[19:06] <+CSFerguson> Hi, I’m C.S. Ferguson, writer and artist. My game is PARIAh, a narrative role-playing game set in a fictional pulp setting immediately after WW2. It uses a simple and intuitive die size mechanic, relying mostly on player imagination to fill in the gaps.
[19:06] <+CSFerguson> (Link: https://www.kickstarter.com/projects/1078944858/pariah-the-pulp-rpg-introducing-the-arena-narrativ/description)https://www.kickstarter.com/projects/1078944858/pariah-the-pulp-rpg-introducing-the-arena-narrativ/description
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[19:08] <+CSFerguson> In PARIAh, you play secret agents of a worldwide organization dedicated to fighting crime/aliens/zombies/doomsday weapons/anything else that would fit in an old Saturday morning cartoon
[19:09] <+CSFerguson> Mechanically, the game uses a dynamic difficulty by the GM assigning a die to roll against, rather than a number to achieve. So for example, the default difficulty for an unopposed attempt at something is d4. If you are opposed, thedifficulty is the other character’s trait.
[19:11] <+CSFerguson> The GM will never roll dice in this game. Everything is rolled by the players. When you are acting, NPCs opposing you are teh difficulty die that you roll alongside your own. When you are reacting on the NPCs turn, your difficulty die is the attack. You always roll two dice. GM never rolls.
[19:13] <+CSFerguson> I’m much better at answering questions than making elevator pitches, so feel free to ask whatever you want.
[19:13] <~Dan> Thanks, CSFerguson!
[19:13] <~Dan> The floor is open to questions!
[19:13] <+TimWesthaven> @CSF What was your main aim in developing PARIAH?
[19:14] <+CSFerguson> I have this crazy theory that the player’s imagination has the potential to be the primary mechanic in any role-playing game. So my goal was to create a system wherein the player’s imagination is allowed to be that.
[19:14] <+Silaninil> Is this a project you’ve been doing mostly solo?
[19:15] <+CSFerguson> I wanted to create something wherein you could do whatever you could imagine doing, and not suffer from my lack of imagination. So it is narrative in nature, but hopefully all the bases are covered so that your character truly describes what you imagine.
[19:16] <+CSFerguson> Yes, this project has been entirely solo. I wanted to keep it simple and manageable from the beginning, so I intended to do the design, writing, producing, etc. myself from the start.
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[19:16] <~Dan> (Howdy, FaerieGodfather!)
[19:17] <+CSFerguson> I’ve had the pleasure of working with some true industry greats, and those were fantastic experiences. But I’ve also had less than fantastic experiences. So with this particular project, I wanted to keep it pure and simple, and see what I could do.
[19:18] <+CSFerguson> This way, if it sucks and everyone hates it, you all know who to blame. And if it’s amazing and everyone loves it, you all know who to credit.
[19:18] <+Silaninil> Now you said this is just gonna be the one ebook, no supplements but will the ebook be updated often? or will more stuff come later separately.
[19:19] <+CSFerguson> Yes, I’m already working on more stuff. I won’t make any specific promises as to how often it will be, but this is the system that I play, so there will be plenty more in the pipe.
[19:19] <+TimWesthaven> I like the idea of the GM not having to roll anything, but do you think this limits the GMs ability to manage a game? Some GMs don’t like to railroad a game but others like to know they can fudge a result for the good of the game, how does the difficulty die limit that?
[19:20] <+CSFerguson> Amusingly, this wasn’t intended to be the first book in the system. I actually wrote a different setting first, and have been continually working on the artwork for that setting and building up that book. This was intended to be a supplement, but I finished it first, so I released it first.
[19:20] <+CSFerguson> The big kahuna, so to speak, will be the Wild Space RPG, which some of you have already previewed. It uses the same ruleset.
[19:22] <+CSFerguson> Rather than fudging the game by hiding die rolls, the narrative aspect lets GMs fudge the game by simply narrating the results. So you can technically fail to achieve whatever it is that you wanted to achieve, but that doesn’t mean that it’s all over. The narrative effect is up to the GM.
[19:23] <~Dan> (And has insanely great artwork, re: Wild Space!)
[19:23] <+CSFerguson> So for example, if you are trying to trigger your rocketpack and leap up onto the roof of a train as it careens past, but you fail your roll, the GM could say, “Well, that’s awkward. You trigger your rocketpack and scream up into the sky … but you let go a little too early. You smash into the front of the engine, six cars ahead of where you want to be.”
[19:24] <+Alaren> What is the die typically used by traits?
[19:25] <+CSFerguson> Traits start at d4, and you advance similarly to SW by going up to d6, d8, d10, and d12. d20 is reserved for truly epic individuals, mutants, superpowers, etc.
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[19:26] <+CSFerguson> The default difficulty die is d4, it can change due to circumstances, or to active opposition. But all other things being even, it remains d4.
[19:26] <~Dan> (Quick note: I may ask about stuff we’ve already discussed for the sake of the chat log, CSFerguson. To whit…)
[19:26] <~Dan> Is d20 a hard cap on the scale?
[19:26] <+CSFerguson> Sure, that’s fine.
[19:27] <+CSFerguson> That’s the limit of the ruleset as I have it written, but you could certainly go crazy if you’re one of those collector types who has weird stuff like d24, d32, d50, etc.
[19:27] * ~Dan chuckles
[19:27] <+CSFerguson> I used to have a d100 back in the day. Rolling that was like rolling a golf ball and waiting to see which dimple it stops on.
[19:28] <+BlasterKyubey210> Ah
[19:28] <+BlasterKyubey210> Well, there’s a reason why a d100 is basically
[19:28] <~Dan> You mentioned superpowers. Are those available to PCs?
[19:28] <+BlasterKyubey210> “Two d10s in diffrent colors”
[19:28] <+CSFerguson> These days everyone just uses two d10s. Back then, rolling the d100 was a big deal. And a long process.
[19:29] <+CSFerguson> The way the setting is written, you are special agents who are still human, and you are fighting the superpowered stuff. But there is nothing that specifically excludes you from playing a superpowered setting.
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[19:30] <+TimWesthaven> I can see it would be a great adaptation for HELLBOY
[19:31] <+CSFerguson> I haven’t listed out any superpowers, or anything like that. I’ve always thought big long lists are kind of silly.
[19:31] <~Dan> (Welcome to #rpgnet, Zac_Miller!)
[19:31] <~Dan> (Zac_Miller: Topic: (Link: https://www.kickstarter.com/projects/1078944858/pariah-the-pulp-rpg-introducing-the-arena-narrativ?ref=nav_search)https://www.kickstarter.com/projects/1078944858/pariah-the-pulp-rpg-introducing-the-arena-narrativ?ref=nav_search )
[19:32] <+CSFerguson> Yes, it could certainly work for a Hellboy type of game. The rules would support that. They’d start to get a bit iffy when trying to stat out things like the Lovecraftian gods that his right hand is supposed to unlock, but short of that it would work.
[19:32] <+Zac_Miller> Thank you. Been hearing good things about the work and development going on in here and thought I would drop in and see what it looks like to watch the real geniuses work 😛
[19:32] * ~Dan chuckles
[19:33] <+CSFerguson> Oh, I like this guy already.
[19:33] <~Dan> CSFerguson: He’s a friend of Ismellzombies. 🙂
[19:33] <+BlasterKyubey210> Well, Lovecraftian Gods are serious uh-ohs and are treated as such Ferguson, a thought
[19:34] <+CSFerguson> Two things that I will freely admit that this system was not intended to support in detail: big huge Lovecraftian gods, and vehicular combat.
[19:34] <~Dan> CSFerguson: Can you tell us what the attributes are? And, for that matter, do you have a sample character and/or a character sheet we can see?
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[19:34] <+CSFerguson> I have honestly tried to do vehicular combat in a lot of different ways, and none of them have ever been satisfying, so I just said, “Eh, let the players and GM narrate it.”
[19:35] <+CSFerguson> Sure. I’ve nicknamed this the ARENA System. Yes, it’s a cheesy acronym. I totally went there, and I’m not ashamed.
[19:35] <+Zac_Miller> I looked at the KS and really like the concept. It seems like a much more focused and slightly more tongue in cheek take on White Wolfs “Adventure!” from many years back. I would love to play in a setting that goes into much more detail here than the previous version I have experience with extolled
[19:36] <+CSFerguson> ARENA is the character attributes: Ambition, Relationship, Experience, Nature, and Asset
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[19:36] <+CSFerguson> Ambition is how your character advances. You create an ambition, some kind of goal that you want to achieve. When your character achieves it, you get a new relationship, experience, or asset to reflect the method by which you achieved that goal.
[19:37] <+CSFerguson> Relationship can be a reputation, a rank, a personal connection to someone famous or powerful. It is what you leverage when you are interacting with another person. Rather than doing the charisma thing, I decided that invoking some sort of relationship would be more fun.
[19:38] <+CSFerguson> For example, “Are you sure you want to draw that wheelgun, varmint? I here that man over there is Wild Bill’s personal drinking buddy. Now, I don’t know about you, but I wouldn’t want to go puttin’ holes in Wild Bill’s friend …”
[19:39] <+CSFerguson> Experience is your skill, education, training, class, occupation, etc. all in one. This is what you would use when you are attempting to accomplish some kind of physical activity that involves what you would know.
[19:40] <+CSFerguson> Nature is your age, gender, species, health, and that type of thing. This is what you would roll when you are dealing with something that doesn’t involve skill, just physical or mental ability. For example, running, or holding your breathe.
[19:40] <+CSFerguson> Asset is the almighty warehouse stat. This is where everyone who wants to have a supply list keeps track of all the loot they have stolen.
[19:40] <+Alaren> so you can have multiple aspects under each of these traits? Like a character could have several ‘relationships’ under his relationship trait?
[19:42] <+CSFerguson> Yes, absolutely. Nature and Ambition are a single trait. But the others, you are expected to eventually have several.
[19:42] <+Alaren> each one potentially having a different value die?
[19:43] <~Dan> Yes, another thing we touched on in a previous conversation, CSFerguson: You mentioned that you can make a character who is particularly strong using Nature, for example?
[19:43] <+Zac_Miller> I really like the concept of quantifying the effects your relationships have in game. perhaps difficulty modifiers for the number of steps from kevin bacon the relationship is. example: that feller over there is the brother of wild bills personal drinking buddy.
[19:44] <+Silaninil> it’s a pretty cool concept.
[19:45] <+CSFerguson> Yes, each will have its own die value. And yes, Nature can include your physical strength. But you determine your Nature. So you could make a character who is Healthy and Fast Human d12, or you could make a Barrel-Chested Bodybuilding Human d12, it’s up to you.
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[19:45] <~Dan> (Howdy, egyptian!)
[19:46] <~Dan> How does that work mechanically?
[19:46] <+CSFerguson> Zac_Miller, yes, absolutely. That would be reflected by the die value for that relationship. As your relationship grows and becomes more powerful, you can change the description to better suit it. It could start as “I Know a Guy Who Knows a Guy,” and end up being “I Am the Guy that Other Guys Know.”
[19:47] <+Zac_Miller> That is impressive. I like it.
[19:47] <+CSFerguson> Same relationship, it is just far stronger and more meaningful than it was back when you were first getting into that social circle.
[19:48] <+CSFerguson> Mechanically, you decide what the primary purpose of the trait is. That is your trait’s chosen description. There are secondary uses, and idle uses of that trait. Secondary uses are for something that could conceivably be related, but is not the intention. You would roll one die size smaller. Idle uses is when you are really pushing your luck.
[19:49] <+TimWesthaven> Nice
[19:49] <+CSFerguson> Then you would roll two die sizes smaller. A bodybuilder could realistically say that he knows a thing or two about nutrition, so he could use his bodybuilding as a secondary trait when trying to come up with a good meal plan for Aunty Em, who wants to go on a diet.
[19:49] <~Dan> How much leeway do you give players in defining their traits? For example, would you allow someone’s Nature to be “Perfect Human Specimen”, to be a Doc Savage/Captain America type?
[19:50] <+CSFerguson> A Naval Officer who is trying to play a trombone could reasonably argue that he had to take a semester of a musical instrument at the academy, so he can use Naval Officer skill. But he would roll two die sizes smaller, because it would be an idle skill.
[19:50] <+CSFerguson> Unless he is the commander of the Navy Band, or something like that.
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[19:51] <~Dan> (Howdy, MonkofLords!)
[19:51] <+CSFerguson> It’s not up to me to decide leeway. It’s up to each individual GM. But there are limits to what you can start as. If you start with Nature d12, the rest of your traits are going to suck.
[19:52] <+CSFerguson> You’ll basically be Fezzik.
[19:52] <+Alaren> so you would need at least a d8 in something to even have an idle skill?
[19:52] <+CSFerguson> You’ll be this great legendary thing … and not much else.
[19:53] <+CSFerguson> Yes. When you have a trait at d4, you still know the idle stuff, but you’re not good enough for any of it to matter.
[19:54] <+CSFerguson> For example, CSFerguson has Experience: Cooking for a Family of Four d4. I can microwave burritos, boil a pot of water for mac & cheese, etc. But when we get into the funky stuff, I call for delivery, because whatever skill I have is insignificant.
[19:55] <+Alaren> are there ever any modifiers to die rolls?
[19:55] <+Alaren> like d4+1 for difficulty
[19:56] <+CSFerguson> I just uploaded one of the characters from the ebook to imgur: (Link: http://imgur.com/EH4ygH1)http://imgur.com/EH4ygH1
[19:56] <+CSFerguson> I don’t have a character sheet, there’s really no point in creating one, but that will give you an idea of what a character can look like.
[19:57] <+Alaren> or maybe a +1 or +2 to a trait roll because of synergy between two or more traits as they pertain to a given task?
[19:57] <+CSFerguson> No modifiers, just better or worse dice.
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[19:58] <~Dan> How does a character wind up with mulitple dice for a single trait?
[19:58] <+CSFerguson> One trait = one die, but you can have multiple relationships for example, each with its own value.
[19:59] <+CSFerguson> But you wouldn’t have one relationship with multiple dice.
[19:59] <~Dan> Ah, I see.
[19:59] <~Dan> So shifting gears slightly, can you say a bit more about the setting?
[19:59] <+CSFerguson> For example, Smirnov the Soviet Space Ranger has two relationships: Cosmonaut and PARIAh Agent.
[20:00] <+Silaninil> it’s very similar to a style I saw before…can’t recall the game though
[20:00] <+CSFerguson> Sure. The setting is immediately after World War 2. The starting campaign is against the villainous Nazi remnant organization known as SWAG.
[20:01] <+CSFerguson> SWAG is headquartered out of a secret underground base in Antarctica, where they have captured aliens, are growing mutant supersoldiers, and launching raids with flying saucers.
[20:02] <+CSFerguson> Most of their Nazi superscience (which is far more evil than normal superscience) is based on alien technology that they have hybridized from interrogations of said aliens.
[20:03] <+CSFerguson> So in addition to being Nazis, which makes it okay to hate them, they also keep aliens in an underground prison, are polluting the human genepool, and are all around bad guys.
[20:03] <+CSFerguson> They also kick puppies and penguins. So it’s cool to hate them.
[20:03] <~Dan> Awesome. 🙂
[20:04] <+CSFerguson> Did I miss anyone?
[20:05] <+Alaren> I notice that Smirnov has spent time on the soviet moon base. So how prevalent are things like space travel and rocket packs. In other words, how much different is the post WW2 world of PARIAh then our own, I guess.
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[20:06] <+CSFerguson> It’s a comic book version. Or Saturday morning cartoon version. Everything that is overtly different is something that is being kept secret.
[20:06] <~Dan> (wb, CasWarner!)
[20:06] <+CasWarner> (Hello.)
[20:07] <+CSFerguson> There are no overt differences. The agents fly around in a modified PBY Catalina, their headquarters is a surplus LST landing ship, and they have a PT boat for short hauls. Things like the Soviet moon base and Nazi Antarctic base are secrets that the general public doesn’t know about.
[20:08] <+CSFerguson> The intro adventure involves an AI supercomputer that runs a time travel experiment on a deserted island that isn’t on any navigation charts. So nobody knows about it, and when the players arrive, it’s all a big mystery because none of their charts show it. Even their top secret charts have no sign of the island.
[20:09] <+CSFerguson> Part of the adventure involves them going back in time to make sure that they end up heading to the island.
[20:11] <~Dan> Very nice. 🙂
[20:11] <+Alaren> I have a question for Dan. Will you start running our pulp adventure game again, but use these rules? 😉
[20:11] * ~Dan chuckles
[20:11] <+CSFerguson> Some of the things in the pipe for updates to the book include a flying aircraft carrier that wanders around the world launching surprise attacks on various sites … a huge landcruiser tank (something like a Bolo or Ogre) … a coven of witches using black magic to raise armies of dead WW2 soldiers …
[20:13] <~Dan> Oh, have we covered combat yet?
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[20:14] <+CSFerguson> I spent several months doing background research for this setting to try to make it as fun as possible, while still keeping at least most of it authentic. I read dozens of books on WW2, read old serials like The Spider and Doc Savage. I really didn’t want it to come across as something just thrown at the wall.
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[20:14] <+CSFerguson> My bookshelf is bending under the weight of Secret Weapons of World War II books.
[20:15] <+CSFerguson> Combat is simple, and also mostly narrative. You will have an experience that will be the most appropriate trait to use for whatever you are attempting for combat.
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[20:15] <+CSFerguson> Because you are opposed, you will roll two dice, one is your experience, and the other is the opponent’s most appropriate experience. If you roll higher, you succeed.
[20:16] <~Dan> (Howdy, Songtress!)
[20:16] <~Dan> How does damage work?
[20:16] <+CSFerguson> Normal damage is to reduce the opponent’s experience by one die size. Increased damage comes from certain assets that do increased damage, as indicated by an exclamation mark next to the die type.
[20:17] <+CSFerguson> ! reduces by one additional die size, !! by two, etc.
[20:17] <~Dan> So what does the die type of that Soviet guy’s radiation gun mean?
[20:17] <+CSFerguson> So Smirnov’s atomic radiation cannon [d8!!] would do three damage when it hits, depending on how the GM interprets it.
[20:18] <~Dan> What would the d8 itself be fore?
[20:18] <~Dan> for
[20:18] <+CSFerguson> When you use an asset, you are doing something that an experience or relationship cannot do alone. For example, you cannot shoot a gun without actually having that gun. You roll both dice.
[20:19] <+CSFerguson> Use the highest one for your result.
[20:19] <~Dan> Ah, gotcha.
[20:19] <+Alaren> When and where will this be available to purchase now that the kickstarter is over?
[20:20] <+CSFerguson> Once I wade through DTR’s various requirements and contracts, I’ll post it there. Or you could PM me, if you’re in a rush.
[20:22] <~Dan> Is it a given that the PCs are total bastards? 🙂
[20:23] <+CSFerguson> To give a better example of an asset, Vladimir, the Mad Scientist, is one of PARIAh’s medics. He has Asset: Extensive Medical Supplies [d10]. He also has Experience: Surgeon Who’ll Try Any Procedure or Medicine [d8]. So any player using him to try some funky procedure would roll d8 & d10 and use the highest.
[20:24] <+CSFerguson> The assumption being that he has enough crazy stuff in his carpet-bag-filled-with-glowing-vials to be able to accomplish some great stuff. Perhaps at a cost to the patient, but hey, every hero needs scars to tell a story with, right?
[20:25] <+CSFerguson> Yes, the idea in this game is that morality is only as simple as black and white when you don’t really have to deal with reality. There are horrible things, and to be able to fight these horrible things, you have to do horrible things.
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[20:25] <~Dan> (wb, Silverlion!)
[20:26] <~Dan> CSFerguson: So if this is a pulp game, the PCs are variations of the Spider? 🙂
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[20:26] <~Dan> (Howdy, Le_Squide!)
[20:26] <+CSFerguson> Or at least, things that ma and pa would say are horrible while they serve you a second helping of fresh apple pie. When you’ve got a super-duper Sun-powered death ray cannon pointed at the core of the Earth, and the only way to stop it is to do some really questionable stuff … well, you do what you have to.
[20:26] <+CSFerguson> Yes, the Spider was definitely one of my inspirations.
[20:27] <~Dan> <– genius!
[20:27] <+CSFerguson> In fact, I have all 8 volumes of Carrol & Grant’s The Spider run right here next to me.
[20:27] <~Dan> Oh? Very cool. 🙂
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[20:28] <+CSFerguson> I read The Spider, Operator No. 5, G-8 and His Battle Aces, The Shadow …
[20:28] <~Dan> Does the game include sample monsters and adversaries?
[20:28] <+CSFerguson> Doc Savage, the Phantom Detective
[20:29] <+CSFerguson> Yes, just a sec …
[20:29] <+Vorthon> And are any of them inspired by Lovecraft? I mean, I know, his stuff’s a bit less optimistic than typical pulp, but, honestly, he’s the first name that comes to mind when I think of the genre. >_>
[20:29] <+CSFerguson> There are 12 enemy characters, some of them are individuals, and some are just stats for a group of people.
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[20:30] <~Dan> (Howdy, Teller!)
[20:31] <+CSFerguson> So for example there are the Brennenbeine Sky Pirates. Those are just a generic stat block (if you can call it a block) for the sky pirates. However, there is also the propogandist Baron Gesamt Trottel, a specific person.
[20:31] <+CSFerguson> There are no monsters yet, because the introductory adventure is for the SWAG campaign, so all the enemies are SWAG officers, personnel, or allies. But there will definitely be monsters coming.
[20:32] <+CSFerguson> One of the upcoming campaigns involves the aliens that SWAG captured. Little green men with glowing brains and telepathic abilities.
[20:33] <~Dan> Oh, you mentioned witches earlier. How do you handle magic powers?
[20:34] <+CSFerguson> Vorthon, no, I don’t have anything Lovecraftian in here, because when things get that big, I have found that no system can really do justice to it. This system is best used for a small group of people fighting other small groups of people. It could go up to an elephant, perhaps, but you get much bigger than that and I haven’t found any system that works.
[20:35] <+CSFerguson> Magic powers put a lot of onus on the players and GM, because I don’t want to get wrapped up in writing long detailed lists of spells. Witches have a general specialty, which is an Experience, just like everyone else. They’ll have secondary and idle uses of that school of magic, just like everyone else.
[20:36] <+CSFerguson> But when it comes to placing limits on what she can do with her magic, that will be up to the GM to control via the difficulty die. Sure, you can make a beginning character who is a witch that specializes in badassery, but you’re always going to get a d12 or d20, because you are constantly playing with things far beyond your ability to cast.
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[20:37] * ~Dan nods
[20:38] <~Dan> How gritty is the game by default?
[20:38] <+CSFerguson> There are so many games, though, with these great long spell lists, and you have to buy a book that is nothing but a long droning description of a gajillion-and-one spells … I didn’t see the point. It’s narrative, and the player’s imagination is the primary mechanic, so I let them determine where their magic takes them.
[20:38] <+Vorthon> I wasn’t exactly talking about the bigger things from Lovecraft’s work. More things like Elder Things or The Great Race of Yith. Abnormal, sure, unfathomable, maybe, but, yanno, you could probably still bludgeon one to death with a sufficiently heavy object.
[20:39] <~Dan> (brb)
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[20:40] <+CSFerguson> I would give it a solid 2 on a 5 scale. It’s really not intended to be taken seriously, it’s more about having fun. Certainly, you could do some really crazy stuff with it and create a setting where it’s an all out 5 … but I’ve never found those to be all that much fun, so I tend to avoid them.
[20:40] <+CSFerguson> Vorthon: Sure, those would be easy enough to add to a game, if you specifically wanted to do a Mythos setting. It wouldn’t take five minutes for you to come up with stats for each one.
[20:42] <+CSFerguson> One of the limitations in what I could add to the game was artwork. I didn’t want to have stats for a bunch of monsters without having illustrations for them. But I won’t say never, I might add Mythos creatures to the game in one of the expansions, if there is enough demand for it.
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[20:48] <+CSFerguson> Oh, something that I wanted to hit on: the Cooperative Action. There is an option in this ruleset to use another player’s die for your action.
[20:48] <~Dan-brb> (back, sorry. tummy issue.)
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[20:49] <+CSFerguson> At the beginning of a turn, if your playgroup is using the Cooperative Action option, you all declare your actions at the same time, take the appropriate die for the trait you are using, and place it in the middle of the table. Then, when it is your turn to act, you choose whichever die you want from the pool in the middle and use that for your action.
[20:50] <+CSFerguson> So it is possible for you to use someone else’s d10 when your trait is only d6. The downside being that person now uses your d6. This reflects how sometimes things are easier for you when someone else is helping, but by making it easier on you they are making it harder on themselves.
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[20:51] <+CSFerguson> So for example, four players choose to use traits that are d4, d6, d8, and d10. They put their dice in the middle of the table. The player who goes first has the option to use any die he wants from that pool. If he added the d10, he may want to use the d4 and leave the d10 for someone else who is attempting a particularly hard action.
[20:52] <~Dan> Huh. That’s unusual.
[20:52] <+CSFerguson> The second player will have the remaining three dice to choose from. The third will have two. And the one who goes last, well, we all hope that the players have taken him into account. Because it’s possible for them to screw him if they use all the good dice.
[20:53] <+CSFerguson> That’s Cooperative Action. That’s if you want your play group to really consider working as a team. Each one will contribute what they do best, rather than just going straight for damage.
[20:53] <+Vorthon> Well, g’night, all.
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[20:54] * ~Dan nods
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[20:54] <~Dan> (Welcome to #rpgnet, Jesse!)
[20:55] <~Dan> In what remains of “regular” time, is there anything we haven’t covered that you’d like to bring up?
[20:55] <+CSFerguson> An excellent example of cooperative action would be the Emperor and Darth Vader vs. Luke in RotJ. The Emperor was talking Luke in circles while Darth Vader hacked away with his lightsaber.
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[20:57] <+CSFerguson> You could say that the Emperor contributed his d20 from Relationship: Seriously Twisted Evil Emperor while Darth Vader contributed his d12 from Experience: Pretty Good Lightsaber Duelist. Darth Vader then used the Emperor’s d20, which meant his attacks were stronger (because of the distraction), but the Emperor had to use Vader’s d12, which meant his taunting
[20:58] <+CSFerguson> was weaker, and ultimately failed to turn Luke to the e-ville.
[20:58] <+CSFerguson> I think I pretty much covered everything I wanted to cover. And then some. Any last questions?
[20:58] <+CSFerguson> (Jeopardy theme plays)
[20:59] <~Dan> I think you’ve answered my questions. 🙂
[20:59] <+CSFerguson> Hopefully to you liking.
[20:59] <+Silaninil> Everything I would have asked was covered :4
[20:59] <+Silaninil> :$*
[20:59] <~Dan> Yup!
[21:00] <~Dan> Well, if you’ll give me just a moment, I’ll get the log posted and get you the link!
[21:00] <~Dan> Thanks for chatting with us!
[21:00] <+CSFerguson> This will be the same system for Wild Space, when that goes live. So if you’re familiar with it by that point, you’ll be able to jump right in to that.
[21:00] <~Dan> Cool. 🙂
[21:00] <+CSFerguson> You’re very welcome. Thanks for the opportunity!
[21:00] <~Dan> I hope you’ll come back for a Q&A on that one as well. 🙂