, but it’s rather darker than Victorious sounds like.
[19:35] <@Silverlion> Well aside from nominal victorian era problems, it made the entire South of the U.S Cthulthu worshipping monsters.
[19:35] <~Dan> Oh, yeah. There is that.
[19:35] <+MikeStewart> The classes are: Contraptionist, Hypnotist, Inquiry Agent, Magician, Paragon, Radiant, Strongarm, and Vigilante.
[19:36] <~Dan> Can you say a bit about each class?
[19:36] <+MikeStewart> Silverlion: I was born in Mississippi–I’m pretty sure I would have noticed that! Now, Elvis worship on the other hand… 🙂
[19:36] <+lizlarsen> (I love these classes/class names!!)
[19:36] * ~Dan chuckles
[19:36] <@Silverlion> Me too Mike, me too.
[19:36] <+MikeStewart> Okay,
[19:37] <+DMJim> because you know me. I just went off and created a human hero who’s been transformed into a gas-gun wielding walking bug in a trench coat with no regard for the rules. Would he fit?
[19:38] <+DMJim> a class I mean?
[19:39] <+MikeStewart> Contraptionist=inventor, Hypnotist=mind control/mesmerism, Inquiry Agent=skilled normal/P.I., Magician=either stage magician or a magic-user (Jim!), Paragon=someone whose physical abilities are superhuman (this can be anyone from Allan Quartermain to the spawn of the Food of the Gods)
[19:40] <+MikeStewart> Radiant=a controller of rays and fields, from aetheric luminescense to affinity with elemental forces, Strongarm=like the Paragon, but with even more emphasis in strength, and Vigilante=another normal class, but with access to training and gadgets (Batman).
[19:41] <~Dan> Very nice.
[19:41] <@Silverlion> Is there a way to combine them? For example I recently made a characer for a game who is a Stage Magician with real mesmeric powers now.
[19:41] <+Songtress> What is going on?
[19:41] <~Dan> Actually, to answer Songtress’s question, want to link to your Kickstarter?
[19:41] <+MikeStewart> DMJim: yes. He’d be a Paragon, with the Odd Appearance shortcoming and the gas-gun would be a gadget. Remind me to do a full write up on him!
[19:42] <+MikeStewart> Silverlion, there is an option to totally build characters from scratch instead of starting with a foundational class. It takes longer to make a character that way, but not massively so.
[19:43] <@Silverlion> I also had a Priest who scared people, wonder what class that would be.
[19:43] <+MikeStewart> Let me grab the kickstarter link, just a mo…
[19:43] <+lizlarsen> Can you talk some about the rules system for the Contraptionist’s inventing capabilities?
[19:43] <+MikeStewart> (Link: https://www.kickstarter.com/projects/676918054/victorious-the-role-playing-game)https://www.kickstarter.com/projects/676918054/victorious-the-role-playing-game
[19:44] <+ArmchairGamer> So.
[19:44] <+MikeStewart> Mike has had to take a quick break, if we could pause for a minute until he gets back?
[19:44] <~Dan> Certainly!
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[19:44] <+Songtress> Sue
[19:44] <~Dan> Welcome to #rpgnet, Tim!
[19:44] <+Songtress> sure*
[19:44] <+Songtress> (I swear I can write to night and its annoying
[19:45] <~Dan> You there, Tim? 🙂
[19:45] <+Tim> I think so
[19:45] <~Dan> Tim: Here for the Q&A?
[19:46] <+Tim> lets say it is more for moral support for the Q&A.
[19:46] <+MikeStewart> lizlarsen: Well, I am a long-time player of Champions (1st – 3rd editions) and I must say that I wanted to get away from their type of system. There always seems to be a problem in games where the system tries to prevent PCs from doing too much with either inventing or magick. The system I’ve got in Victorious rather than limiting the things a character
[19:47] <+MikeStewart> can do, instead limits them by what their inherent resources available are.
[19:48] <+MikeStewart> So an inventor with the right skill and resources can make just about anything with sufficient time and resources. When it’s made, it’s theirs. There’s no “you used your Inventing points, so you can’t make anything else until you get more points” or stuff like that.
[19:48] * ~Dan nods
[19:48] <+MikeStewart> Hey, Tim!
[19:49] <+MikeStewart> I hope that’s kind of what you were wanting to know, Liz.
[19:49] <+Tim> Hey Mike I figured after teasing Liz that I would come here and make off color jokes I should at least pop in to say hi
[19:49] <~Dan> On a related note, how common is steampunk technology in the setting by default? Is it rare, as in 20,000 Leagues Under the Sea, or are nations fielding entire fleets of nuclear subs?
[19:49] <+MikeStewart> Tim: and talk about jewelry?
[19:49] <+Tim> and that
[19:50] <~Dan> Ditto for steam tanks, zeppelins, etc.
[19:51] <~Dan> Or does that depend on the Grit-to-Grand scale?
[19:51] <+MikeStewart> Dan: in the default (Gilt) setting, it is just now emerging. Steam tech is available but expensive, so not many people have it. If someone goes down the street in a carriage being pulled by horse-automatons, there will be comment and stares. However, there would not be screams of terror and running for the hills!
[19:51] <+ArmchairGamer> So, how much is the game like/unlike the old, fondly remembered Castle Falkenstein in tone, style and feel?
[19:52] <+lizlarsen> Sounds cool, Mike! And yes thanks!
[19:52] <+MikeStewart> It may be the historian in me, but my big problem with putting in *too* much steampunk (or magic), is that it quickly makes the setting unrecognizable as the Victorian era. Which is fine, if that’s what you want–and Victorious can certainly accomodate that. But it’s not the baseline.
[19:53] <~Dan> To expand on ArmchairGamer’s question, is the supernatural relatively hidden and/or rare even at the Grand level, or are there faerie creatures and vampires walking around in the open?
[19:53] <+badmike> How much of the real historical Victorian social constructs did you include in the game?
[19:54] <+MikeStewart> Well, the game is run on the SIEGE Engine from TLG, so it’s not quite so narrative in character generation. Regarding vampires, etc. they are relatively hidden at the “Gilt” level. “Grand” can duplicate anything from Castle Falkenstein or the supernatural of the Parasol Protectorate novels if you are familiar with them at all.
[19:56] <@Silverlion> I’m more familiar with the Ministry of Peculira Occurances…more tech there, not seen any magic that I recall..yet.
[19:56] <+MikeStewart> badmike: as many as possible in order to really communicate the “feel” of that culture. There are certainly parts of the Victorian era that were unpleasant, especially to modern sensibilities. Overcoming those (social) challenges can be part of the progress of the campaign. For instance, having a character who is a woman Vigilante or a minority
[19:57] <+MikeStewart> (i.e. non-white) Paragon is worth extra slots for character creations because they are shortcomings and are issues that will have to be dealt with in play.
[19:57] <+badmike> Good, I ws hoping you didn’t elminate the social hierarchies and some of the social problems (child labor, etc) that could be the setting for some interesting tales
[19:57] <+MikeStewart> Unless your Grand campaign does away with those sort of prejudices.
[19:58] <+MikeStewart> Silverlion: well, there *were* those vases that lead to El Dorado that Eliza broke… 😀
[19:59] <@Silverlion> Well, yeah..:D
[19:59] <+MikeStewart> Regarding social, it’s a shock to some players to realize that there was no such thing as “police brutality” in this era. The TV show “Copper” on BBC certainly showed this.
[20:01] <+badmike> Any in game (or out of game) theories on Jack the Ripper? 😉
[20:01] <~Dan> At all levels, does the game assume that legends such as the Spring-Heeled Jack exist? And if so, how does that translate to the U.S. side of the Pond?
[20:01] <+MikeStewart> Also folks, I’m a big believer in a single rulebook. There will be supplements and adventures put out, maybe even some optional rules. But as far as I’m concerned, you should only need one book to play.
[20:01] <~Dan> Does the game feature U.S. folkloric creatures and characters, for example?
[20:02] * ~Dan is a big fan of the hodag, for example… 😀
[20:02] <@Silverlion> Awesome. I like a single book game.
[20:02] <+DMJim> I know this one! But go ahead Mike…
[20:02] <+MikeStewart> Yes and yes. Though obviously in a “Grim” setting, the reality of those beings don’t quite match the legends.
[20:02] * ~Dan nods
[20:02] <+MikeStewart> In fact, one of the heroes provided is John Henry, who survived his competition with the steam drivers.
[20:03] <~Dan> Oh, sweet.
[20:03] <~Dan> I was just about to ask if Paul Bunyan would be stomping around at the Grand level. 🙂
[20:03] <+MikeStewart> And he has Thor’s hammer, which drives racists of the era nuts. 😀
[20:03] <~Dan> Heh. Cool touch. 😀
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[20:03] <+DMJim> *glof clap*
[20:04] <~Dan> That’s a Thor point with them?
[20:04] <@Silverlion> I think they’re just thunderstuck..
[20:05] * ~Dan golfclaps
[20:05] <+MikeStewart> Yeah, if there’s two things I hate it’s multi-book games where you *need* all those books, and rules that go over 130 pages or so.
[20:05] <+MikeStewart> Ow, ow, ow…you guys are killing me!
[20:05] * ~Dan chuckles
[20:06] <+MikeStewart> One of the supplements I’m pitching to TLG will be dealing with Lovecraftian type horrors, if there’s interest.
[20:06] <~Dan> Speaking of rules, you use the the Castles & Crusades system as a base, correct?
[20:06] <+Tim> I thought I was the one that come to make the bad jokes
[20:06] <+ArmchairGamer> Well, it is a bit of a shocker. 🙂
[20:06] <~Dan> Tim: If bad jokes are your thing, my man, you have come to the right place.
[20:07] <+MikeStewart> Yes, the C&C system is the base. A character from C&C should be 95% compatible with Victorious. As a GM, I’ve used certain monsters from C&C on the fly in a Victorious game with no trouble.
[20:08] <~Dan> What notable points of difference are there?
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[20:09] <+MikeStewart> Well, while first level characters are not going to be on a par with 10th level characters, the average Victorious character is a lot more “front-loaded” than a comparitive C&C character. There is an optional rule to keep supernatural powers low for low-level characters, but in the standard game there’s not that bar.
[20:10] <+MikeStewart> Like I said before, the magic isn’t Vancian (fire and forget) by default.
[20:10] <+MikeStewart> Depending on your setting for your campaign, it can be somewhat harder to kill people–though if you’re running a Grim campaign you certainly can. Firearms are dangerous!
[20:12] <+MikeStewart> A first-level member of SuperMankind will be harder to kill than a first-level C&C character.
[20:12] <~Dan> Do you stick with AC for armor, or do you go with damage resistance?
[20:13] <+badmike> Does the game accomodate “solo” type characters as well as “groups”?
[20:13] <+Tim> OK, MikeStewart I have three little demonoids that need to be put to bed, I will see you on Saturday
[20:13] <+MikeStewart> External armor and things like force screens impact Armor Class. Invulnerability and other such “inherent” resistance to damage reduces damage inflicted.
[20:13] <+MikeStewart> See you later, Tim!
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[20:13] <~Dan> (Howdy, egyptian!)
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[20:14] <~Dan> How does magic work in the game?
[20:14] <~Dan> And how are psychic powers different?
[20:15] <+MikeStewart> badmike, yes certainly. There’s a section in the rulebook given over to “random encounters” within a city that a solo character can use for combat and for plot hooks. Like any RPG, the Genteel Magistrate has to tailor adventures so that they fit the solo player.
[20:17] <+MikeStewart> If you use the default system, the player decides what “spells” are known by the magician and reflect that in the “theme” of supernatural powers. This is a default power, but there are modifiers to either increase its capabilities if things such as additional time, rituals, magical “unguents” are used. Conversely, effects are reduced if cast “off the cuff”.
[20:18] <+MikeStewart> In addition, if a prepared retinue of spells/powers are set but in the middle of an adventure another spell is needed instead (say, a banishment), then there are rules for restructuring the magician’s power to use the new spell.
[20:18] <~Dan> So spells are superpowers with flavor?
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[20:19] <~Dan> (Howdy, Monochrome_Tide!)
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[20:19] <+MikeStewart> As for psychic abilities, they tend to work more like the stock supernatural powers only they tend to be based more on the Charisma attribute and aren’t as “modifiable” as the magic spells are. On the other hand, they’re easier to use off the cuff.
[20:20] <+MikeStewart> Magick is based alternately on Intelligence and Wisdom attributes.
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[20:22] <+MikeStewart> Dan, spells also tend to have limits as well as flavor. One of the things that limits magick is that regardless of what the power is, the target can *always* get a saving throw. That’s not the case with most “standard” superpowers.
[20:22] <~Dan> Ah, I see.
[20:22] <+MikeStewart> It’s the price you pay for the ability to change your magic spells out in the middle of an adventure if need be.
[20:22] * ~Dan nods
[20:23] <+MikeStewart> Like C&C, all saving throws are attribute-based, with Primes making a given attribute have a lower target number to reach.
[20:23] <~Dan> I’m a big fan of pulp, and as you may know, I reviewed Jason Vey’s Amazing Adventures. This game seems like it could do pulp quite handily as well. Any thoughts on that subject?
[20:24] <+MikeStewart> Well, as they’re both SIEGE Engine games I imagine there’s potential, but in all honesty I’m not a “pulp” guy so I can’t really speak to the genre. 🙂
[20:24] <~Dan> Fair enough. 🙂
[20:25] <+MikeStewart> Troll Lord and I have been speaking about doing a crossover module between Victorious and Amazing Adventures that can be used with either game. Maybe one crossing over with C&C, too.
[20:25] <~Dan> In my experience, there’s a lot of overlap between steampunk and pulp.
[20:25] <~Dan> That would be cool.
[20:26] <~Dan> Now, I noticed from your quickstart file that unlike C&C, Victorious features skills. Can you say a bit about that?
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[20:27] <+MikeStewart> One of the things I like about TLG’s SIEGE Engine is that it does many different genres well. StarSiege and Harvesters has proved that–so as a game system, it’s got good bones for just about anything.
[20:28] <@Silverlion> Its sad I want this and Amazing Adventures and I tend to vie away from hard classes.
[20:28] <+xyphoid> got any example worked characters?
[20:29] <+MikeStewart> Dan: for those who listen to the Save or Die podcast, they will be surprised to hear me say that I can like skills. 🙂
[20:29] <+MikeStewart> What I don’t like are skill systems that bog down in minutiae and prevent players from trying anything.
[20:30] <+MikeStewart> My favorite example is a character I had in a game that had Tracking, bow use, and wilderness survival. But didn’t have hunting as a skill. Ergo, she couldn’t hunt for dinner.
[20:31] <@Silverlion> (Nap time later all)
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[20:32] <+MikeStewart> The Victorious skill system treats skills as a “block” of abilities. In the above example, Victorious would simply treat it as a “Forester” skill. What can the Forester skill do? Anything that’s plausible for someone who’s used to living in the woods. Hunt, track, build lean-tos, identify plants, find water, etc. All in one single skill.
[20:32] <~Dan> I’m definitely down with that.
[20:33] <~Dan> Are these fixed skills or player-defined?
[20:33] <+MikeStewart> An inventor will choose Science. What science? Up to the character’s background. Same with magicians and Occult. I’ve even got a “Roguery” skill that encapsulates the abilities of the C&C Rogue.
[20:34] <+MikeStewart> Player defined. The list isn’t exhaustive, as I honestly don’t think anyone *can* make an exhaustive list. So I give about fifteen examples, and then a couple of paragraphs on how the GM can add their own to the list.
[20:34] <~Dan> Do skills have levels?
[20:36] <+MikeStewart> Yes, but the increases reduce with each level you buy. For instance, a Rank One skill gives you a +3 with it. A second Rank gives you an additional +2. Rank Three gives an additional +1. Further ranks only provide the +1 additions.
[20:37] <+MikeStewart> This system encourages a wider expertise for the character, rather than being a savant (or min/maxing).
[20:37] * ~Dan nods
[20:37] <~Dan> Is combat skill-based?
[20:38] <+lizlarsen> I love profession/skill block based skill lists. Always makes it easy to GM, since it’s just a matter of justification.
[20:38] <+MikeStewart> Classes in Victorious might be considered instead as foundations in order to build your own character, rather than the more traditional view of how classes work in class/level games. Not to mention, it gets you playing quicker.
[20:39] <+DMJim> More freedom for player creativity, not less, it sounds like to me
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[20:39] <+MikeStewart> Dan, could you clarify that a little? Do you mean combat skills, or level adjustment to combat?
[20:40] <~Dan> Combat skills.
[20:40] <+MikeStewart> Yep DMJim, that’s it exactly.
[20:41] <+MikeStewart> Dan, yes there are general combat skills. But they are again in blocks, such as martial arts, missle weapon, melee, etc. I thought of calling martial arts “Baritsu” but I was told it would be too confusing. 😦
[20:41] * ~Dan chuckles
[20:41] <~Dan> Very cool. I prefer skill-based combat.
[20:42] <+MikeStewart> Regarding player and GM freedom, I started gaming on the Holmes D&D Basic set. That was 64-odd pages of rules, and other than more levels I have never seen why we need a whole lot more than that to play an RPG.
[20:42] <+MikeStewart> Except for DMJim, he needs more fireball lists! 🙂
[20:43] <+MikeStewart> Mike is taking another brief intermission. Please stand by…
[20:43] <~Dan> Can you give us some idea of the scope of the game’s bestiary (assuminig there is one)?
[20:44] * ~Dan is standing by.
[20:44] <+MikeStewart> 🙂
[20:44] <+MikeStewart> The role of Mike Stewart will be briefly played by Elizabeth Stewart.
[20:45] <~Dan> 🙂
[20:45] <~Dan> You’re doing a great job, Elizabeth. 🙂
[20:45] <+MikeStewart> Thanks! And here’s Mike again…
[20:46] *** Corinna has quit IRC: Disintegrated:
[20:46] <+MikeStewart> I just e-mailed Steve today about adding some “traditional” monsters to the list of various animals in the book. We’ve got lions and tigers and bears (oh my), but I’d like to give some vampires (more Gothic and less C&C) as well as giant squids, etc.
[20:47] <+DMJim> Sleep Gas gun, Mike… not fireballs 😀
[20:47] <~Dan> Do you have dinosaurs? There should be dinosaurs.
[20:48] <+MikeStewart> Regarding characters, the rulebook will have 25 members of SuperMankind, split between those of Good alignment, Neutral, and Evil. More evils and neutrals, but enough Goods so that if you wanted to start a game quickly you’d have pre-gens.
[20:48] <+MikeStewart> Oh yes, dinosaurs galore1
[20:48] <~Dan> Huzzah!
[20:49] <+MikeStewart> Professor Challenger would not forgive me if I left out the dinosaurs.
[20:49] <~Dan> Nor would I!
[20:49] <~Dan> How many supernatural creatures do you include?
[20:50] <+MikeStewart> As in supernatural monsters?
[20:50] * ~Dan nods
[20:50] <+MikeStewart> If so, I’ve got about 12 or 14, if I can convince the Trolls to let me put them in.
[20:50] <+BlasterKyubey210> If?
[20:51] <+BlasterKyubey210> Is there some unusual clauses that come up on this?
[20:52] <+MikeStewart> No, just how far in the process the rulebook is would determine how much extra pages could be available. Since this is a SIEGE Engine game, there’s no reason you couldn’t use the C&C Monsters and Treasures or the d20 SRD monsters for that matter. I’d prefer more “period” monsters, though, such as the Jersey Devil or the Giant Rat of Sumatra.
[20:53] <~Dan> Or the Hound of the Baskervilles?
[20:54] <+MikeStewart> Creatures which don’t end up making it into the final published book will almost certainly wind up being offered in some form on the Facebook page for fans to grab and use as they wish.
[20:54] <~Dan> That’s good of you!
[20:54] <+MikeStewart> I’ve waited nine years for this game to be published! I’m going to support it all I can!
[20:55] <~Dan> In what remains of regular time, is there anything we haven’t covered that you’d like to mention? (And note that you’re welcome to hang out with us as long as you like.)
[20:55] <+BlasterKyubey210> Ah
[20:57] <+MikeStewart> Well, regarding the alignment system (C&C/D&D), there’s only three: Good, Neutral, and Evil. I am not a rigid alignment person, so to me the alignment means more of a character’s general outlook and not a straitjacket. That being said, there is a “fate point” type system called Victory points that are accrued by those of Good alignment.
[20:57] <+MikeStewart> This can be changed at will, of course, but I think the encouragement of Good is one of the tropes of the novels of the era.
[20:58] * ~Dan nods
[20:58] <~Dan> Cool.
[20:58] <+MikeStewart> There are vehicle rules for the traditional vehicles of the era, along with the ability to build custom vehicles or steampunk gear (as well as how to pay for them).
[20:59] <+DMJim> Gimme some Cavorite to build my ship with, and I;m good to go.
[20:59] <+MikeStewart> Carriage chase rules, of course, and a pretty comprehensive list of goods and services from the era in both U.S. dollars and pounds sterling.
[20:59] <+MikeStewart> DMJim: you and your anti-gravs… :)\
[21:00] <~Dan> The game sounds great. 🙂
[21:00] <~Dan> Just let me know if you’d be interested in a review when it comes out!
[21:00] <~Dan> Jason Vey can vouch for me. 🙂
[21:00] <+MikeStewart> Thanks! And we appreciate you giving us the time to come over here and chat about it.
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[21:01] <+MikeStewart> We’ll be sure to let you know about the review, as well!
[21:01] <~Dan> Absolutely. Please know that you are always welcome to hang out with us and to talk about your work.