[19:10] <+LostAbyss_INDE> Hello everyone, I’m James Palumbo currently working on Shattered
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[19:11] <~Dan> (Howdy, Jesse!)
[19:11] <+Pul_INDE> Hey all, I’m Cody Wiemholt (Common typo :P) one of the developers working on Shattered,
[19:11] <+Tex_INDE> Hey folks, I’m Philip Barousse. I’ve been working on Shattered for a few years now.
[19:12] <+LostAbyss_INDE> Shattered is an RPG style book we have been working on for a few years and we have tried to incorporate everything we loved seeing in RPGs. It is set in a post-apocolyptic world where a majority of the population is dead. The world has rebuilt itself into city-states around certain resources like fresh water or technology.
[19:12] <+LostAbyss_INDE> (done)
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[19:13] <~Dan> Thanks, guys! The floor is open to questions!
[19:13] <~Dan> (Howdy, Le_Squide!)
[19:13] <&Le_Squide> (Heya!)
[19:14] <+CSFerguson> Your artwork is excellent. Did any of the early artwork shape your vision of the setting, or would you say that your setting shaped the artwork?
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[19:15] <~Dan> (Howdy, Lith!)
[19:15] <+Lith> (hello!)
[19:15] <+Tex_INDE> For the most part our setting defined the artwork with the cities and locations, however, for the races the art somewhat finalized the concepts of each race. (done)
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[19:16] <~Dan> Now, this is billed as a steampunk game. How does that mesh with the post-apocalyptic aspect?
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[19:18] <~Dan> (Welcome to #rpgnet, Konrad!)
[19:19] <+Motulev> (it is very very quiet…)
[19:19] <~Dan> (TOO quiet.)
[19:19] <+Pul_INDE> Well a vast amount of knowledge and people were destroyed in the apocalypse, so the world was starting over. As such, it became more of a survival of the fittest. Over time the technological and magical advances compounded on previous discoveries leading to a new Industrial revolution. Which is the time-frame in which Shattered is set.
[19:19] <+Konrad> (nuke it from orbit. It’s the only way to be sure.)
[19:20] <~Dan> I see… And what was the nature of the apocalypse itself? Was it technological? Supernatural? Something else?
[19:20] <+Tex_INDE> I’d also like to mention that we also have a bit of a biopunk theme with our mutation system with it’s bioreactors
[19:20] <+CSFerguson> If you could nail down a percentage, what would you say was the loss of life, knowledge, and industry?
[19:21] <+Motulev> the core mechanic is different die sizes, are these rolled against a target number, successes or..?
[19:21] <~Dan> (Question pause.)
[19:23] <+LostAbyss_INDE> The apocalypse itself was of supernatural origin. A group of people, that eventually became the Alypse, attempted to summon a being of extra-dimensional origin. The summoning failed and resulted in an almost total destruction of the world.
[19:24] <+Tex_INDE> The loss of life caused by the Reckoning, the apocalypse brought on by the Alypse attempting to summon Ragnarok, was between 97-98%. The loss of knowledge and industry was a fair bit less, though still enough to cause a few thousand years of dark ages where the races huddled in caves.
[19:25] <+Pul_INDE> Moltulev, the Multi-Die System (MDS) is a dynamic Target number system. That is, for attacking, I would total my dice rolled, and compare them to your dice rolled for defense. (done)
[19:26] <~Dan> (Questions may resume!)
[19:26] <~Dan> So I take it that the world always had a combination of magic and technology in play, even pre-apocalypse?
[19:27] <+Tex_INDE> No, magic was brought forth only after the Reckoning.
[19:28] <+CSFerguson> On that population thing, so is your intent that the adventuring be mostly players vs. npcs, or is it more players vs. environment?
[19:28] <~Dan> Really? Interesting… Are there now supernatural creatures running around?
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[19:28] <~Dan> (Howdy, Lin_Chong!)
[19:29] <+Barid_Cavan> Is there a set system or systems of religous beliefs?
[19:30] <+Lin_Chong> Morning.
[19:31] <+Pul_INDE> CSFerguson, The game is mostly Players vs NPC’s / monsters however the environment can be considerably deadly if not careful. For example, carelessly deciding to pilot the player’s airship through an Ultra-violet storm, is going to have some ramifications.
[19:32] <+Tex_INDE> Yes, since the Reckoning, there has been a tear in the world into a place called “The Lost Abyss” which is a gaping maw into the underworld. This has caused the dead to rise. In addition, Ragnarok’s servants, the Dragons, escaped into the world causing havoc. There are many odd creatures created by either the magics of the world or the harsh radiation and
[19:32] <+Tex_INDE> environment they live in.
[19:32] <~Dan> Huh. So there are both supernatural creatures and mutants?
[19:34] <+LostAbyss_INDE> There are estabolished religious sects, which revolve around specific aspects of the world. Each aspect can manifest itself differently, granting different powers. Many aspects are based on the world around them, such as Fire, Darkness, etc, while others are based on feelings like Hatred or even things like War. Obviously there is also cults worshipping the e
[19:35] <~Dan> (Cut off at “cults worshipping the e”)
[19:35] <+LostAbyss_INDE> “extra dimensional being that destroyed the world but they are strictly forbidden”
[19:35] <+Tex_INDE> Dan: Yes, and some creatures can be both. Take the Hangel for example. It is a supernatural creature which collects hands and sews them onto itself into wings. (done)
[19:35] <+CSFerguson> Do religions have any effect in the world beyond social?
[19:36] <~Dan> Well, you’ve gotta hand it to that thing.
[19:36] <+CSFerguson> nyuk nyuk
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[19:38] <+Tex_INDE> Very much so. The aspects are “championed” by Marshals (think something akin to a Cleric) which possess a mark on their body to signify their alignment. Some individuals can also become Marshals of multiple aspects. A few of these include War and Peace, Love and Hate, Air and Earth, etc
[19:38] <+Tex_INDE> These Marshals are often the leaders of the religious sects that follow the aspect
[19:38] <~Dan> What sorts of powers are available to the PCs?
[19:39] <+LostAbyss_INDE> (in general or just the religious based?)
[19:39] <~Dan> (In general.)
[19:40] <+LostAbyss_INDE> (prepare for text wall :P)
[19:40] <~Dan> (Understood! 🙂 )
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[19:42] <~Dan> (Howdy, MonkofLords!)
[19:43] <+Pul_INDE> So, in general, players are able to choose any ability that they want from char-gen to end of campaign. These abilities, Talents, are grouped with similar concepts for orginization. So these Talent groups are as follows: Firstly, there are unique Talents whose selection players make based off of their race. Then there are Mutations, which are selected in a —
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[19:44] <~Dan> (wb, SteveRP!)
[19:44] <~Dan> (Howdy, QTGames! 🙂 )
[19:44] <+Pul_INDE> — non traditional way. You may directly choose the mutation you desire, at a higher cost to the player, or at a lower cost you may choose to simply take your chances within the power level you desire. So if there are 6 options, and you’re rolling the dice on that power level, it’s a 1d6 determines your talent gained.
[19:44] <+QTGames> 🙂 Waves
[19:45] <+Tex_INDE> determines your mutation gained*
[19:45] <~Dan> Q&A topic: (Link: https://www.kickstarter.com/projects/itsneverdarkenough/shattered-a-dark-steampunk-tabletop-rpg?ref=nav_search)https://www.kickstarter.com/projects/itsneverdarkenough/shattered-a-dark-steampunk-tabletop-rpg?ref=nav_search
[19:45] <~Dan> I like the options there.
[19:45] <+Tex_INDE> (he’s still going)
[19:46] <~Dan> (I know. 🙂 )
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[19:46] <~Dan> (Just wanted to give my thumbs up to the stuff so far. 😉 )
[19:46] <+Pul_INDE> Combat talents are mainly for the Martial based players, swords, guns etc. These help keep combat for non-supernatural players more interesting. Arkana, I’ll hand over to LostAbyss_INDE. (Give my fingers a break :D)
[19:49] <+LostAbyss_INDE> Magic(Arkana) is split into schools, which you select specific affects you want in a spell and adjust them for the situation. They can combine with other schools powers as well as other forms of attacks. This system is mostly free-form and on-the-fly spell slinging for whatever the situation calls for.
[19:50] <+Tex_INDE> Conviction we have already touched on a bit. Each Marshal gains ranks in Conviction and gains access to special powers at certain ranks as well as a unique scrying ability.
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[19:50] <+Tex_INDE> As for Martial arts, the PC chooses an Impact and Style which determines their fighting style. These Impacts and Styles can help the PC dodge and give special counter attacks or cause them to do more damage after an enemy has fallen
[19:51] <~Dan> (Curb stomping? 🙂 )
[19:53] <+Tex_INDE> For Stealth, there are somewhat separate talent pools for things like Assassins or Thieves, Spies, and Smugglers that give them unique advantages when the moment arises. For example, an assassin can learn to enter and dive between shadows
[19:55] <+Tex_INDE> We also have General talents that increase your action points, your resolve (this allows you to resist fear checks…..a must in Shattered), your initiative, and specialized training to increase your chance of rolling a success
[19:56] <+CSFerguson> So is it completely open, or are there combos that just don’t work? Could I create a nomadic post-apocalyptic vampire-dragon mutant holy warrior who is a master of the esoteric art of Gun Fu?
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[19:57] <+Pul_INDE> With Psy, the player is interacting with the world more with sheer Willpower, instead of pure might. Psy is governed by our Fatigue system, where as players experience more and more fatigue they begin having a harder time performing actions. The balance game Psy plays is on failure, they gain Fatigue. Once their fatigue hits their threshold (Which is higher–
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[19:57] <~Dan> (Howdy, Cassiemouse!)
[19:58] <+Pul_INDE> to account for their constant exposure to higher levels of Fatigue) a player falls unconscious.
[19:59] <~Dan> Are there mechanical enhancements/steam “cybernetics”? (Or have you just not gotten to that yet? 🙂 )
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[19:59] <+QTGames> Do you lose fatigue on success as well with Psy, or only on failure?
[20:00] <~Dan> (Howdy, Brian!)
[20:00] <+Tex_INDE> (we’re going to delve a bit deeper into magic and then answer the next questions)
[20:00] <~Dan> (Gotcha.)
[20:00] <~Dan> For those just joining us, tonight’s topic: (Link: https://www.kickstarter.com/projects/itsneverdarkenough/shattered-a-dark-steampunk-tabletop-rpg?ref=nav_search)https://www.kickstarter.com/projects/itsneverdarkenough/shattered-a-dark-steampunk-tabletop-rpg?ref=nav_search
[20:01] <+Brian> Hi Dan, hi all. On my smartphone, so my typing might be a bit fractured…
[20:01] <~Dan> (No problem, Brian! Glad to have you here. 🙂 )
[20:01] <+Brian> Thanks…glad to pop in! 🙂
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[20:05] <+LostAbyss_INDE> The Magic system is broken up into Primaltheurgy, Illusion, Necromancy. Each one bringing their own unique magic for damage, utility, or debuffing. And each one can bring in more possibilities when combined with each other or other powers. Primaltheurgy specializes in damaging the enemy, from elemental attacks to walls and AoE. Illusion brings in a ton of
[20:05] <+LostAbyss_INDE> utility where the player can manipulate sight/sound/touch/etc. And Necromancy brings curses to the field as well as re-animated corpses called Stitches.
[20:05] <~Dan> (Howdy, Janana!)
[20:06] <+Tex_INDE> CSFerguson: essentially yes. You could eventually make a Vampire with a massive arm for grapling that has spikes growing out of his body which dual wields reolvers.
[20:08] <+Brian> I see that you are close to your Kickstarter funding goal…congratulations!
[20:08] <+Pul_INDE> Dan: There definately has been discussion about incorporating Steam Armor and augments of the sort to the game, and it’s something we’re all excited to develop but for now it’s not in the core book because of timeline pressures. Right now we’re finalizing the Airship system, which allows players to create their own airships tailored to the player’s party.
[20:08] <~Dan> Pul_INDE: *nod* Gotcha.
[20:09] <~Dan> Speaking of which, can you give examples of the upper limits of technology in various areas?
[20:09] <+QTGames> Great job with the Kickstarter so far! I’m a backer. Everything looks pretty cool!
[20:09] <+Tex_INDE> (thanks Brain!)
[20:09] <+Tex_INDE> (Thanks QTGames!)
[20:09] <+Pul_INDE> However Dan, there are Prosthetics which are replacement body parts (For when combat goes, slightly worse than expected :P) These can range from simple peg-legs on the lower end, to fully articulate limbs complete with hidden blades, or whatever else you wish to craft onto it.
[20:10] <+QTGames> What’s not to love with airships and steam tech?
[20:10] <+CSFerguson> There is a kind of throwaway statement in the playtest about “prosthetic threshold.” Can you speak on that?
[20:11] <+SteveRP> I was just reading the kickstarter page. Looks really cool! The dice mechanic seems pretty neat, what you can tell from the KS page anyways.
[20:11] <+Pul_INDE> QRGames: Psy only gains fatigue on failure, which it is an opposed roll. So results can vary from situation to situation if the Character themselves don’t change.
[20:12] <+Pul_INDE> Thanks SteveRP, it was fun researching various Die systems 😀
[20:13] <+Tex_INDE> Hmm limits of technology. Well, we have prosthetics, airships, steam tanks, and arkanics. Arkanics are probably the newest addition to the world. This is the cutting edge technology which allows the newer airships to float. Their Arkanic drives create their own gravitational field.
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[20:13] <~Dan> (Howdy, Vincent!)
[20:13] <+Vincent> Ello! (:
[20:13] <~Dan> Tex_INDE: What are firearms like? And are there any steampunky rayguns or the like?
[20:15] <+QTGames> What was the concept behind fatigue only on failure. Not complaining. Just curious. Looking forward to hearing more on the magic system and how it plays out time-wise with modding spells on the fly.
[20:17] <+LostAbyss_INDE> Prosthetic Threshold is a number of actions you can take with your prosthetic above and beyond a human’s normal capablities. Basically “overclocking” your prosthetic to go beyond its limits. This will damage the prosthetic and each one has a threshold based on its quality before it seizes up and stops functioning.
[20:18] <+QTGames> Nice.
[20:19] <+Tex_INDE> Dan: Well, the closest to rayguns is the electrocannon. Which, as its name suggests fires a big bolt of electricity. As for normal firearms, we have muskets, flintlocks, shotguns, and revolvers. We also have flak cannons, crossbows, compound bows, and a gauss cannon.
[20:19] <+SteveRP> I was just looking at the various backer levels. Do the backer levels that include physical copies also come with PDF copies?
[20:20] <+Pul_INDE> Well the idea was to utilize the Fatigue system, which is one of a few rather debilitating systems Shattered has. As players gain more Fatigue, they get a cumulative -1 rating penalty per two fatigue on every check thereafter. Since the rating is directly correlated to which dice you roll, Fatigue is very potent. As such, on failure with a die pool system —
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[20:20] <~Dan> (Howdy, TQuid!)
[20:21] <+QTGames> Ah, got it. Thanks, Pul_INDE
[20:21] <+Pul_INDE> — allows for players to dance with Fatigue, without completely annihilating themselves. Now you mentioned Magic when talking about Psy, and I’d like to clarify something we probably should’ve started with hehe. We strived our best, to avoid having each group of Talents do that same thing as another, with different flavor text. So Psy, will do things Arkana–
[20:22] <+Pul_INDE> –cannot do, while Arkana does things that Conviction cannot do, etc. We wanted it to be unique. For things we found overlapped a lot, we’d pull that talent into a more general talent group.
[20:22] <+Tex_INDE> SteveRP: yes, everyone who backs Early Bird tier and above gets a digital copy in PDF format. That was an oversight on our part when we wrote the descriptions.
[20:23] <+Tex_INDE> (done)
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[20:24] <+SteveRP> Tex_INDE: Thanks. I was thinking that it was a little odd. Most KS tend to provide a PDF if you hid the hardcopy level or above.
[20:24] <+Vorthon> Which is odd, seeing as a hardcopy is arguably worth more than a pdf, even discounting the cost of materials.
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[20:24] <~Dan> Hmm… Can you guys stay a bit later than scheduled? Seems like we’ve got a lot to discuss and not enough time to cover everything I was hoping to cover.
[20:24] <~Dan> (Welcome to #rpgnet, Baconavenger!)
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[20:25] <+Tex_INDE> I can stay a bit later. I work odd hours so I’ll have to duck out in an hour.
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[20:25] <~Dan> Cool. 🙂
[20:25] <+Pul_INDE> Dan, not a problem. Tonight we converted our normal 4 hour Dev block to this. It just lined up on time perfectly
[20:25] <~Dan> (wb, Baconavenger!)
[20:25] <~Dan> Great!
[20:26] <+SteveRP> It also sounds like the playtest PDF is available now for backers, is that correct?
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[20:26] <~Dan> So can you repost the link to the character sheet? I’d like to discuss the mechanics, and that would help, I think.
[20:26] <+Tex_INDE> Playtest PDF is available for everyone if you sign up on the forums or I cheat an link them to you now
[20:26] <+QTGames> Thanks, guys.
[20:26] <+Tex_INDE> Playtest: (Link: http://shattered-rpg.com/files/playtest/Kickstarter%20Advance%20Playtest.pdf)http://shattered-rpg.com/files/playtest/Kickstarter%20Advance%20Playtest.pdf
[20:26] <+Tex_INDE> Character Sheet: (Link: http://shattered-rpg.com/files/playtest/Shattered_Character_Sheet_Fillable_Draft1.pdf)http://shattered-rpg.com/files/playtest/Shattered_Character_Sheet_Fillable_Draft1.pdf
[20:27] <+Tex_INDE> now, please make note there is a BIG difference between the backed playtest and this
[20:27] <+Tex_INDE> this playtest has almost no fluff in it, no background, and no campaign.
[20:27] <+Tex_INDE> the playtest the backers will receive will have a complete campaign setting.
[20:27] <~Dan> So it looks like we’re talking about an attribute + skill system using an Earthdawn-like step die mechanic.
[20:28] <+SteveRP> The backed playtest is available once you back the KS or is it later?
[20:28] <+Tex_INDE> The playtest described in the backer tiers will be available sometime (hopefully shortly) after the Kickstarter finishes
[20:29] <+SteveRP> Ah, so what you’ve linked above is what’s available at the moment?
[20:30] <+QTGames> Just a quick aside, and I haven’t had time to read the packet extensively, but it wouldn’t hurt to put some she/her talk in the game. As it is, it’s sounding like only guys are playing or there’s only male characters as there’s large numbers of examples where only “he” is used. Sorry. Carry on…
[20:30] <+Tex_INDE> SteverRP: Yes. It is simply system information and a partial set of the talents
[20:30] <+CSFerguson> So the playtest might be more accurately called Quickstart Rules, or a Beginner’s Set or something like that.
[20:30] <+SteveRP> Thanks. All clear now Tex_INDE.
[20:30] <+Tex_INDE> QTGames: good eye, we’ll look into that
[20:31] <+QTGames> Thanks for the docs. It definitely helps get a better picture of where you’re going with this.
[20:31] <+Tex_INDE> CSFerguson: you could consider it that, yes
[20:32] <+CSFerguson> What kinds of rules or mechanics did you have to come up with in order to serve the needs of this setting uniquely?
[20:33] <+xyphoid> do you run into issues with your dice system having an uneven average as you add a new dice?
[20:33] <+CSFerguson> Or, put another way, where did existing systems fall short of being able to handle this setting?
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[20:34] <+xyphoid> eg going from 2-3 or 3-4 gives +1 on average, going from 4-5 gives +2.5, then 5-6 is +1 again
[20:35] <+Pul_INDE> Well, CSFerguson, the System came first, then we adapted the setting concept to fit with the system, but then the setting gave us ideas for more system. It honestly was a back and forth. But the (original) system came first. I think we’re on System version 1.9 or something? Hehe.
[20:36] <+Tex_INDE> (statistics makes my head hurt >.<, leaving that for Pul_INDE)
[20:36] <+CSFerguson> What gave you the idea for creating a new system?
[20:36] <~Dan> (Statistics are 87.5% likely to give you a headache.)
[20:37] <+Tex_INDE> (hehehe)
[20:37] <+Pul_INDE> The mechanic was a primary reason for the system development. I can only speak for myself here, but I personally dislike linear variability of the D20. If I’m an amazing swordsmen, then how is it possible to utterly fail, 5% of the time?
[20:37] <+Motulev> (thats odd Dan, the same number of statistics is made up on the spot)
[20:38] <+CSFerguson> So there is no critical hit or critical failure mechanic in your system?
[20:39] <+Pul_INDE> xyphoid: There was a discussion about the change as originally it ran from 1d2 to 1d8, however we realized the statistical change is there on those steps from D10 to 1d10+1d4, its ease of use (Not having to roll a 1d2) was worth it.
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[20:40] <+xyphoid> so are you deliberately going from linear distribution -> triangular -> bell curve to represent increased skill?
[20:40] <+xyphoid> interesting
[20:40] <+LostAbyss_INDE> The idea for creating our own system really came from us running games and finding alot of what happened was either crazy broken or just plain unfair. We all had some notion or another to make our own system and we were all pretty unhappy with the games we were playing.
[20:41] <+Pul_INDE> Yes, we as a team felt that was a good way to represent skill increase.
[20:41] <+Tex_INDE> CSFerguson: No there aren’t critical successes or failures. However, you can pass or fail by greater degree. This usually ends up being more relevant for RP.
[20:41] <~Dan> Does degree of success impact damage in combat?
[20:42] <+SteveRP> (I have to run folks. I’m sorry I couldn’t stick around for the rest. Nor was I here for the start. Looking forward to backing)
[20:42] <~Dan> (Take care, SteveRP!)
[20:42] <+Tex_INDE> (Cya SteveRP!)
[20:42] <+SteveRP> (Cheers)
[20:42] <+Pul_INDE> (Have a good one SteveRP)
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[20:42] <~Dan> (One of our newer regulars, and a good guy, that one.)
[20:43] * +Vorthon feels weird no longer being the new guy. 😛
[20:43] * ~Dan chuckles
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[20:43] <+Pul_INDE> Dan, for the most part System-wise the degree of success doesn’t impact damage directly. The only exception is when looking at the defender’s perspective, blocking does grant bonuses for degrees of success over the attacker’s roll.
[20:43] <~Dan> (wb, Kaine!)
[20:44] <~Dan> Pul_INDE: Hmm… Can you increase the difficulty of an attack for more damage, then? Called shots and so forth?
[20:45] <+Pul_INDE> Dan, there are talents that do something similar. Utilizing a penalty to the attack roll for more damage trade-off. However there aren’t called-shots since we couldn’t come up with a functional (to our standard) way to resolve hit-locations.
[20:46] * ~Dan nods
[20:46] <~Dan> What are the PC races?
[20:47] <+Tex_INDE> Well, there’s my personal favorite (my babies) the Vampires: (Link: http://shattered-rpg.com/wp-content/uploads/2014/09/Race-Vampire-Final-HR1-814×1030.jpg)http://shattered-rpg.com/wp-content/uploads/2014/09/Race-Vampire-Final-HR1-814×1030.jpg
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[20:48] <+QTGames> You can play a vampire baby? That rocks!
[20:48] <+QTGames> 😉
[20:48] <+Tex_INDE> This race was once the nobles or upper class of the pre-Reckoning world. These beings travelled too deeply into the caverns below and became changed by the magic and toxic fumes from below. They sport pale skin, elongated canines, and red/orange/yellow eyes with a seductive look
[20:49] * +xyphoid skims the playtest doc
[20:49] <+LostAbyss_INDE> Wretched- A race of mutated, brutish humans. They can vary in size and Strengths. They favor mutations but are not limited if they dont get them.(Link: https://ksr-ugc.imgix.net/assets/003/430/706/680911baafc63ba49bd9a6ee2b00d836_original.png?v=1426203389&w=700&h=&fit=max&auto=format&lossless=true&s=2100521a71fc766c8967b63e3a7d0b80)https://ksr-ugc.imgix.net/assets/003/430/706/680911baafc63ba49bd9a6ee2b00d836_original.png?v=1426203389&w=700&h=&fit=max&auto=format&lossless=true&s=2100521a71fc766c8967b63e3a7d0b80
[20:49] <+xyphoid> just saying, RPGs have moved away from including real-world mental disorders for good reason
[20:49] <+QTGames> Yeah, wouldn’t mind playing one of those as an adult too!
[20:50] <+QTGames> The vampires, I mean.
[20:50] <+Pul_INDE> There are the Rekindled, (Link: http://shattered-rpg.com/wp-content/uploads/2014/09/Race-Rekindled-Final-HR-557×705.jpg)http://shattered-rpg.com/wp-content/uploads/2014/09/Race-Rekindled-Final-HR-557×705.jpg , Rekindled are what happens when someone who has a strong will to live, dies. They’re reborn with fragmented memory of their past, and a weakened physical capability. However they receive a slight boost to Willpower.
[20:51] <+Tex_INDE> The Alypse are the remnants of the cult which tried to bring Ragnarok into this world. They have a psychic mask which they use to hide their reptilian features and pass as human. They are often shunned in society
[20:52] <+Tex_INDE> (Link: http://shattered-rpg.com/wp-content/uploads/2014/09/Race-Alypse-Final-HR1-814×1030.jpg)http://shattered-rpg.com/wp-content/uploads/2014/09/Race-Alypse-Final-HR1-814×1030.jpg
[20:53] <+LostAbyss_INDE> Humans are the most generallized but also the most abundant in population. They, for the most part, rule the majority of the world. A millenium of fighting and strife has left them hardened combatants and stoic diplomats.(Link: https://ksr-ugc.imgix.net/assets/003/430/696/7f825140066aee869eadc0cc1866e8bb_original.png?v=1426203327&w=700&h=&fit=max&auto=format&lossles)https://ksr-ugc.imgix.net/assets/003/430/696/7f825140066aee869eadc0cc1866e8bb_original.png?v=1426203327&w=700&h=&fit=max&auto=format&lossles
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[20:53] <~Dan> (Howdy, Silverlion!)
[20:53] <+CSFerguson> Are these iconic characters, i.e. does Epic Hat Vampire have a name and stat block, and serve a character for in-text examples of gameplay?
[20:53] <@Silverlion> (Allo Dan)
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[20:54] <+LostAbyss_INDE> (Link: https://ksr-ugc.imgix.net/assets/003/430/696/7f825140066aee869eadc0cc1866e8bb_original.png?v=1426203327&w=700&h=&fit=max&auto=format&lossless=true&s=53edf6baa931875a69e8f2779705be47)https://ksr-ugc.imgix.net/assets/003/430/696/7f825140066aee869eadc0cc1866e8bb_original.png?v=1426203327&w=700&h=&fit=max&auto=format&lossless=true&s=53edf6baa931875a69e8f2779705be47 (humans)
[20:54] <+QTGames> Do the humans have slightly higher tech to compensate for lack of the supernatural abilities (just sorting out how they are still on top of the food chain. Is it that they are just the most numerous?
[20:55] <+xyphoid> any comment on the mental disorder thing? failing a fear test giving you aspergers or anorexia seems really unpleasant in 2015
[20:55] <+QTGames> A vampire ate my “)”
[20:55] <+Pul_INDE> Drones, (Link: https://ksr-ugc.imgix.net/assets/003/430/702/620046a92ba388f513642c3e64097f81_original.png?v=1426203366&w=700&h=&fit=max&auto=format&lossless=true&s=ccca6cafb6a7d74dbbcb0183d042f158)https://ksr-ugc.imgix.net/assets/003/430/702/620046a92ba388f513642c3e64097f81_original.png?v=1426203366&w=700&h=&fit=max&auto=format&lossless=true&s=ccca6cafb6a7d74dbbcb0183d042f158 , are a race of sentient mechanics that survived the Reckoning. Perhaps the only true link to pre-reckoning times. They wander the new world observing the strugles of —
[20:55] <+Pul_INDE> –the remains of mankind.
[20:55] <+Tex_INDE> Finally, the Shade. These are a race of Matriarchal Dragon slayers which are revered for their abilities to protect airships in the skies from these horrors. (Link: http://shattered-rpg.com/wp-content/uploads/2014/09/Race-Shade-Final-HR1-814×1030.jpg)http://shattered-rpg.com/wp-content/uploads/2014/09/Race-Shade-Final-HR1-814×1030.jpg
[20:56] <~Dan> Where would you put the game on a gritty-to-cinematic scale of 1-10?
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[20:56] <+Tex_INDE> CSFerguson: no, they are not designed as unique characters but more of as a race view.
[20:56] <+Pul_INDE> For those interested in an art Gallery, (Link: http://shattered-rpg.com/art-gallery/)http://shattered-rpg.com/art-gallery/ 😀
[20:58] <@Silverlion> I’m kinda interested in this game. Because Steampunk without typical stuff. Did I miss y’all covering the base mechanics?
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[20:59] <+LostAbyss_INDE> They have greater access to tech and are generally the top dog from sheer numbers and oppression.
[20:59] <+LostAbyss_INDE> They also have the greatest access to resources like water and food. And humans tend to treat non-humans as second rate so yes a human would have it much easier in finding tech.
[21:00] <+QTGames> Heya Silverlion! (Link: http://shattered-rpg.com/files/playtest/Kickstarter%20Advance%20Playtest.pdf)http://shattered-rpg.com/files/playtest/Kickstarter%20Advance%20Playtest.pdf
[21:00] <@Silverlion> Cool. A bit like Earthdawn.
[21:01] <+QTGames> Ah, thanks for the clarification.
[21:01] <+Tex_INDE> (thanks QTGames)
[21:01] <+CSFerguson> I know we’re kind of machine-gunning you with questions, but that’s definitely a good thing. It means this is very, very interesting.
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[21:02] <+Pul_INDE> xyphoid, sorry I missed your earlier comment about it. So Shattered is a Dark Steampunk RPG. While it is understandable that some things may be a bit more on the crude side at times, we as a team understand it’s impossible to attempt to please everyone. Additional INDE actually stands for “It’s Never Dark Enough.”
[21:02] <~Dan> Yes, this is certainly turning out to be one of the more lively Q&As. 🙂
[21:02] <@Silverlion> Is there magic?
[21:02] <+Tex_INDE> yes
[21:02] <@Silverlion> Cool.
[21:03] <~Dan> Silverlion: They were saying earlier that the setting is actually after a supernatural apocalypse.
[21:03] <+Tex_INDE> yes, there’s a magic system which allows for on the fly casting
[21:04] <@Silverlion> Yeah, that’s why I asked to make sure..:D
[21:04] <~Dan> Seems almost like a steampunk Thundarr the Barbarian setting, of sorts. )
[21:04] <+Pul_INDE> (Brb like 15, food, smoke break)
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[21:04] <+QTGames> As with anything, I think approach and execution/diplomacy is very helpful when touching on, ahem, touchy topics. it doesn’t bother me to have real world mental conditions, since real world stuff makes a game more gritty/realistic, but yes, how it is handled makes a lot of difference. We want to acknowledge those who don’t like it, those who experience it as
[21:05] <+QTGames> part of their lives, but actually getting rid of mental conditions may be going a bit far (depends on which ones are included to some degree).
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[21:06] <+xyphoid> i am so scared of this dark setting that i am now exhibitionist and narcoleptic
[21:06] <+Tex_INDE> Agreed. We are in no way attempting to make light on a mental disorder, however our fear system is a major player in Shattered and it’s consequences, Insanity and Eccentricities, play a large role in affecting your character if and when you fail.
[21:06] <+QTGames> Regarding on the fly casting—how long does it take to put a spell together in-game in the middle of combat? Is it just a quick mod or?
[21:06] <~Dan> (Did you guys see my gritty-to-cinematic question?)
[21:06] <+Tex_INDE> (oops!)
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[21:07] <+QTGames> I saw the question, but I think I missed the answer
[21:07] <~Dan> (Howdy, SolutionCat!)
[21:07] <+QTGames> It does seem pretty gritty.
[21:07] <+SolutionCat> hi Dan
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[21:07] <~Dan> SolutionCat: Q&A in overtime. Topic: (Link: https://www.kickstarter.com/projects/itsneverdarkenough/shattered-a-dark-steampunk-tabletop-rpg?ref=nav_search)https://www.kickstarter.com/projects/itsneverdarkenough/shattered-a-dark-steampunk-tabletop-rpg?ref=nav_search
[21:07] <~Dan> Onna counta this is a really cool game. 🙂
[21:07] <+SolutionCat> haha oh man, I am glad I didnt miss it
[21:07] <+SolutionCat> I had a solid question
[21:08] <+Tex_INDE> Dan: on a scale of 1-10, I would put Shattered at a solid 8 for grittiness.
[21:08] <+SolutionCat> Your choice of skill progression through dice tiers, could you explain your internal logic behind that?
[21:08] <+LostAbyss_INDE> On the fly casting is literally just picking what properties you want and how powerful you can make it. So a few seconds mostly.
[21:08] <+QTGames> Thanks, LostAbyss_INDE
[21:09] <+QTGames> Yep, that’s pretty gritty.
[21:09] <+LostAbyss_INDE> xyphoid, you do gain insanity points, and can choose (if you want) to mitigate those points by taking disorders. if you wanted an exhibitionist sorceror that couldnt keep his clothes on that is your choice
[21:10] <~Dan> Well, what do you expect? Magicians are always showing off.
[21:10] <+QTGames> For me, I think it would be important to not be forced to take a particular disorder I find offensive. Do you get to pick or is a particular type forced by GM or rules or is it optional to pick?
[21:11] <+QTGames> The game sounds very cool overall. Still want to dig into the playtest more, but I’m slammed currently
[21:12] <+xyphoid> Borderline Personality Disorder: If the character ever fails a roll, they lament their failure as much as possible, verbally, physically, and even telepathically if they are a Psychic. Until you make a successful test, you mope around and complain about your inadequacies. Until you pass a test, your initiative in combat is always a 1.
[21:12] <+xyphoid> anyway, my feedback, please consider reworking this stuff
[21:12] <+QTGames> How much can you toggle the grit for those who want less disorders or other scary stuff?
[21:13] <@Silverlion> Sadly, I’m definately on the side of ‘mental disorders in games are unfun.”
[21:14] <+Tex_INDE> SolutionCat: Pul_INDE answered this before you arrived. To summarize, we chose dice tiers because we felt they overall reflected growth better with a better average roll
[21:15] <+Tex_INDE> QTGames: players get to choose a mental disorder, if at all. they can choose to simply have more insanity points
[21:15] <+Tex_INDE> which insanity points can be a bonus when you take certain talents that make you more powerful the more insane you are
[21:16] <+Tex_INDE> As for the grit, you can toggle it off per GM digression.
[21:16] <~Dan> (“It’s nuts how badass that guy is!”)
[21:17] <+Tex_INDE> discression*
[21:17] <+Tex_INDE> discretion** (wow I can’t type)
[21:17] <~Dan> (brb)
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[21:18] <+Ismellzombies> Hey guys, I heard the topic went long and its on apocalypse driven steam punk and I was all like O_O
[21:18] <+QTGames> Sounds good. That said said, are insanity points ever used as a penalty? Are they supposed to be something that hurts you (It sounds like it should, being insanity and all), but in some video games the more evil you get, the more powerful you get, for example. It sounds like it doesn’t work as a penalty unless you don’t like it.
[21:18] <+Konrad> (welcome aboard Ismellzombies, you’re exactly right!)
[21:19] <+Ismellzombies> ^konrad – w00t
[21:19] <+Ismellzombies> Im going to be in and out, Im doing pannels for a convention my game is attending in a month
[21:19] <+Tex_INDE> yes, Insanity Points cause you to react to fear tests more intensely when you fail……which can lead to more Insanity Points, Eccentricities, or even death
[21:20] <+Ismellzombies> *I know Im WAY late to the party, but is that like the concept in fable*
[21:20] <+Ismellzombies> *question mark button is broken
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[21:22] <~Dan> You guys are attracting a whole slew of your fellow game authors. 🙂
[21:22] <~Dan> Howdy, Ismellzombies!
[21:22] <~Dan> Oh, Ismellzombies: You’ll be happy to know that there are zombies. 🙂
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[21:23] <+Pul_INDE> (Back :D)
[21:23] <~Dan> (wb, Pul_INDE!)
[21:23] <+Tex_INDE> no, the concept is not like Fable
[21:24] <~Dan> So we were talking about mutations earlier… How “gonzo” are they? Are we talking Gamma World crazy here?
[21:26] <+Ismellzombies> tex_inde – didn’t mean to offend, I came in late to the discussion, so when I saw a concept like evil pushing stats thats the first thing I thought of
[21:26] <+Ismellzombies> my bad
[21:27] <+Pul_INDE> Well Dan, there is one that allows you to actually just, eat something smaller than you. Power large machines, immolate your foes. Those are on the higher end. There’s also the more common mutations, Third eye, a random limb that’s, kind of useful. The lower tiers aren’t as crazy, but still interesting nonetheless.
[21:27] <+Tex_INDE> (no offense here, I apologize for being curt. I haven’t slept in a while and it’s about time for me to konk out)
[21:28] <+Tex_INDE> (if yall have any questions for me, I’ll be on tomorrow. thanks for having me!)
[21:28] <+Ismellzombies> tex_indie its all good
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[21:29] <~Dan> Pul_INDE: So it definitely sounds like they’re in the Gamma World zone of weirdness.
[21:29] <+NKdotzip> Dan, if you like I can step in for tex if there are further questions.
[21:29] <~Dan> Or at least in the ballpark.
[21:30] <~Dan> Thanks, NKdotzip!
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[21:30] <~Dan> I do have another one, actually: Are there any assumptions about what the PCs do in the setting?
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[21:31] <~Dan> (wb, NKdotzip_INDE!)
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[21:31] <~Dan> (For future reference, you can use the /nick command to do that. 🙂 )
[21:31] <~Dan> [21:30] <~Dan> I do have another one, actually: Are there any assumptions about what the PCs do in the setting?
[21:31] <+Ismellzombies> so again, I was super late to this party, but fill me in on the zombies if you could
[21:31] <+NKdotzip_INDE> Got it. Thanks Dan, new to IRC.
[21:32] <~Dan> No worries, NKdotzip_INDE. 🙂
[21:32] <+QTGames> Thanks a bunch guys for answering all the questions and staying on longer. Sounds very neat overall! I have to take off myself. Too much on my plate to ignore for long. Cheers, all!
[21:33] <+LostAbyss_INDE> undead in the world began popping up right after the apocalypse that devastated the planet
[21:33] <+Pul_INDE> Have a good night QTGamers!
[21:33] <~Dan> Take care, QTGames!
[21:33] <+Pul_INDE> Games*
[21:33] <+QTGames> See ya, Dan! Take care all! 🙂
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[21:34] <+NKdotzip_INDE> Dan, there are some assumptions. Our races have certain cultures and opinions of the other races. But beyond that, we make no assumptions of what Players can or cannot do or become.
[21:34] <+NKdotzip_INDE> Thanks QTGames
[21:34] <~Dan> Are there any obvious adventures to be had? Any clear-cut bad guys to fight?
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[21:35] <+Pul_INDE> Ismellzombies, The zombies started to appear after The Reckoning, as those presumed to be dead would rise some time after death. They can be found in large roving hordes or smaller groups. Hordes are typically at the location where a great battle had been fought, whereas ones and twos may be from Airships tossing dead crew overboard in flight.
[21:36] <+SolutionCat> thanks guys
[21:36] <+NKdotzip_INDE> Dan, not specifically. We have written in a lot of plot threads to pull on, but we didn’t want an all powerful evil overlord looming over the world.
[21:36] * ~Dan nods
[21:37] <+NKdotzip_INDE> But we do have the mastermind that the GM gets to use, but they are not directly tied into the fluff of Shattered.
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[21:37] <+CasWarner> Hiyo.
[21:38] <~Dan> If you were to speculate, to what fans of other games do you think Shattered will particularly appeal? As in, “If you love [insert game], you’ll love Shattered!”
[21:38] <+CasWarner> I have now spent most of a day trying to figure out something that Peter Lorre mumbled in an old TV show with questionable sound quality.
[21:38] <+CasWarner> …ahem. Sorry.
[21:38] <~Dan> (No problem, CasWarner. Q&A’s running long.)
[21:40] <+NKdotzip_INDE> Dan, we’ve been influenced by a lot of games that could fill in that blank, but given how crunchy our game systems are, I’d put us somewhere between Warhammer 40k RP, DnD and Iron Kingdoms.
[21:41] <+NKdotzip_INDE> There may be some others, but those are the ones that I could personally relate to.
[21:41] <~Dan> I can see that.
[21:41] * ~Dan nods
[21:41] <~Dan> How do you see the game line developing?
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[21:42] <+NKdotzip_INDE> Dan, could you elaborate? Do you mean expansions and such?
[21:43] <~Dan> Yeah… future supplements, adventures, and so forth.
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[21:43] <+NKdotzip_INDE> Thanks
[21:44] <~Dan> (wb, Le_Squide!)
[21:45] <&Le_Squide> (Hey again!)
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[21:46] <~Dan> Howdy, KJ|Laptop!
[21:46] <+NKdotzip_INDE> Dan, we have a lot of ideas, and have discussed the possibilities of supplements at length. I can say with some certainty that there is at least one more book that we’d really like to make ourselves. Beyond that, our real dream is to build a content submission system where players and GM’s can enter their home brew into a searchable database…
[21:47] <~Dan> Cool. 🙂
[21:47] <+NKdotzip_INDE> We’ve imagined working with the community to create and release community built supplements that would be considered “official”.
[21:47] * ~Dan nodnods
[21:48] <+Vorthon> Ooooo.
[21:48] <+Vorthon> …Forgot an h, but eh.
[21:48] <~Dan> So I should probably wrap up the official discussion before too much longer… Is there anything we haven’t covered that you’d like to bring up?
[21:48] <+Vorthon> How far would that community involvement go? All the way to voting on subject matter?
[21:49] <+NKdotzip_INDE> Vorthon, we haven’t gotten to discuss how we’d like to do that at length, but I would personally love to let the community vote on what they wanted to see.
[21:50] <+NKdotzip_INDE> I think if you’re going to be the one playing, you should be able to have some input on the creative process.
[21:51] <+NKdotzip_INDE> Dan, nothing that I’ve seen. But if anyone has any other questions they can feel free to contact us on kickstarter or on our forums at shattered-rpg.com/forums
[21:51] <~Dan> Alrighty then! Thanks so much for staying late with us!
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[21:52] <+NKdotzip_INDE> Dan, glad to do it, thanks again for the awesome opportunity.
[21:52] <~Dan> If you can wait just another minute or so, I’ll get the log posted and get you the link. 🙂
[21:52] <+Pul_INDE> Not a problem Dan, thanks for having us.
[21:52] <+Vincent> Thanks for coming out guys. I know I’ve been rather silent. But I’ve just been enjoying reading the Q&A’s.
[21:52] <~Dan> And please know that you guys are always welcome here, whether to discuss Shattered or just to hang out. 🙂