[19:04] <+JohnHarper> Hello! I’m John Harper, also known as Oneseven Design. I’ve been a game designer for over 20 years now, just recently transitioning to full time.
[19:05] <+JohnHarper> You might know me from such games as Lady Blackbird, Danger Patrol, Agon, or Talislanta (4th Edition).
[19:06] <+JohnHarper> My current project, on kickstarter, is Blades in the Dark. It’s a game about crew of scoundrels seeking their fortune in a haunted fantasy city. It’s heavily influenced by Steven Brust’s stories of Vlad Taltos, and the video game Dishonored.
[19:07] <+JohnHarper> (done)
[19:07] <+xyphoid> BACKED
[19:07] <+Brad_Elliott> Also BACKED. 🙂
[19:07] <~Dan> Thanks, JohnHarper! The floor is open to questions!
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[19:07] <+xyphoid> (okay so you just reminded me that i’d tried to back before and my card failed, but still)
[19:07] <~Dan> (Howdy, Silaninil!)
[19:07] <+Silaninil> (Hola)
[19:07] <+xyphoid> so tell us about the crew mechanics – they look really neat
[19:07] <~Dan> So let’s see… When you say “fantasy city”, what exactly do you mean?
[19:08] <~Dan> High fantasy? Elves and dwarves?
[19:08] <~Dan> (Actually, let’s have a question pause there, since we pulled JohnHarper in two different directions at once. 😀 )
[19:08] <+JohnHarper> Nope. You might call it “industrial fantasy”. All humans (and some demons). With technology around the industrial revolution.
[19:09] <+JohnHarper> Trains. Some electric tech. Simple guns.
[19:09] <+Brad_Elliott> May I just say that I find I like the phrase ‘industrial fantasy’ a lot better than ‘steampunk’ (while still liking the aesthetic).
[19:09] <+CSFerguson> Like the Thief series of video games?
[19:10] <+JohnHarper> Yes, a lot like Thief.
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[19:10] <+JohnHarper> But more like Dishonored. 🙂
[19:10] <~Dan> (Howdy, jeffszusz!)
[19:10] <+JohnHarper> (done)
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[19:11] <~Dan> So what can you tell us about the system?
[19:11] <+willows> Sounds cool. I saw someone post a ‘crew sheet’ on G+ a while ago – does that mean that you stat out the crew as a whole, instead of having individual character stats?
[19:12] <~Dan> And do you have a character sheet and/or a samplel character posted that we could see?
[19:12] <+Blarghedy> So how fantastic is it? How much magic is there?
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[19:12] <+Blarghedy> (so many questions)
[19:12] <~Dan> (Question pause.)
[19:12] <+JohnHarper> First, check out a character sheet and crew sheet here: (Link: http://onesevendesign.com/blades/bitd_whisper_cult_samples.pdf)http://onesevendesign.com/blades/bitd_whisper_cult_samples.pdf
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[19:13] <+JohnHarper> The system uses dice pools (d6s). You roll a number equal to your skill rating, and count the highest die. 6+ is a success. 4 or 5 is partial. 1-3 is a miss.
[19:14] <+JohnHarper> The core roll has three different outcome sets, depending on the strength of your character’s position. Your position might be Controlled, Risky, or Desperate.
[19:14] <+JohnHarper> So, if it’s Controlled, and you roll a 1-3, it’s a very soft failure. If it’s Desperate and you roll a failure, it’s really bad.
[19:15] <+Blarghedy> 6+?
[19:15] <+JohnHarper> If you roll multiple 6s, that counts as a crit
[19:16] <+JohnHarper> There are also mechanics for Teamwork, Downtime, working on Projects, and other stuff.
[19:16] <+JohnHarper> The core action of the game is pulling Scores (criminal jobs) based on your crew type
[19:17] <+JohnHarper> The system is designed so you can get to the scores quickly (we usually do two per session) and don’t have to waste hours planning stuff.
[19:17] <~Dan> Really? Wow…
[19:17] <+JohnHarper> (done. I’m happy to talk more about any aspect in detail)
[19:18] <&Le_Squide> Do you mind a question about the kickstarter itself?
[19:18] <+JohnHarper> No. Go ahread
[19:18] <~Dan> So looking at the character sheet, it looks a bit like you combine what might otherwise be called attributes along with skills.
[19:18] <+Brad_Elliott> Dan, if you back the KS you can see what the game will look like in a very nicely done Quickstart. 🙂
[19:18] <&Le_Squide> There are some great stretch goals on Blades, since everyone BACKED! it, but I have to admit some trepidation; that’s going to be an amazing load of content, and other kickstarters haven’t always been able to get all of the stretch-goal supplements out in a timely manner. Are there at least onlines of the additional settings and materials?
[19:19] <+JohnHarper> The stretch goals (almost all of them) are being done by a team of experienced players. Many of them are already pretty far along. But I’m not doing them. So it won’t slow down the delivery of the game.
[19:20] <+JohnHarper> Also, yes, as Brad says, if you back the game you get a complete Quick Start PDF so you can start playing the game now.
[19:20] <+JohnHarper> (done)
[19:20] <+JohnHarper> Oh, about skills…
[19:21] <+JohnHarper> They’re called Actions in this game. They represent how capable your character is at particular actions. They can reflect natural aptitude or training or whatever.
[19:22] <+JohnHarper> When you face an obstacle or danger, you get to pick which Action to use to overcome it. You pick by saying that your character does that thing. So, to get past a guard, you might choose to Prowl, or Murder, or Sway.
[19:23] <~Dan> Do you get 1-4 points in the overall category and 1-4 points in the specific Action?
[19:23] <+JohnHarper> You have ratings in specific actions. The boxes for the categories track XP.
[19:23] <~Dan> Ah, I see.
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[19:24] <~Dan> (Howdy, Bill!)
[19:24] <~Dan> And I take it that 4 is a hard cap on Actions?
[19:24] <+JohnHarper> Yeah. 4 is Master level
[19:24] <+CSFerguson> How strongly do you skew towards in-game group play, vs. soloing? Are guilds and cabals and that sort of thing the norm, or the exception?
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[19:25] <~Dan> Is that universal, or is it possible for something to be, say, superhumanly strong, for example?
[19:25] <~Dan> (Howdy, MonkofLords!)
[19:25] <+JohnHarper> The crew is the norm.
[19:26] <+JohnHarper> Superhuman qualities are possible, but they don’t directly increase your dice pool. They have other effects. Like, you might be able to roll Murder against a gang of people at once.
[19:26] <+Silaninil> Is there room for like, pvp sessions with two different crews doing their own stuff then the two groups getting together butting heads over territory? like crew v crew pvp
[19:26] <~Dan> JohnHarper: Is that the way such abilities would be handled for supernatural creatures?
[19:26] <+Brad_Elliott> Ah. So rolling Murder against a whole group would be like a function of either a spell or say, a gatling gun?
[19:27] <+JohnHarper> Silaninil, yes, that’s possible. Certainly not standard for tabletop play, at all. But possible for a highly committed group.
[19:27] <+JohnHarper> re: Superhuman stuff — yeah, basically. NPCs don’t have stats, but that
[19:27] <+JohnHarper> that’s the idea
[19:27] <+Silaninil> hehe that’s the kinda thing I like, glad to hear it’s possible. I know if I can get a second group running in the city we could definitely do something like that, make a collective campaign.
[19:28] <+JohnHarper> That would be awesome
[19:28] <~Dan> NPCs don’t have stats? How does that work?
[19:28] <+JohnHarper> The GM doesn’t roll dice
[19:28] <+Silaninil> I know alot of the rp’ers in town do something similar in terms of LARP so I’m sure I could probably find someone to do this, gonna need to back before the kickstarter ends
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[19:29] <~Dan> (Howdy, Vincent!)
[19:29] <+Brad_Elliott> Time’s running out, Sil! 😉
[19:29] <+JohnHarper> When the obstacle is a regular thug, the danger might be that she beats you up. When the obstacle is a master assassin, the danger might be that she slits your throat. When the danger is a demon, the danger might be, you get torn to pieces or possessed.
[19:29] <+Vincent> Hiya! (:
[19:29] <+Silaninil> I’m aware :p
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[19:30] <+Brad_Elliott> Ah, here’s a question, John – are demons a form of sane ghost, or something spooky and alien? You imply as much with the leviathans, as in that they’re some form of demon as well…
[19:30] <+JohnHarper> Demons are something else. Not ghosts.
[19:30] <+Brad_Elliott> Thanks!
[19:31] <+JohnHarper> Immortal things from the dawn of time
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[19:31] <~Dan> (Howdy, egyptian!)
[19:31] <+JohnHarper> Elemental in nature
[19:31] <+Brad_Elliott> “Mad, bad and dangerous to know”?
[19:31] <~Dan> So if NPCs don’t have stats, how do you quantify the degree of danger they pose?
[19:32] <+JohnHarper> It’s not quantified. It’s qualitative.
[19:32] <~Dan> Can you give an example?
[19:32] <+JohnHarper> I did?
[19:33] * ~Dan scrolls back
[19:33] <+Silaninil> “When the obstacle is a regular thug, the danger might be that she beats you up. When the obstacle is a master assassin, the danger might be that she slits your throat. When the danger is a demon, the danger might be, you get torn to pieces or possessed.”
[19:33] <~Dan> The thug beats you up, etc.?
[19:33] <+Silaninil> I think it’s that dan
[19:34] <+JohnHarper> Right. And that applies for PCs, as well. If the GM says that an Expert enemy can take on a small gang alone, then a PC can do that, too, when they’re an expert (rank 3)
[19:34] <+Brad_Elliott> Dan – when you get attacked by somebody, you can choose to divert that Danger in the form of stress – which John can explain better than I – or in lasting effects, like say, wounds. (Ow.)
[19:34] <+JohnHarper> The full game has a system for determining these things, of course. It’s a bit cumbersome to type out here. 🙂
[19:34] <+Brad_Elliott> (Just trying to be helpful!)
[19:35] <~Dan> Ah. So it sounds like conflicts are highly abstracted?
[19:35] <+JohnHarper> Quite the opposite!
[19:35] <+JohnHarper> You need as many details as you can so the threats are brought to life in the fiction and make sense
[19:35] <~Dan> Hmm. Well, I mean from a mechanical standpoint.
[19:36] <+JohnHarper> I don’t think so. But… I’m not sure what you mean. There are no five-foot steps.
[19:36] <+CSFerguson> So does that mean that combat encounters with NPCs aren’t round-by-round, but rather summarized?
[19:36] <~Dan> Right, what CSFerguson said.
[19:37] <+JohnHarper> Not summarized, no. There’s another concept that we haven;t talked about
[19:37] <~Dan> Like, if I attack a thug, to I roll for each attack?
[19:37] <+JohnHarper> A kind of progress tracker, in the form of a “clock”
[19:37] <+JohnHarper> Let’s say that this tough thug is an obstacle (he’s guarding the warehouse you want to get into). You decide to Murder him.
[19:38] <+JohnHarper> The group decides that a thug like this is a serious obstacle, so he’s a 6-segment clock (I guess I lied! You do quantify it, in a way)
[19:38] <~Dan> (Aha!)
[19:38] <+JohnHarper> You make your move, and we find out if you do well, and if the danger of the thug manifests.
[19:38] <~Dan> (J’accuse!)
[19:38] <+Silaninil> (oh dan :p)
[19:38] <+JohnHarper> 🙂
[19:39] <+JohnHarper> Then, you make an Effect roll to see how much of that progress clock gets ticked down. Did this one exchange finish it off? Or is there more to do?
[19:39] <+JohnHarper> So, yes, there is a quantifier. Things have “hit points” so to speak.
[19:40] <+JohnHarper> It’s a lot like rolling to attack and rolling for damage in a standard RPG. But you can do it with any obtacle.
[19:40] <+CSFerguson> But this actually sounds pretty cool, it’s not so mechanical as one action and one move per turn, etc. It’s a more fluid, narrative thing that lets the GM and players cooperatively overcome the encounter?
[19:40] <+JohnHarper> It is more fluid, yeah. But with a measurable progress tracker, so it’s not all “I guess you did it.”
[19:41] <+Silaninil> I like it
[19:41] <+JohnHarper> Thanks! It’s actually quite hard to summarize easily in chat. 🙂 I should write a book. 🙂
[19:41] <+CSFerguson> Right. And obstacles in the published material will have the funky cross-hatch clock symbol that shows the “level” of threat, right?
[19:42] <~Dan> So… the more segments a clock has, the more chance there is for low rolls?
[19:42] <+JohnHarper> Right. But the group sets the clock size, based on the judgment of the fiction. So they’re not set in a “monster manual” kind of way
[19:42] <+JohnHarper> Clocks are like HP
[19:42] <+JohnHarper> You wear them down
[19:43] <+JohnHarper> But each time you roll, there’s a chance for you to suffer danger. So the shorter, the less danger you might face.
[19:44] <+CSFerguson> Good deal. So let’s say I want to give you my money. To where shall I proceed?
[19:44] <+JohnHarper> The kickstarter is here:
[19:44] <+JohnHarper> (Link: https://www.kickstarter.com/projects/2080350433/blades-in-the-dark)https://www.kickstarter.com/projects/2080350433/blades-in-the-dark
[19:44] <+JohnHarper> There’s a link on that page to a YouTube vid of me running a session
[19:45] <+JohnHarper> And links in the YT description to the sheets we used for the game
[19:45] <+JohnHarper> Also, Sean Nittner has a great write up of the session here: (Link: http://www.seannittner.com/actual-play-six-towers-gang/)http://www.seannittner.com/actual-play-six-towers-gang/
[19:45] <+JohnHarper> That goes into the mechanics quite a bit
[19:45] <~Dan> Do things like weapons and armor have mechanical effects?
[19:46] <+Silaninil> need to check if the prepaid already has the cash on it (sceedoodles to check)
[19:47] <+JohnHarper> Yes, weapons and armor have mechanical effects
[19:47] <~Dan> How do they work?
[19:48] <+JohnHarper> I’d have to explain several other mechanics, but… in brief, a “fine item” (a weapon, a spirit anchor, masterwork lockpicks) makes you more effective (you do more “damage” to a progress clock)
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[19:48] <~Dan> (Howdy, sir_amyza!)
[19:49] <+JohnHarper> And armor lets you avoid a bad outcome, instead of suffering stress.
[19:49] <+sir_amyza> hey!
[19:49] <+JohnHarper> You can have physical armor, or social, or magical, etc.
[19:50] <+JohnHarper> Stress is like HP, but you spend it to avoid bad consequences. So you choose when to use it up. Or you can instead accept a lasting effect (like a wound, or mistrust, etc.) and save your stress for something worse later.
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[19:51] <~Dan> So if you’re attacked, can a “bad consquence” be instant death, for example?
[19:51] <~Dan> (Howdy, soundchaser!)
[19:51] <+sir_amyza> oh is thist the blades in the dark Q&A? =o
[19:51] <~Dan> (It is!)
[19:51] <+sir_amyza> excellent
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[19:51] <+JohnHarper> @Dan: Yes
[19:52] <+soundchaser> hello… dropped in to check the conversation on Blades in the Dark. I’m on the fence about the KS now… competing with my angst for Shadow of the Demon Lord… eh, sorry for that competitive reference
[19:53] <+JohnHarper> If you’re in a bad enough position, against a dangerous enough threat, death can be on the line. But that’s what Stress is for.
[19:53] <~Dan> JohnHarper: Which brings us back to the qualitative danger that threats pose?
[19:54] <+JohnHarper> Yep
[19:54] <+CSFerguson> As the clock is filled, does that change the value of the threat?
[19:54] <~Dan> Hmm… So any weapons used by opponents would be factored into that qualitative threat?
[19:55] <+JohnHarper> @Dan: Right
[19:55] <+JohnHarper> @CSFerguson: No, it’s just like HP
[19:55] <+sir_amyza> will there ever be pdf version of the city guide from the special edition hc book?
[19:55] <+JohnHarper> You can factor in reach, speed, whatever factors you want, to adjust the character’s Position, possible danger
[19:56] <+JohnHarper> It’s more similar to Kreigspiel that way
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[19:56] <+JohnHarper> @sir_amyza: yes, there will be quite a few city supplements, down the road
[19:56] <+CSFerguson> But the danger is the same, whether you fail magnificently on launch, or just right at the very edge of success?
[19:57] <+xyphoid> so on a wider level, this kickstarter’s gone kinda crazy – what do you think are the things that lead to that? is this just an area of tight focus that there was unanswered demand for?
[19:57] <+sir_amyza> excellent, thanks
[19:57] <+JohnHarper> It depends. There are a variety of outcomes for each position
[19:57] <+soundchaser> If I went with the Hacker, what format would the editable files have?
[19:58] <~Dan> (Howdy, zombear!)
[19:58] <+JohnHarper> @xyphoid: I’ve worked in marketing for 20 years. That helps. But also, yeah, it’s a popular concept, with a cool-looking brand. I’m surprised at the level of the response, but I expected it to do pretty well. (Just not this well)
[19:59] <+xyphoid> (i realise that might be a question to get a better answer for when the dust settles a little haha)
[19:59] <+JohnHarper> I think the Quick Start has helped a lot, too. Lots of people are playing it already
[19:59] <+JohnHarper> @soundchaser: the files will be InDesign, Illustrator, Photoshop, and all other formats I can save those into
[19:59] <+JohnHarper> the G+ community is already almost 800 people
[19:59] <+JohnHarper> Lots of play and discussion
[19:59] <+sir_amyza> nice!
[19:59] <+soundchaser> I’m thinking of leasing InDesign these days to do some purely indie sorts of things, like little booklets of adventures, simple rpg’s or fanzines, etc., but I’m weighing the costs… maybe this would tip me toward that investment
[20:00] <~Dan> It looks like magic is relatively freeform. Is that accurate?
[20:00] <+JohnHarper> The Creative Cloud subscription is a good way to go
[20:00] <+JohnHarper> @Dan: It is in the quick start. 🙂 The full game has solid guidelines for what’s possible or not
[20:00] <+soundchaser> How quickly does the game play via a play-by-forum–in terms of, say, finishing a specific “scenario” to a milestone, etc.
[20:01] <+soundchaser> Creative Cloud? Hmmm, will look into that
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[20:01] <~Dan> (Howdy, KirbyJ!)
[20:01] <+JohnHarper> @soundchaser: No idea. I don’t do PbF. We usually do 2 scores per 4 hour face-to-face session, if that helps.
[20:01] <+sir_amyza> i feel like $75 is the way to go here 🙂
[20:01] <~Dan> (soundchaser: Is this your first time here, btw?)
[20:01] <~Dan> (Your nick seems familiar.)
[20:03] <~Dan> What is the world outside of the cities like?
[20:03] <+soundchaser> Been here a couple times in the past–I am moderately present over at rpg.net
[20:03] <+JohnHarper> A blasted wasteland filled with the worst of the spirits
[20:03] <+JohnHarper> Very deadly
[20:03] <~Dan> (Welcome back, then! 🙂 )
[20:03] <+CSFerguson> So you expect most gameplay to take place inside cities?
[20:03] <+Sam> Like Final Fantasy: The Spirits Within, but not lame.
[20:03] <~Dan> Are there any adventures to be had out there, or is that simply suicide?
[20:04] <+sir_amyza> jsut curious, what program are you using for the maps?
[20:04] <+JohnHarper> @Sam: Yeah. 🙂
[20:04] <+JohnHarper> You can have adventures out there, yes. More STALKER style.
[20:04] <+JohnHarper> @sir_amyza: Illustrator
[20:04] <~Dan> What reasons might there be for going outside the city?
[20:04] <+soundchaser> thanks! — now, can someone hack a Leverage-styled modern playset for this with some minimal creativity and such?
[20:04] <+JohnHarper> But the core game is inside the city, urban adventures, criminal stuff
[20:04] <+willows> What’s “haunted” mean in BITD? Like, is it Victorian style ‘there is a knocking sound in the attic’ or somewhat different?
[20:04] <+sir_amyza> nice, thx.
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[20:05] <~Dan> (Welcome to #rpgnet, Guest10!)
[20:05] <+JohnHarper> @willows: The Gates of Death were destroyed 1000 years ago. When someone dies, their electroplasmic ghost haunts the world, unless their body is destroyed within 3 days of their death.
[20:06] <+JohnHarper> Each month a ghost exists, the more tortured and vengeful it becomes. Going mad
[20:06] <+GrimTheWanderer> Lot of vengeful ghosts of the murdered then?
[20:06] <+JohnHarper> The Spirit Wardens patrol the city, collecting bodies for the crematorium. But they can’t get them all
[20:07] <+JohnHarper> @soundchaser: Some modern day hacks will be showing up, I’m sure
[20:07] <+JohnHarper> Possibly during the KS. 🙂
[20:07] <~Dan> I see vampires mentioned on the character sheet. What are they like in this setting?
[20:08] <+JohnHarper> They’re a dead body, animated by a spirit.
[20:08] <+sir_amyza> sparkly =o
[20:08] <+JohnHarper> They feed on life
[20:08] <+kanobe> So vampires are largely the same as zombies?
[20:08] <+JohnHarper> There’s no sunlight in the world, to speak of, so that’s not a thing.
[20:08] <+JohnHarper> No, vampires and zombies (called Hollows) are opposites. A Hollow is a living body without a spirit.
[20:08] <+soundchaser> time to run, thanks for the brief Q&A
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[20:09] <+kanobe> Ah, neat.
[20:10] <+CSFerguson> So Gothic industrial dieselpunk magitech gaslight urban supernatural horror crime
[20:10] <~Dan> Huh. That’s an interesting twist.
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[20:10] <~Dan> Is it the case that all “monsters” in the setting are either demon- or ghost-related, then?
[20:11] <+JohnHarper> @CSFerguson: Ha. Yes.
[20:11] <+JohnHarper> @Dan: Yes
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[20:12] <~Dan> What forms can demons take? Are they purely spiritual entities?
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[20:14] <~Dan> (Guest10: Please set your name with the /nick command; e.g., /nick Dan 🙂 )
[20:14] <+JohnHarper> In all of my games, they’re physical. Humanoid. Elemental. A “sea demon” has black scales, shark eyes, razor teeth. Like that. Some groups have made them more like djinn. The book will probably come down on the physical side of things.
[20:14] <~Dan> Ah, I see. Cool.
[20:15] <+JohnHarper> One element of the design, though (like most of my games) is in allowing each group to customize all the little details. Everyone has the same jumping off point, but then the group defines each part as they will.
[20:16] <+CSFerguson> Do you have any suggested reading for prospective GMs to help set the tone? E.g. China Mieville?
[20:16] <~Dan> It seems like such customization would be pretty easy, given the mechanical nature of NPCs and other challenges.
[20:16] <+JohnHarper> @CSFerguson: Steven Brust (Vlad Taltos series). First and foremost. The first three books especially (Jhereg, Yendi, Teckla)
[20:17] <+JohnHarper> I’ve been told that the Lies of Locke Lamorra is very Blades-y. But I haven;t read it yeyt
[20:17] <+JohnHarper> I think that setting is a lot like Blades
[20:18] <+JohnHarper> @Dan: Yeah. It’s really easy
[20:19] <+kanobe> What is the political structure of the cities like?
[20:19] <+JohnHarper> Each is ruled by a city council and a Lord Governor, appointed by the Emperor
[20:19] <+JohnHarper> A bit like ancient Rome, sort of
[20:20] <+kanobe> Are the councillors generally corrupt, or straight, or sort of a mix?
[20:20] <+JohnHarper> Council seats are inherited by nobility
[20:20] <+JohnHarper> Everyone is very corrupt
[20:21] <+kanobe> So I guess there are different stratas in society?
[20:21] <+JohnHarper> Yes
[20:21] <+willows> I love “everyone is very corrupt.”
[20:21] <+kanobe> Cool!
[20:21] <+JohnHarper> Part of the game deals with the Faction Ladder, which is a ranking of all the movers and shakers, by Tier. Your crew starts out at zero, and can move up
[20:22] <+JohnHarper> moving up the ladder is really the point of the game
[20:23] <+kanobe> Neat! So after a certain point, I guess the crew would be able to influence the council from behind the scenes.
[20:23] <+JohnHarper> Yep. The top crime factions do that
[20:23] <+JohnHarper> Or you can play a Revolutionary crew, and try to bring it all crashing down. 🙂
[20:23] <+CSFerguson> Are there any legit parts to the guilds, or is it all shady stuff?
[20:24] <+JohnHarper> By default, all the crews are criminals. But in some of the stretch goal material, there are other types. There’s a set of crews to play the Cops, for example.
[20:25] <+JohnHarper> A couple of the criminal crews have legit covers
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[20:25] <~Dan> You mentioned revolutionaries… I take it that it’s possible to play heroic criminals of a sort?
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[20:25] <+JohnHarper> Yeah. You decide how “bad” you are. And there are more heroic crews, like the Vigilantes.
[20:26] <+JohnHarper> A lot of the game is playing to find out how bad or good you turn out to be
[20:26] <+JohnHarper> You don’t know when you start out… how far will you go…
[20:27] <+CSFerguson> Say that in a Sly Stallone voice … real slow …
[20:27] * ~Dan chuckles
[20:27] <+JohnHarper> lol
[20:28] <~Dan> Does the system have a name?
[20:28] <+JohnHarper> No. Some people on the forum were toying with some ideas… but nothing has settled yet
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[20:29] <~Dan> Do you have any thoughts on using the system for anything other than variations on the criminal PC theme?
[20:30] <+JohnHarper> Oh sure. There are… nine alternate setting/situation hacks unlocked so far on the KS
[20:30] <+JohnHarper> Not all criminal stuff
[20:30] <+JohnHarper> The important element is the Crew, the type of Scores they do, and the Faction landscape (whatever that represents)
[20:31] <+JohnHarper> There’s a Game of Thrones (Dune-ish) hack. A hexcrawl-y Dungeony hack. A Black Company hack. Etc.
[20:31] <+JohnHarper> It’s kind of crazy how many extra games you get with the KS.
[20:32] <+JohnHarper> Oh, and Star Wars. Always Star Wars.
[20:32] * ~Dan chuckles
[20:32] <+GrimTheWanderer> Black Company hack? Nice.
[20:32] <+Blarghedy> I didn’t notice Black Company…
[20:32] * +Blarghedy looks again
[20:32] <+JohnHarper> Yeah. That one is gonna be so awesome.
[20:32] <+JohnHarper> “Band of Blades”
[20:33] <+Blarghedy> honestly I’m more intrigued by that than Taltos
[20:33] <+GrimTheWanderer> Black Company crossed with Garret PI given the gist of the game
[20:33] <+JohnHarper> scroll down to the bottom of the ks for a description
[20:33] <+JohnHarper> Nope. Just Black Company. A totally different setting and situation.
[20:33] <+JohnHarper> Not in the Duskwall setting
[20:33] <+GrimTheWanderer> Ah
[20:33] <+JohnHarper> All the blue hacks have their own settings
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[20:35] <~Dan> So would everything using this setting be a Blades in the Dark supplement?
[20:35] <~Dan> (Howdy, CasWarner!)
[20:35] <+CasWarner> (Good evening.)
[20:35] <~Dan> As opposed to a “separate” game, I mean?
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[20:37] <+JohnHarper> I’m not sure I understand your question, Dan
[20:38] <+CSFerguson> Will there be core rules in the Blades book required for the other books to run?
[20:38] <~Dan> Hmm. Let me rephrase… Well, first, does the setting as a whole have a name?
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[20:39] <+Blarghedy> speaking of the core rules and supplements… are the stretch goal expansions going to be available in a physical form or solely digital?
[20:40] <+JohnHarper> The Shattered Isles is what I call the wider world
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[20:42] <+JohnHarper> @Blarghedy: Digital for the KS. After that, each author can make them available however they want. There might be a collection, but that’s for them to decide.
[20:42] <~Dan> Gotcha. So will every game using the Shattered Isles setting be a Blades in the Dark expansion of some sort? Or (just to throw something out there) would something dealing with wild men in the wastes be its own game?
[20:42] <+JohnHarper> Oh I see what you mean, Dan.
[20:43] <~Dan> Sorry. That wasn’t very clear.
[20:43] <+JohnHarper> There could be cases where a standalone game would be be a better idea — if all the Actions and character types were different, and if play didn’t revolve around the Factions or whatever. A new game book would probably be made
[20:44] <+JohnHarper> I have a couple future projects that use the Blades core engine, but will be standalone game books
[20:44] <~Dan> So at present, you have more interest in applying the engine to different settings than to using the setting with different systems?
[20:45] <+JohnHarper> I have to go pretty soon. I’m playing Blades in the Dark. 🙂 But I can answer a couple more.
[20:45] <+JohnHarper> Yeah, I have no interest in using the setting with different systems
[20:45] <~Dan> Oh! Well, that being the case, would you like to mention anything we haven’t covered? 🙂
[20:46] <+CSFerguson> When characters die, is there the possibility of becoming undead and continuing to play? Can you have undead in your crew?
[20:47] <+JohnHarper> Yep!
[20:47] <+GrimTheWanderer> ooo, progressive insanity as a character stat!
[20:47] <+JohnHarper> You can play ghosts, too
[20:47] <+CSFerguson> Sold
[20:47] <+JohnHarper> One thing I’ll mention: Be on the lookout for Undying — Paul Riddle’s amazing vampire RPG. It’s coming to kickstarter this summer. I’m doing some layout stuff for it. It’s SO GOOD. We’ve been playing it a lot.
[20:48] <+JohnHarper> There’s a G+ community for it, so you can keep track of it
[20:48] <~Dan> Well, please let him know where to go for a Q&A. 🙂
[20:48] <+JohnHarper> @Dan: Will do!
[20:48] <~Dan> Thanks very much for spending time with us, John!
[20:48] <+JohnHarper> My pleasure. Thanks for the invitation.