[19:05] <+ForeverPeople> So, I’m David Sharrock, founder of Forever People and author of the Wyrd system and setting. Wyrd is pretty hard to sum up but you might call it a fantasy, mythology, horror, steampunk RPG. It pretty much needs to be seen to be understood, so I’ll just break off that the lite version is free to download on Drive Thru 🙂
[19:05] <+ForeverPeople> Done
[19:06] <~Dan> Thanks, David!
[19:06] <~Dan> The floor is open to questions. 🙂
[19:06] <~Dan> So let’s see… What would be the easiest way to break down the setting a bit?
[19:06] <+ForeverPeople> Just before we start in on Wyrd itself…
[19:07] <+ForeverPeople> I also wanted to mention that I’ll be giving away a free copy of all three core books (in PDF format) at the end of the Q&A to someone in chat. Not sure of the criteria yet for who wins…
[19:08] <~Dan> I would suggest at least narrowing it down to people who ask you questions. 🙂
[19:08] <~Dan> And go from there. 🙂
[19:08] <+ForeverPeople> Yes. I had planned that at least. And I’ll need anyone willing to give me an email address too.
[19:08] * ~Dan nods
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[19:09] <+ForeverPeople> The setting: this is going to be hard to explain in a sentence because it’s pretty vast. I suppose I’ve taken the classic method by starting with a mythology then building from there, up to the present day, which is when the Age of Thaw setting is based and where the game takes place.
[19:10] <+xyphoid> what do PCs do in this game? what’s a ‘standard adventure’ look like?
[19:12] <+ForeverPeople> Well, to begin with PCs are not human. There are no humans. The principle race are the wyrmen, humanoid but born of a mixture of divine seed and oak.
[19:12] <@Silverlion> Why do they not have noses in the cover art?
[19:12] <@Silverlion> (I’ve not DLed it yet, just curious)
[19:14] <+ForeverPeople> Hey Silverlion, the sensory organs of the wyrman are vision and most of the rest of his interaction with his environment comes through his ‘gia’, a kind of fleshy hood that frames his head. The eyes are literally windows into his soul, which is why they glow with a divine light.
[19:15] <@Silverlion> That’s very different. I don’t see a hood in the art?
[19:15] <~Dan> Huh. So far, the game is living up to its name. (In a good way.) 🙂
[19:16] <+ForeverPeople> It looks different depending on the race. There are several offshoots of the wyrman, including the Elkenwyr who are probably more like Ents than anything else.
[19:17] <+ForeverPeople> Yes, the name has several reference points 🙂
[19:18] <+ForeverPeople> Wyr-women are more humanoid than the males. The image on the front of the System/Setting book is of a Vanyirborn, which is an immortal daughter of the gods, so she also looks a little different.
[19:19] <+ForeverPeople> (done btw)
[19:19] <@Silverlion> Interesting.
[19:19] <~Dan> So all of the PCs are plant-based?
[19:19] <+Songtress> So we have tree people?
[19:19] <@Silverlion> So tell me about the system, what is it like, is it skill based?
[19:20] <+Songtress> Do they look like Ents or… far more humanoid with leafy/plant features?
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[19:21] <~Dan> (Howdy, RandBrittain!)
[19:21] <+ForeverPeople> Hey Songtress, not exactly. Elkenwyr are tall (12ft) powerful with bark-like flesh and long thin limbs. Their faces are more elk like than anything and their gia extend outward as antlers. They have the ability to generate plasma between the antlers, which they can fire as a ranged weapon.
[19:22] <@Silverlion> Plasma is kinda science term for a fantasy game…rather than “Lightning.”
[19:22] <+ForeverPeople> The system is skill based but uses a method of multi-dice rolls which I don’t think many gamers will be used to. I’ve tried to create something unique.
[19:22] <@Silverlion> (Anyway I’ve got to go….take care..)
[19:22] <+ForeverPeople> Wyrd is definitely cross-genre. Fantasy, horror, steampunk, scifi, all sorts.
[19:22] <~Dan> (Poor Sil’s not feeling well. 😦 )
[19:22] <+ForeverPeople> Thanks for your questions Silverlion 🙂
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[19:23] <+ForeverPeople> Sorry to hear that. Get well soon!
[19:23] <+Janus> What sort of multi-dice system ?
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[19:24] <~Dan> (Welcome to #rpgnet, Guest92! Please set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:24] <~Dan> (Howdy, MonkofLords!)
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[19:24] <+ForeverPeople> Hey Janus. Rather than rolling dice aiming for a value, there’s a kind of binary system. So you might roll a bunch of dice and you’re aiming to roll 1s in order to succeed. The more 1s you roll, the more you succeed. All other numbers are fails.
[19:25] <+Janus> on how many sided die?
[19:25] <+Songtress> 1s?
[19:25] <+ForeverPeople> to quote the rules ‘instances of (1)’
[19:25] <+Janus> D6? D10? D4?
[19:26] <+Janus> d2?
[19:26] <+ForeverPeople> all the polygons. The number of sides on the dice indicate the probability of success.
[19:26] <+Janus> hmmmm, ok That will be interesting to code. 🙂
[19:26] * ~Dan chuckles
[19:26] <+ForeverPeople> So if you possess high skill levels in a certain attribute, you’ll roll low polygons, d4 or d6.
[19:27] <~Dan> Janus here is our excellent server admin and online dicebot maker upper. 🙂
[19:27] <~Dan> What determines the number of dice rolled?
[19:27] <+Janus> so, if I had a 10 skill level, I would likely rill 10d6 looking for as many 1’s as I can getm right?
[19:27] <+Janus> *roll
[19:29] <+ForeverPeople> Right. The attributes are broken down into Core Characteristics to give a base value (number of dice in the roll) and then individual skill sets belong to the parent Core Characteristics (I called them Active Abilities because they’re actively used)
[19:29] <+ForeverPeople> So the number of dice is informed by the basic ability then increased by focused skills.
[19:30] <+ForeverPeople> If a task is difficult the GM can increase the polygons. If it’s easy, decrease them.
[19:30] <+Janus> yes, but the mechanics is still the same, X number of Y sided dice, lookingo for as many 1’s as I can get.
[19:30] <+Janus> I can code that easily enough.
[19:30] <+ForeverPeople> Yes, you want as many instances of 1.
[19:31] <+BlasterKyubey210> So any stupid “Freaking Muscle Memory” jokes that might happen?
[19:31] <+BlasterKyubey210> Usually, unless it’s a Roll under system, 1s are usually dreaded
[19:31] <+ForeverPeople> It allows players to roll sometimes stupidly large handfuls of dice without requiring a calculator.
[19:31] <~Dan> So attribute = number of dice, skill = size of dice?
[19:32] <+ForeverPeople> No, the number of dice is informed by the value of the Core Characteristic + Active Ability, then the polygons are increased or decreased depending on certain factors.
[19:33] <~Dan> Oh! Okay. And what die type is the default?
[19:33] <~Dan> (Sorry. I’m clearly a bit slow this evening. -_-)
[19:33] <+ForeverPeople> You’re slow? I’m usually in bed two hours ago lol 🙂
[19:33] <~Dan> Yes, and you’re doing better than I am. Sad, isn’t it? 🙂
[19:34] <+ForeverPeople> So the base dice are d6. There are four levels of difficulty called Difficulty Dice (DD for short) and the number is either 1,2,3 or 4 depending on how hard the task is. So DD1 changes the dice to d8, DD2 changes them to d10, DD3 to d12 and DD4 to d20
[19:35] <~Dan> Okay, I’m up to speed now.
[19:35] <~Dan> Do you have a character sheet posted somewhere, perchance?
[19:35] <+ForeverPeople> Evident Ease reduces difficulty. Difficulty Dice swaps all the dice but Evident Ease swaps only a number of dice with d4.
[19:36] <+ForeverPeople> Yes. Is it ok to post links?
[19:36] <~Dan> Absolutely. In fact, it’s encouraged. 🙂
[19:36] <+ForeverPeople> Great. Here’s some free character sheets (Link: http://www.drivethrurpg.com/product/143521/Wyrd-Alternate-Character-Sheets)http://www.drivethrurpg.com/product/143521/Wyrd-Alternate-Character-Sheets
[19:37] <~Dan> Give me just a moment to snag that…
[19:37] <+ForeverPeople> And anyone who fancies downloading the free version of Wyrd which is pretty much the full version but with some Greek text redacted bits and pieces (Link: http://www.drivethrurpg.com/product/141866/Wyrd-System–Setting-Free-version)http://www.drivethrurpg.com/product/141866/Wyrd-System–Setting-Free-version
[19:38] <+ForeverPeople> You can play a basic game with the free version. Some of the more advanced character classes and the reference section are omitted.
[19:38] <~Dan> Hmm… Interesting breakdown of the Core Characteristics.
[19:40] <~Dan> Now, I see you have a detailed breakdown of where equipment is carried. What was your thinking there?
[19:40] <~Dan> Wow… Right down to the rings on individual fingers, no less!
[19:41] <+ForeverPeople> Equipment plays a major role. I’ve tried to embrace some of the more modern aspects of MMORPGs as well as the old school tabletop classics. Gear and the acquisition of shiny stuff is a large part of the game and a large part of what turns a character into an epic hero
[19:42] <+ForeverPeople> There’s no real levelling up system, other than improvements in skill sets and combat abilities.
[19:42] * ~Dan nods
[19:43] <+ForeverPeople> This was a risk because I know a lot of gamers don’t like the idea of mixing computer or online RPG with tabletop.
[19:43] <~Dan> Speaking of equipment, can you say a bit about the tech level of the setting? What’s the steampunk aspect?
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[19:44] <~Dan> (Howdy, Cassiemouse!)
[19:45] <+ForeverPeople> The tech level differs depending on the location. There are several civilisations, interspersed with ‘badlands’. There’s steampunk, medieval, classic fantasy, Victoriana, something akin to ancient Rome – tech ranges from swords/sorcery to missiles and firearms.
[19:46] <~Dan> Really? Missiles?
[19:46] <+maxmahem> what is the magnitude of the typical die pool?
[19:47] <+ForeverPeople> Yes, gunpowder has been invented/discovered. The use of tech depends largely on the religious belief of the nation in question. In the north where steampunk is the theme, there’s a monotheistic cult akin to Christianity who abhor all forms of magic (in fact magic is outlawed), giving rise to tech in its place.
[19:48] <+xyphoid> what do PCs do in this game? what’s a ‘standard adventure’ look like?
[19:48] <+ForeverPeople> hey maxmahem, all the dice are used, from d4 to d20. d6 are the most commonly used.
[19:48] <+maxmahem> well I mean how many would you typically throw at once?
[19:49] <+ForeverPeople> I’ve tried to produce enough detail that a group can pretty much take on the setting as they like, exploring freely or focusing on rumours. The choice of character class (Creeds) will decide what the group do for the most part. Whether they act as mercenaries or explorers, travelling gentry or diplomats. The options are pretty much endless
[19:50] <+ForeverPeople> The number of dice can get crazy. In playtests I think the most rolled were thirty at one go.
[19:50] <~Dan> What prevents the higher-tech civilizations from running over the lower-tech ones? Is magic a sufficient check on technology, and do any civilizations use both?
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[19:51] <~Dan> (Howdy, egyptian!)
[19:52] <+ForeverPeople> Yes, magic prevents technological supremacy. The polytheistic cults have outlawed technology. Firearms are considered an affront to the naturalistic ideologies of those civilisations. The monotheists consider magic in the same way. So there’s a real schism between old world and new world.
[19:53] <+ForeverPeople> By the way, if I miss anyones’ questions please let me know. I’m a bit blurry. Might have to get another coffee here in a sec.
[19:53] <~Dan> No problem, David. Want to take a quick break to do that?
[19:54] <+ForeverPeople> If that’s ok. Don’t want to fall asleep on the keyboard. If I start posting things like gjhgldiy;aeodiwe you know that’s happened.
[19:54] <~Dan> Yes. You’ve either fallen asleep or been attacked by kittens.
[19:55] <~Dan> So how advanced is the tech in the high-tech civilizations? Is it equivalent to stereotypical Victorian steampunk, with zeppelins, ironclad ships, cartridge ammo, etc.?
[19:56] <+Cassiemouse> CatBot 9000 is ready and willing to type for you. However, there are still some errors in dictation.
[19:57] <+ForeverPeople> Back, and the kittens are all restrained.
[19:57] * ~Dan chuckles
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[19:59] <+ForeverPeople> I’ve tried to avoid stereotypes. The steampunk is very much mixed up with the fantasy. Steamtech and electratech (electricity – very much frowned upon by magic users) is born in a sort of hotbed vertical high rise city called Stratum. The entire city is like a giant steam based power generator.
[19:59] <+ForeverPeople> There are no zeppelins but there are giant tortoises which carry village-sized gondoliers on their backs. It’s the main form of transport after the railway.
[20:00] <~Dan> Slow and steady? 🙂
[20:00] <+ForeverPeople> Given their size, what they lack in speed they make up for in stride.
[20:00] <~Dan> Heh. Fair point. 🙂
[20:00] <+ForeverPeople> And if your transport is attacked it just hides in its shell until the peril is passed.
[20:01] <~Dan> I’m afraid to ask what would attack a town-sized tortoise.
[20:02] <+ForeverPeople> A perfect opportunity to introduce the Wyrd Pandemonium (the setting bestiary). There are some pictures at this link (Link: http://www.drivethrurpg.com/product/141868/The-Wyrd-Pandemonium)http://www.drivethrurpg.com/product/141868/The-Wyrd-Pandemonium
[20:03] <~Dan> Those are some seriously freaky beasties.
[20:03] <~Dan> Fantastic artwork, by the way.
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[20:04] <+ForeverPeople> Thankyou. Those are mine. I’ve used a lot of creative commons stuff too. The three books cover a million words altogether so there were more pages than I could comfortably afford to fill with original art or my own.
[20:04] <~Dan> Really? You are a talented artist, sir.
[20:05] <+ForeverPeople> Thankyou.
[20:05] <~Dan> The only drawback is that there is no way I could describe those things to my players. 😀
[20:05] <+ForeverPeople> Hence the pictures 😉
[20:05] <~Dan> “You see a… Well, it looks like a… Oh, dammit, HERE.” *shows picture*
[20:06] <+ForeverPeople> Each entry in the bestiary comes with a description to read aloud too.
[20:06] <+ForeverPeople> And a picture.
[20:06] <~Dan> I see the words “Fell” and “Fae” there. Can you explain what they mean in this context?
[20:06] <~Dan> (And that’s handy, re: the descriptions!)
[20:07] <+BlasterKyubey210> Yea, though honestly, showing your players a picture feels like a minor irritation so it’s nice that each entry has a picture and a description
[20:08] <+ForeverPeople> Sure. The Fell are the spawn of Gungin, the spirit of chaos. As a result of events that are a bit long winded to cover in one sentence, Gungin has broken into the corporeal world through a rift called the Gungin Gap. The Fell are what come crawling out of that. They have their own city, which kind of festers on the edges of the gap.
[20:08] <+ForeverPeople> The fae are the indigenous (but no less bizarre) lifeforms of the setting world, Yarnia.
[20:08] <~Dan> Ah, I see.
[20:08] <~Dan> A city of chaos-spawn? I suspect poor urban planning.
[20:09] <+ForeverPeople> Very poor, though it has a weird symbiotic relationship with the neighbouring wyrman civilisation who have done their best to introduce some municiple aspects. Luckily Fell don’t generate sewage.
[20:10] <~Dan> Heh. 🙂
[20:11] <~Dan> So, I have a bit of a general question…
[20:11] <+ForeverPeople> sure.
[20:12] <~Dan> It seems like Wyrd would have a similar issue to that with other strange, detailed settings, such as Mechanical Dream and Talislanta: namely, having players feeling lost and GMs unsure of what to do.
[20:12] <~Dan> Any thoughts on the subject?
[20:14] <+ForeverPeople> Yes. The previous question about adventures is addressed more in the book I haven’t released yet, which tackles this more. Players acquire more of a structured method of play with a list of rumours to investigate, each rumour a plot hook to a one session adventure which provides some linear structure.
[20:15] <+ForeverPeople> The wyrmen are also a lot more humanoid than alien in feel once you start playing them. Players tend to forget the unusual visual aspects and adopt regular character personalities.
[20:15] <~Dan> Hmm… That’s certainly handy, but does it help with what looks like a steep learning curve regarding the setting as a whole?
[20:15] <+willows> From the art it seems like wyrmen are basically just people without noses. Why make them not-people at all?
[20:16] <+ForeverPeople> A fair question. I’ve tried to present the setting as something that most gamers will find familiar to some extent but with unusual aspects. I’ve marketed the game as something for experienced players who fancy trying something outside their comfort zone for this reason.
[20:17] * ~Dan nods
[20:18] <+ForeverPeople> Hey willows, I’ve tried to create something a little different. There are a lot of games where humans take the central role. I wanted to try something where humans were actually unusual, if not omitted altogether, without presenting something overtly alien that players couldn’t relate to.
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[20:18] <~Dan> To be clear, I’m certainly not criticising the game for being strange. That’s a big part of the appeal, as I see it. It just seems like strange, unique settings are a bit of a double-edged sword.
[20:18] <~Dan> (Howdy, Ettin!)
[20:20] <+ForeverPeople> I’m happy to field any viewpoints, critical or non critical 🙂 I agree very much with that. However, I also feel there’s a lot of material out there and as a game designer I feel a certain responsibility to keep what I do fresh and interesting. RPG has a tendency to get stuck in the mud sometimes.
[20:21] <~Dan> Certainly.
[20:21] <+ForeverPeople> I get what you mean though, expecting players to take on something completely new.
[20:21] <+ForeverPeople> It can be daunting.
[20:22] <~Dan> So in terms of the bestiary, for example, can you give a rough percentage of the familiar to the unfamiliar, assuming there’s any of the former at all? Are there dragons, goblins, etc., for example?
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[20:22] <~Dan> (Howdy, Monochrome_Tide!)
[20:23] <+ForeverPeople> For traditionalist gamers there’s certainly the familiar. You might say orcs are there, and goblins, in different guises and sub-races. The type of creature is less important than the way they behave. Some of the behaviour patterns of the creatures, particularly those that come from other planes, can be very bizarre.
[20:24] * ~Dan nods
[20:24] <+ForeverPeople> The Naderfell are similar to dragons, in that there’s a limited amount of them, they’re all named and extremely powerful. They resemble dragons in some ways, and have the seem feel about them.
[20:25] <+ForeverPeople> There’s also certain familiarities with MMORPGs. Fell, for example, revert to the raw stuff of chaos when they’re killed. These chaos stones are then routinely traded and can be used to create magical effects or energy.
[20:25] <~Dan> Heh. That’s rather clever. 🙂
[20:26] <+ForeverPeople> Players can spend their entire game, if they like, grinding through Fell, then use what they collect to generate wealth and gear.
[20:26] <~Dan> Speaking of magic, what form(s) does it take, and how powerful is it?
[20:27] <+ForeverPeople> Magic is a major aspect after equipment. Sorcery vs technology is an important dynamic. There are numerous schools of magic but all of them are based in the use of runes. All characters can cast magic, but only trained magic users can specify schools and get access to the longest lists of spells.
[20:29] <+ForeverPeople> Geomancers, for example, work with runestones, drawing magical energy from an enormous mystical stone that stands at the heart of their school (literally a school of magic).
[20:30] <+ForeverPeople> Wytches cast elemental magic and Wythians use druidic magic, standing stone portals and magic more familiar to the D&D style.
[20:31] <~Dan> What (if any) limiters are on magic? Is this a magic point system, for example?
[20:32] <+ForeverPeople> The magic casting system is based on the same multi-dice method. Dice, in this instance, represent runes. Runestrings are determined using a set system, or a reference given in the spell description, then players roll a bunch of dice and attempt to match the string.
[20:33] <+ForeverPeople> Nudges are awarded based on magical ability, allowing the rolled dice to be changed so they can be ‘forced’ to match the runestring.
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[20:33] <~Dan> (Howdy, jeffszusz!)
[20:33] <+jeffszusz> hihi
[20:35] <+ForeverPeople> There are also magic points in the form of magical energy. A typical manna system which prevents magic users from becoming all powerful.
[20:35] * ~Dan nods
[20:36] <+ForeverPeople> Magical energy is either gained through religion or, more easily, by converting chaos stones collected from dead Fell.
[20:36] <~Dan> Hmm. So all secular magic is dependent upon slaying Fell creatures?
[20:37] <+warcabbit> Blood for the blood god!
[20:37] <+warcabbit> That really doesn’t sound like a system that can have any potential drawbacks, ethically.
[20:38] <+ForeverPeople> Yes. Which, as you can imagine, puts the Fell in a rather tenuous position. Luckily, when they die, they merely ‘respawn’ from the Gungin Gap. Over harvesting is a problem though and as the chaos stones tend to be a major form of currency in the setting the wyrmen have lots of checks in place to prevent over harvesting.
[20:38] <+ForeverPeople> hey warcabbit – Fell aren’t considered equal by the wyrmen so ethics don’t matter. The Fell probably have their own opinion 😉
[20:38] <+warcabbit> Wait, do they respawn as themselves or as new people?
[20:38] <+BlasterKyubey210> Yea, how do Fell Souls work
[20:38] <+BlasterKyubey210> (or their closest equivants)
[20:39] <+jeffszusz> can you play as the Fell
[20:39] <+jeffszusz> ?
[20:39] <+ForeverPeople> Fell don’t have their own souls. They are small chips of the soul of Gungin, the spirit of chaos, and represent a kind of blasphemy against nature by their very existence in the universe, especially on Yarnia which is considered the ‘cradle of creation’ and divine by right.
[20:39] <~Dan> Only if there’s not a secular wizard in the party, apparently! 😀
[20:40] <~Dan> “I need some more juice for this spell. Sorry, Hank…”
[20:40] <+ForeverPeople> You could, but you wouldn’t last long unless all players were Fell. As Dan said, Fell are an endangered species, despite being (in real terms) immortal.
[20:40] <+warcabbit> Right, but do they respawn, or re-spawn?
[20:41] <+warcabbit> As in, do they come back to life, or are you actually offing the Fell and a new Fell is born?
[20:42] <+ForeverPeople> Some respawn as themselves. If Gungin decides the Fell creature didn’t work the first time around he might produce something a bit different. There is the infamous case in Gungingeth (city of the Fell) where a Shabble warlord purposely recaptures the same Orflin every time it respawns, then tortures and kills it for the entertainment of the masses.
[20:43] <+BlasterKyubey210> Ah but beyond that, anything can happen when a Fell gets offed (temporary)
[20:43] <+ForeverPeople> Yes. If Gungin decides to create something new and hellish for the mere fun of it he will. This makes for a very flexible bestiary, potentially.
[20:44] <~Dan> Gungin sounds a bit like Abhoth.
[20:44] <~Dan> (Link: http://en.wikipedia.org/wiki/Clark_Ashton_Smith_deities#Abhoth)http://en.wikipedia.org/wiki/Clark_Ashton_Smith_deities#Abhoth
[20:44] <+BlasterKyubey210> Yea… thus there are several “Unidentified Fell” species running around thanks to that in the mix
[20:44] <+BlasterKyubey210> At least theorectically
[20:44] <+ForeverPeople> Fell stones are also varied in their power. If you slay a major Fell, like a Naderfell (equivalent of most campaign dragons) you’re looking at a lifetime of wealth and magical energy. But then again, everyone is trying to kill the big ones and few succeed. It’s a form of Darwin’s law.
[20:45] <~Dan> Heh. 🙂
[20:46] <+BlasterKyubey210> So on the matter of the Unidentified Fell, any examples in the lore/stories assosiated iwth the UFs?
[20:46] <+BlasterKyubey210> (or UIFs)
[20:46] <+ForeverPeople> Yes, very much like Abhoth. I’m a big fan of Lovecraftian stuff like this. Call of Cthulhu has been a major influence.
[20:46] <~Dan> How would you describe the morality of the setting? Black and white? Shades of gray?
[20:47] <+ForeverPeople> Unidentified Fell lore exists, certainly. There are examples in the existing bestiary. Some pretty horrific stuff wanders about on the northern banks of the Gungin Gap. The city on the southern side tends to monitor carefully what crawls out and if it’s too hideous they send it north. Even a city of pure chaos has to have some standards.
[20:47] * ~Dan chuckles
[20:48] <~Dan> That’s funny. 😀
[20:48] <+ForeverPeople> Morality is.. unique. Actually, theology is a massive theme and one that led to plenty of discussion in play tests (to my delight).
[20:48] <~Dan> “Okay, I don’t like to judge, but… that’s just too many damn pseudopods.”
[20:48] <+ForeverPeople> 🙂
[20:48] <+BlasterKyubey210> Essentially, the answer of Morality is “Good question”
[20:49] <+BlasterKyubey210> or alternately “Covers the full spectrum, including Blue and Orange”
[20:49] <+ForeverPeople> I should also add that there’s a morality system, which rewards characters who play to type.
[20:50] <~Dan> How about the level of action in the game? Would you describe it as gritty? Cinematic?
[20:51] <+ForeverPeople> Action depends on the player group. I played with two groups in playtests. One chose to play as Soul Reapers, essentially mercenaries who spend their lives hunting Fell and trading fell stones. That game was crazy. The other group delved more into the cults, magic and travelled a lot. They saw a lot more of the world and killed a lot less of it.
[20:52] <~Dan> Well, I was thinking more in terms of what the system supports rather than playstyle.
[20:52] <~Dan> Like, by default, how deadly is combat?
[20:53] <+ForeverPeople> It doesn’t really support any specific style, was my point. Combat, for example, is reliant on the players choosing their foes carefully. If they head out to the north side of Gungingeth they’re ‘gonna have a bad time’ but if they take their time to establish how the world works and what foes are within their capabilities they can survive.
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[20:54] <~Dan> Ah, I see.
[20:54] <+Lin_Chong> Morning.
[20:54] <~Dan> (Howdy, Lin_Chong!)
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[20:54] <~Dan> So in what remains of “regular” time, is there anything we haven’t covered that you’d like to bring up?
[20:54] <~Dan> (Howdy, SolutionCat!)
[20:56] <+ForeverPeople> Sure. My website is (Link: http://www.foreverpeople.co.uk)www.foreverpeople.co.uk and if anyone wants to find out more about Wyrd and about the things I have planned for Forever People this year they are most welcome there. And a reminder that the free system/setting for Wyrd is here (Link: http://www.drivethrurpg.com/product/141866/Wyrd-System–Setting-Free-version)http://www.drivethrurpg.com/product/141866/Wyrd-System–Setting-Free-version
[20:57] <+ForeverPeople> And just want to say thanks for giving me the opportunity to talk about my favourite subject (as in RPGs) and to meet some new folks 🙂
[20:57] <~Dan> Absolutely, David! And please know that you are always welcome to do so here. 🙂
[20:57] <~Dan> Quite a few game authors hang out with us on a regular basis. Like SolutionCat over there, for example. 🙂
[20:58] <+ForeverPeople> Yeah, I will definitely be popping in from time to time. Right now though, bed summons me. Oh, and I’ve decided to award a copy of all three Wyrd core rulebooks to the first person in chat who emails me at: firstname.lastname@example.org
[20:58] <~Dan> Fair enough. 🙂