[19:03] <+Josh> Hey ya’ll I’m Josh (aka Silaninil) the brains behind ‘No Countdown’ found here:(Link: https://www.kickstarter.com/projects/617305484/no-count-down-tabletop-rpg.)https://www.kickstarter.com/projects/617305484/no-count-down-tabletop-rpg.
[19:04] <+Josh> No Countdown is a WW3 special ops tabletop rpg I’ve been designing with the help of a friend for the past three years or so from the ground up and focuses on giving the players an action movie like game setting in a slightly futuristic world.
[19:05] <+Josh> I think that’s a good base introduction, thanks Dan 🙂
[19:06] <~Dan> You’re welcome, Josh! The floor is open to questions!
[19:06] <~Dan> So what year is it, and who’s fighting?
[19:08] <+Josh> The game itself is set roughly 175 years in the future so we’re looking around 2190/2189 and almost everyone is fighting! America is fighting the middle east and australia, most of europe is at war with Russia and China, Korea has ripped itself apart, Japan assaults mainland asia, Australia and Newzeland basically declare war on the world!
[19:09] <+Andy-C> I have long suspected the Kiwis were playing a long game.
[19:09] * ~Dan chuckles
[19:09] <+Josh> They are actually the instigators of the global conflict…well Aussies are….Kiwis just kinda get dragged along under their militant banner.
[19:10] <+Mariscka> What are they fighting over? Has something major changed global in the landscape?
[19:10] <+Mariscka> Or is that not important to the setting? 🙂
[19:10] <~Dan> And if it’s 175 years in the future, why is the setting only slightly futuristic?
[19:11] <+Josh> Oh its definitely important! In the case of Russia vs. Europe we’re dealing with the rise of a new communist regime attempting to redominate the west, America is mostly in it for resources and in the case of Australia revenge, continental Australia has all but been destroyed the survivors existing on Neo Zealand, a mega-city taking up most of the country.
[19:12] <+Josh> Africa and Brazil are warring over oil reserves as well.
[19:13] <+Josh> As for the slightly futuristic, well a lot would happens, the second American Civil war, England and Ireland tear themselves apart, peace in Asia almost completely breaks down. Australia basically pours all their money into mining oil, after about 2150 the only country still making headway scientifically of any note is Canada and Japan.
[19:14] <+Josh> for about thirty years before the war just completely breaks out planet wide a lot of government systems break down with internal strife. The American civil war lasting decades until they are annexed by Canada.
[19:15] <~Dan> Even 2150 would seem to be pretty advanced, though. Am I missing something?
[19:16] <+xyphoid> i’m surprised you don’t put this on the kickstarter – i mean i skimmed it and didn’t find it that interesting but AUSTRALIA BLOWS UP WORLD is a hook you might get some traction from
[19:16] <+Andy-C> Yeah… historically large-scale warfare has resulted in rapid technological advance.
[19:16] <+Josh> Well at the point the civil war with america -had- been going on for over thirty years. Most of these issues begin occurring around 2075 so there is some advancement.
[19:16] <+Vorthon> …Wait, all of the US? Even as a Canadian, I find that kind of far-fetched. :u
[19:17] <+Josh> @Andy yes, now the war is fully fledged technology is advancing quickly but that’s more something to be experienced in campaign with spec. ops groups tyring to steal and prevent other nations from getting the leg up.
[19:18] <~Dan> So if there were no tech decay involved, what year’s tech would you say we’re looking at?
[19:18] <+Josh> @Vorthon after over 30 years of civil war America is heavily underpopulated. They killed themselves alot before Canada showed up, which only happened because America ended up bombing too close to the border devastating some Canadian towns.
[19:18] <+Vorthon> I swear, if they got Kingston. :u
[19:19] <+Josh> @xyphoid I suppose I should add this on there, honestly this is my first time trying Kickstarter for anything so I’m just a little….new to it. Though I plan on updating it after tonight with most of the pre-war loar
[19:19] <+Josh> @Vorthon they actually devastated some bordertowns in the Maritimes when bombing Maine.
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[19:20] <+Josh> @Dan We’re talking exoskeletons are more than prototypes, hove/advanced emp technology, advanced personal suits, but not quite at the mecha stage yet.
[19:20] <+Josh> @Dan Also biological and chemical warfare are rapidly becoming much more popular with the lack of nuclear armaments.
[19:20] <+xyphoid> why no nukes?
[19:21] <~Dan> So maybe around 2075-ish tech?
[19:21] <+Josh> @Dan yes.
[19:22] <+Josh> @xyphoid that’s actually the fun part of no countdown and how Australia starts the war. Basically a Canadian scientist and Russian physicist design a satellite system capable of making nuclear weapons innert remotely. Basically allowing them to turn them into just heavy load icbm’s at best.
[19:22] <+Josh> When they had completed the first prototypes Australia attacked their labs and stole their blueprints, the scientists are currently missing. Australia then proceeds to finish the system and launch their satellites basically giving them global control over nuclear weapons.
[19:23] <+Josh> And the only nation that could -assuredly- use their own nuclear armaments
[19:23] <+Josh> The satellites form the ‘No Countdown’ system.
[19:23] <~Dan> So why isn’t the situation an auto-win for the Aussies?
[19:24] <+Mariscka> How does the d20 and a d12 mechanic help players feel like they are special ops?
[19:24] <+xyphoid> do the aussies have nukes at this point themselves?
[19:25] <+Josh> @Dan this is still -before- the war, at this point the Canadians forcibly end the civil war in America and bring in a new President, allowing the nation to view what had happened to the world, In retaliation to Australias basic declaration that they would rule the world from a nuclear thrown America creates the first of the special ops groups that would
[19:26] <~Dan> (cut off at “that would”)
[19:26] <+xyphoid> ‘Australias basic declaration that they would rule the world from a nuclear thrown’ see this is kthe kind of stuff you should put in the kickstarter
[19:26] <+Josh> become the classes and roles filled by the PC’s, infiltrated mainland Australia and in a suicidal mission detonated all of Australia’s nukes underground in their silos, completely destroying the continent.
[19:26] <+Josh> Leaving behind a perpetually burning sea of oil.
[19:26] <~Dan> (Austrailia: “WE WILL REDUCE YOUR CITIES TO KANGA-RUINS!”)
[19:27] <+Josh> @Mariscka with such a focus away from dice and more on action I had hoped to create a system that allow the players to focus more on roleplay and the immersion then rules and rolls.
[19:27] <+Vorthon> (Dammit, Dan.)
[19:27] <+Andy-C> … I may hate you right now, Dan.
[19:27] <~Dan> <.<
[19:27] <+Josh> I may like you alot more Dan.
[19:27] <+Josh> here, here that was bully.
[19:27] <~Dan> 😀
[19:27] <+xyphoid> i read the kickstarter as a boring black ops modern military thing and immediately went to sleep, instead of it being AUSTRALIA WAS OUR NUCLEAR OVERLORD UNTIL WE BLEW UP THE CONTINENT
[19:28] <+Josh> I see how I probably should have included this all now >.> my face is literally red.
[19:28] <~Dan> Well, it’s not too late!
[19:29] <~Dan> (See, Mariscka, this place makes a good sounding board. 😉 )
[19:29] <+Josh> @ Dan I hope so! I’ll be updating it with a lot more…specific details after this and reposting it around.
[19:29] <~Dan> So Mariscka touched on this already, but do you mind if we turn to the system for a bit?
[19:30] <+Josh> Sure 🙂
[19:30] <~Dan> What is the core mechanic?
[19:30] <+Josh> Well the core mechanic is a list of 15 skills/attributes that allow you to build and customize your character.
[19:32] <+Josh> At character creation you get a set pool of points as well as some points having set values determined by your archetype and from that you specialize the character to be the unique soldier you want them to be
[19:32] <+Josh> Upon leveling up you gain more of these points to further pool into points.
[19:32] <+Josh> skills*
[19:33] <~Dan> What is the basic task roll?
[19:33] <+Josh> Well it would normally be skill+d20 vs DC
[19:33] <+Josh> unless you have some sort of feat that would modify it.
[19:34] <+Josh> All class archetypes have a built in feat to further specialize the roles in the squad and these feats often assist in skill checks that the Soldier will need to make in the field.
[19:34] <+Josh> Or allow them to effect the environment in some way.
[19:34] <~Dan> Can you give an example?
[19:35] <+Josh> Sure.
[19:36] <+Josh> Say there was an explosion and one of the pcs is trapped under a piece of debris and the groups heavy weapon expert goes to lift it off. It would be a d20+strength roll vs the DC set by the GM in this case depending on the debris it could be anywheres between 10-25 as an example but that is up to GM discretion.
[19:38] <+Josh> If the player is succesful they dislodge the debris, the level of success (how much by which they succeed) will allow the GM knowledge in how to describe the challenge if they fail they could in theory try again but in this case the roll would change.
[19:38] <+Josh> Since they are giving a prolonged effort a strength roll won’t do because it goes from being a feat of spontaneous strength to one of hardened endurance and the character would need to roll d20+endurance vs the check.
[19:39] <+Josh> Though this is one of the only situations where a different skill would need to be used on a second attempt.
[19:39] <+Josh> I hope that works as a solid example.
[19:39] <~Dan> Oh, sorry — that’s a good example, but I actually meant an example of a feat.
[19:39] <+Josh> OH
[19:39] <+Josh> >.>
[19:41] <~Dan> 🙂
[19:41] <+Josh> Sure one of the class feats is ‘Make it burrn!” which is the explosive expert starting feat which allows the soldier, once per op to make a DC 10 Explosive check to rig any of their explosive devices with white phosphorous instead of the regular ordanance.
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[19:42] <~Dan> (Howdy, Le_Squide!)
[19:42] <~Dan> I see… Hmm. Is there any reason why it’s once per op other than game balance?
[19:42] <+Josh> Another example is the Commando who gets the Foreign Weapons Expert meaning commandos never get a penalty using another nation’s weapon ( setting provided, if it’s some future tech laser gun then the GM can apply a penalty as seen fit). But in terms of regular weapons there’s not penalt.y
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[19:43] <+Josh> @Dan resources, these characters are special ops and aren’t running around with full rucksacks, we’re talking a few pieces of equipment, two weapons, some spare ammo and a melee weapon normally a knife.
[19:43] <~Dan> (Howdy, Tex!)
[19:43] <+Tex> (waves and watches chat)
[19:44] <~Dan> Ah, good. I’m generally annoyed by mechanics that don’t have an in-setting rationale.
[19:44] <+Josh> @Dan it’s all explained under the class 🙂 though balance was a big part in me deciding they couldn’t do things like that endlessly.
[19:45] * ~Dan nods
[19:45] <~Dan> So this is a class/level system?
[19:45] <+Josh> Yes though not in a fully traditional sense? You pick a class archetype with a base stat line prior to spending your starting pool and with it’s own basic training, from there though you can do whatever you want.
[19:46] <~Dan> Gotcha.
[19:46] <+Josh> So I could definitely design a hacking expert who also is a beast at CQC, or an explosive expert who likes playing medicine.
[19:46] <~Dan> CQC?
[19:46] <+Josh> there’s no ‘limitation’ by class besides what arms the characters are initially trained in and there are feats upon leveling up that let players take new weapons and equipment training as well.
[19:46] <+Josh> close-quarters-combat.
[19:47] <~Dan> Ah!
[19:47] <~Dan> You mentioned 15 skills. Can you tell us what those are?
[19:48] <~Dan> Or link us to a posted list, perhaps?
[19:49] <+Josh> sure 😀 let me pull up the full list here: Acrobatics, Accuracy, Battle Sense, Endurance, Explosives, Medicine, Hacking, Interrogation, Observe, Reaction Time(acts like initiative and armour), Stealth, Strength, and Repair.
[19:49] <~Dan> (Andy-C, sent you a PM.)
[19:49] <+Josh> I would! But sadly all my notes are currently all pen and paper! I have journals just filled with pre-war lore as well as a corerulebook where i’ve put all the classes, and rules.
[19:50] <~Dan> What skill do you use for CQC (see, I’ve got the lingo down now)?
[19:50] <+Josh> Haha well in you would use the Melee skill had I typed it into my alphabetical list up there like I should have.
[19:50] <~Dan> 🙂
[19:51] <+Josh> In CQC you’re rolling melee vs your opponents melee unless you catch him/her off guard. in which case an instant kill or disarm is very possible.
[19:52] <+Josh> melee combat is supposed to be very fast paced as normally its a trained soldier vs a trained soldier so it quickly becomes escalating rolls to determine who comes out with the least damage.
[19:52] <+Josh> Should you successfully land a blow then the damage is based off of your Strength (-) any Armour modifiers presented by your opponent.
[19:52] <~Dan> Actually, can you address how combat works in general?
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[19:53] <~Dan> (Howdy, JP!)
[19:53] <+open_sketch> oooh
[19:53] <+open_sketch> whats this?
[19:53] <+Josh> sure. The game works off an action point system built around innitiative. Now there are three types of combat: combat, CQC, and breach which is basically like a surprise round. Once we know what type of combat it is all characters roll d20+reaction time.
[19:54] <~Dan> open_sketch: (Link: https://www.kickstarter.com/projects/617305484/no-count-down-tabletop-rpg?ref=discovery)https://www.kickstarter.com/projects/617305484/no-count-down-tabletop-rpg?ref=discovery
[19:54] <+Josh> haha I was about to do that Dan :p
[19:54] <+open_sketch> innnnnnnnnteresting
[19:54] <+open_sketch> you got my attention with “action point system”
[19:55] <+Josh> So now that we have initiative the characters then are able to do what they chose with their aloted AP, move, aim shoot, just shoot, throw a grenade, engage in CQC, try running up a wall, anything within the limits of their action points is fine 🙂
[19:55] <+open_sketch> 😀
[19:56] <+Josh> So say I have the initiative with my Commando, I spend half my action points to bullrush cover, and then I spend the rest of my action points blindfiring over said cover, sure I’m going to cover alot of ground and shoot alot of bullets
[19:57] <+Josh> but my accuracy will suffer for not spending the ap to line up a shot or even fire from the hip.
[19:58] <+Josh> Aiming, shooting, reloading all take action points an this is where weapons find the wide variety as it costs varying AP with different guns. For Example a LMG will be able to spray alot more bullets and do more damage without needing to aim but it will cost more AP to reload then a normal assault rifle or smg.
[19:58] <~Dan> Can you spend all your action points without fear of someone acting first, or is this a kind of “shot clock” system like Feng Shui?
[19:59] <+Josh> You can spend all of your actions points the only fear would be that someone else had a higher initiative and pulled their points for a reaction
[19:59] * ~Dan nods
[20:00] <+Josh> So say you’re watching a door, and after moving there you have enough AP for an aimed shot. you can delay the action and say “I want to react with an aimed shot from this point whenever I see a hostile” as soon as that happens you interrupt initiative to take your shot.
[20:00] <+open_sketch> what does the game look like outside of combat?
[20:00] <+open_sketch> is there any interesting story structure systems?
[20:00] <~Dan> Just like it does inside combat. Only more peaceful.
[20:00] <+Josh> Dan is fairly right
[20:00] <+open_sketch> action points outside combat?
[20:00] <~Dan> 😀
[20:01] <~Dan> (I thought I was being silly, but… go me!)
[20:01] <+Josh> No action points are only involved when initiative is involved
[20:01] <~Dan> How do you determine damage?
[20:02] <+Josh> @Dan good question 😀 damage is determined by the gap of the hit! this means say a player with a pistol shoots an enemy soldier not in cover completely aware he is being shot at.
[20:02] <+Josh> The player rolls a d20+accuracy lets say they get a big ol 15
[20:02] <+Josh> and the Enemy rolls a d20+reaction time, lets say they get an 8
[20:03] <+Josh> how damage works is a sliding scale of fives, so for each five in the difference the more severe the injury, son in this case it would be a -moderate- to severe injury, often enough to kill the average grunt.
[20:04] <+Josh> Now if that grunt had armour that makes it so when he’s injured he treats it as one tier less, it would only be a minor injury, most likely a scrap or through and through somewhere non-crucial to him living.
[20:04] <~Dan> How do weapons affect damage?
[20:05] <+Josh> Weapons affect damage by calibur, some weapons are just more explosive and devastating and treat all injuries at a higher level, for example a hit with a barrett .50 cal sniper is always treat as 2 tiers higher then what was rolled.
[20:05] <~Dan> So you’re saying that combat can only end in tiers.
[20:05] <+Josh> at least in terms of gunplay.
[20:05] <+Josh> but yes
[20:05] <+Josh> there is no Hit point system in No Countdown
[20:06] <+Josh> I as a human being do not have hitpoints, and neither do our characters
[20:06] <+Josh> though they are undoubtedly more sturdy than I
[20:06] <+Josh> (we can hope)
[20:06] <~Dan> (Did you miss the pun, or are you pointedly ignoring it? 😀 )
[20:07] <+Josh> oh tiers and tears
[20:07] <+Josh> took me a second read
[20:07] <+Josh> Dan you are sly.
[20:07] * ~Dan chuckles
[20:07] <~Dan> Stealth pun.
[20:07] <+Josh> someone should lock you up.
[20:07] <~Dan> Probably so.
[20:07] <+Josh> at least we agree on that 🙂
[20:07] <~Dan> 😀
[20:07] <~Dan> Are injuries cumulative?
[20:08] <+Josh> Mmm they can be! if a player is being reckless and starts taking multiple less wounds becuase they are being careless they will eventually gain debuffs. There is a adrenaline system in the game as well as psychological strain system thats in the works
[20:09] <~Dan> Like, what happens if you have a moderate injury and take a minor injury?
[20:09] <+Josh> It depends on where they hit!
[20:09] <~Dan> Oh, there’s a hit location system involved?
[20:09] <+Josh> it I take a moderate injury to my left leg and a minor injury to my arm there’s little fret above the pain
[20:10] <+Josh> yup when aimin you can specifically target wherever you want on the body
[20:10] <~Dan> That’s what the d12 is for, IIRC? Random hit location?
[20:10] <+Josh> and hip/blind fires rely on that magic d12 for allocation
[20:10] <+Josh> 😀
[20:10] <~Dan> There we go. 🙂
[20:10] <+Josh> i got it out dirst 😉
[20:10] <+Josh> first*
[20:10] * ~Dan chuckles
[20:10] <+Josh> the d12 is used exclusively for unaimed shots.
[20:10] <~Dan> Actually, not on my screen. 😀
[20:11] <+Josh> I knew you’d say that :p
[20:11] <~Dan> Do you include any sort of luck/hero/fate/drama point mechanic?
[20:11] <+Josh> So if i’m just spray and praying there’s always the change I could get a random server injury on someones head and just pop them out but the accuracy penalty means the odds of me hitting seriously is lessened
[20:12] <~Dan> Youc an only get a random server injury if you’re firing on the enemy’s computer system.
[20:12] <+Josh> not overly, I’ve always been a fan of ‘luck’ rolls as dictated by the GM but there isn’t really a drama mechanic….now to be fair there is a reward system for the completion of objectives! so the more to the letter of the mission the players play the more they are rewarded
[20:13] <+Josh> but it’s encouraged that you roleplay the person you made instead of following the mission to the letter, that kind of initiative is what sets you apart from the average grunt..
[20:13] <+Josh> For example! in a alpha campaign I did at a local con:
[20:14] <+Josh> The group recieved a secondary objective to capture a mercenary band leader alive, they had managed to detain him and were continuing on with the primary objective and all of the players were distracted.
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[20:15] <+Josh> The npc jumped forward, grabbed the explosive experts sidearm, but the Scout in the group had readied the action so that if the prisoner tried something he could roll off to react, he beat the NPC and hip fire sprayed his submachine gun in response
[20:15] <+Josh> killing the VIP prisoner dead, and reducing the reward for his capture
[20:15] <+Josh> BUT also ensuring the VIP didnt kill any players or compromise the mission.
[20:16] <+Josh> And they did bring the body back with them for confirmation -anyway- so they were awarded partial points.
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[20:16] <+Josh> (done >.<)
[20:17] <~Dan> On a 1-10 scale of gritty-to-cinematic, how would you rate No Countdown?
[20:18] <+Josh> depends on the group! If you have a group of players that want it gritty and dark give them that kind of experience if you have players that want a more -cinematic- experience then sure the dc to jump into that helicopter is 15 and you get a +3 for a running start.
[20:18] <+Josh> it can easily be the game to make your own action movies and stealth spy films in or hyper realistic blood and gore and trauma.
[20:19] <+Josh> Players can die very easily, as they have the same hit allocation parts a npc does! players need to play smart or they will die.
[20:19] <+Josh> or at least get maimed.
[20:19] <~Dan> See, to me, that would seem to preclude “cinematic”.
[20:20] <+Josh> thankfully -cybernetic- limbs and organs are a thing in this setting, so we can be a little forgiving towards injury as long as the player doesn’t just instantly die there’s often a way to save them.
[20:20] <+Josh> maybe but that’s also up to the sessions, if you want to make it more cinematic then simply playing with the stats will give the pcs more survivability and a more cinematic experience
[20:20] <+Josh> >..> I’m just a cruel GM who likes it ruff.
[20:21] * ~Dan chuckles
[20:21] <+Josh> and there -is- a medic class archetype so i mean it’s not like we’re devoid of all possible medical solutions as long as someone thinks to play it.
[20:21] * ~Dan nods
[20:22] <+Josh> But there has to be some level of realism to it or the cinematic experience is lost.
[20:22] <+Josh> And soldiers die.
[20:22] <~Dan> Oh, sure.
[20:22] <+Josh> or at least we all think they’re dead but they comeback later 😉
[20:22] <~Dan> Heh. 🙂
[20:22] <+Josh> possible undercover shenanigans
[20:22] <~Dan> Well, I always try to deal with the way the system works by default.
[20:23] <~Dan> When you start getting into the way a game could work if you changed something, then any game could do anything. 🙂
[20:23] <+Josh> and there can be a campaing without combat! I designed an ‘adventure’ that involved players infiltrating the headquarters for a laser sight manufacturer in the states that the army believed was selling to the enemy.
[20:23] <+Josh> this is true! it’s supposed to be a mix of the gritty reality with cinematic moments then!
[20:24] <~Dan> Fair enough. 🙂
[20:25] <~Dan> Do you have vehicle rules?
[20:25] <+Josh> There are -some- but for the most part if the players are hopping in vehicles shit gets pretty whack. But basically the only rules that would be required would be if the vehicles had weapons.
[20:26] <+Josh> As the vehicles themselves would be covered under the….cover….rues.
[20:26] <+Josh> rules*
[20:27] <+Josh> (done)
[20:27] <~Dan> You mentioned cybernetics. How advanced are those?
[20:28] <+Josh> They work, simulate pain, are not terminator crushing rock strong, we’re talking a workable replacement that aesthetically can be as swag as you want but functionally is without penalty or boon.
[20:29] <+Josh> Unless we’re talking like cybernetic eye pieces or ect…. those would be under the gadgets, and you could also weaponise a limb to provide tertiary fire, customization for stuff like that is pretty open with some examples given in the rulebook under that section.
[20:30] <~Dan> Gadgets, you say? Like, James Bond type stuff?
[20:31] <+Josh> oh yeah, there’s alot, emp tech, radio jammer, infrared, all sorts. I’m working on the final parts of basically advanced suits for soldiers complete with infrared painters, wireless communicay through light pinging, and all sorts of other built in gadgets that will be available to players as they progress
[20:31] <+xyphoid> how much of the game is written?
[20:31] <~Dan> Cool. 🙂
[20:32] <+Josh> @xyphoid at the moment the only thing missing is the psychological strain, end game feats, and gadget lists/individual gadget equipped suits for each class.
[20:32] <+Josh> everything else is done and ready for further beta testing which I already have players lined up for.
[20:34] <~Dan> How morally objective is the setting? Are there any obvious bad guys?
[20:35] <+Josh> eh that depends….one as what nation you opt to play…though the big obvious bad guy is Australia
[20:35] <+Josh> but they’re nursing their wounds at the start of the war
[20:35] <+Josh> But if you’re playing a european nation the big bad is russia/china
[20:36] <+Josh> if you pay russia/china it’s the EU
[20:36] <+Josh> you play america you’re dealing with Afghanistan, and Saudi Arabia
[20:36] <+BlasterKyubey210> So in essence
[20:36] <+Josh> Korea? Korea
[20:36] <+BlasterKyubey210> Pfft
[20:36] <+Josh> japan? all of asia.
[20:37] <+BlasterKyubey210> Never did figure out the problematic part of Korean Unity
[20:37] <+Josh> But they’re all getting involved with everyones wars now, if America thinks it can gain by infiltrating and eliminating a Polish diplomat you damn well bet they will and try to frame any other nation they want.
[20:38] <+Josh> The hacker class feat actually allows them to create false digital leads to other nations in an effort to alter the course of the war and chaos in a way they find beneficial.
[20:38] <~Dan> How much emphasis does the game put on military rank?
[20:40] <+Josh> In terms of individual squad members not much, once you’re into these kind of spec ops groups you all kind of are equal within the group, now there are people your team reports to who gives them missions and so forth and of course a chain of command above that that players…should care for? but honestly a fun campaign
[20:40] <+Josh> could be the players gradually growing the interest to overthrow their own military leaders?
[20:41] <+Josh> who knows maybe two of the players will flip after seeing something to damning of their own nations and start actively trying to sabotage future missions for their country? also sorts of fun stuff. There are superiors who give the orders but they aren’t here ‘in’ the missions so their role is lessened.
[20:41] <+Josh> unless in the cases i mentioned they become invovled in the mission and from that it would probably be up to roleplay and what you think your character would do.
[20:42] <~Dan> What about the PCs’ ability to pull rank on NPCs and to pull strings to get things done, like airstrikes?
[20:43] <+Josh> eh that’s not really a thing, if you’re trying to get into a heavily fortified position AA could be a real possibility, now on some missions sure that could definitely be a thing but that most likely will be set up in the parameters by the gm.
[20:43] <+Josh> it’s not quite like call of duty where every seventh kill you get to call in a helicopter :p
[20:43] <~Dan> 🙂
[20:45] <+Josh> now if players are infiltrating to -find- the spot the bombing run -needs- to hit that would be fine and calling in an airstrike makes sense 🙂 but its most likely going to be a mission objective and not just happenstance
[20:45] * ~Dan nods
[20:45] <~Dan> Is this your first published game?
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[20:46] <+Josh> yup 🙂 now i’ve been making games all my life but normally just kept to friends and close people who help me build them. This is the first time i’m sharing beyond that circle.
[20:46] <~Dan> Cool. 🙂
[20:47] <~Dan> What is your gaming background like?
[20:48] <+Josh> everything 🙂 I started playing pen and paper when I was ten through gamma world and adnd, still play gamma world and dnd (though mostly 4e atm), pathfinder, dragon age p+p, i play cards games, magic, ygo, vanguard, star wars, vs, you name it, as well as owning practically every video game system since snes
[20:48] <+Josh> gaming is very much the biggest part of my life 🙂 besides crippling student loan debt 🙂
[20:49] <+Josh> I’ve also dabble in wargames: 40k, warmachine, infinity, malifeux.
[20:50] <~Dan> Very nice. 🙂
[20:50] <+Josh> yeah I tend to play everythin 🙂
[20:50] <~Dan> So assuming the KS works out, how do you see the game line developing?
[20:51] <+Josh> well first it’s going to be getting the book finished and out to the backers! that’s first priority.
[20:51] <~Dan> Sure. 🙂
[20:51] <+Josh> after that I could see myself opening an online shop for it as well and if sales persist I would gladly on to publishing adventures and supplementary rulesets as it advances. my friend and I did joke about creating a zombie alien supplement for satire’s sake.
[20:52] <~Dan> Heh. That would be entertaining. 🙂
[20:52] <+Josh> or making it available on drivethru rpg if my own online store is not in the cards.
[20:52] <+Josh> I was actually describing the game recently to someone and they said that it sounded to them like a full on roleplay version of xcom minus the aliens
[20:53] <+Josh> he then promptly suggested I add the aliens :p
[20:53] <~Dan> Heehee. 🙂
[20:54] <~Dan> So in what remains of regular time, is there anything we haven’t covered that you’d like to mention?
[20:55] <+Josh> No we actually hit alot of stuff! I’m really glad people seemed pumped about the lore I’m gonna need to go revamp the kickstarter page to include a synopsis.
[20:55] <+Josh> and talking about the rules always helps me further cement the choices i’ve made!
[20:56] <~Dan> Cool. 🙂
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[20:57] <~Dan> Thanks very much for spending time with us this evening, Josh!
[20:57] <+xyphoid> the thing about kickstarter is that you don’t get that chance to explain your game, so you gotta have the unique stuff right there and upfront
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[20:57] <+Josh> And thanks to you Dan for having me! The feedback is super important!
[20:57] <~Dan> As you know, you’re always welcome. 🙂