[19:01] <+AaronSmith> I don’t think I’ve got enough to fill up two hours, but I’ve got at least a little to talk about.
[19:01] <+AaronSmith> *breathes into a paper bag to calm down*
[19:02] <+AaronSmith> So, I’m sorry my co-writer couldn’t be here tonight, real life unavoidably detained him. But my name is Aaron Smith, and I made a game that’s called Sparks, though it’s also known as Sparks of Light
[19:02] <@Silverlion> (Deep breath, stay calm. You can do it!)
[19:03] <+AaronSmith> It’s a magical girl game, in the same vein as Sailor moon, Pretty Cure, and to a much less active extent, Madoka Magicka
[19:03] <+AaronSmith> It’s heavily inspired by the ‘trendy’ ideas in game theory right now, and it’s a complete indy publication, but I’m still proud of it. Fair warning, it’s a first effort.
[19:04] <+AaronSmith> The core mechanic is a single d8 roll, with a success rating like Apocalypse World’s mechanic, but the players are expected to modify the roll up or down with a reskin of Fate points, which I call Hope Points to fit with the game’s theme.
[19:05] <+AaronSmith> The characters are the ‘good guys’ of the setting, and there’s a fair bit of “hidden history/secret society”, and I and my co-writer put a lot of effort into the setting part of the book, trying to express a setting that we feel can capture the genre.
[19:06] <+AaronSmith> Ideally, what we were trying to create was a reconstruction of the magical girl genre, since the genre itself has been pretty thoroughly deconstructed by now.
[19:06] <+AaronSmith> But admittedly, that’s because we just like positively aspected settings.
[19:07] <+AaronSmith> But part of the reconstruction was that we had to have actual factions within the goodguys, because it’s hard to have “monolithic good” without becoming a parody of itself.
[19:07] <+AaronSmith> so hopefully that will make the Light heroes (which we call Sparks) more interesting, since they’re human, and can still make mistakes, still have petty jealousies and interpersonal issues.
[19:08] <+AaronSmith> In point of fact “interpersonal issues” are a major theme of the game itself.
[19:09] <+AaronSmith> The characters gain Hope Points by their relationships with others, and gain tot he power to overcome the challenges they face by drawing on those relationships. So, at the start of the game, it’s intended that the players create a relationship map.
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[19:09] <+AaronSmith> Relationships can be with anything, person, place, or other, since it seems in magical girl anime anything can inspire a heroine to make that extra effort.
[19:09] <+Songtress> Question: Are there alowances for Magical Girls above the ‘standard ‘ (14-16) year old range?
[19:10] <+AaronSmith> Indeed there are. In fact, it’s the preferred age range for my play group.
[19:10] <+AaronSmith> As part of the reconstruction, and to explain why magical girls so often appear young, in the setting, magical girls can choose to hold back, and deliberately not age.
[19:11] <+AaronSmith> A lot of them choose to do so, because the bad guys tend to attack schools as sources of Hope and inspiration, but an equal number think it’s silly to do that, and allow themselves to age up, and then become teachers in schools and colleges.
[19:12] <~Dan> So… magical women? 🙂
[19:12] <+AaronSmith> Well yes, and the odd magical boy too. (we call them Knights) This leads to a lot of tension, since if you choose not to age, everybody else in the world ages around you.
[19:13] <+AaronSmith> So all the mundane friends you made in school move to the next grade, and remember that you were sort of an acquaintance, but all your Bonds with them fade away.
[19:13] <@Silverlion> You have bonds with them? Mechanically a connection to the NPC’s?
[19:13] <+AaronSmith> You’re essentially taking the school year over again, and have to make all new mundane friends, even if your magical girl friends remember who you are.
[19:13] <+AaronSmith> That is correct. The Bonds are what you draw Hope Points from (the fate points reskin)
[19:13] <@Silverlion> How does char gen work? Do people choose a theme for their magical girls?
[19:14] <+AaronSmith> Hope points are both hit points, fate points, and how you power all your abilities. So you have a lot of them, but you need to choose how you’ll spend them.
[19:14] <+AaronSmith> Character generation starts with the Bond map, detailing who your character has a connection to, and what that connection is.
[19:14] <+GenoFoxx> Do you make allowances for ‘technomagic?’
[19:14] <+AaronSmith> You do choose themes for costumes and Soul Tokens (the weapons)
[19:15] <+AaronSmith> and there are suggestions for those tokens and weapons in the game.
[19:15] <+AaronSmith> How do you mean, technomagic?
[19:15] <+AaronSmith> Magic that is created by technology, or that has a technological focus?
[19:15] <+GenoFoxx> both
[19:16] <@Silverlion> Interesting!
[19:16] <+AaronSmith> Magical rirtuals are extremely loosely defined, so that the characters can create or discover their own. As such, if a player says “it would be neat to have a giant plasma cannon as my soul token” then that’s what they have.
[19:16] <+GenoFoxx> Like the Steel Saints from Saint Seiya or the Armor gear from Symphogear
[19:16] <+Songtress> Or.. Magical Girl Lyrical Nanonha Decvices.
[19:16] <+GenoFoxx> thanks Songtress
[19:17] <+AaronSmith> Well, yes. All the devices work in the setting, but the soul tokens couldn’t be… say, taken apart in a lab and reproduced.
[19:17] <+AaronSmith> they’re still magic.
[19:17] <+AaronSmith> They may look and feel like technology
[19:17] <+AaronSmith> and can even be used by mundanes.
[19:17] <+AaronSmith> but they’re still magical in nature.
[19:17] <+AaronSmith> If the player says “this is how it looks” and it looks like technology, then I suppose it’s technomagic.
[19:17] <+AaronSmith> and since ritual magic can do anything the player wants, then magic could interface with technology very easily
[19:18] <+Songtress> Right
[19:18] <+GenoFoxx> so the magic is in the device and not the person? or is it a little of both?
[19:18] <+AaronSmith> A little of both GenoFoxx.
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[19:18] <+AaronSmith> Say you want to create a plasma cannon
[19:18] <+AaronSmith> the creation is magicla.
[19:18] <+AaronSmith> the ritual to make it is magical
[19:18] <+AaronSmith> the device is magic when it’s done, since it doesn’t work on real science.
[19:18] <+AaronSmith> but a mundane can pull the trigger
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[19:19] <+Songtress> So are Magical Girls ‘out in the open’, or are they hidden? Can you be partof a family that is traditionally magical girls/boys?
[19:19] <+AaronSmith> Some may consider it a cheat, but we deal with these issues by opening the creation and setting up wide.
[19:19] <~Dan> How are characters statted out? Is there an example character we can see?
[19:20] <+AaronSmith> To answer your question Songstress.
[19:20] <@Silverlion> Is there a systen for building antagonists?
[19:20] <+AaronSmith> It’s a hidden magic setting, but for a specific reason.
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[19:20] <+AaronSmith> Magicla girls can tell others who they are, and there’s nothing that stops people from believing them.
[19:20] <+AaronSmith> You can be part of a family of magical girls.
[19:21] <+AaronSmith> but the magical girl nature is not hereditary.
[19:21] <+AaronSmith> There are magical girl families that come from ‘a long line’ of Sparks though, and like any human, they tend to be a bit snobby about it.
[19:22] <+AaronSmith> Dan, there are example sparks in the game, let me cut and paste an example character.
[19:22] <+AaronSmith> I’m afriad my website isn’t up and running yet, so I can’t simply link you a URL
[19:22] <+GenoFoxx> ((damn, arrogant purebreds))
[19:22] <+AaronSmith> but once it’s up, I do intend to show example characters.
[19:22] <~Dan> No problem!
[19:22] <+Songtress> What about Animal Mascots?
[19:23] <+GenoFoxx> or Totems?
[19:23] <+AaronSmith> Animal mascots and totems are Yomi, the mosnter of the week/spirits.
[19:23] <+AaronSmith> You can tame them. Please wait a second, while I put in the Wildcard heroine.
[19:23] <+AaronSmith> Wildcard Heroine The Wildcard heroine is typically the outsider. Isolated at a distance, she often sees the situation from a different angle. This role is particularly well suited to the aloof Knights. Their off kilter obsessions and novel outlook can be the fresh perspective a problem needs or a temptation to the Dark. In anime, the wildcard tests nakama uni
[19:24] <@Silverlion> Where did you get the term “sparks?”
[19:24] <+AaronSmith> In anime, the wildcard tests nakama unity. Often, the wildcard appears as a Knight with eyes for one girl alone, and the new dynamic can cause serious in-fighting. Once their loyalty is earned, however, their unique knowledge makes them crucial for understanding what the adversary is doing.
[19:24] <+AaronSmith> Possible Aspects: Inside Out Mind, Outsider Looking In, “But it’s so obvious!”, Trust your heart and Leap, Reverse Psychology, Unorthodox Approach, Easy to Underestimate
[19:24] <+AaronSmith> Possible Troubles: “Just a little longer!” Odd Speech Patterns, Distinct Accent, “I need to finish this first”, “I’m sure it’s harmless!”, Clueless Demeanor
[19:24] <+AaronSmith> Example Character Concepts: Unconventional Thinker, Dedicated Musician, Expert Pilot, Serious Scholar, Technical Wizard, Timid Genius
[19:24] <+AaronSmith> Soul Token: If anyone is likely to have a weird token, it’s the wildcard. Some use cards like a jester; others manipulate strange symbols in the air itself
[19:25] <+AaronSmith> Signature Move: Obscure references or wordplay: “Mace of spades!”
[19:25] <+AaronSmith> Likely Courts: Keepers, Seekers
[19:25] <+AaronSmith> I got the term Sparks because I wanted something that referenced “light” and “motes” and generally the feeling of light without being an overpowering beam.
[19:25] <+AaronSmith> Now, here’s another example from later in the book.
[19:26] <+AaronSmith> warning, bad humor ahead.
[19:26] <+AaronSmith> During the Limbo Wars, a crack nakama was sent to prison by the Light Courts for a crime they didn’t commit. These women promptly escaped from the Light’s maximum security penitentiary, The
[19:26] <+AaronSmith> White Tower, to the Twilight underground. Today, still wanted by the Light Courts, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire – the Shooting Stars.
[19:26] <+AaronSmith> Loretta has a problem. She doesn’t like to use the astral pathways. This is a pretty big problem for a magical girl, since it’s the fastest way to travel. When this nakama was first formed, Marzia helped the group escape along a particularly harrowing stretch of the Astral, and ever since Loretta has been afraid of it. Not that she’d ever admit to being afrai
[19:26] <+AaronSmith> Court: Champion Aspects: Tougher than Stone. Heart bigger than all outdoors. Slow but steady.
[19:26] <+AaronSmith> Trouble: “You can’t trust the astral!”
[19:26] <+AaronSmith> Soul Token: Giant Sword
[19:27] <+AaronSmith> Signature Move: “Spinning Grande Blade Strike!”
[19:27] <+AaronSmith> Hope Points: 10
[19:27] <+AaronSmith> There, now I can get back to your questions. Sorry, where were we?
[19:27] <+AaronSmith> Ah yes, purebloods. Being arrogant is a good way to ‘fall’ to the twilight and Dark courts.
[19:28] <+Geek2theRight> Wildcard is the Tuxedo Mask playbook. Whee!
[19:28] <+GenoFoxx> Yomi/animal totems and spirits
[19:28] <@Silverlion> (and I think I’ll go nape, later all! Rock on Aaron Smith, have fun..:) )
[19:28] <@Silverlion> (nap)
[19:28] <+AaronSmith> Sleep well.
[19:28] <~Dan> (Sleep well, Sil!)
[19:28] *** Silverlion is now known as Silverlion-sleep
[19:28] <+AaronSmith> Yomi spirits are allies, enemies, monsters of the week, and adventure seeds all in one.
[19:29] <+AaronSmith> They’re spriits of the world, and both dark and light sparks can “tame” them.
[19:29] <+AaronSmith> Lights do this with negotaiton, and Dark typically beat them up until they agree to serve.
[19:29] <+AaronSmith> Darklings like to use Yomi as distractions or fodder.
[19:29] <+AaronSmith> they’re the sorce of the possessed trains that Light sparks have to fight often.
[19:29] <~Dan> Possessed trains…?
[19:30] <+AaronSmith> Lights use them to help fight too, but they’re not distractions or supposed to be disposed of.
[19:30] <+AaronSmith> 🙂 It’s a line in the book, and happens fairly frequently in magical girl anime.
[19:30] <+AaronSmith> A Darkling might be in an amusement park, with innocents all around.
[19:30] <+AaronSmith> She summons up a Yomi, and makes it possess a rollercoaster.
[19:30] <+AaronSmith> The rollercoaster animates, because it’s now a living thing with a spriit in it.
[19:30] <+AaronSmith> “possessed train”
[19:31] <+AaronSmith> so, I suppose if you wanted to, you could suplex a train!
[19:31] <~Dan> Huh.
[19:32] <+AaronSmith> Well, what other questiosn can I answer?
[19:32] <~Dan> So I notice there are no numbers associated with those character writeups.
[19:32] <~Dan> How do you define how good someone is at something?
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[19:33] <~Dan> (Howdy, SolutionCat!)
[19:33] <+SolutionCat> hi all
[19:33] <+AaronSmith> How you define your aspects is how good you are. If you say you’re good at something, you’re good at it.
[19:34] <+AaronSmith> And if you roll a 1 on the d8, you can spend hope points to change the outcome.
[19:34] <+AaronSmith> tagging that aspect.
[19:34] <+AaronSmith> You gain a +2 for each tag.
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[19:34] <~Dan> (Howdy, JP!)
[19:34] <+AaronSmith> Aspects are free to pick, and it’s expected that you’ll want to spend a little time prepareing for an important roll
[19:35] <~Dan> (SolutionCat: The topic: (Link: http://rpg.drivethrustuff.com/product/144223/Sparks-of-Light)http://rpg.drivethrustuff.com/product/144223/Sparks-of-Light )
[19:36] <+AaronSmith> *nods* that’s my product, alright.
[19:36] <+AaronSmith> So, what other questions can I answer?
[19:36] <~Dan> Are NPCs statted out the same way?
[19:37] <+AaronSmith> Ah! No, NPCs are either a relationship for you, or a challenge.
[19:37] <+AaronSmith> If they’re a simple skill check challenge, then it’s just 1d8
[19:37] <+AaronSmith> Only the players will ever roll
[19:37] <+AaronSmith> If it’s an extended challenge, then the “challenge” has a number of “hits” that need to be met to defeat it.
[19:37] <+AaronSmith> A challenge can be ANYTHING.
[19:38] <+AaronSmith> From a tough midterm to a full on battle fight
[19:38] <+AaronSmith> In the example adventure, a nosy reporter trying to out magical girls is a challenge to be overcome
[19:38] <+AaronSmith> As you might have noticed, the only real numerical value is Hope Points, which is defaulted to 10.
[19:39] <~Dan> It sounds like you’ve combined elements of Fate and Apocalypse World.
[19:39] <+AaronSmith> when you run out (which you’re expected too) you can draw on one of your Bonds, and get a full refresh.
[19:39] <+AaronSmith> but the effect of drawing on a Bond is that that bond has been damaged… you need to spend time roelplaying with tha tperson or place to repair the damage, or the next time that bond will break.
[19:40] <+AaronSmith> and you will be less connected to the world around you, and with less hope to draw on in a fight.
[19:40] <+AaronSmith> Dan, those were two major inspirations for my creation, yes. As I said, I was heavily influenced by the “cool kids” on the block.
[19:40] * ~Dan nods
[19:41] <~Dan> Is it assumed that all combat will be magical in nature?
[19:42] <+AaronSmith> No, as I mentioned, any challenge can be a “dice off”
[19:42] <+AaronSmith> so, the nosy reporter can be defeated by clever snooping or calm reasoning.
[19:42] <+AaronSmith> It’s expected that the big showdown will have magical fights in it, and any fight with a spirit is by definition magical.
[19:43] <~Dan> Oh, no, I got that. Yeah, I was speaking in terms of literal combat.
[19:43] <+AaronSmith> But the actual METHOD of the fight is up to the players and their description.
[19:43] <+AaronSmith> Ah.
[19:43] <+AaronSmith> Well, if they’re in a fight, the girls will probably wind up using their magical abiltiies, since those are the most effective.
[19:43] <+AaronSmith> But you dont HAVE to.
[19:44] <~Dan> Does the system account for weapons and armor?
[19:44] <+GenoFoxx> ((mecha?))
[19:45] <+AaronSmith> The system is entirely based around aspects. If you say your soul token is a giant mecha transforming motorcycle, then that’s what it is!
[19:46] <+AaronSmith> i’m afriad there’s not a lot of ‘gear’ here… the system just says “if you like gear, great! make an aspect out of it, and use it!”
[19:46] <+AaronSmith> but again, there’s nothing against using mecha as your soul token.
[19:46] <+AaronSmith> but i’m afriad there’s no catalogue of weapons and armor and a ‘good build’ for your character.
[19:46] * ~Dan nods
[19:47] <+AaronSmith> There are a few tactical options in the combat, you can choose to fight offenstively and take more damage, while dealing more damage, or fight defensively, and deal less damage while taking less damage.
[19:47] <+AaronSmith> A combat deals damage at the end of each turn.
[19:47] <+AaronSmith> so an opponents stat block is super simple. How many hits they dish out, how many they take.
[19:47] <+AaronSmith> everyone in the fight, takes the same number of hits.
[19:48] <+AaronSmith> But hits are only delt out at the end of the round, so if you finish off the opponent before the round is up, nobody takes damage that round.
[19:48] <+AaronSmith> This is hopefully so players will play a little defensive at first, then when they think they can do it, they go full offensive on their rolls, and blast the opponent for a finishing move.
[19:49] <+AaronSmith> What else can I answer for anyone?
[19:50] <~Dan> I’m not sure I’m following you about everyone in the fight taking the same number of hits.
[19:50] <+AaronSmith> Alright.
[19:51] <+AaronSmith> An opponent says it deals 2 hits (in their stat block). They take 3 hits to take down.
[19:51] <+AaronSmith> All the heroines roll.
[19:51] <+AaronSmith> The rolls do ‘hits’ of damage to the opponent.
[19:51] <+AaronSmith> say they deal 2 hits. The opponent is still up.
[19:51] <+AaronSmith> (still a threat still a problem, doesnt’ have to be combat)
[19:52] <+AaronSmith> Now all the heroines that were involved in that fight, (if they rolled in the fight at all) take 2 Hope Points of damage.
[19:52] <+AaronSmith> They subtract 2 from their current Hope Points.
[19:52] <+AaronSmith> Now a new round starts.
[19:52] <~Dan> Hmm. So there’s no way to avoid getting hit?
[19:53] <+AaronSmith> Youc an fight defensively. When you do, you take half the damage rounded down.
[19:53] <+AaronSmith> So if you were fighting defensively, you would take 1 hit, instead.
[19:54] <~Dan> Okay, I think I follow you.
[19:54] <+AaronSmith> *nods*
[19:54] <~Dan> Yeah, I can see the appeal of fighting defensively, especially until you find out how much damage the foe can dish out.
[19:55] <+AaronSmith> Yes, exactly.
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[19:55] <+Geek2theRight> This is simple. Very Fate + Powered by the Apocalypse, only simpler. I think . . . I want this.
[19:55] <~Dan> (Welcome to #rpgnet, TimoDowning_EotF!)
[19:55] <+TimoDowning_EotF> Good evening, all
[19:55] <~Dan> (AaronSmith, TimoDowning_EotF is one of your fellow game authors.)
[19:56] <+Geek2theRight> I tend to like the *concept* of magical girls, but never really the *implementation*. Would this be good for a more serious, social-heavy game?
[19:56] <+AaronSmith> 😀 Well, I’m certinally hoping SOMEBODY wants it!
[19:56] <+AaronSmith> But thank you, and yes, this is _exactly_ the game and idea. Its… it’s simple. It’s NOT a gear game. And I feel bad about that, but I choose NOT to build a gear game
[19:56] <~Dan> Why do you feel bad about it?
[19:56] <+AaronSmith> Some games really LOVE gear, but… well, quite frankly, I SUCK at building characters in gear games.
[19:56] <+AaronSmith> So the game I designed, isn’t one of htose.
[19:57] <+Geek2theRight> Gear lists are overrated. The whole “if you want gear, work it into your Aspects” thing is great.
[19:57] <+AaronSmith> Anyway! Your question!
[19:57] <~Dan> (TimoDowning_EotF: (Link: http://rpg.drivethrustuff.com/product/144223/Sparks-of-Light)http://rpg.drivethrustuff.com/product/144223/Sparks-of-Light)
[19:57] <+AaronSmith> Yes, of course the game can do heavy social issues.
[19:57] <+AaronSmith> In fact, the setting is kind of designed with those in mind.
[19:58] <+AaronSmith> After all, in a magical girl episode, the REAL threat isn’;t the mosnter of the weak.
[19:58] <+AaronSmith> er, week.
[19:58] <+SolutionCat> How do you resolve social conflicts?
[19:58] <+AaronSmith> the REAL threat is the character’s bonds being frayed, and not getting along together.
[19:59] <+AaronSmith> Socail conflicts are just like any conflict. They’re a challenge to be overcome, with a given number of “hits” and a set amount of hope points they deal every round.
[19:59] <+AaronSmith> A social conflict is just on a longer scale, and hopefuly not as dangerous as a combat.
[19:59] <+AaronSmith> so a round in combat could be a second or two, a round in social conflict could be a day, or a week.
[19:59] <~Dan> How do you deal with conflicts between NPCs?
[20:00] <+AaronSmith> Well, NPCs have aspects too. This isn’t actually dealt with in the game though, it’s assumed that if there’s a conflict between NPCs the GM will say (as we advice in the gm advice section) “Hey, what makes the better story here”
[20:01] <+AaronSmith> So I’d look at the NPCs aspects, think about what a good story outcome would be, and interesting, and then just declare they win.
[20:01] <+AaronSmith> and If I didn’t know, I’d roll a die, and say “ok, npc A wins.”
[20:01] * ~Dan nods
[20:02] <+AaronSmith> but since the story is more about the PCs, it’s presumed that the PCs will want to roll, at some point, or be involved in some way.
[20:02] <+AaronSmith> thus, once htey’re involved, they’re the only ones that roll dice.
[20:03] <~Dan> Do you plan on expanding the game in any way?
[20:04] <+AaronSmith> Yes, actually. There are 2 other factions mentioned in the core book, and one half faction.
[20:04] <+AaronSmith> Those are the Twilights, the Darklings, and the Knights.
[20:04] <+TimoDowning_EotF> Is this one of the ways a DM can increase the difficulty of a particular scenario – guiding the actions of NPCs to create a more difficult, or dangerous situation?
[20:04] <+AaronSmith> If the game sells well enough, we hope to put together a source book on the Darklings, and then a sourcebook on the Twilights and the Knights
[20:05] <+TimoDowning_EotF> What are other ways a DM can challenge players. (sorry for the jump-in question)
[20:05] <+AaronSmith> It’s quite alright Tim. If you mean “difficult” in terms of how hard it is to overcome a challenge, then the GM basically creates an encounter depending on how tough it is… the players would be the ones who got into trouble.
[20:06] <+AaronSmith> That is to say, the GM sets up the world, the palyers muck around it in and make issues.
[20:06] <+AaronSmith> There are expected to be opponents who want thinks that are against all the Light Sparks stand for, so they will come into conflict
[20:06] <+AaronSmith> So the GM would be creating those NPCs, and thus guiding the conflict.
[20:07] <+AaronSmith> There are advice bits in the book talking about challenging players, and what I wrote is a mix of “make a conflict out of it” and “give the players a tricky moral choice”
[20:07] <+TimoDowning_EotF> Ah, ok. Understood. So the DM would rarely make a roll in that case, to determine the outcome of NPC actions like you stated earlier – the DM simply chooses the more interesting outcome.
[20:08] <+AaronSmith> Yes, exactly
[20:08] <+TimoDowning_EotF> “Give the players a tricky moral choice.” – Excellent =D
[20:08] <+AaronSmith> As I took a major inspiration from Apocolypse world, the GM almost never rolls dic.e
[20:08] <~Dan> 🙂
[20:08] <+AaronSmith> WEll, it’s one of my favorite bits of the magicla girl genere
[20:08] <+AaronSmith> The Darkling is about to get away, but she’s unleashed havok on the amusement park.
[20:08] <+AaronSmith> Which do you do? Follow her, knowing she’s going to do more damage, or help the innocents… who are being damaged?
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[20:09] <+TimoDowning_EotF> Set the stage and let the Players play. Best way to do it.
[20:09] <+AaronSmith> and there’s no GM rolling in that, it’s just letting the magical girls be confronted with the fact that this darkling is a real stinker who doesn’t care if she hurts anyone
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[20:09] * ~Dan nods
[20:09] <+AaronSmith> So, that was stuff we tried to put in the GM advice.
[20:10] <+AaronSmith> One of my favorite bits in my game, was actually how we tried to emulate the “recruit the baddy” trope.
[20:10] <+AaronSmith> So, say youre facing off against a darkling.
[20:10] <~Dan> Okay.
[20:10] <~Dan> You’re facing off against a darkling.
[20:11] <+AaronSmith> If you identify 2 of his or her aspects, and then spend 10 hope points (and hopefully a passionate speech!)
[20:11] <+AaronSmith> then you can ‘force’ a Bond with them.
[20:11] <+AaronSmith> and them with you.
[20:11] <+TimoDowning_EotF> Interesting
[20:11] <+AaronSmith> Now, Bonds give you hope points.
[20:11] <+AaronSmith> So they’re basically your power pool
[20:11] <+AaronSmith> but in addition, they’re a weakness for Darklings, because darklings get their power by just ripping hope out of others.
[20:11] <+AaronSmith> So now your Light can start using that Bond to recruit them.
[20:12] <+TimoDowning_EotF> So it’s an ever-dwindling pool of hope points
[20:12] <+AaronSmith> Lights essentially have a small but infinitely renewable pool. Darklings have an ENORMOUS pool, but it’s not really renewable (without causing fights which causes you spend your pool which… you get the idea)
[20:12] <+AaronSmith> This means darklings fight alone, and lights fight in groups.
[20:13] <+TimoDowning_EotF> I like the concept
[20:14] <+AaronSmith> Thank you.
[20:14] <+GenoFoxx> so what’s the mechanic to turn a darkling to light and a light to dark?
[20:15] <+AaronSmith> Ah, that’s entirely a roleplaying choice. the mechanics would amount to, in the first instance “You’ve formed a bond with her, you’ve convinced her not to harvest, you’ve overcome her resistance in roleplay
[20:15] <+AaronSmith> And in making social conflicts (successful task rolls)
[20:15] <+AaronSmith> And now she’s a light.
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[20:15] <+AaronSmith> In the second, it would be the GM warning you “the light is giving you twinges”
[20:16] <+AaronSmith> and the player would deliberately choose to do something to gain power that harms another, despite being warned by the light inside her.
[20:16] <+TimoDowning_EotF> Is it up to the GM as to the length of turning a dark into a light and vice-versa
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[20:16] <+AaronSmith> Yes, because doing either is a full season story arc.
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[20:16] <~Dan> (wb, Silverlion!)
[20:16] <+AaronSmith> I hope we didn’t wake you up, Silverlion.
[20:16] <+TimoDowning_EotF> Oh, ok
[20:16] <~Dan> You were typing too loudly, AaronSmith.
[20:17] <+AaronSmith> Darn it! I knew something was wrong with my keyboard!
[20:17] <~Dan> 🙂
[20:17] <@Silverlion> Nope. Thanks. 😀 People texting did that.
[20:17] <@Silverlion> Hehe.
[20:17] <+Geek2theRight> You mentioned Twilights and Knights earlier. What are they?
[20:17] <~Dan> AaronSmith: Silverlion and SolutionCat are also among your fellow game authors. 🙂
[20:19] <+AaronSmith> Somehow I’m not surprised. 🙂 RPG.net everyone.
[20:19] <+AaronSmith> Twilights are one of the factions. They’re magical girls who haven’t fallen all the way to the Dark. They use their powers for selfish gains, but they don’t (strictly speaking) hurt anyone doing it.
[20:19] <+AaronSmith> Knights are “boy magical girls”.
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[20:22] <+AaronSmith> Can I answer any more questions?
[20:22] <~Dan> So is there any sort of framework for what magic can accomplish in the setting?
[20:22] <+GenoFoxx> ((the Tuxedo Kamens, the Saint Seiyas, the Shuratos))
[20:22] <+TimoDowning_EotF> As for Knights, how large of a pool do they have for conflict?
[20:22] <+TimoDowning_EotF> You stated that Darklings have an enormous pool, but it’s not really renewable. What about Knights?
[20:24] <+AaronSmith> Sorry, in order. I’ll get to you. 🙂
[20:25] <+AaronSmith> Yes, there is a framework for magic, and a magical systme.
[20:25] <+AaronSmith> It’s very flexible and open ended as you might expect.
[20:25] <+AaronSmith> There’s 3 levels of rituals, and rituals are always big flashy magical effects, that take a special focus and you have to learn from a tutor or do lots of research to figure out.
[20:26] <+AaronSmith> at level 1, you can do something that a normal person could do with a lot of effort, you just do it very quickly with magic.
[20:26] <+AaronSmith> so “single human capable”
[20:26] <+AaronSmith> at level 2, youc an do soemthing a whole LOT of people could get done with effort. Build a house or a skyscraper, heal from big damage.
[20:27] <+AaronSmith> at level three, you can cleanse the world of the Dark (for a season, at least)
[20:27] <+AaronSmith> Each level has guidelines and suggestions for the research time, the study, the magic item needed and so on.
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[20:27] <~Dan> (Howdy, Mostlyjoe!)
[20:27] <+MaxMahem> Is Drivethrough RPG the only place your game is on sale?
[20:28] <+AaronSmith> Right now, yes. I’m in talks with SJGames, Lulu, and Amazon to get my game for sale there
[20:28] <+AaronSmith> It’s a slow process, i’m sorry to say
[20:28] <+AaronSmith> Knights are Light or Dark aligned as well, Tim. So they have the same kinds of pools.
[20:29] <+AaronSmith> But since Knights are typically loners, they get a bonus of +5 to their Hope pool.
[20:29] <+AaronSmith> And are required to take the aspect “natural loner” and “uncomfortable in a group”
[20:30] <+AaronSmith> And because that’s how the genre is coded, I also said “if you wnat to have a Knight in the group, that’s fine… but you can’t have two. If someone wants to be a Knight, make sure everybody is ok with this, because only one person can be a Knight in your Nakama.”
[20:30] <+AaronSmith> So a Darkling Knight has the same kind of pool as a Darkling girl, and a Light Knight has the same kind of pool as Light girl.
[20:31] <+TimoDowning_EotF> Nice. Got it
[20:31] <+AaronSmith> Eh, I was alittle uncomfortable with some of the elements of the genre, so I just lampshaded them.
[20:32] <+AaronSmith> “Hey, the genre says solo knights, and very rare… so… that’s what the genre says. Ok?”
[20:32] <~Dan> You said this is your first game, AaronSmith?
[20:32] <+AaronSmith> Yes, it is.
[20:32] <+GenoFoxx> any provisions for extraordinary normals?
[20:32] <~Dan> Do you have any plans to make other games, and if so, what?
[20:32] <+TimoDowning_EotF> Wow. Congrats, Aaron
[20:32] <+AaronSmith> Thank you Tim.
[20:32] <+willows> If you were uncomfortable about those elements, why didn’t you remove or rehabilitate them rather than just lampshading them?
[20:33] <+AaronSmith> Yes, we do have provisions for extraordinary normals.
[20:33] <+AaronSmith> They are very special, but there are mentions of them in the rules.
[20:33] <+GenoFoxx> cool
[20:33] <+AaronSmith> We do have some plans to make other games, Modern occult, sword and sandal, and high fantasy, using various ideas we’ve had on the burner for a while.
[20:34] <~Dan> Same system, or different?
[20:34] <+AaronSmith> As to why we didn’t remove those elements, we didn’t fele the setting properly emulated the genre without them.
[20:34] <+GenoFoxx> No space opera or mecha? 😦
[20:34] <+AaronSmith> Perhaps “uncomfortable” is the wrong term, but we do have to admit to slight unfairness that the ratio of magical girls to boys is 10:1
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[20:35] <+AaronSmith> They are variations on the same system we used in Sparks, Dan.
[20:35] <+AaronSmith> We may do space opera mecha at some point, but we don’t have a burr under our saddle for those.
[20:35] <+AaronSmith> At least not yet. 🙂
[20:35] <~Dan> GenoFoxx: TimoDowning_EotF has a mecha game that we’ll be discussing on Friday. 😉
[20:36] <+AaronSmith> We’ll see if anyone is interested in Sparks, before we go crazy
[20:36] <+AaronSmith> Ah, fun!
[20:36] <+AaronSmith> Big stompy heroic robots!
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[20:36] <+TimoDowning_EotF> Haha
[20:36] * +MaxMahem perks up!
[20:36] <~Dan> 🙂
[20:36] <+MaxMahem> Did somebody say robots?
[20:36] <+TimoDowning_EotF> Not all are heroic, sadly
[20:37] <+AaronSmith> What’s the name of your game, Tim?
[20:37] <+AaronSmith> And where is it for sale?
[20:38] <+TimoDowning_EotF> Echoes of the Fall. We’re open for funding on Kickstarter right now. Not finalized or for retail sale just yet.
[20:38] <+AaronSmith> Ah, excellent.
[20:38] <+TimoDowning_EotF> I don’t want to interrupt your session though. I have all Friday haha.
[20:38] <+AaronSmith> Well, does anyone have more questions for me?
[20:38] <~Dan> Let’s see…
[20:38] <~Dan> Nothing comes to mind on my end.
[20:39] <+AaronSmith> *nods*
[20:39] * +GenoFoxx perks up as well
[20:39] <~Dan> Actually, is there anything we haven’t covered that you’d like to bring up?
[20:39] <+AaronSmith> Well, I was happy to come by, and thank you for the megaphone Dan.
[20:39] <+GenoFoxx> ((mecha, mecha, mecha))
[20:39] <+AaronSmith> No, I think you covered all the points.
[20:39] <~Dan> Alrighty then!
[20:39] <+TimoDowning_EotF> Thanks for sharing and discussing your game, Aaron
[20:39] <~Dan> Well, thank you very much for coming by!
[20:39] <+TimoDowning_EotF> It was very interesting and expansive!
[20:39] <~Dan> And please feel free to hang out with us any time you like!
[20:40] <~Dan> As you’ve seen, we have quite a few game authors who do so regularly. 🙂
[20:40] <+AaronSmith> My pleasure, thank you Dan, I hope whoever buys my game lieks it. 🙂
[20:40] <+AaronSmith> I have indeed!
[20:40] <+AaronSmith> goodnight.