[13:27:23] <Ed> Well, hi, I’m Ed Jowett. I’m the creator of Era: Lyres, an RPG about telling stories of adventures… that you never actually had!
[13:27:48] <AmyA> I’m Amy Allworden, I worked with Ed to create some stories for the game.
[13:28:12] <Ed> It’s set in a Medieval / Low Fantasy city called Yarnolth, and the idea is to gain fame and fortune for yourself and your party – all of the perks of adventuring with none of the danger!
[13:28:12] <Dan> Hello again, AmyA! 🙂
[13:28:21] <Ed> If you’re curious how a game might play, you can check out this:
[13:28:22] <Ed> http://www.diceandstuff.com/era-lyres-the-adventure-begins/
[13:28:35] <Ed> And, our Kickstarter is currently up at https://www.kickstarter.com/projects/shadesofvengeance/era-lyres
[13:28:53] <Ed> And yes, this is Amy, who helped write the stories. Because I’m not funny enough, and we needed an expert!
[13:29:28] <Ed> So, we’re here to answer any and all questions you guys might have about the game – so shoot!
[13:29:29] <AmyA> Hello Dan! Thanks, Ed. You’re plenty funny but way too busy!
[13:30:50] <Dan> Thanks, Ed!
[13:30:54] <Dan> The floor is open to questions!
[13:31:02] <CSFerguson> I listened to a podcast of the game, and it sounds like crazy fun. Can you describe how you intend for a party of players to start a game?
[13:31:35] <Ed> Good question, CSFerguson. And I have about 5 answers.
[13:31:49] <Dan> That’s too bad. You can only give 3 of them.
[13:31:53] <Dan> (Kidding! Kidding!)
[13:32:25] <Ed> I had originally planned to pitch it at people who are disgruntled citizens, watching all the adventurers take the glory in their town. They go out, spend their savings on armour and weapons and come back claiming they had slain a dragon.
[13:32:57] <Ed> As I thought more, I realised that these people could just as easily be former adventurers, or adventurers who had run around trying to find adventure and failing.
[13:33:19] <Ed> Equally, they could be guards or similar who had relocated from another city and told tales of their lives there.
[13:33:46] <Ed> And then the podcast came along, and provided yet another possibility – they encountered adventurers and fled in terror!
[13:34:15] <Ed> The strength of this game is in the flexibility of story. Any person could end up in this situation from the lowest beggar to a prince… and the choice is totally up to the players.
[13:34:33] <Ed> So… yes! I intend them to start the game. 😛
[13:34:42] <Ed> (done)
[13:34:43] <AmyA> I imagine the initial game would be something like a performance. Your party of players choose a location they’d like to share their story and the game begins with their entrance.
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[13:35:18] <Dan> Now, is the game the telling of the story, or is the game the story itself?
[13:36:05] <Ed> A bit of both, primarily the telling of the story, but the mechanics allow you to play the story as well, if you want. The intent is to allow complete flexibility in telling the story and for the GM to play as the audience.
[13:36:32] <Ed> The audience assesses what is said “Elves don’t exist! And if they do, they are dark skinned and live underground!”
[13:36:59] <Dan> Also, if this is a story being told, how do multiple players stay involved?
[13:37:10] <Ed> and may object. A great example is in Amy’s story, Manticore’s Prize
[13:37:21] <Ed> http://eralyres.shadesofvengeance.com/story/manticores-prize/
[13:37:35] <CSFerguson> So you basically play a party of Can’t-Quites, Has-Beens, and Never-Will-Bes?
[13:37:40] <Ed> Multiple players tell the story all together, though that is the most challenging part as the GM.
[13:37:54] <Ed> Making sure the rotation and contribution is roughly equal is a challenge.
[13:38:15] <Ed> I found it worked best when one person was the primary storyteller, defined the shape of the story, and the others described their characters actions.
[13:38:27] <Ed> and then we rotated the primary storyteller to give everyone a turn.
[13:38:49] <Ed> CSFerguson – Absolutely. You are the hundreds of people who wanted to be D&D adventure parties but never could!
[13:39:18] <Ed> But should that mean you’re denied the glories, riches and women (or men!)?
[13:39:26] <Ed> Of course not!
[13:39:27] <Ed> (done)
[13:39:46] <Dan> What makes this a roleplaying game and not a storytelling game, other than the fact that you’re taking the role of someone telling a story?
[13:39:59] <CSFerguson> It’s like you’re role-playing a bunch of medieval role-players.
[13:40:53] <Ed> The fact that you’re telling the story is very important, but the audience engagement is the key to the success in this game. The part outside the story is almost more important than the content of the story itself (unless the content betrays you as a liar!).
[13:41:41] <Ed> The mechanics of this game are all around the audience dynamics, the rewards the may or may not give you and the confidence the people of Yarnolth have in you.
[13:41:43] <Ed> (done)
[13:42:04] <Ed> Well, I say all. Not all. Primarily focused on, I should say.
[13:42:08] <Dan> Well, let me put this another way… How do the game mechanics work? And do you have a character sheet we can see?
[13:43:09] <Ed> The game mechanics are based around opposed rolls. The character will tell the tale of how he lifted a rock the size of a house to rescue his friends. A nearby blacksmith might be more experienced in lifting heavy objects and call him on it.
[13:43:46] <Ed> they would have opposed rolls to decide the outcome… if the player wins, then all is well… if the blacksmith were to win, the result could be anything from him walking out to an all-out bar fight!
[13:44:18] <Ed> I do have a character sheet, but it’s got a few typos in I’m getting fixed. I’m happy to share it, as long as you don’t judge the typos my graphic designer made!
[13:44:25] <Dan> Not at all. 🙂
[13:44:33] <CSFerguson> And when one person walks out of the tavern, you have decreased chances of gaining from telling your story?
[13:44:35] <Dan> I just want to see what a character looks like. 🙂
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[13:45:16] <AmyA> CSFerguson, you’ve got it.
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[13:45:30] <Ed> That worked well. How do I share through this interface?
[13:45:37] <AmyA> The game allows you the freedom to think up any extravagant idea you may have but there’s still the matter of making your audience believe it.
[13:45:50] <Dan> Just paste the URL of the character sheet, assuming that you have it posted somewhere.
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[13:46:02] <Ed> Nope, not at the moment.
[13:46:02] <Dan> (Howdy, AnthonyHoltberg!)
[13:46:26] <Dan> Ah. That’s okay, then. Can you describe the elements that make up a character, though?
[13:46:32] <Ed> Working on it, one moment!
[13:46:49] <CSFerguson> Seems like this could be a fantastic game mechanic for a lot of social interactions.
[13:47:21] <Ed> CSFerguson – I feel it is. Also, I decided not to base everything around Charisma.
[13:47:59] <Ed> It uses an adapted version of the Era d10 Rule Set that I created for Era: The Consortium, and if you are describing punching someone, you’ll be rolling Strength and Brawl, not Charisma and Persuasion.
[13:48:12] <CSFerguson> Is it possible to be too successful? For example, could you suffer the possibility of having a bunch of people who insist on being your disciples or squires? And they want to follow you around on your adventures? Or perhaps a wandering bard who hopes to compose an epic ballad?
[13:48:32] <Ed> Absolutely! Those are both things I’ve thought about.
[13:48:43] <Ed> How about being summoned in front of the King of Yarnolth and told to tell your tale?
[13:49:18] <CSFerguson> Well, the stakes would be high on that one.
[13:49:19] <Ed> No pressure!
[13:49:45] <Ed> Ugh.
[13:49:52] <Ed> Well, this link isn’t working!
[13:50:09] <Dan> So does the storyteller get his own character in “trouble” and decide when to roll? In other words, does the character say that he once ran into a group of goblins, then proceed to roll for the fight even as he describes it?
[13:50:10] <CSFerguson> It works fine, you just have to pop it out.
[13:50:11] <Ed> that is where the character sheet is.
[13:50:13] <Dan> (The first link worked fo rme.)
[13:50:30] <Ed> (Okay, good!)
[13:50:37] <CSFerguson> The preview on the side doens’t show, but if you pop out, it shows up fine.
[13:50:43] <Ed> The character can choose to roll to fight if he likes.#
[13:50:47] <Ed> He doesn’t have to.
[13:50:54] <Ed> That’s something I have put in as an option.
[13:51:02] <Ed> Characters are, honestly, not very powerful in this game.
[13:51:11] <Ed> At least not to begin with!
[13:51:27] <Ed> Most of them will likely prefer to stay out of combat.
[13:51:40] <Ed> Except for the bar fights, but they probably want to stay out of those as well!
[13:51:57] <Ed> (done)
[13:52:03] <Dan> But I’m confused… If it’s all about their stories, what difference does it make if a fight happens in the story?
[13:52:20] <CSFerguson> I could see this turning into a Three Amigos thing, where they become so famous that people want to hire them to come run out local bandits.
[13:53:05] <Ed> Well, it can be an amazing narrative, Dan, which engages the audience (for example, barmaids might fall at their feet!). It can also be dangerous, because the guard might ask how they were able to fight off a horde of goblins solo.
[13:53:25] <Ed> If you go into a tavern and tell a boring story, you’ll just get kicked out and nothing for your trouble.
[13:53:41] <Ed> You have to engage your audience (there are mechanics and notes about where the story should be aimed as well!)
[13:53:46] <Dan> So the storyteller’s stats represent both his “real” abilities and those of his counterpart in the story?
[13:53:57] <Ed> No, because the story is a story.
[13:54:15] <Ed> But if they describe themselves as super strong and are visually weedy and pathetic, the audience start to question.
[13:54:28] <Ed> At that point, they might want to demonstrate by picking up something heavy.
[13:54:36] <Ed> which is where the rolls come in.
[13:55:27] <Dan> So the game can handle “real world” (in a setting context) action as well as storytelling?
[13:55:32] <AmyA> A fancy juggle with some throwing knives might be enough to throw off suspicion
[13:55:46] <Ed> Absolutely.
[13:55:54] <Ed> The podcast covers that very nicely!
[13:56:19] <Ed> There are also mechanics around assessing your audience… walking into a guards’ watering hole and telling a story of how you slipped past guards… probably not popular.
[13:56:24] <Dan> That’s interesting. Otherwise, I’d say this is what I like to call a “limited-circumstance RPG”, like Baron Munchausen.
[13:57:14] <Dan> In other words, you aren’t playing a character in general — you’re playing a character telling a story, and your actions are limited to that activity.
[13:57:25] <Dan> (In Baron Munchausen, I mean.)
[13:57:28] <Ed> I see, no that’s definitely not the case.
[13:57:42] <Ed> THe intent is that you play a character who chooses to tell stories to make their living.
[13:57:47] <Dan> So are there “real” adventures to be had?
[13:58:18] <Ed> There is scope for it (again, a great example in the Podcast by Dice and Stuff).
[13:59:01] <Dan> Is the “real” setting completely mundane? Seems like I read something about magic use being a dead giveaway that a story is a lie?
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[13:59:33] <Ed> Magic is something that doesn’t exist. Skeletons, zombies, manticores, dragons…
[13:59:34] <CSFerguson> So it sounds like a game where the shepherd kills a starving wolf, then runs into town and weaves an enchanting tale about how he bravely defended the virtue of a whole village of women and children from a ravaging horde of murderous thugs.
[13:59:53] <Ed> Whether they exist or not is open to interpretation… most people believe they do.
[14:00:07] <Ed> CSFerguson – that would be a low-end example of the game, yeah.
[14:00:19] <AmyA> I like how you think. Exaggeration is definitely one way to play it.
[14:00:32] <Dan> So they believe in magic creatures but not magic spells?
[14:00:54] <Ed> Yep, monsters are out there and haunt peoples’ nightmares.
[14:01:06] <Dan> So what about, say, witches?
[14:01:09] <Ed> someone spouting fire from their hands? The people of Yarnolth weren’t born yesterday.
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[14:01:14] <CSFerguson> So are the tales being told a wildly-exaggerated version of a real adventure that the players will have? Or do most people just whip up a tale out of thin air?
[14:01:30] <Ed> CSFerguson – I’ve had both.
[14:01:43] <Ed> I think either is perfectly valid.
[14:02:00] <Ed> I don’t want to force players to go out and have adventures to tell a story.
[14:02:07] <AmyA> It would really depend on the team you’re working with and what kind of characters they are.
[14:02:13] <Ed> Because this game is about the people who *don’t* go out and have adventures!
[14:02:30] <Ed> Equally, there’s nothing to stop them getting into the odd scrape.
[14:02:47] <Dan> If you’re telling stories about adventures, what happens when people want to see all your loot?
[14:03:19] <CSFerguson> Right, but the game itself supports both. I rather like the idea that I’m a character walking along a trail, I trip on a rock and bloody my nose, but then I tell people about how I was nearly crushed by a monstrous earthen golem.
[14:03:22] <Ed> Well, you have the opportunity to buy certain items within the mechanics “I took this tooth from the manticore’s twisted corpse!”
[14:03:37] <CSFerguson> That was meant to be phrased as a question.
[14:03:50] <Ed> CSFerguson – absolutely. That is most definitely supported.
[14:04:24] <AmyA> Dan, one of the benefits of being a great story teller is the ability to get the cash and outfit yourself as if you’re successful.
[14:05:00] <Dan> (Whoops… I’m getting called away. Can you keep the questions coming and log the chat, CSFerguson?)
[14:05:01] <Ed> And then say you lost all the gold coins getting back from the far East!
[14:05:30] <Dan> (If not, we can pick this up again at a later date.)
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[14:06:18] <Ed> I’ll log it, Dan.
[14:06:33] <Ed> But I’ll hope the questions keep coming!
[14:06:36] <Dan> Okay, thanks. Sorry about this. Please keep it going, guys!
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[14:09:03] <AmyA> Correct me if I’m wrong Ed, Dan mentioned something about folks wanting to see the players loot. I would think showing off too much money wouldn’t be in your best interest, you actually want them to be donating to your party…correct?
[14:09:33] <CSFerguson> How high does the storytelling go? For example, is the cap an audience with the king? A summons from a dragon to explain why you killed one of his kin? Etc.?
[14:09:39] <Ed> That’s right. You want them to think you’re adventurers who saved your city and deserve payment for it!
[14:10:04] <Ed> The cap is the pinnacle of Human presence in Yarnolth (well, intended cap!).
[14:10:08] <Ed> Which is the King.
[14:10:27] <Ed> Not easy to get there, though, you have to work your way up from market squares and low end taverns and brothels…
[14:10:37] <CSFerguson> Street corners
[14:10:41] <CSFerguson> soap boxes
[14:10:50] <Ed> and you need to have a lot of Confidence from the citizens to get to the King.
[14:10:55] <Ed> Yeah, that’s where you start.
[14:11:28] <Ed> And entertaining royalty can be dangerous! http://eralyres.shadesofvengeance.com/story/court-cyclops-king/ is another of Amy’s stories that deals with that really well.
[14:11:28] <CSFerguson> So you might say that your experience points in this game are “Confidence points” from your audiences?
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[14:12:07] <Ed> There isn’t a direct correlation between XP and Confidence – levelling is separate from that because you can lose Confidence.
[14:12:13] <Axiomatic> Greetings, friends
[14:12:23] <Ed> But the overall progress through the game is measured by Confidence.
[14:12:41] <Ed> (Hi Axiomatic, we’re talking about Era: Lyres! https://www.kickstarter.com/projects/shadesofvengeance/era-lyres)
[14:12:44] <AmyA> Hello, Axiomatic. Welcome to the Q&A
[14:12:58] <CSFerguson> And increased Confidence gains you access to bigger venues?
[14:13:01] <Axiomatic> I shall investigate this link, then.
[14:13:04] <Ed> Exactly.
[14:13:16] <Ed> But, if you want, with high confidence, you can still tell stories in the market squares.
[14:13:25] <Ed> it’s up to the party… the rewards are limited, though.
[14:13:42] <CSFerguson> Yeah, that makes sense. High level party vs. low level encounter, so to speak.
[14:13:47] <Ed> the better the venue, the more gold you can make, the more confidence you can earn… and the higher the stats are rolling against you as well, of course!
[14:14:04] <Ed> A perfect analogy, yes!
[14:15:16] <CSFerguson> So you are playing conmen, and GM is trying to trip you up into a comedy of errors?
[14:15:38] <AmyA> That sounds pretty accurate to me
[14:15:39] <CSFerguson> You are trying to become socialites. You will be famous for being famous.
[14:16:02] <Ed> Comedy being the most important part. As you become more experienced with the game, the GM will have to work harder, but isn’t that true with every game?
[14:16:02] <Axiomatic> Man, that takes me back to elementary school
[14:16:11] <Axiomatic> It’s basically being the kid whose uncle worked at Nintendo
[14:16:23] <Axiomatic> and who got to play all the games before they were released
[14:16:31] <Ed> lol, Axiomatic. Slightly different ending, I hope!
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[14:16:45] <Ed> (I refer to the text adventure!)
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[14:17:11] <Ed> It’s becoming famous for telling stories of your exploits. If you leave town every so often, who’s to know you didn’t slay a dragon?
[14:17:34] <Axiomatic> …I actually have no idea what text adventure you mean, I really did know a guy who claimed his uncle worked at Nintendo and let him play all the games before they were released
[14:17:37] <Moxiane> The people who got eaten by the dragon you didn’t slay?
[14:17:48] <Axiomatic> The uncle also owned a helicopter and a submarine, as I recall
[14:18:01] <Axiomatic> Oh, that was a different dragon.
[14:18:04] <Ed> Moxiane, possibly, but they might not be in much of a position to call you on it.
[14:18:07] <CSFerguson> Are there stats for dragons and that sort of thing? Or are you leaving that up to GMs to detail in their unique world?
[14:18:10] <Ed> And that was a different dragon!
[14:18:12] <Axiomatic> The dragon you slew was much bigger.
[14:18:38] <Moxiane> With nasty fangs and huge wings.
[14:18:40] <Ed> I’ve not added a bestiary or anything like that for the time being. Perhaps that would make a good Stretch Goal!
[14:18:43] <Axiomatic> it does strike me as strange that you make sure to claim magic doesn’t exist
[14:18:53] <Axiomatic> Especially in a game about lying through your teeth
[14:19:07] <Ed> It’s too easy to disprove.
[14:19:31] <Ed> That’s why I made that choice.
[14:19:37] <CSFerguson> “Oh, really, Mr. High-and-Mighty Wizard man? Fine. Light this candle.”
[14:19:38] <Axiomatic> I dunno, people thought magic is/was real IRL
[14:19:52] <Ed> CSFerguson – exactly.
[14:20:18] <Ed> That’s true, but people didn’t parade it around.
[14:20:20] <Axiomatic> CSFerguson, I would never stoop so low as to use the MYSTIC FORCES THAT BIND THE UNIVERSE TOGETHER for such a demeaning purpose
[14:20:25] <Ed> it was illegal.
[14:20:32] <Ed> you could get killed for showing it.
[14:20:40] <CSFerguson> Whereas you could bring in a tooth from a bear carcass that you found when you were beaten senseless by bandits and dumped naked in the woods, and claim that it is a dragon tooth.
[14:20:41] <Ed> So it’s easy to say oh, you’re using magic, burn her!
[14:20:58] <Ed> not so easy to say “I am magical!”
[14:21:12] <Ed> and then prove it.
[14:21:28] <Monochrome_Tide> I have a question. Can increased confidence or consistency in your story actually eventually give you actual proficiency in such things? Like, eventually you get so accustomed to your dragon-slaying take that if you run across an actual dragon (if such beasts exist) your cons have actually prepped you to deal with it?
[14:21:38] <Axiomatic> Well, I only use magic when the mystical stars of eldritch power show me that a higher purpose will be served by calling down the lightning and the skyfire, obviously.
[14:21:42] <Monochrome_Tide> Er, tale, not take
[14:21:42] <Ed> I mean, I’m not even promising that dragons or manticores exist – I leave that up to each individual group.
[14:21:47] <Axiomatic> Such as when I killed the Biggest Dragon.
[14:22:23] <Ed> Monochrome_Tide – I would say probably not, but they might give you confidence when you run up to a “real dragon” and try to slay it.
[14:22:32] <Ed> The bit from Galaxy quest comes to mind.
[14:22:46] <Monochrome_Tide> That’s what I was thinking of, yes
[14:22:46] <Ed> Where they are trying to tell the captain how to defeat the rock monster “Like Episode 7!)
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[14:23:20] <Ed> I’m not sure confidence translates into ability…
[14:23:22] <Ed> 🙂
[14:23:27] <AmyA> You’re confidant you can kill that dragon, just not sure exactly where to start
[14:23:48] <CSFerguson> Would truly suck if you had an audience, at that point …
[14:23:53] <Ed> Well, obviously, it’s like when we killed the other one, the chink in the scales on the neck, get an arrow in there.
[14:24:24] <Axiomatic> Get it in the voonerables
[14:24:38] <Axiomatic> everyone knows you’re supposed to aim for the voonerables
[14:24:50] <Ed> CSFerguson – lol
[14:26:45] <CSFerguson> I’m torn. Part of me thinks that actual mundane adventuring that you weave into epic stories would be great. But part of me thinks that just being a total farce trying to sell yourself as high as you can would be great, too.
[14:27:24] <Ed> You can just as easily do both.
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[14:27:34] <CSFerguson> The best stories have an element of truth. “I once caught a fish *THIS BIG*”
[14:27:56] <Ed> (Hi GenoFoxx, we’re talking Era: Lyres. https://www.kickstarter.com/projects/shadesofvengeance/era-lyres)
[14:28:15] <CSFerguson> Is there a significance to the name of the game?
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[14:29:18] <Ed> CSFerguson – I would think that you might start with an element of truth and gradually reach the point where you have to lie more and more.
[14:29:23] <Ed> Yes, the name of the game is a pun!
[14:29:28] <Ed> Not everyone notices, but yes.
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[14:29:50] <Ed> (Welcome back, Dan!)
[14:30:05] <Ed> Lyres, Liars
[14:30:26] <Dan> (Mostly lurking, unfortunately. )
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[14:31:51] <Moxiane> Ed: Shame, I thought it would have something to do with people who rob musical instrument shops. You know… luters.
[14:32:03] <sir_amyza> pun galore today.
[14:32:13] <Moxiane> Every day is pun-day!
[14:32:15] <Ed> Moxiane – I suppose you could take it that way as well!
[14:32:39] <Dan> Does the game have any sort of bestiary?
[14:33:06] <Ed> Dan, we spoke about that while you were gone, but the answer is “not at the moment.”
[14:33:15] <Ed> As the beasts are in stories, they will very seldom roll.
[14:33:27] <Ed> And in the cases that they do, I trust the GM to come up with a reasonable number.
[14:33:41] <Ed> However, I would consider it as a Stretch Goal if there’s a big demand!
[14:34:00] <AmyA> Aside from the general magic exclusion I think we’re assuming a reasonable cast of the usual creatures and beasts.
[14:34:33] <Ed> Or even more unusual ones – whatever the players come up with!
[14:34:47] <CSFerguson> The hideous vorpal bunny
[14:34:54] <Dan> In the real world, or just in the stories?
[14:34:57] <Ed> Oh noes! Not the vorpal bunny.
[14:35:10] <AmyA> If no one has ever head of it how do they know it doesn’t exist, yes!
[14:35:33] <Ed> “Are there beasts in the real world in this game?” is one of the hardest question I have been asked about it. My best answer is “I don’t know – are there?”
[14:35:41] <Ed> I mean… bandits, sure.
[14:35:52] <Ed> skeletons… maybe in tombs… but do they walk around?
[14:35:59] <Ed> I think that’s up to each group to decide.
[14:36:28] <Ed> The irony is much greater if the creatures don’t exist, but does it detract from the gameplay?
[14:36:32] <AmyA> It really comes down to what your audience believes
[14:36:49] <Ed> I prefer not to pin it down – let everyone decide… as was pointed out earlier, a bear’s tooth makes a great dragon’s tooth if you need it to.
[14:37:03] <CSFerguson> The way I understand it is that the game as it is written is about the characters as townsfolk who are trying to con other townsfolk out of their hard-earned coin. Whether the beasts actually exist is outside the current scope of the game, but that doesn’t strictly exclude them. Is that right?
[14:37:16] <Ed> Yes, exactly.
[14:37:53] <Ed> Equally, if the GM wanted to be mean and do the squires thing, they could make the adventurers go out and fight monsters.
[14:38:22] <Ed> and whether they meet ravenous wolves or manticores…
[14:38:24] <Ed> who knows?
[14:38:24] <CSFerguson> Which would add a new level to the con, because then the squires would be in on it.
[14:38:28] <Axiomatic> Is it actually conning people out of their gold? My impression was that it was more about getting free drinks at the pub.
[14:39:03] <Ed> Axiomatic – a bit of both. Again, some groups will prefer to view it as “thanks for a good evening’s entertainment.
[14:39:20] <Ed> some will prefer to pose it as “we saved your city from a Manticore, pay us!”
[14:39:29] <Dan> So do rolls during stories amount to using real abilities to be convincing?
[14:39:31] <Axiomatic> I’ll Tell You How I Bedded The Sea Queen And Her Twin Sister If You Buy Me The Next Round is how I thought of it
[14:40:27] <Ed> Dan – yes, absolutely. The intent is that if an audience member says “that’s impossible!”, the player proves it.
[14:40:39] <Ed> by lifting up 3 barmaids sat on a stool.
[14:40:45] <Ed> to prove they are strong.
[14:40:45] <AmyA> The game works for the kind of thing your talking about, Axiomatic. Other groups might want to play it differently.
[14:40:57] <Ed> Thanks AmyA, dead on.
[14:41:16] <Ed> The overall intent is to give people a little more scope for expansion than that.
[14:41:24] <Ed> But it could be played at that level, too.
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[14:41:51] <Axiomatic> Complete with “And there I was, completely helpless, at the mercy of the Vampire Bears, when suddenly…cough cough…ah, my throat hurts. It’s dry work, telling you what happened on that fateful day…”
[14:42:01] <Ed> lol
[14:42:07] <Ed> Yeah, absolutely plausible.
[14:42:20] <AmyA> Axiomatic, sounds like you were born to do this ^_^
[14:42:32] <Ed> Now, the ultimate question… is Dan going to ask me how epic the game is? 😀
[14:43:13] <GenoFoxx> laters
[14:43:18] <Moxiane> AmyA: You should’ve seen him RPing a techpriest. 🙂
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[14:43:33] <Dan> So how does the system actually work? (If that hasn’t been covered. )
[14:44:25] <AmyA> Moxiane, sounds like a good time!
[14:44:46] <Ed> The system works by the GM choosing the most appropriate stats to roll for any given story event. The GM rolls for the most qualified member of the audience to question and the player rolls against them.
[14:44:56] <Ed> Whoever wins decides the reaction, and by how much.
[14:45:06] <Ed> It can be anything from a loss of confidence to a bar fight.
[14:45:30] <Ed> Then the outside-the-story events are run in much the same way – when you enter, perception to look around and assess your audience…
[14:45:50] <Dan> What is the actual roll, though?
[14:46:01] <Ed> Persuasion to let the landlord let you stay in the tavern, or to attract the attention of the passing guy.
[14:46:01] <Axiomatic> You know what, the more I think about this, the more I like the concept.
[14:46:29] <Ed> Sorry, Dan, something like Strength + Brawl dice, multiple d10s with a goal Threshold depending on how difficult the action is.
[14:47:05] <Ed> Thanks, Axiomatic! I really appreciate that. I’m very proud of this game, and I really think it’s quite uniqe.
[14:47:10] <Ed> *unique
[14:47:28] <Axiomatic> Now I’m reminded of those traveling shows you’d get in the 19th century
[14:47:58] <Axiomatic> You know, the ones with signs up saying things like POHATACHAWATA, THE PRINCE OF THE INDIANS!
[14:48:24] <Ed> Or the YaWannaKissimme Bards Guild?
[14:48:37] <Axiomatic> SHAKE HANDS WITH THE NOBILITY OF THE SAVAGE WEST!
[14:49:17] <Dan> So how epic is the game? 🙂
[14:49:49] <Ed> Dan, I’m pleased to be able to give you an answer I have never given you before in answer to that question.
[14:50:03] <Ed> It is the most potentially epic game you will ever play.
[14:50:17] <Axiomatic> Odin is literally in the audience and he is waiting to see how good of a lyre you are.
[14:50:23] <Dan> Oh?
[14:50:28] <Ed> There is no limit to the hundreds and thousands of people you can fight off armed only with a head of cabbage and a baby goat.
[14:50:57] <CSFerguson> A party of verbal MacGuyvers
[14:51:04] <AmyA> ^_^ As long as you have imagination you have potential for something amazing
[14:51:36] <Ed> And, by the way, I’ve made two references to things AmyA wrote in the last 5 minutes, so… kudos!
[14:51:50] <Motulev> kind of Baron von Munchausen going on here, get caught in a lie? escape with a bigger lie
[14:52:20] <Ed> Motulev… Baron Munchausen, but with the world outside the story being the focus, despite the story.
[14:52:35] <Motulev> ok
[14:52:48] <Ed> We’ve covered that a couple of times, so I hope that summarises the position!
[14:53:12] <CSFerguson> Okay, I’ve a question. What is unique to your game that makes it more suitable for this style of gameplay than other systems?
[14:53:13] <Dan> Why does this game share the Era name?
[14:53:36] <Ed> I’ll answer Dan first.
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[14:53:54] <Ed> It shares the name Era because it uses the Era d10 Rule Set, the same as the rule set for Era: The Consortium.
[14:54:37] <Ed> CSFerguson, this rule set is uniquely suited to this because it always encouraged use of stats that were most appropriate to the circumstances.
[14:54:50] <Ed> And a wide enough range that you will come across things you can’t do except as a group.
[14:55:00] <Ed> without a range so wide that it’s impossible to cover all bases.
[14:55:10] <Ed> It’s a balance.
[14:55:35] <Ed> And I cannot think of a place where the need to be able to choose stats that were appropriate is more necessary than in this game.
[14:55:53] <Ed> Each Attribute and Skill has a very defined domain, everyone knows exactly what it means.
[14:55:58] <Ed> And there’s no real crossover.
[14:56:08] <Ed> So that made this rule set perfect for this game.
[14:56:24] <CSFerguson> Does this game have a mechanic that doesn’t exist in any other game?
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[14:56:51] <Ed> I’ve never come across a mechanic for audience confidence in your storytelling ability. I think that’s unique.
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[14:57:18] <Ed> I’ve also never come across a game where you would tell a story using Strength and Dexterity rather than Charisma.
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[14:57:40] <CSFerguson> And the confidence carries over from audience to audience? Or do you have separate values for each venue?
[14:57:41] <Ed> (not that Charisma can’t come into it, it’s just not the only stat that gets rolled)
[14:57:58] <Ed> The confidence carries over, as it represents the word of mouth reputation you have.
[14:58:26] <CSFerguson> So confidence includes fame, prestige, faith, etc.
[14:58:28] <AmyA> If you’re telling a good story and folks believe you the confidence should build from one venue to the next
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[14:59:15] <Ed> CSFerguson – yes, it does, I didn’t want to have different stats, and I chose the one which was most relevant to gameplay – how much confidence do people have in what you are saying?
[14:59:30] <CSFerguson> So you clean out all the venues at one town, and you move on to the next bigger town to peddle your snake oil elixir, and you already have a higher expectation at that new town because word has spread.
[14:59:41] <Ed> (Hi to those who just came in! We’re talking Era: Lyres: https://www.kickstarter.com/projects/shadesofvengeance/era-lyres)
[14:59:53] <Ed> CSFerguson – that’s right.
[15:00:01] <Ed> You definitely do have to be careful.
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[15:00:31] <CSFerguson> You can’t see it, but I am steepling my fingers and stroking my chin. This has soooooooo many possibilities …
[15:01:01] <Ed> I’m very glad that others feel the same way I do about this game. I am so proud to have created it, it’s a really great opportunity.
[15:01:24] <Dan> What’s next for Era?
[15:01:36] <Ed> Ahaha.
[15:01:46] <Ed> Good question.
[15:02:37] <Ed> I have other plans, I have some really brilliant ideas. This one was a brilliant conceptual idea that didn’t make sense to have 150 pages of story like Era: The Consortium, so I decided to do it next and get it out to you guys, and see what you could come up with.
[15:03:04] <Ed> I have some plans for other games, a superhero game for one and possibly something more down a survival horror road.
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[15:03:23] <Ed> The Era d10 rule set is a very adaptable rule set and handles all of these things with ease and consistency.
[15:03:25] <Vorthon> Weh.
[15:04:02] <Vorthon> Sorry for popping in and out on Mibbit. Trying to get set up on my Wii U because my laptop’s too cumbersome to use in bed.
[15:04:13] <Ed> Shades of Vengeance will, of course, continue to help others to create their own games… I’m actually helping a regular in this chatroom at the moment.
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[15:04:38] <Ed> That’s very important to us as a company – helping other people make their dreams come true…
[15:04:43] <Ed> but I’m getting off the point slightly!
[15:04:55] <Vorthon> Anyway, back in a bit, figured out the cause of the issue.
[15:05:16] <Ed> (I mean helping other people make their dreams come true in Tabletop RPG form!)
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[15:05:50] <Ed> A good game takes a long time preparing. I think it’s important never to skimp on quality.
[15:06:14] <Dan> Cool.:)
[15:06:18] <Ed> So if it takes me 2 years to get the superhero game going… it takes 2 years. It’s worth the wait.
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[15:07:05] <Dan> Indeed.
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[15:08:01] <Dan> Will your future games be this unorthodox?
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[15:08:07] <Ed> (Hi Songtress, we’re talking Era: Lyres: https://www.kickstarter.com/projects/shadesofvengeance/era-lyres)
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[15:08:17] <Ed> Haha! Dan… I hope so.
[15:08:34] <Ed> Why are we creating games? Cos I want to show you things you had never thought of before.
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[15:09:44] <Songtress> ((Thank you Ed!)
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[15:11:31] <Dan> Do players write the stories in advance?
[15:12:07] <Ed> I think they could. I think it would be a shame if they did – it’s much more fun to wing it. If you listen to my Kickstarter video… the first part of the voice over – I winged it.
[15:12:16] <Ed> Which is why I failed on the word “rampaging”
[15:12:39] <AmyA> A story put together on the fly might have more holes which could make it more interesting
[15:12:46] <Ed> When winging it, you usually get the most epic or the most bathetic results.
[15:13:47] <AmyA> I would think a little preparation is a good idea but overall the flexibility and ingenuity of creating in the moment would be a lot more fun.
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[15:14:14] <Ed> I gave my players 5 minutes (timed) to figure out their story before I made them start.
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[15:14:45] <Ed> In the comic, the group clearly have prepared stories… they were going to tell the story of the Temple of Time, but Linken had already told that story in the same tavern the day before!
[15:15:07] <Ed> Something to do with saving a princess, I think…
[15:15:11] <Axiomatic> The ideal is to produce something like this:
[15:15:11] <Axiomatic> https://www.youtube.com/watch?v=Irc_dew1eYw
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[15:15:33] <Dan> So the story was poorly timed?
[15:15:41] <Vorthon> TERRIBLY sorry, still acting up.
[15:16:20] <Ed> (please tell me you got the joke).
[15:16:43] <Ed> Yes, this is a good example of one way in which you might not engage an audience with your story.
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[15:17:17] <Ed> Axiomatic… LOL!
[15:17:18] <Ed> Yes.
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[15:17:21] <Ed> Yes, it is.
[15:17:29] <Dan> brb
[15:17:45] <Vorthon> There we go.
[15:18:12] <Ed> So, Vorthon, do you have any questions about the game? 😛
[15:18:22] <Dan> back
[15:19:07] <Vorthon> :p
[15:19:18] <Ed> So we’re including a comic in the Kickstarter with this book, it follows the first “adventure” of a group of Lyres.
[15:19:37] <Ed> It’s one of the stories we wanted to tell, but this one just worked so much better told visually.
[15:20:09] <Dan> Actually, is there anything we haven’t covered that you’d like to mention?
[15:21:20] <Ed> Well, yeah. This game is a really… different idea. And literally everyone who comes across it has thought it was a great idea. So… I want to spread it to everywhere in the RPG community I can.
[15:21:40] <Ed> So… if you want to back us on the Kickstarter, then brilliant, thank you.
[15:21:50] <Ed> If you don’t want to… consider spreading the word to other gamers.
[15:22:05] <Ed> It’s my dream that this game spreads far and wide as a new idea 😀
[15:22:29] <Dan> 🙂
[15:22:51] <Ed> And thank you to everyone who has sat here and watched me type for 2 hours!
[15:22:53] <FaerieGodfather> One of my players is worried that being a “normal human” is going to handicap him in Fight! since everyone else has magic powers.
[15:23:28] <FaerieGodfather> And he’s got a stick.
[15:23:32] <Dan> Thanks for joining us!