[19:05] <+RyanMDanks> I’m Ryan M. Danks, owner and publisher of Reroll Productions
[19:07] <+RyanMDanks> Shadowcraft is a fictional setting about kidnapped humans taken to the realm of Arcadia by the fae, where the humans, known as the Lost Ones, eventually overthrow their fae captors and take over. The nations of Lost Ones that survives becomes embroiled in a civil war that leads to a cold war.
[19:07] <+RyanMDanks> Shadowcraft: The Glamour War is the roleplaying game that takes place during that cold war. You play as shadow agents for the king, conducting espionage missions in a covert war. It’s high fantasy meets super spies.
[19:07] <+RyanMDanks> (Done)
[19:08] <~Dan> Thanks, Ryan! The floor is open to questions!
[19:08] <~Dan> Want to take Lin’s question first?
[19:08] <+RyanMDanks> Oh: (Link: https://www.kickstarter.com/projects/2027490713/shadowcraft-the-glamour-war)https://www.kickstarter.com/projects/2027490713/shadowcraft-the-glamour-war
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[19:08] <~Dan> (Howdy, KirbyJ!)
[19:09] <+Lin_Chong> So. Like Peter Pan?
[19:09] <+RyanMDanks> Not quite. Peter Pan is more towards the pixie type of fae, and while that’s certainly possible, the fae have been thrown out of Arcadia. You being the (Lost Boys, if you will) are the descendants of the kidnapped humans from millennia before.
[19:09] <+RyanMDanks> (Done)
[19:09] <~Dan> What system are you using?
[19:09] <+RyanMDanks> The RPG will be a heavily modified version of Fate Core
[19:09] <~Dan> Modified how?
[19:10] <+Blarghedy> Is any understanding of Fate required, or do you explain the whole modified system in the book?
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[19:11] <+RyanMDanks> We are doing away with skills and using ranked aspect, rewriting the conflict system so that it works more like the contest mechanics and removes NPC turn order, as well as adding new additions like a flashback mechanic and a robust investigative system that even the GM doesn’t know how things will turn out.
[19:11] <+RyanMDanks> No, you don’t need to know about Fate Core. SC:tGW will be a standalone product. (Done)
[19:12] <~Dan> As to the GM not knowing how things will turn out in an investigation, how does that work? Player-defined outcomes?
[19:12] <+JamesGillen> “Screw this. Everybody did it.” -Agatha Christie
[19:13] <+RyanMDanks> Yes. We are taking inspiration from Brainstorming in the Atomic Robo RPG. Players roll against each other using differing methods of investigation, and the winner gets to make a fact (discover a clue). After a few rounds of this, a final investigate check determines the next leg of the adventure (where all the clues point).
[19:13] <+RyanMDanks> Lol, JamesGillen
[19:13] <+RyanMDanks> (Done)
[19:14] <~Dan> Is that the only point at which player-defined outcomes come into play?
[19:14] <~Dan> (Okay, that was a weird sentence.)
[19:15] <+RyanMDanks> No. The contest-conflict mechanic is “winner-defined”…
[19:15] <+RyanMDanks> Whoever wins a contest-conflict roll gets to define what happened. This is important because NPCs only “get a hit in” if you fail your roll. So it’s a battle of narrative control.
[19:15] <+RyanMDanks> (Done)
[19:16] <+Lin_Chong> So what happens to the fae?
[19:17] <+RyanMDanks> There was a rebellion the Lost Ones led against their captors. They killed a few (using iron), but the rest just vanished. It’s a mystery of the setting that is still under investigation.
[19:17] <+Lin_Chong> And the Lost Ones inherited fairy magic?
[19:17] <~Dan> So if there are no fae, what’s the setting significance of the action taking place in Arcadia?
[19:18] <~Dan> (Which relates to Lin’s question.)
[19:18] <+RyanMDanks> Pretty much. Everyone in the setting is capable of magic. In fact, every PC is at once a fighter, rogue, and mage.
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[19:19] <~Dan> (Welcome to #rpgnet, Dingo!)
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[19:19] <+RyanMDanks> The villainous group traveled south to the “Hedge” where they found a horde of unmentionable horrors that they led back to northern Arcadia to take the cities for themselves. What they found, and what it could mean for the setting (which is a GM-only knowledge, provided players don’t read that section) is fae-related.
[19:20] <+RyanMDanks> Also, artifacts and relics (magic items) are things left over from the fae.
[19:20] <~Dan> Ah. I was just about to ask if there are monsters in the setting.
[19:20] <+RyanMDanks> And Arcadia is a magical land, which allows for all kinds of monstrous creatures, that may or may not be related to the fae.
[19:20] * ~Dan nods
[19:21] <+Lin_Chong> What’s the difference between an artifact and a relic?
[19:22] <+RyanMDanks> A relic is an item left behind (created by) the fae. They are the most powerful things around. An artifact is the Lost Ones’s attempts at recreating relics, which are always flawed replicas.
[19:22] <+RyanMDanks> (Done)
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[19:23] <~Dan> How specific is the term “fae” in the setting? Is it, for example, analagous to “elf”? Or does it run the gamut from sprites to redcaps to hags to gnomes, etc.?
[19:23] <~Dan> (Welcome to #rpgnet, EldritchFire!)
[19:23] <+Lin_Chong> Yes, that’s a good use of the etymology. *nods*
[19:23] <+RyanMDanks> 🙂
[19:24] <+RyanMDanks> Fae are one of those things that should never be overly defined, we feel…
[19:24] <~Dan> Fair (folk) enough.
[19:24] <+EldritchFire> 😛
[19:24] <+RyanMDanks> In that regard, we are trying to keep them mysterious and powerful. Part of the setting, yet at the edges of perception.
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[19:24] <+RyanMDanks> (Done)
[19:24] <+Vorthon> Trying to think of good north and south ends for my Sword Coast map. Thinking Waterdeep for the north, and either Baldur’s Gate or Candlekeep for the south.
[19:24] <~Dan> (Howdy, Ettin!)
[19:25] <~Dan> (Q&A in progress, Vorthon. #rpgnet2 is open for general chat. 🙂 )
[19:25] <+RyanMDanks> Can’t help you with Sword Coast. I’m not an expert on Faerun. (Did knowing those are related make me an expert?) 🙂
[19:25] * ~Dan chuckles
[19:25] <+Vorthon> ((Oh, terribly sorry.))
[19:25] <~Dan> (No worries!)
[19:26] <+RyanMDanks> 🙂
[19:26] <~Dan> How powerful is magic in the setting? What can it accomplish on the high end of the spectrum?
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[19:27] <+RyanMDanks> Magic is a part of everyone. Like running or speaking, magic (we call it expression) is a part of everyone…
[19:27] <~Dan> (Howdy, MonkofLords!)
[19:27] <+RyanMDanks> The only limitation is in your lineage. Different lineages (races, essentially) have access to different expression magic, though there is a general type that enhances your mind and body.
[19:27] <+RyanMDanks> (Done)
[19:28] <+RyanMDanks> Oh, sorry. What can it accomplish…
[19:28] <+RyanMDanks> Illusions, animalistic shapeshifting, curses, etc. No damaging spells, as we still want to keep the need for artifact-usage and combat relevant. So mostly for set-up or hindrance.
[19:28] <+RyanMDanks> (done)
[19:29] <+Lin_Chong> What are the different lineages?
[19:29] <~Dan> No damaging spells? That’s interesting…
[19:29] <+RyanMDanks> There are three PC-available lineages…
[19:29] <+JamesGillen> So some lineages are *not* PC
[19:30] <+RyanMDanks> The glassborn are what the Lost Ones were initially transformed into when they got to Arcadia. They removed all physical and mental deformities and linked them to the magical essence of the realm. They can cast illusions (glamours) as their primary expression.
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[19:31] <+RyanMDanks> The sylvans are descendent from criminal glassborn who were exiled to the forests for their crimes. They can cast animalism magic which allows for shapeshifting.
[19:31] <+RyanMDanks> And the stonekin are glassborns who were further modified to work the mines of the mountains for a rare “glass stone”, as the fae could not work it themselves because of the presence of iron. They can transmute materials (mostly making them harder and tougher).
[19:32] <+RyanMDanks> Yes, there are non-PC lineages. They’re basically the three PC lineages that were modified further by a dark force to the south.
[19:32] <+JamesGillen> hmm
[19:33] <+EldritchFire> Those dang southerners!
[19:33] <+RyanMDanks> There are images of the PC lineages on the Kickstarter page (in the updates section): (Link: https://www.kickstarter.com/projects/2027490713/shadowcraft-the-glamour-war)https://www.kickstarter.com/projects/2027490713/shadowcraft-the-glamour-war
[19:33] <+JamesGillen> heh
[19:33] <+RyanMDanks> Lol
[19:33] <+RyanMDanks> (Done)
[19:33] <+Lin_Chong> How does one become one of the lineages?
[19:33] <+RyanMDanks> You create a character by choosing a lineage.
[19:34] <+RyanMDanks> They are, essentially, the setting’s “races”. No other peoples are known, as a way back from (or to) Arcadia has never been discovered.
[19:34] <+RyanMDanks> (Done)
[19:35] <~Dan> What do the PCs do in the setting?
[19:36] <+RyanMDanks> PCs are shadow agents. They are the James Bonds, Jason Bournes, and Ethan Hunts of the world. They lead espionage missions against the nation of Kormil (the dark lineages) to find an advantage that can help in the coming war that everyone knows will erupt again soon.
[19:36] <+RyanMDanks> (Done)
[19:37] <+Lin_Chong> Can lineages mix?
[19:37] <+RyanMDanks> Yes!
[19:37] <+JamesGillen> Is there only 1 “good” and one “bad” nation?
[19:37] <+RyanMDanks> We have rules for half-races of the “light” lineages. No dark-light mixes have been discovered.
[19:38] <+RyanMDanks> There are multiple good nations, but they come together politically to fight the dark. The dark is one entity with multiple political groups.
[19:38] <+RyanMDanks> (done)
[19:38] <+JamesGillen> ah
[19:39] <~Dan> I’m not really a Fate expert. Can you explain what “ranked Aspects” means in this context?
[19:39] <+RyanMDanks> Okay. So skills get ranks (Fighting +1, Athletics +2, etc.)…
[19:40] <+RyanMDanks> In Fate, there are aspects (things that describe something important about your character). What we’ve done is directed the way you create aspect and then gave them the skill ratings…
[19:40] <~Dan> Ah, I think I follow you.
[19:40] <+RyanMDanks> So you might end up with Trained as an Assassin +3 or Sucker for a Pretty Face +1
[19:41] <+RyanMDanks> When the aspect makes sense, you have permission to roll it. If it doesn’t look at the next one. If none of them make sense, then you roll at +0 (it’s unlikely too many situations will have many +0 rolls, which is what we’re going for).
[19:41] <+RyanMDanks> Everyone in the setting is highly capable.
[19:41] <+RyanMDanks> (Done)
[19:41] <~Dan> I see. Interesting.
[19:42] <+Lin_Chong> Is there any in-fighting between the other nations?
[19:42] <+Lin_Chong> The PC nations.
[19:42] <~Dan> The effect puts me in mind of Over the Edge a bit.
[19:42] <+willows> Your use of ‘light’ and ‘dark’ for the ‘good’ and ‘bad’ factions of your setting are, to say the least, racially awkward. Did you put any thought into that?
[19:42] <+RyanMDanks> There is. No wars or anything of that nature. But there are political schisms.
[19:44] <+RyanMDanks> Light and dark are chosen more for the type of magic (shadow and such) as well as fae-related mysteries. Since the “dark” lineages are modified “light” lineages, they have the same spread of skin colors as everyone, which is to say the entire gamut of human possibilities (and weirder, as this is a land of the fae).
[19:44] <+RyanMDanks> (Done)
[19:44] <~Dan> How many points can go into Aspects at character creation?
[19:44] <+RyanMDanks> That part is still underdevelopment.
[19:45] <+Lin_Chong> So we won’t get a skill pyramid?
[19:45] <+RyanMDanks> No, it’ll be directed. More like Fate Accelerated.
[19:45] <+RyanMDanks> (done)
[19:46] <~Dan> Given the narrative nature of the system, how does combat work?
[19:47] <+RyanMDanks> Okay…this one is involved…
[19:47] <~Dan> (In that case, question pause, please.)
[19:47] <+RyanMDanks> Basically, it’s similar to Apocalypse World’s conversation…
[19:48] <+RyanMDanks> The GM sets up the circumstance of the battle (sets the scene) then asks the players what they do. The players respond, and if it affects an NPC (like targeting with an attack) or an NPC can hinder them, then GM announces what the NPC will do in response. Dice are rolled for both sides.
[19:48] <+RyanMDanks> Whoever wins gets to describe what happens…
[19:49] <+RyanMDanks> So the GM can describe that an NPC will parry an attack, and if the GM wins the roll, the NPC can counter-strike the PC, dealing damage.
[19:50] <+RyanMDanks> NPCs don’t actually get turns. Instead, they get the opportunity to act whenever the players act in ways they can interact with.
[19:50] <+RyanMDanks> You can succeed at cost, meaning you lost the roll but want to win by accepting a complication…
[19:51] <+RyanMDanks> In this case, if you failed the roll (and only if you failed the initial roll) you get the opportunity to accept a consequence (a long-lasting negative aspect, like a wound) to increase your roll by the value of the consequence and succeed.
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[19:51] <+RyanMDanks> All characters have two points of stress. Success in combat deal 1 point of stress, while succeeding with style (by 3 or more) deals 2 points. (Stunts can increase your stress).
[19:51] <+RyanMDanks> (Done)
[19:52] <+JamesGillen> So what happens if you exceed 2 stress?
[19:52] <~Dan> How do weapons and armor function?
[19:53] <+RyanMDanks> If you exceed 2 stress you’re taken out.
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[19:53] <+RyanMDanks> Weapons and armor are in development. We’re leaning towards increased stress boxes and more consequences for armor.
[19:53] <+RyanMDanks> (done)
[19:54] <+Lin_Chong> So you want fights to be quick and dirty?
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[19:55] <+RyanMDanks> Not quite. Since you can only deal a maximum of 2 points of stress in a round, and stunts and armor can take you up to 3-4 points, it could take a few rounds. Also, NPCs’s stress are a dial for difficulty. If you have a BBG, you can give them 5 stress, if you want.
[19:55] <~Dan> I’d like that approach, re: weapons. One thing that turns me off from many Fate-based games is the irrelevance of weapons.
[19:55] <~Dan> (Howdy, Sam!)
[19:55] <+Sam> (Hola.)
[19:56] <+RyanMDanks> What we tried to do with fights is make them more like Jadepunk duels, which are quick, but still take a few rounds. We don’t want the story to drag because one character got into a 1-on-1, but climactic fight scenes should still be big deals.
[19:56] <+RyanMDanks> (Done)
[19:56] <+Lin_Chong> Games about the fae have it so you can play as the creatures from folklore and old wives’ tales: ogres, elves, redcaps, elementals, and so on. What do you think is the appeal in playing completely new creatures?
[19:57] <+RyanMDanks> The fae is a feature of the setting, but not the focal point (though getting to fight those creatures is a definite possibility). The focal point is on fantasy espionage and super spies.
[19:58] <+RyanMDanks> (done)
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[19:59] <+Lin_Chong> What kind of tones do you want games to be? What kind of emotions do you want players to feel?
[20:01] <+RyanMDanks> The tone is grayscale. We want it to feel bright and hopeful in the “good” lands, and dark and brooding in the “bad” lands. Shadow agents roam in the twilight between those points. They face the dark to keep the light shining bright.
[20:01] <~Dan> They sound a bit like Tolkien’s rangers.
[20:01] <+RyanMDanks> Does that make sense? Those are usually difficult types of questions to answer.
[20:01] <+RyanMDanks> Yeah. Rangers are a good parallel.
[20:02] <+EldritchFire> Like the agent from Serenity? “There is no place for me in the society I fight for.”
[20:02] <+Lin_Chong> Makes sense.
[20:03] <+RyanMDanks> Not quite. There is a place for them, but the more they spend in the fight, the more detached they would be. I guess some agents would be so scarred as to be like the Serenity agent.
[20:03] <+RyanMDanks> (done)
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[20:03] <~Dan> (Howdy, Songtress!)
[20:04] <+NiTessine> Mrghl. I’m home at 4 a.m. in the morning stone cold sober. There’s something wrong with this picture.
[20:04] <+RyanMDanks> Lol
[20:05] <+RyanMDanks> The primary conflict is an extension from older conflicts between the Noraluans (political movement that led to the fae being overthrown) and the Kormillians (those who supported and tried to protect the fae).
[20:06] <+RyanMDanks> (done)
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[20:07] <~Dan> (Welcome to #rpgnet, Saintly!)
[20:07] <~Dan> Do I recall correctly that the PCs have access to gadgets?
[20:08] <+Lin_Chong> Relics and artifacts.
[20:08] <+RyanMDanks> They do. They are artifacts. In fact, we have a whole system designed for the “gadget” (artifact) distribution at the beginning of each mission, which is like Bond talking with Q.
[20:08] <+RyanMDanks> The PCs get to define it by rolling, and if they fail, then the GM gets to pick a feature.
[20:08] <+RyanMDanks> (Done)
[20:09] <+Lin_Chong> What are the different nations of the “light”?
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[20:09] <~Dan> (Here for the Q&A, Saintly?)
[20:09] <~Dan> (Howdy, Gemini!)
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[20:11] <+Saintly> If the players really like an artifact do they pay refresh to keep it like Jadepunk?
[20:11] <+RyanMDanks> There are the sylvan tribes, the “City of Glass” called Lancastle (formerly called “Aileach”), and a nation in the mountain region that we don’t have a name for yet.
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[20:12] <+RyanMDanks> Refresh is set at 3, and never changes (at refresh stages you get 3 points), but going over that in stunts gives fate points to the GM (like in ARRPG). So if you want to keep an artifact, you increase the trouble the GM can throw at you.
[20:12] <+RyanMDanks> (done)
[20:13] <+JamesGillen> That makes sense.
[20:14] <+RyanMDanks> The game is designed to be the perfect one-shot, or a string of one-shots, so keeping artifacts may not be a big deal (though if you are rolling along with a longer campaign, then it might).
[20:15] <~Dan> Is there an in-setting reason why magic can’t cause damage? I tend to dislike setting aspects designed to enforce a given sort of play.
[20:15] <+RyanMDanks> There is…
[20:16] <+RyanMDanks> The essence plane is mirrored by the physical world, and magical strands reach through the “veil” to give life to establish the physical plane…
[20:16] <+Lin_Chong> Even if there is a reason, it still does enforce that sort of play.
[20:17] <+RyanMDanks> Magic is done by that plane “expressing” through you (or you tugging on those strands to access it). Magic works by messing and reworking that tapestry (illusion creating temporary false strands that are quickly corrected, that sort of thing).
[20:17] <+RyanMDanks> The idea is that the essence plane can’t attack itself.
[20:17] * ~Dan nods
[20:18] <+RyanMDanks> Though one of the dark lineages can absorb the essence within strands, effectively destroying the strand (and it’s representation in the physical world), which is the sole “damage” magic in the game.
[20:18] <+RyanMDanks> (done)
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[20:20] <+Lin_Chong> What kind of things will we see in Arcadia? What are the surroundings, the architecture like?
[20:20] <~Dan> You mentioned that the heroes are like mages, rogues, and warriors rolled into one… Are there NPCs who are dedicated to one or the other? Are there dedicated wizards, for example?
[20:21] <+RyanMDanks> Lancastle’s oldest parts are made of a stone that is like glass, almost transparent. The forests are magical and twisting, which art will have to portray (or lengthy texts). The mountains are like the dwarves mines in Snow White, full of all sorts of wonderful ores. The plains are where most villages live. Separating the south and north is the Hedge, which…
[20:21] <+RyanMDanks> Looks like the one in Maleficent.
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[20:22] <~Dan> Very cool.
[20:22] <+RyanMDanks> NPCs are mostly the same, but there are certainly specialists (just as there are among the PCs). But anyone who is threatening a shadow agent’s mission is likely to be an agent themselves, and so capable of the full gamut of abilities.
[20:22] <+RyanMDanks> (done)
[20:23] <~Dan> I like the counterpoint between spy missions and whimsical fairytale settings.
[20:23] <+RyanMDanks> That’s kind of the point, yeah. We wanted the wonder that is lined in terror.
[20:23] * ~Dan nods
[20:23] <+RyanMDanks> lined “with”…
[20:25] <~Dan> How cinematic is the game? Does it support over-the-top, Feng Shui-like stunts, for example?
[20:26] <+RyanMDanks> I backed Feng Shui 2, but I haven’t read it yet, so I’m not entirely familiar with that reference…but yeah, it’s cinematic.
[20:26] <+RyanMDanks> For instance…
[20:27] <+RyanMDanks> The below link has an audio fiction that shows the beginnings of an agent’s mission where he will (in tomorrow’s release) be running on rooftops in a chase scene that includes an illusory bridge (because every spy movie needs a chase scene).
[20:27] <+RyanMDanks> (Link: https://www.kickstarter.com/projects/2027490713/shadowcraft-the-glamour-war/posts/1150289)https://www.kickstarter.com/projects/2027490713/shadowcraft-the-glamour-war/posts/1150289
[20:27] <+RyanMDanks> (done)
[20:28] <~Dan> Well, to expand on the Feng Shui reference, are stunts along the lines of James Bond? Or do they get into the really outrageous range of, oh, say, Priest?
[20:29] <~Dan> Or the Matrix?
[20:29] <+RyanMDanks> I think that would depend on the table, but I would definitely play this game like Priest. 🙂
[20:29] <~Dan> Cool. 🙂
[20:29] <+RyanMDanks> (done)
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[20:30] <~Dan> You mentioned an inevitable war. Would war breaking out essentially “end” the game setting?
[20:30] <~Dan> (Howdy, Le_Squide!)
[20:32] <+RyanMDanks> It would change it. The focus would no longer be about the cold war, but about all-out war. Tactical play with units and such, though the spies could still act as scouts or information gatherers. It’s a potential “Part 2” supplement that we’re considering down the line (though not something we’ve thought too much about at this point).
[20:32] <+RyanMDanks> (done)
[20:33] <~Dan> Speaking of supplements, how else can you see the game line growing?
[20:34] <+RyanMDanks> The setting itself is primarily going to be released in fiction. We have two lines of novellas planned (on is a Mission Impossible influenced, team-based story, the other follows a female Jason Bourne on her adventures). But for the game…
[20:35] <&Le_Squide> (Hey Dan)
[20:35] <+RyanMDanks> The Kickstarter has the Missions Manual, which will be put together similarly to FFG’s Imperial Assault campaign (missions strung together on a storyline). There’s also a Player’s Guide, which will be similar to Numenera’s (with chapters missing from the core book to give only the players what they need). From there…
[20:36] <+RyanMDanks> We have Beyond the Hedge (a villain book that details the Kormillians in detail), Relics and Artifacts that go over more magic weapons, and a few other ideas.
[20:36] <+RyanMDanks> (done)
[20:37] <~Dan> Cool.
[20:37] <~Dan> Any plans for a “monster manual”?
[20:38] <+RyanMDanks> Yes. We plan on calling it the Black Docier.
[20:38] <~Dan> Nice!
[20:38] <+RyanMDanks> But that all rests on the Kickstarter getting funded. 😉
[20:38] <~Dan> Well, yes. That’s part of why we’re here, right? 😉
[20:38] <+RyanMDanks> None of them will be included in the Kickstarter, except for the Missions Manual and the Player’s Guide.
[20:38] <+RyanMDanks> 🙂
[20:39] <~Dan> To what extent to monsters appear in the core book?
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[20:39] <~Dan> (wb, EldritchFire!)
[20:40] <+RyanMDanks> They’ll appear in the GM section as example obstacles/villainous NPCs. Creating them will be similar to creating any NPC. Anyone who’s familiar with Jadepunk knows that I’m a fan of things being simple for the GM, and fast to play overall.
[20:40] <+RyanMDanks> (done)
[20:41] <~Dan> It would seem that the ranked Aspects setup would make improvising pretty easy in this game.
[20:41] <+RyanMDanks> Yes. An NPC can literally be written in a phrase.
[20:42] <+RyanMDanks> Stormtrooper “Almost Never Hits a Target” +3 (Stress 1)
[20:42] * ~Dan chuckles
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[20:42] <+RyanMDanks> If never hitting a target is relevant, they get to roll at +3. Though if they’re trying to hit a target, they roll at +0.
[20:42] <+RyanMDanks> lol
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[20:43] <~Dan> Does the game include the Fate concept of tagging Aspects?
[20:43] <~Dan> (Howdy, Monochrome_Tide!)
[20:43] <+Lin_Chong> That was going to be my next question.
[20:43] <+RyanMDanks> Creating aspects, invoking, all of that is in there.
[20:43] <+Lin_Chong> Although they don’t call it “tagging” anymore.
[20:43] <+Lin_Chong> It’s compelling and invoking, and by the way, it still works as normal?
[20:44] <~Dan> Hmm. So one thing that strikes me as a bit odd regarding Fate is that an icy floor isn’t slippery unless someone says that matters, effectively. Is that true in Shadowcraft?
[20:44] <+RyanMDanks> It does. You invoke for a +2 or a reroll, or compel to get a fate point. The ranking is just the normal use of the aspect for general action. So you can invoke your +3 aspect to make it a +5 for the roll (and invoke it after the fact, if necessary).
[20:44] <+Lin_Chong> Isn’t that true for all games?
[20:45] <+RyanMDanks> Lin_Chong stole my answer. lol
[20:45] <+Lin_Chong> Apologies.
[20:45] <+RyanMDanks> But yes.
[20:45] <+RyanMDanks> Lol, no worries. I meant that’s what I was going to say. 🙂
[20:45] <~Dan> Well, not really. Not unless you’re including the GM.
[20:46] <+RyanMDanks> Lol. True.
[20:46] <~Dan> So let me rephrase: Does the slipperiness of an icy floor only have a mechanical effect if a player invokes it?
[20:46] <+RyanMDanks> I think it’s important to point out that Fate in general is a game where the table determines what’s important as a whole, and the GM is encouraged to follow the table’s desires.
[20:46] * ~Dan nods
[20:47] <+RyanMDanks> More or less, yeah. Though it does justify/hinder narrative action. If the floor is slippery, then you are not justified in sprinting across it unless you come up with some reason to be able to do so.
[20:47] * ~Dan nods
[20:47] <+RyanMDanks> A stonekin probably could if they used their transmutation magic on it.
[20:48] <~Dan> A quick pause for a couple of notes…
[20:49] <~Dan> First, RyanMDanks, please know that you’re welcome to hang out with us and/or to continue to field questions as long as you like.
[20:49] <~Dan> For that matter, please feel free to stop by here whenever you like. Many game authors do on a regular basis. 🙂
[20:49] <~Dan> That said, in the 10 or so minutes left of “regular” time, is there anything we haven’t covered that you’d like to bring up?
[20:49] <+RyanMDanks> Thanks, I appreciate that.
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[20:50] <+RyanMDanks> Hmm…you all have hit on most of the stuff.
[20:50] <+RyanMDanks> Oh…
[20:51] <+RyanMDanks> Maybe flashback scenes.
[20:51] <~Dan> Ah, yes! How do those work?
[20:51] <+RyanMDanks> Those are important to the spy genre. In general, they have a scene where they get to establish some fact about the setting.
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[20:52] <+RyanMDanks> We have them working in two ways. One has to do with a Deus Ex Machina that Christopher Ruthenbeck (EldritchFire) is working on. The other has to do with creating an extra ranked aspect on your character for a session, giving you more versatility over your skills.
[20:53] <+RyanMDanks> Skills meaning aspects.
[20:53] * ~Dan nods
[20:54] <+RyanMDanks> So if you don’t have an aspect to give you a rank in this scene, you can use your session flashback to create one, then describe what in your past justifies it.
[20:54] <~Dan> That’s a cool mechanic. Very slick.
[20:55] <+Lin_Chong> Ranks?
[20:55] <+RyanMDanks> The Machina one is still under development, but it’s essentially the way a spymaster will suddenly have the perfect tool for the job, or, more frequently, how he came to have a critical piece of information at just the right time.
[20:55] <+RyanMDanks> Ranked aspect, sorry.
[20:56] <+Lin_Chong> Oh right, skills.
[20:56] <+RyanMDanks> If you don’t have an aspect that applies to the action, so you have to roll at +0, you can use your flashback to give you an aspect at +2 that lasts until the end of the session.
[20:56] <+Lin_Chong> I forgot, sorry.
[20:56] <+RyanMDanks> No worries. 😉
[20:57] <+RyanMDanks> I appreciate your questions, everyone! It was a blast answering them.
[20:57] <~Dan> We’re glad you could visit with us, Ryan!
[20:57] <~Dan> Again, no need to rush off, but if you’ll give me just a moment, I’ll get the log posted and give you the link.