[19:07] <+Vincent> Thanks Dan. My name is Vincent Baker. My game, Otherworlds is a science fantasy limitless rpg.
[19:08] <+Vincent> The premise is you adventure across worlds, shooting and looting with unique characters.
[19:09] <+Vincent> You can preview the gist of it on KS here: (Link: https://www.kickstarter.com/projects/1614383599/827419758?token=9c2b30ff)https://www.kickstarter.com/projects/1614383599/827419758?token=9c2b30ff
[19:09] <+blinkbunni> I’ve been a player of Otherworlds for a year now, and really have seen a wide range of worlds and characters. Could you give people examples?
[19:10] <~Dan> (Please hold questions until we get a (done) from Vincent, blinkbunni. Thanks! 🙂 )
[19:11] <+Ajax> Glad to be here Dan 🙂 (Do I need to talk in parenthesis?)
[19:11] <+Vincent> Oh sorry. I’m done. Questions are welcome. 🙂
[19:11] <~Dan> Ah! No problem. The floor is open to questions!
[19:11] <+Vincent> Also, I’m a fast typer, but slow thinker. So my apologies if it takes me a bit to find the words to say.
[19:11] <~Dan> (Ajax: Well, not exactly… Are you here for the Q&A? 🙂 )
[19:11] <+CSFerguson> Do you have an alternate title for it? Or a subtitle or something? Googling it just now was a little confusing.
[19:12] <+Ajax> (Dan: Just here to support Vincent and Otherworlds 😀 )
[19:12] <+Vincent> CSFerguson, I’m working on that as we speak. Since it hasn’t been published, it isn’t easy to find.
[19:12] <~Dan> (Ah, excellent. Then nope! I’m just using the parenthesis to indicate that this is an aside, unrelated to the Q&A. Carry on! 🙂 )
[19:13] <+CSFerguson> I was asking because googling it popped up an Other Worlds RPG with a space in the middle.
[19:13] <+Vincent> CSFerguson, yeah I’m actually talking to their creator as we speak. We don’t want a name conflict. So there will probably be a slight name change.
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[19:14] <~Dan> (Welcome back, Tex! 🙂 )
[19:14] <+Tex> Thanks!
[19:14] <+CSFerguson> What would you say is the one unique thing about Otherworlds that sets it apart from other games and settings?
[19:15] <+Vincent> From a mechanics perspective, it’s way easier to jump into than most. New players that find themselves thinking other rpg’s are too daunting, give Otherworlds a try a like it.
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[19:15] <~Dan> (Welcome to #rpgnet, Kanata!)
[19:15] <+Vincent> Likewise, player’s that are vetern’s to rpg’s say that for the first time ever, they were able to create the character they wanted and didn’t feel restricted.
[19:16] <+Vincent> It’s this easy access, but super in-depth limitless creation, that I believe makes Otherworlds different at its core.
[19:16] <+Kanata> hey everyone
[19:16] <~Dan> (Oh, Vincent, did you want to address blinkbunni’s earlier question as well?)
[19:16] <~Dan> Kanata: Here for the Q&A? 🙂
[19:17] <+Kanata> yup yup
[19:17] <+Vincent> From a theme perspective, it’s a bit more colorful and “fun” than your average sci-fi game. There is a lot more emphasis on adventuring than playing up the “sci-fi horror” trope.
[19:17] <~Dan> Kanata: Excellent! The floor is open to questions. 🙂
[19:18] <+Vincent> Blinkbunni, yeah so there’s so the way Otherworlds is made is to allow the user to create the character’s they want. They aren’t forced into a certain playstyle, it’s up to them how they want to play it.
[19:18] <+CSFerguson> Did you design it to facilitate open character creation, or does the system just allow players to create characters from whole cloth?
[19:18] <+Kanata> well ive played a bit so im more looking to learn from this
[19:18] <+Vincent> So if I want to play as an assassin, I could specialize myself with sniper rifles and pick enemies off from a far. I could go for more of a close combat variant, to be skillful with swords or daggers. Additionally I could go for more support options like “Death Mark”
[19:19] <+Vincent> Or go for complete damage and wield a burn elemental weapon, to desecrate their enemies. Really limitless combinations here.
[19:19] <+Vincent> (Done)
[19:20] <~Dan> What about the setting makes mundane melee weapons an effective choice?
[19:20] <+zack> After I’ve been playing for almost two years one thing I still find very entertaining is that every timei come to an eventits always got new charters, new weapons and pretty Mich anything you can think of that you want to do you can do
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[19:21] <+blinkbunni> Likewise in other classes, there is a wide range of creation available. My first character was basically a glass-cannon gunslinger, but there have been many variations of gunslingers
[19:21] <+Vincent> Thanks Zack and to answer your question Dan, is that the setting has “guards” which are similar to Borderlands or Halo’s shields. Which both games feature powerful melee weapons.
[19:22] <~Dan> So… personal force fields?
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[19:23] <+blinkbunni> I’ve made and playtested multiple characters and feel they all are given uniqueness and different purposes in the campaigns. Also, my opinion on the choice of using melee weapons or ranged depends on how you want to play. Many people have preferred using melee for some awesome effects and stats that can come with the melee weapons
[19:23] <+Vincent> Dan yep! I know that doesn’t exactly address the question. But a part of it, is Otherworlds isn’t supposed to simulate realism. There are definitely guidelines however to keep it within context.
[19:23] * ~Dan nods
[19:23] <~Dan> As long as the setting follows its own logic, I’m on board. 🙂
[19:24] <+blinkbunni> (also, sorry for typing in between. Just some thoughts provoked from others’ questions 🙂
[19:24] <+Vincent> Dan exactly. I’m not all for craziness. It definitely has it’s own logic that it follows.
[19:24] * ~Dan nodnods
[19:25] <~Dan> So what’s the big story of the setting?
[19:26] <+Vincent> Like the name implies, it takes place on other worlds in a different universe. Some of these worlds have been discovered and some haven’t.
[19:27] <+Vincent> Your characters adventure these places as conflict has been getting worse and worse, leading to weapons being produced everywhere.
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[19:27] <~Dan> (Welcome to #rpgnet, thunderhead! Here for the Q&A? 🙂 )
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[19:27] <+Vincent> Ancient technology is being discovered, that’s far superior to anything modern day, having magic-like properties. Ultimately though, the experience is up to you. Whether you want to lead a war or just explore, there’s a lot to cover.
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[19:29] <+zack> I kind of see it as a playground of sorts
[19:30] <+Vincent> I’ve had games where characters tried saving a planet from a dictator or slay a dragon that was on a murderous rampage.
[19:30] <+zack> and usually there is a goal to work towards
[19:31] <+Vincent> (Done)
[19:31] <~Dan> Speaking of magic, what sorts of cool powers are available?
[19:32] <+Vincent> Dan in Otherworlds, we have our own system for magic called “astral,” which is a resource of energy, character’s can manipulate for magical proportions.
[19:32] <~Dan> What sorts of things can that accomplish?
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[19:32] <+Vincent> There’s everything from teleporting, lightning bolts to being able to curve your bullets around corners like in Wanted!
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[19:33] <+zack> we have had some people in events work together and take down the bad guy, and then on the other side of the table you could help the bad guy or do your own thing, if you want its all up to you
[19:33] <+Vincent> The astral system is an interesting mechanic in Otherworlds because to regain it for “spells” you have to use up your protection from your character’s guard.
[19:33] <+Vincent> (done)
[19:34] <+Vorthon> Wait. I’ve seen mention of it being sci-fi. What (if any) sci-fi works served as inspiration?
[19:34] <+zack> sorry for my misplaced comment just trying to help and be a part and manage two kids at the same time 😛
[19:36] <+Vincent> Vorthon It’s both inspired by a ton of sci-fi and fantasy. Some of the biggest sci-fi influences come from Borderlands, Star Wars, Halo and the Ratchet & Clank series when I was younger.
[19:36] <+Vincent> (done)
[19:36] <+CSFerguson> What are the character classes?
[19:37] <+Vincent> CSFerguson There is 12 in the core rulebook. (Assassin, Battle Mage, Gunslinger, Defender, Tank, Seraph, Strategist, Reaper, Bounty Hunter, Warrior, Soldier and Biomancer.)
[19:38] <~Dan> brb
[19:38] <+Vincent> Originally I was going to have 10, but I finished the Reaper and Seraph early and wanted to include them right away instead of making them KS Goals or something, like others do.
[19:38] <+blinkbunni> But, there will be more to come! 😉
[19:39] <+Vincent> There’s also concepts for almost a 100 additional classes for the future, each are unique and have several ways to play them.
[19:39] <+Vincent> You can have a group of three Tanks for example and all almost be completely different.
[19:39] <+Vincent> (done)
[19:39] <+CSFerguson> Are these classes all with their own trees or advancement, or is advancement open-ended?
[19:39] <+blinkbunni> Can you say anything about duel-classes?
[19:41] <+Vincent> CSFerguson Each class has around 200 different ways to allocate the way the class plays. That isn’t including if you dual class (which you can do) or the equipment and other aspects your character brings to the table.
[19:41] <+Vorthon> This is honestly sounding like a nightmare for me. I tend to get paralyzed by an abundance of choices. 😛
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[19:42] <+Vincent> Vorthon It’s actually easier than I mistakenly made it sound. Bare with me lol.
[19:42] <+Kanata> what if you want to specialize in one class? would you be at a disadvantage against others who dual class?
[19:42] <+blinkbunni> Honestly, having never played a tabletop RPG before and having played Otherworlds, I find it easy to access and fun to expand my characters in.
[19:43] <+Vincent> Vorthon Although there is a lot of choices, they are all separated by class and have no pre-requesites other than “Tier Level.” So you just have to look at one area of the book and pick the way you want to level.
[19:43] <+Vincent> Vorthon No flipping around, getting lost back and forth and making sure you meet criteria.
[19:44] <+Vincent> Katana not by any means! By specializing in one class, you’ll have access to more abilities that class has, where as the dual class character wont.
[19:45] <+Vincent> *Kanata not katana. 😛
[19:45] <+Xamusel> Alright… let me try asking a question. Mister Baker, what dice system does OtherWorlds use?
[19:45] <+Xamusel> I mean, d20 or what?
[19:45] <~Dan> (back, sorry)
[19:46] <+Vincent> Xamusel it’s a d6 system. It also uses an exploding dice mechanic.
[19:46] <+Xamusel> Ah, like in Shadowrun?
[19:47] <+CSFerguson> So 12 classes, with 200 options per class … how big is this book (page count, percentage of space allocated to in-text illustrations and bleeds)?
[19:47] <+Vorthon> Does the rulebook have a system for randomly generating life and civilizations if the PCs decide to traipse off into some undefined corner of the galaxy?
[19:48] <+Vincent> Xamusel, not quite. You don’t roll a pool of dice.
[19:48] <+Xamusel> Oh? How does it work, then?
[19:49] <+blinkbunni> Otherworlds definitely doesn’t use 15 dice all at once. Each time that a 6 is rolled in the game, you get to roll an additional dice. Th
[19:49] <+Vincent> CSFerguson, the 200 options per class is strictly about the variance and not so much of being 200 different powers to choose. The book will be around 200 pages.
[19:51] <+Blarghedy> 1 page per option. Got it.
[19:51] <+zack> and as blink out it its a d6 unless stated other wise with some effect from a weapon
[19:51] <+Vincent> Vorthon there isn’t a system per say to randomly generating life. But it’s entirely really easy to create anything on the fly. For enemies, you can simply input stats as X/X/X/X/X +Special Abilities and you’re good to go.
[19:52] <~Dan> Speaking of stats, do you have a character sheet we can see?
[19:52] <+CSFerguson> Do you have a sample character?
[19:52] <+CSFerguson> Dangit. You type faster
[19:52] <~Dan> 🙂
[19:52] <~Dan> Not my first rodeo. 😉
[19:52] <+Vincent> Blarghedy many options can fit on a single page and still be legible lol.
[19:52] <+Vorthon> Friendly, courteous, AND speedy. 😛
[19:52] * ~Dan blushes
[19:52] <+Vincent> Dan and CSFerguson, give me one moment.
[19:52] <+Blarghedy> I stick with my 1 page per option assertion.
[19:54] <+Vincent> (Link: https://www.facebook.com/theotherworldsuniverse/photos/a.539910552784398.1073741828.124665030975621/692598654182253/?type=1&theater)https://www.facebook.com/theotherworldsuniverse/photos/a.539910552784398.1073741828.124665030975621/692598654182253/?type=1&theater
[19:54] <+Xamusel> So… about the way the dice work, Mister Baker. What can you tell us about that? I’m trying to read the comments on it right now… no luck so far.
[19:54] <+zack> brb
[19:54] <+Vincent> There’s an example character. The “Alchemist” class is a typo however for this picture. I was working on something else. :3
[19:55] <~Dan> What are AST, STK, and LKP?
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[19:55] <+blinkbunni> AST= Astral, STK=Strike, LKP= Lockpick
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[19:55] <+Vincent> Xamusel sorry I hope to clarify. Every check uses 1d6 + Stat + Modifiers. Every check may be opposed leading to a lot of involvement from everyone at the table. Every 6 on the 1d6 explodes, leading to another one being rolled.
[19:56] <+CSFerguson> oh wow. Lockpick is its own attribute?
[19:56] <+CSFerguson> I guess you are expected to do a dumptruck load of lockpicking in this setting?
[19:56] <+Vincent> In the result of two or more 6’s than the opposed check, you will gain a critical success, meaning something great will happen for your character depending on what you’re character is doing.
[19:56] <~Dan> And if STK is Strike, what is ATK?
[19:57] <+Vincent> CSFerguson, lockpicking also covers hacking, trespassing or breaching in any way. But yes, there is a lot of loot to take in this game. Many may have it guarded.
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[19:58] <+Vincent> Dan ATK or attack, covers the majority of your attacks. It’s a combination of your lethality, aggressiveness and finesse in combat.
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[19:58] <~Dan> So what is Strike?
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[19:59] <+Vincent> Dan Strike is an optional method of attacking and is the stat for bows, throwing weapons and making unarmed attacks such as disarming your foes. This option may be better for your character if you’re attack is lower and your more of a “Black Widow” type of character.
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[20:00] <~Dan> (Howdy, Mostlyjoe!)
[20:00] <~Dan> Are Proficiencies akin to skills?
[20:01] <+Vincent> Dan they are similar, yes.
[20:01] <~Dan> How do they work?
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[20:02] <~Dan> (Welcome to #rpgnet, Mischif! Here for the Q&A? 🙂 )
[20:02] <+Mischif> ayup
[20:02] <~Dan> (In progress!)
[20:02] <+Mostlyjoe> Heya Dan.
[20:02] <+Vincent> When you make your character and as you level up, you’ll be able to add more and more proficiencies. These proficiency will give you a bonus at the given task that you’re proficient at.
[20:03] <+Vincent> Although, it’s not an exclusive thing. Other characters may also try those things, they just wont get the bonus for it.
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[20:03] <~Dan> (wb, Kanata!)
[20:04] <+Vincent> (done)
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[20:05] <~Dan> How does combat work?
[20:06] <+Vincent> Dan when attacking you simply add your character’s ATK + Weapon’s ATK + 1d6 for a total result. The attacked target then has to decide whether they want to try and defend or evade it.
[20:07] <+Vincent> Either way they roll 1d6, but defending adds to DEF as evading adds to AGL. In the result of a 6, the defender gains a “parry” meaning they can roll again. A 6 while evading grants a counter attack.
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[20:08] <+Vincent> This may sound a bit off because counter attacking IS better than parrying. But having higher DEF and heavier armor results in being more protected and taking less damage.
[20:09] <+Vincent> If you go for counter attacks a lot, you’ll be more likely to die quicker as opposed to playing a character with heavy armor.
[20:09] <+Vincent> (done)
[20:10] <~Dan> So how does damage work?
[20:11] <+Vincent> By default rules it carries over the difference. For those that are more used to d&d and the way they have it, there’s an option to change it.
[20:12] <+Vincent> Additionally there’s an option to use AC, but I think having the opposed rolls from the characters being attacked adds more enjoyment and many player’s have liked the combat of the game that’s played it.
[20:12] <+Vincent> (done)
[20:13] <+Mischif> do you find that the opposed rolls make combat move more slowly?
[20:13] <~Dan> Hmm. So by default, powerful weapons are more likely to hit.
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[20:14] <+Vincent> Dan yes, but there’s other options such as using a weapon with the impact mechanic. A warhammer might be weaker than a great sword. But if the warhammer hits a defending enemy, it will gain a bonus greater than that of the sword.
[20:14] <~Dan> That would seem to lead to what I call the “Bazooka Sniper Effect”.
[20:15] <+Vincent> Additionally, the warhammer is slower, making it easier to evade.
[20:15] <~Dan> So the warhammer is less likely to hit but does more damage on a hit?
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[20:15] <+Vincent> Dan There’s a lot of variance in weapons and how they work within combat. There is no “best” option, because some have different effects or elemental properties that prove more useful in different circumstances.
[20:16] <+Vincent> Dan If the enemy is defending it is more likely to hit, thus dealing more damage. If they are agile however, they will be more likely to dodge it. But all of this depends on the mechanics of the weapon.
[20:17] <+zack> and most bazookas have very little ammo
[20:17] <~Dan> Well, to clarify: Is it possible to have a weapon that is less likely to hit but that will hit hard when it does?
[20:17] <+zack> maybe 1 to 3?
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[20:18] <+Vincent> Dan yes, there’s over I think (200?) weapons in the core rulebook and I know I’ve created thousands that are all different and viable.
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[20:18] * ~Dan nods
[20:18] <~Dan> Cool.
[20:18] <+CSFerguson> Like an Earthquake Hammer that is almost impossible to hit with, but when it does, the target is reduced to orange goo.
[20:19] <+blinkbunni> Also, your weapons can be more powerful and useful to your character, as there are skills that can be gained that give you bonuses to your preferred weapon. I have created a reaper in Otherworlds, and my preferred weapon is a sythe. This would give me the benefit if I build my character to gain more ATK from using a preferred weapon
[20:19] <+Vincent> CSFerguson that’s exactly what Otherworlds is about. 🙂
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[20:19] <~Dan> What is the standard ranged weapon? Lazer? Slugthrower?
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[20:20] <+Vorthon> Mass-driver?
[20:20] <+Vincent> Dan there isn’t exactly a “standard” type of weapon. I know that someone acquired a double-barreled sawn off that ignites people on fire. He likes that a lot…
[20:20] * +Vorthon ‘s fond of coilguns and railguns in sci-fi-type stuff, personally.
[20:20] <+Mischif> do you find that opposed rolls make combat move more slowly?
[20:21] <+Vincent> Vorthon my character just recently acquired a rail gun in a friends campaign. 🙂
[20:21] <+Vorthon> Conventional ‘sets the air on fire from sheer friction’ type, or something more man-portable? 😛
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[20:22] <+zack> i find that opposed rolls are not slower but more personal.
[20:23] <+Vincent> Mischif I can definitely see why one would think that. But because there (usually) isn’t rolls for damage, it doesn’t add to the time. Also with the way combat handles, it’s fast and fluid. It’s not like you’ll fight the same group of thugs for an hour.
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[20:24] <~Dan> Do you cover space combat, and if so, what is it like?
[20:26] <+Vincent> Dan The current rulebook doesn’t cover space combat. It is a possibility, but there is a strong emphasis on adventuring the various worlds. Which is usually done by artifacts that allows players to travel to different destinations.
[20:26] <+CSFerguson> Are there rules for vehicles at all? Or is it mostly teleportation?
[20:26] <~Dan> Oh, so interplanetary teleportation is the standard mode of space travel?
[20:27] <+Vincent> However if you accumulate a lot of $$$ you can get a star ship and travel that way. I’ve done space combat before, but haven’t settled on the best way to do it yet.
[20:27] <+Vincent> Dan for most player character’s yes.
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[20:28] <~Dan> How much variation is there in tech levels among planets?
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[20:28] <~Dan> Between, rather
[20:28] <+Vincent> They have a cool down time however, keeping player’s from goofing all over the place. They have to be certain they go where they want to.
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[20:29] <+Vincent> Dan there is Krystos which is the most technologically advanced, they have begun trading with other planets in the system and giving their technology in exchange.
[20:29] <+Vincent> So a lot of the worlds covered in the core rulebook have the “standard” technology for this universe. But there are definitely some that are more primitive.
[20:30] <+Vincent> Ornok for example are troll-ogre like creatures that love to eat and live in the swamp lands of Foragna. Their technology doesn’t tend to be too advanced.
[20:30] <+Vincent> (done)
[20:30] <+blinkbunni> CSFerguson there has been vehicles in the game and some vehicle combat.
[20:31] <~Dan> Speaking of creatures, do you stat out many in the book?
[20:31] <+blinkbunni> Vincent can you tell CSFerguson any rules about vehicles?
[20:32] <+Vincent> CSFerguson YES! There are definitely some cool vehicles and options for making your own to adventure with.
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[20:32] <@Silverlion> Are there rules for building your own weapons?
[20:32] <@Silverlion> I’m always fond of that in RPG’s.
[20:32] <+blinkbunni> Weapon crafting is an option in Otherworlds! 🙂
[20:33] <+Vincent> Dan there are creatures stated out in the book. I believe there are currently 30 included in the book.
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[20:33] <~Dan> (Howdy, Songtress!)
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[20:34] <+Vincent> Silverlion yes, if you’re the GM it’s incredibly easy to create any weapon you can think of for the game. For a PC, also yes, but primarily through dismantling and crafting weapons, you and your party come across.
[20:36] <+Vincent> (done)
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[20:38] <~Dan> How would you describe the action in Otherworlds? High-octane action? Grim-and-gritty?
[20:39] <+Vincent> Dan good question. It’s flexible in being either. But when I run it, it tends to lean more towards the high-octane action side of things. I think one great thing about gaming with friends is laughing with them.
[20:40] <+Vincent> The action in Otherworlds can definitely have it’s moments of humor.
[20:40] <~Dan> That’s often nice. 🙂
[20:40] <+Vincent> Yeah, it’s meant to be a fun fantasy adventure to explore and have some great times with your friends.
[20:40] <+blinkbunni> A lot of campaigns I have enjoyed have been themed around different holidays. Campaigns can be tailored to how you want to play them and enjoy them. I also love receiving loot and weapons from these campaign that are named after the theme of the campaign
[20:40] * ~Dan nods
[20:41] <~Dan> 🙂
[20:41] <~Dan> Oh… Did we cover the PC races?
[20:41] <+CSFerguson> What RPGs were your primary influences when you were designing this game?
[20:41] <+CSFerguson> mechanically speeaking
[20:42] <+CSFerguson> with two e’s
[20:42] <+Vincent> There are variants for more grittier gameplay though such as adding “scarcity” to the mix, that will makes ammo very limited for your players. Or adding “hordes” which will make enemies more threatening the more they get in numbers.
[20:42] <@Silverlion> Cool..
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[20:44] <+Vincent> CSFerguson the biggest influence from a mechanic perspective was Magic: The Gathering. Bare with me as I’m aware that isn’t a RPG. But I believe they have some design principles that allows for a large audience to play, while still having a lot of depth to it.
[20:44] <+Vincent> CSFerguson No real RPG influenced this game on a mechanics level. Not outside of your standard things such as rolling for skill checks. The game mechanically is probably most similar to Savage Worlds.
[20:46] <+Vincent> Dan There are 10 PC races in the core rulebook. Everything from humans, to felinx which are fox-like nimble creatures. There are also Vanticar which was the dragon-humanoid character you seen on the character sheet.
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[20:47] <+Vincent> (done)
[20:47] <+CSFerguson> What is the background of your writing team?
[20:48] <+Vincent> CSFerguson I am actually the entire team. I have friends that help me with feedback (as well as randoms from conventions) but yeah, it’s just me as the writer.
[20:49] <~Dan> Is this your first game?
[20:50] <+Vorthon> …Are any of the PC races at least partially mechanical in nature?
[20:51] <~Dan> You shouldn’t metal with such things, Vorthon.
[20:51] <+Vincent> Dan yes. Although I don’t have “writing credentials,” for RPG’s. I’ve always been proficient at writing. I aced English courses, as well as have had published poetry and work as a journalist for The Cliqist.
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[20:52] <+Vincent> Vorthon not by nature, but all races can integrate different mechanical pieces or enhancements. Which there is an easy to understand system for.
[20:53] <~Dan> Vincent: In what remains of “regular time”, is there anything we haven’t covered that you’d like to bring up?
[20:53] <+Vincent> Vorthon there was actually one, but was booted from play-testing because it was the least favored among the bunch.
[20:55] <+Vincent> Dan Yes. First and foremost, thank you all who stayed and was a part of this Q&A. I really appreciate it.
[20:55] <~Dan> 🙂
[20:55] <+Vincent> If you want to keep up to date, like our page. (Link: https://www.facebook.com/theotherworldsuniverse)https://www.facebook.com/theotherworldsuniverse
[20:55] * +Vorthon probably would’ve been more active in the Q part if they hadn’t been distracted by trying to beat a game.
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[20:57] <+Vincent> If there is anything I can promise about the game is that a lot of heart went into it and it doesn’t play like any other RPG.
[20:57] <~Dan> Awesome. 🙂
[20:57] <~Dan> Thanks very much for spending time with us, Vincent!
[20:57] <+Vincent> But I have played a lot of RPG’s. So I feel like I can say that pretty confidently. 🙂
[20:58] <~Dan> 🙂
[20:58] <~Dan> If you’ll give me just a moment, I’ll get the log posted and get you the link.
[20:58] <+Vincent> Dan no problem. Thank you for having me!
[20:58] <+Vincent> Dan thank you!