[20:09] <+DavidOkum> Well, as you may or may not know, I run Okumarts Games. I make a bunch of paper minis and print and play games I sell on RPGNow and other game sites. (Link: http://www.rpgnow.com/browse/pub/3639/Okumarts-Games?term=okumart)http://www.rpgnow.com/browse/pub/3639/Okumarts-Games?term=okumart
[20:10] <+DavidOkum> I am running my second Kickstarter called Save the Day. It is a rules lite Superhero RPG. (Link: https://www.kickstarter.com/projects/758595332/save-the-day-super-powered-role-playing-game)https://www.kickstarter.com/projects/758595332/save-the-day-super-powered-role-playing-game
[20:11] <+DavidOkum> We are doing very well and getting into the fun Stretch Goals.
[20:14] <+DavidOkum> If there are any questions about the game, I hope I can answer them for you!
[20:14] <~Dan> Thanks, DavidOkum! The floor is open to questions!
[20:14] <~Dan> So what is the premise of the game?
[20:15] <+DavidOkum> The idea behind the game is to make a superhero game that could be picked up in an evening and played quickly.
[20:15] <+DavidOkum> I love superhero games, but the process of character creation and game systems really can be daunting, especially for new or young players.
[20:15] * ~Dan nods
[20:16] <+DavidOkum> Save the Day has two levels of play that are cross compatible: Basic and Advanced.
[20:17] <+DavidOkum> Basic lets you mix and match Origins and Classes and you can create a character in under 10 minutes. Advanced lets you do the same thing, but you can also TWEAK the character, making it more specific to your tastes.
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[20:18] <~Dan> Is this a specific setting?
[20:19] <+DavidOkum> The ‘default’ setting is a place called Superior City. Sort of a Metropolis on the skids, but the game is designed to let players pick and choose a setting. It’s quick enough to make characters that you could populate a city of supers in a short period of time.
[20:20] <+DavidOkum> The setting is really based on my ancient Champions campaign from 1981-1997, then back up from 2004- now.
[20:21] <~Dan> Is there a default power level?
[20:21] <+DavidOkum> The Basic Game is aimed at creating starting supers. Somewhere around Nightwing/Batgirl… just one level up from sidekick.
[20:22] <+DavidOkum> It will be possible to play other power levels with the books fairly easily. Epic is pretty powerful (JLA/Avengers)… Cosmic is more mind blowing than anything (seems more like Deities and Demigods to me).
[20:23] <~Dan> I note that you use non-powered heroes as examples there. Is that intentional?
[20:23] <+Motulev> since no-one else is asking it, I will, what’s the core mechanic like?
[20:23] <+DavidOkum> Not intentional as far as I can see, but two of my favourites for sure.
[20:23] <+DavidOkum> Hi Motulev.
[20:24] <+DavidOkum> The core mechanic is called the Ability Check.
[20:24] <+DavidOkum> It’s a 1d6 roll, added to the sole Characteristic called Ability. This number is then compared to a Target number or a challenged roll.
[20:25] <+Motulev> ok, nice and simple
[20:25] <+DavidOkum> Damage is calculated from how well you hit with mods added for Talents, Powers, Gear, etc.
[20:25] <+DavidOkum> So with one roll you figure out if you hit (if you miss you might be a target if the opponent has the Counterattack Talent) and how much damage you do.
[20:26] <~Dan> Before we get too far into the mechanics, you’d mentioned posting a character sheet?
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[20:26] <~Dan> (Welcome, Guest! Please set your name with the /nick command. 🙂 )
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[20:26] <~Dan> (Or not.)
[20:26] <+DavidOkum> Ah, yes. I am posting a Basic Sheet (actually two.. one Origin and one Class sheet) here: (Link: http://okumarts.com/Screen%20Shot%202015-04-30%20at%209.48.12%20PM.png)http://okumarts.com/Screen%20Shot%202015-04-30%20at%209.48.12%20PM.png
[20:27] <+DavidOkum> I also have an advanced sheet, but this one seems to really get people talking. 🙂
[20:27] <~Dan> So let’s see here…
[20:28] <~Dan> This is one character sheet we’re looking at?
[20:29] <~Dan> (Whoops… brb.)
[20:29] <+DavidOkum> There are two sheets placed side by side. An origin sheet (left) beside a class sheet (right). There are 10 origins and 10 classes in the basic rules, with more added with sourcebooks.
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[20:30] <~Dan> (back)
[20:31] <+DavidOkum> Based on the campaign level the player simply chooses Panel Powers (that can be used every Panel … one Panel is basically one game turn) and then an issue power from each as well (can only be done once per issue… or game session).
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[20:32] <~Dan> So some powers come from origin and some from class?
[20:32] <~Dan> (Howdy, Le_Squide!)
[20:32] <+DavidOkum> So for the Default level, you would choose one Panel Power from the Origin and one from the Class sheet. Then you would choose one Issue Power from the Origin and then the Class Sheet… Choose Talents (6 at this level.. there can be some overlap for most Talents) and then Dark Secrets. ..
[20:32] <+DavidOkum> That’s about it..
[20:33] <+DavidOkum> It’s about mixing and matching. You could play a Construct/Blaster or a Highly Trained/Crimefighter. Lots of mixing and matching.
[20:34] <~Dan> Hmm. That’s pretty clever. 🙂
[20:34] <+DavidOkum> For the Basic Game that helps really speed up character creation, while still providing a large variety of character options.
[20:34] * ~Dan nods
[20:34] <~Dan> I can see that.
[20:34] <~Dan> Now, regarding Ability… What does that represent?
[20:34] <+DavidOkum> Then there is a picture you can choose and then colour in. Kids like the colouring in and designing a costume bit.
[20:36] <+DavidOkum> Ability is a general “catch all” of how Competent the character is at succeeding at a task. Kids and infirm get a 1 Ability. To succeed at a basic Task they need a Target total of 6. Adding a d6 to 1 Ability means you succeed on a 5 or a 6.
[20:36] <+DavidOkum> Difficult Tasks are Target 9, Impossible Tasks are Target 12, Heroic Tasks are Target 15, Super Heroic 18, etc. etc.
[20:36] * ~Dan nods
[20:37] <+DavidOkum> Powers and Talents and other modifiers add to this.
[20:38] <+DavidOkum> I’ve been toying with this since I created a game called Space Station DK (a board game about a space station falling out of orbit). That became Katana Schoolgirls vs Zombie Furries and later, in a more simplified format, Snowball Wars.
[20:38] <~Dan> So is Ability analagous to “level”?
[20:38] <+DavidOkum> Superheroes seemed the next logical step.
[20:38] <+DavidOkum> I suppose that’s one way to look at it. Starting characters and average Jills start at 2 Ability.
[20:40] <~Dan> Would it be fair to say that Talents cover what in other games would be both attributes and skills?
[20:40] <+DavidOkum> Experienced professionals are 3 Ability, Outstanding Heroes are 4 Ablity. I’ve mostly limited Ability to 4, though superpowers can increase it.
[20:40] <+DavidOkum> Yes. Talents also describe if a person has high Strength, for example with Mighty. High Con would be Toughness, etc.
[20:41] <~Dan> What is Physical?
[20:42] <+DavidOkum> Powers and Talents build with Ranks. The more ranks you have with a Talent or Power, the greater the effect. You can never buy a Talent or Power to a Rank above your Ability.
[20:42] <+DavidOkum> Physical describes tasks such as Skiing, Climbing, performing stunts…
[20:43] <+DavidOkum> For example, if Batman jumped from one rooftop to another he would roll Physical + Ability +1d6 to see if he made it (most likely a Target 6)
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[20:44] <~Dan> (Howdy, Acenoid!)
[20:45] <+Acenoid> hi
[20:45] <+DavidOkum> Hello Acenoid!
[20:45] <+DavidOkum> We are just chatting about my Kickstarter game: Save the Day.
[20:45] <~Dan> Speaking of Batman, how would you create a “super-skilled” character?
[20:46] <+DavidOkum> He’d probably be a Highly Trained/Crimefighter.
[20:46] <+DavidOkum> His “powers” would be more Super Talents than anything
[20:46] <~Dan> So bonuses to various Talents?
[20:47] <+DavidOkum> Powers such as “I am the Night” which makes it virtually impossible to spot the hidden character unless you had an Enhanced Sense Power.
[20:48] <+DavidOkum> And some Issue Powers like Genius Deduction that adds +6 to any one roll in the issue.
[20:48] * ~Dan nods…
[20:49] <+DavidOkum> Yeah, some powers are really just Talents on steroids, tripling the effect of one rank of talents.
[20:49] <~Dan> Would the same combination be used to create a highly focused “super skill” type, like Hawkeye/Green Arrow?
[20:49] <+DavidOkum> So it’s quite possible to play with no super powers involved.
[20:49] <+DavidOkum> I would probably go for a Highly Skilled/Weapon Master
[20:49] <+DavidOkum> For Green Arrow types.
[20:50] <~Dan> Nice. You clearly gave these combinations a lot of thought!
[20:50] <+DavidOkum> That allows for Trick Shot, which emulates other powers using gear, etc. So you could have sticky, entangle arrows, or arrows that explode.
[20:50] * ~Dan nods
[20:51] <+DavidOkum> Yeah, when I made the game originally it started as race/class combos a la 1st Ed. D&D
[20:51] <+DavidOkum> It eventually evolved.. I was using Labyrinth Lord as a base back then.
[20:52] <+DavidOkum> When I did my Kickstarter for Darkfast Dungeons last summer I thought, “why not just use this game system? It would play so much faster!”
[20:52] <~Dan> It definitely looks like it’s own thing. The closest thing it resembles to me is one of the early versions of the game Danger Patrol.
[20:52] <~Dan> In that one, you’d combine descriptors and character types, like “Acrobatic” and “Commando”.
[20:53] <~Dan> Or “Robot” and “Detective”.
[20:53] <~Dan> Similar concept.
[20:54] <+DavidOkum> Ah.. ok.. yeah.. That would be similar in nature to this, although you can fine tune the kind of Weapon Master you are or the kind of crime fighter you become when you pick and choose the powers.
[20:54] * ~Dan nods
[20:54] <~Dan> Now, you mentioned tweaks in the advanced version?
[20:55] <+DavidOkum> You could have two Construct/Crimefighters on the same team and have two very different characters.
[20:55] * ~Dan nods
[20:55] <+DavidOkum> Yeah, Tweaks let you modify power effects.
[20:56] <+DavidOkum> At a cost, for example, you could add the tweak “Fragile” to a gear and get more effect more often, but if it is hit the gear would be broken.
[20:57] <+DavidOkum> You could Tweak a Blast attack to only affect machines. There would be more options available to you in the Advanced Game.
[20:57] <+DavidOkum> I’ve played both, but I think I like the Basic Game the most because it moves so fast.
[20:58] <~Dan> Can you give an example?
[20:58] <~Dan> Whoops… sorry.
[20:59] <~Dan> (brb)
[20:59] <+DavidOkum> That clear enough? Another example could be Armour that is ablative and can be blown off as the issue progresses. This allows you to have more armour (or more powers and talents), but the armour will go away eventually.
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[21:01] <~Dan> (back)
[21:01] <+DavidOkum> Welcome back Dan!
[21:02] <+DavidOkum> 🙂
[21:02] <~Dan> Thanks!
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[21:03] <+DavidOkum> So in a nutshell that covers some of the details of the Basic Game and some of the things you can do with the Advanced Game.
[21:03] <+DavidOkum> The thing I’m most excited about is the Print on Demand that RPGNow is offering at cost of the game books.
[21:03] <~Dan> Speaking of armor, how does combat work?
[21:05] <+DavidOkum> Combat is outlined in an actual play battle report I put out, but in a nutshell, it is an initiative roll, Attack Rolls vs Defensive Rolls (including mods), the positive difference is who won that contest. If the attacker hits, the damage is calculated by the difference of the two rolls and then damage is added.
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[21:06] <+DavidOkum> Armour or defensive powers are taken off of this total and whatever is left is taken from Health Points.
[21:06] <~Dan> Very straightforward.
[21:07] <~Dan> Does Might affect melee damage?
[21:07] <+DavidOkum> Yes. Might adds one point of damage per rank. A big battle Axe would add another point of damage.
[21:07] <+DavidOkum> I did a battle report here: (Link: https://dl.dropboxusercontent.com/u/12363485/save_the_day_demo.pdf)https://dl.dropboxusercontent.com/u/12363485/save_the_day_demo.pdf
[21:08] <+DavidOkum> It covers a pretty straightforward melee.
[21:08] <~Dan> Hmm. Just one point for a big battle axe? What about a smaller weapon?
[21:08] <+DavidOkum> Smaller weapons wouldn’t modify the damage, but they would allow you to use counterattack against another weapon user.
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[21:09] <+DavidOkum> An unarmed character up against an armed character can’t counterattack unless they have the Brawling Talent, that allows for that sort of thing. It emulates some experiences I had taking martial arts.
[21:09] <~Dan> I see… What thinking went into making Counterattack its own Talent, by the way?
[21:10] <+DavidOkum> Not everyone is trained to respond in HTH combat. Most people just duck out of the way and don’t think or know how to fight back.
[21:10] <+DavidOkum> Counter attack allows a person to ‘fight back’ during the attacker’s Panel. It really speeds up a game.
[21:11] <~Dan> I guess the only thing that seems odd about that to me is that it looks like a character could be better at counter-attacking than at attacking.
[21:12] <+DavidOkum> When I was sparring with Black Belts I was impressed with how they were able to attack back and use my own attacks against me.
[21:12] <+DavidOkum> Yeah, I think some combat traditions are better at counter attacking (aikido, for example with no offensive moves).
[21:12] <~Dan> Ah, I see. Or judo?
[21:12] <+DavidOkum> It really depends on your focus for the character during character creation.
[21:12] <+DavidOkum> Exactly.
[21:12] * ~Dan nods
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[21:13] <~Dan> (Howdy, Lin_Chong!)
[21:13] <+DavidOkum> I played a pacifist monk in a play test of Darkfast Dungeons (my last Kickstarter) and my schtick was that I never attacked. I waited and counterattacked.
[21:13] <+DavidOkum> Hi Lin_Chong
[21:14] <~Dan> Does the die roll open-end?
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[21:14] <+Lin_Chong> (Morning)
[21:14] <+DavidOkum> Do you mean can you keep rolling? or is there a cap on the total?
[21:15] <~Dan> I mean, do you roll again and add on a 6?
[21:15] <+DavidOkum> During Counterattack?
[21:15] <~Dan> In any circumstance.
[21:16] <~Dan> Lin_Chong: Topic: (Link: https://www.kickstarter.com/projects/758595332/save-the-day-super-powered-role-playing-game?ref=nav_search)https://www.kickstarter.com/projects/758595332/save-the-day-super-powered-role-playing-game?ref=nav_search
[21:17] <+DavidOkum> I haven’t used that mechanic for this game, but it has been suggested during play testing. I do use extra activation dice during the activation phase of the Page action (full game turn) to indicate extra movement.
[21:18] <~Dan> Hmm. I ask because it seems like you’d quickly run into circumstances in which certain opponents could never lay a hand on certain foes.
[21:18] <+DavidOkum> Well, that’s where Issue Powers and Hero Points come into play.
[21:18] <+DavidOkum> Hero Points add 3 to rolls
[21:19] <+DavidOkum> We haven’t had many situations like that (and some of my friends are real min/maxers).
[21:19] <~Dan> Ah! I see.
[21:20] <~Dan> How many Hero Points do a hero get?
[21:20] <+DavidOkum> The thing is that the variety of powers and weaknesses in a superhero game make it difficult to be impervious or untouchable to everything. Even a speedster can get taken down by a Psionic blast when they can’t be touched with a blaster.
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[21:21] <~Dan> (Howdy, GeminiPhone!)
[21:21] <+GeminiPhone> (Ward & 33 remind me of Deadpool & Copycat)
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[21:21] <+DavidOkum> Heroes start off with one Hero point, but Lucky Talent adds another for each rank AND you get Hero Points for Critical Hits and good role playing .
[21:22] <+DavidOkum> Hi Geminiphone
[21:22] <~Dan> How are Critical Hits determined?
[21:22] <+DavidOkum> A crit is when the attacker rolls a 6 and the defender rolls a 1.
[21:22] <+DavidOkum> Effects are doubled.
[21:23] <+DavidOkum> My players are always rolling crits at the most dramatic moments.
[21:23] <+DavidOkum> A fumble is the opposite (attacker 1, defender 6) It usually results in the loss of a power or gear.
[21:24] <+DavidOkum> Then there are Wildcard Effects. These effects happen when challenged rolls roll the same number such as two fours or two sixes.
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[21:24] <~Dan> Hmm. I think I might require a re-roll and a second success or failure for a critical hit or a fumble. I tend to dislike such things being completely independent of ability.
[21:25] <+DavidOkum> They add a fun, random element to the game such as dangerous or difficult terrain, ambushed by more minions, etc.
[21:25] <~Dan> Ah, now that I like. 🙂
[21:25] <+DavidOkum> Hero points can negate crits or fumbles and turn them into regular attacks.
[21:26] * ~Dan nods
[21:26] <+DavidOkum> You can spend your own Hero points to help team-mates as well.
[21:26] <~Dan> What else can Hero Points do?
[21:27] <+DavidOkum> They can be used to add or subtract up to 3 points to or off a roll.
[21:27] <~Dan> Can they reduce damage from attacks?
[21:27] <+DavidOkum> exactly.
[21:27] <~Dan> Buy plot twists?
[21:28] <+DavidOkum> If you see a bystander targeted by a villain you can scream at them to duck and they get a +3 on their defense roll.
[21:29] <+DavidOkum> Yeah… They can help in storytelling for sure. Not so much outlined in the Basic Game, but the Advanced Game has some Advanced Play rules that have Hero Points affecting Plot for sure.
[21:29] <~Dan> Cool. 🙂
[21:29] <+DavidOkum> It’s meant to be pretty fast and furious and allow for creative play.
[21:30] <+DavidOkum> I’d love to try out a character that is ALL Luck (Hero Points). Eventually the Luck would run out, but boy.. that would be fun.
[21:31] * +etaoinshrdlu hugs Dan
[21:31] * ~Dan hugs etaoinshrdlu!
[21:32] <+DavidOkum> There will be two villain books coming out so I can always throw a Lucky villain into the mix. Villains only get “hero points” when they have the Lucky Talent or the Super Lucky Power.
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[21:34] <~Dan> You know, other than the small die, I’m not seeing anything especially “kid-friendly” about the game. And I mean that in a good way — it looks like a well-designed, rules-light superhero game. What elements do you see particularly appealing to kids?
[21:34] <+DavidOkum> So far for the Stretch Goals There is a Deep Magic Sourcebook unlocked (4 new origins, 4 new classes, new powers, setting info and some villains). There is another stretch goal coming up for a Golden Age book. I’m looking at this.
[21:34] <+DavidOkum> My first real play testers for this version of the game were (and still are) kids aged 7-12.
[21:35] <+DavidOkum> They love coming up with character ideas. They could make characters all day. They also love playing. The game goes very quick and they like that it is enforcing 4 colour silver age heroics. Less grim doom and more Saving the Day. Hence the name.
[21:36] * ~Dan nods
[21:36] <~Dan> How does it enforce heroics?
[21:36] <+DavidOkum> Kids also love the whole genre of superheroes. They get it and because they are kids, they often feel powerless. Superheroes empower them.
[21:37] <+DavidOkum> The GM really decides the tone, but as written, the game can award hero points for doing ‘heroic” things like getting cats out of trees even though you know you have to get to the docks before the ninjas show up.
[21:38] <+DavidOkum> Use of hero points can even be denied by the GM for doing ‘less than heroic’ things.
[21:38] <~Dan> Ah, gotcha.
[21:38] <+DavidOkum> That said, a super villain campaign can be a real hoot. 😛
[21:38] * ~Dan chuckles
[21:39] <+DavidOkum> One of the iterations of this game was something called Hyperviolence. It is a modern adventure Caper game. Not always very heroic.
[21:39] <~Dan> Speaking of super-villains, how many adversaries will the game feature?
[21:40] <~Dan> And do you include non-human adversaries, like dinosaurs?
[21:40] <~Dan> (Superheroes should always fight dinosaurs.)
[21:41] <+DavidOkum> The basic game will have 17-20 villains (which is a lot… but that also includes some monsters, animals and minion types, third stringers, villains and arch villains. )
[21:41] * ~Dan nods
[21:41] <+DavidOkum> Yep, there is also a giant robot in the mix.. gotta have a giant robot.
[21:41] <~Dan> Oh, certainly. 🙂
[21:42] <+DavidOkum> I like the dinosaur.. I will definitely throw one in the mix there.
[21:42] <~Dan> Huzzah!
[21:43] <~Dan> What is the status of the game? What’s the ETA?
[21:43] <+DavidOkum> I had a character in Teenagers From Outer Space called Dinah Saur. She monstered out into a t-rex. She’d be a fun villain to bring in to this game.
[21:43] <~Dan> 🙂
[21:44] <+DavidOkum> The game itself is done, but needs formatting and edits. I also want more play testing and feedback. The goal is to get the PDF out in the summer (late august) and the physical book out for September. Closely followed by the Advanced Game and other material.
[21:44] * ~Dan nods
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[21:45] <~Dan> (Howdy, Snoof!)
[21:45] <+DavidOkum> If the PDF comes together quicker I will release it when it is “ready”, that is, after play testing seems finished and editing is done.
[21:45] <~Dan> (brb)
[21:45] <+DavidOkum> waves at snoof
[21:46] <~Dan> (back)
[21:46] <+DavidOkum> Hello!
[21:46] <~Dan> 😀
[21:47] <+DavidOkum> So that’s basically the game in a nutshell. The play test rules were put out at the start of the kickstarter and have been downloaded almost 300 times (pay what you want)
[21:47] <+DavidOkum> (Link: http://www.drivethrurpg.com/product/148311/Save-the-Day-Test-Drive-Play-Test-Adventure?cPath=6377_23101)http://www.drivethrurpg.com/product/148311/Save-the-Day-Test-Drive-Play-Test-Adventure?cPath=6377_23101
[21:47] <~Dan> You know, I’m almost fearful that the game won’t get some of the attention it deserves precisely because it’s billed as kid-friendly. I can see that it is, but it also seems well-designed enough to appeal to adult gamers.
[21:48] <~Dan> Any thoughts on the subject?
[21:48] <+DavidOkum> Hmm.. The moniker doesn’t really put me off, but I can see how some would not like it (like how some people poo pooed Basic D&D back in the early 80s).
[21:49] <~Dan> I mean, I worry that people will equate “kid-friendly” with “dumbed down”, you know?
[21:50] <+DavidOkum> I think the game is solid enough to support expansion into other genres quite easily. It was designed to be rules-lite and I equate that with kid friendly, less with dumbed down.
[21:50] <+DavidOkum> When you are designing, it is often much more challenging to create something simple and elegant instead of overly complicated.
[21:50] <~Dan> Oh, it certainly appeals to be rock-solid. To be extra clear, I’m talking about marketing here, not substance.
[21:51] <~Dan> And I’m all about the rules-light.
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[21:51] <+DavidOkum> With the Old School Revival I think older gamers like myself have seen “kid friendly” as being about getting the next generation to put down the video game controllers and pick up some dice.
[21:52] <+DavidOkum> From a marketing standpoint I have had some wonderful feedback from parents and grandparents who play my games with their kids.
[21:52] <~Dan> Fair point.
[21:52] <~Dan> That’s good to hear. 🙂
[21:52] <+DavidOkum> Kids are a really undervalued resource for the tabletop gaming industry.
[21:52] <~Dan> I just hope adult gamers give the game a fair shake, too.
[21:52] * ~Dan nods
[21:53] <+DavidOkum> I created a game called Snowball Wars and the best feedback I had on it was that it taught strategic wargaming to kids without the violent window dressing. I liked the sound of that.
[21:53] <~Dan> Heh. Cool. 🙂
[21:53] <+DavidOkum> I also think that it’s important to nurture the next generation of gamers (as I stated before) and if they feel comfortable in the skin of the game, that’s awesome.
[21:54] * ~Dan nods
[21:54] <~Dan> Absolutely.
[21:54] <+DavidOkum> I’m also thinking long term, beyond a simple kickstarter. I want the game to have legs and be expandable.. Especially with the whole idea of Basic and Advanced.
[21:55] <+DavidOkum> Adult players might pick up Advanced for their game, but find that the Basic game allows them to make up villains ‘on the fly’ and they might really like that possibility.
[21:55] <~Dan> Yup, that would be a big plus for me.
[21:55] <+DavidOkum> Nothing is more awesome in this game as a GM than realizing I need a new villain and just pulling out an origin and a class sheet and making a new villain AS i am running a scene of the game.
[21:56] <~Dan> Indeed. 🙂
[21:56] *** jeffszusz has quit IRC: Client exited
[21:56] <+DavidOkum> Then unleashing a brand new villain that I JUST made upon an unsuspecting group.
[21:56] <~Dan> 🙂
[21:57] <+DavidOkum> I have to say that I am VERY lucky to have a remarkable group of gaming friends.
[21:57] <+DavidOkum> We have met up every Monday night (well, at least once a week) for over 32 years.
[21:57] <~Dan> So while you’re welcome to stay and discuss the game as long as you like — and to do so any time you like, for that matter — is there anything we haven’t covered that you’d like to bring up in what remains of “regular time”?
[21:58] <+DavidOkum> They have really brought a lot to the play testing of the game and really believe in it.
[21:59] <+DavidOkum> Thanks Dan, I like answering questions about the game. I hope the Real Play comic and the Playtest rules help answer some more specific questions about the game as well.
[22:00] <~Dan> You’re welcome, David! And congratulations on what’s looking like an extremely successful Kickstarter!
[22:00] <+DavidOkum> As with any Kickstarter, it is important to spread the word about the game. I have tried to keep the ‘jump on’ point for the Basic Game low and hopefully once they get that level release the rest of the game will intrigue them.
[22:01] * ~Dan nods
[22:01] <+DavidOkum> Thanks Dan. I will try to stop in and provide updates as the Stretch Goals are unlocked. I am super excited about the Sanction Hall Playset. It’s something I wanted to build for a VERY long time… a superhero HQ.
[22:01] <~Dan> Nice. 🙂
[22:02] <~Dan> If you’ll give me just a moment, I’ll get the log posted and give you the link. 🙂
[22:02] <+DavidOkum> I am hoping the Golden Age Sourcebook is unlocked this week.
[22:02] <~Dan> Fingers crossed!
[22:02] <+DavidOkum> Thanks so much Dan! This has been fun.