[19:03] <+James_Spahn> Greetings everyone. I’m James Spahn and I wrote White Star: White Box Science Fiction Roleplaying.
[19:04] <+James_Spahn> White Star is based on Swords & Wizardry WhiteBox, but is customized to suit sci-fi pulp and space opera roleplaying. But it stands alone and doesn’t require S&W WhiteBox to play.
[19:04] <+James_Spahn> (done)
[19:04] <~Dan> Thanks, James_Spahn!
[19:04] <~Dan> The floor is open to questions!
[19:04] <~Dan> So is this a specific setting, or more of a toolbox?
[19:05] <+GenoFoxx> (darn it)
[19:05] <~Dan> (?)
[19:05] <+GenoFoxx> ((you asked it before I could))
[19:05] <@Silverlion> How easy is it to make up new stuff? Run different settings? 😀
[19:06] <+James_Spahn> It’s a genre game with no specific setting. Like WhiteBox it’s a set of complete rules that is specifically written to be customized and includes in the core rules several house rules. The book includes a mini-campaign setting and a short adventure. The monsters also draw inspiration from several popular sci-fi franchises. So no, it’s not a setting.
[19:06] <+James_Spahn> It’s more a genre game than anything.
[19:06] <+James_Spahn> (done)
[19:07] <@Silverlion> Cool.
[19:07] <+GenoFoxx> most important of all are there rules for mecha?
[19:07] <@Silverlion> I wish I could afford it 😀 *LOL* (I’ve been looking at it, but I was too poor this month.)
[19:07] <~Dan> Before we go on, perhaps you should briefly explain what Swords & Wizardry WhiteBox is?
[19:09] <+James_Spahn> Swords & Wizardry WhiteBox is a retro-clone of the 1974, original edition of the world’s most famous fantasy RPG. It’s organized and cleaned up, though. It provides a solid framework and complete rules for a game – but does it in less than 100 pages and encourages players and referees to customize it to suit their needs. It’s published by Mythmere Games…
[19:10] <+James_Spahn> …and is available as a free PDF with a quick google search. It’s also OGL, as long as you don’t copy it in its entirety and resell it.
[19:10] <+James_Spahn> Silverlion: Very, very easy. The book itself includes several “Example” settings.
[19:10] <+James_Spahn> GenoFoxx: Sadly, no. The core rules do not include Mecha but there is an active White Star G+ community and the game is open source. So its only a matter of time.
[19:10] <+James_Spahn> (done)
[19:11] <~Dan> Can you say a bit about the example settings?
[19:12] <+James_Spahn> The mini-campaign is called “The Kelron Sector” and includes space stations, mining colonies, gas giants, space pirates, crystal planets, pleasure planets ruled by corrupt administrators – all ruled over by an evil regime.
[19:13] <+James_Spahn> The example settings are “Rebels and Regimes,” which features players taking the role of ragtag rebels against an empire ruled by a military dictatorship.
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[19:13] <+James_Spahn> There is also a setting example that focuses on fighting a giant bug invasion. Another one is simply about maintaining your ship, getting a job, and staying one step ahead of the ever-growing government.
[19:13] <~Dan> (Howdy, Jesse!)
[19:14] <+James_Spahn> There are several others which should seem familiar to fans of sci-fi and space opera.
[19:14] <+James_Spahn> (done)
[19:14] <~Dan> What races and classes does the game feature?
[19:15] <+James_Spahn> All of the game’s class are original. There are four “core” classes and three “racial classes”. The Aristocrat, which covers silver-tongued scoundrels, arrogant nobles, or smooth-talking grifters. The Mercenary is your classic gun totting combat master. The Pilot is the hot shot stick jockey who’s a master of anything with an engine.
[19:16] <+James_Spahn> The Star Knight draws on mystic energy to right wrongs and further justice in the galaxy.
[19:16] <+James_Spahn> Aliens were reflected in two broadly defined classes, meant to be customized. The Alien Brute, which is an inhuman warrior as skilled with their natural weapons as they are with a weapon, while the Alien Mystic has unusual powers and keen insight.
[19:17] <+James_Spahn> Finally, Robots can be player characters and players can select a custom package to play either combat, mechanical or diplomatic robots.
[19:17] <+James_Spahn> (done)
[19:18] <~Dan> Hmm. Even with customization, it seems like it would be difficult to cover the full range of space opera with such a relatively small range of races and classes. Any thoughts on the subject?
[19:19] <+James_Spahn> It was, at first. But as I thought of the most common archtypes played, I whittled things down to what players most commonly play.
[19:20] <+James_Spahn> Boba Fett, Flash Gordon, and Johnny Rico can all be played as Mercenaries.
[19:20] <+James_Spahn> So by painting the classes in broad strokes, I covered as many traditions in the genre as I could and most importantly I left things open for gamers to customize. That’s the point with W.S.
[19:21] * ~Dan nods
[19:21] <+GenoFoxx> so Buck Rogers (Gil Gerard vers.) would the the Pilot?
[19:21] <+James_Spahn> Exactly.
[19:21] <+James_Spahn> With White Star, if you don’t see a class you like – take what you see and make your own rules.
[19:21] <+James_Spahn> That’s highly encouraged in the text of the book itself.
[19:22] <+James_Spahn> Buck Rogers, Han Solo, Wedge Antilles, Starbuck, Hoban Washburn, would all be pilots but they’re very different characters.
[19:22] <~Dan> Being an OSR game, I’m assuming that it doesn’t include a skill system?
[19:22] <+James_Spahn> It does not.
[19:22] <~Dan> That seems like a tough thing to work around for a scifi setting. How do you manage that?
[19:23] <+James_Spahn> I’m not a huge fan of skill systems, but one can easily be created. Whether you like “roll d20 and get lower than your attribute” or “Roll 1d6, get under/over X number.”
[19:23] <+James_Spahn> I thought it would, but it worked well in the writing.
[19:23] <@Silverlion> Original Buck Rogers flew a rocket belt….and that’s it. He’d be more Merc…
[19:23] <@Silverlion> <–Sci Fi geek.
[19:23] <+James_Spahn> Silverton
[19:23] <+James_Spahn> Exactly.
[19:23] <+James_Spahn> In my game I see him as a Pilot. In yours he’s a Merc.
[19:24] <+James_Spahn> Both are valid.
[19:24] <@Silverlion> Well, they did have sorta airplanes…I guess.
[19:24] <+GenoFoxx> ((I did say the Gil Gerard version ))
[19:24] <@Silverlion> But most of it was his tactical savvy than his piloting
[19:24] <+James_Spahn> I have said from the beginning, White Star isn’t really “my” game. I just happened to write the first book in the line.
[19:25] * @Silverlion is talking about Armageddon 2149 and Anthongy “Tony” Rogers
[19:25] <@Silverlion> The original one.
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[19:25] <+James_Spahn> (done)
[19:26] <@Silverlion> Cool.
[19:26] <~Dan> Lacking a skill system, how do you make one merc different from another, for example? Wouldn’t they all have the same class abilities?
[19:27] <+James_Spahn> Well, in that case you need to define your character based on the background and personality your playing, discuss with your referee the style of their campaign, and build from there.
[19:27] * ~Dan nods
[19:27] <+James_Spahn> Zoe from Firefly is a Merc who would not logically use a jet pack – but Boba Fett would. Because of their backgrounds
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[19:28] <~Dan> (Howdy, egyptian!)
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[19:28] <~Dan> Is there a default tech level for the game?
[19:29] <+James_Spahn> The default tech assumes that laser weapons are common as is faster-than-light (or an equivalent) travel.
[19:30] <@Silverlion> So is the game Open Source/CC
[19:30] <+GenoFoxx> is there anyway to distinguish one zap gun from another?
[19:30] <+James_Spahn> But it includes primitive weapons in the core rules, because those are present in pulps. One of the most influential things for me was the original Flash Gordon serials and sword & planet stories like John Carter.
[19:30] <+James_Spahn> Yes, Geno – it is.
[19:31] <+James_Spahn> Like WhiteBox, where a sword is a sword, a ray gun is a ray gun unless otherwise defined. But advanced technology (which is assumed to be uncommon) includes deatomizers, cybernetics, warp-gates, and other large scale stuff.
[19:31] <+James_Spahn> (done)
[19:32] <+Optimus_Jeff> by sword you mean hand weapon?
[19:32] <+Optimus_Jeff> like a mce operates the same as a sword?
[19:32] <+Optimus_Jeff> mace^
[19:32] <~Dan> How much detail do you devote to cybernetics, and do you cover genemods as well?
[19:32] <+James_Spahn> Not quite, Jeff – but most one-handed weapons do the same damage with smaller ones doing slightly less. So a sword does 1d6, but a dagger does 1d6-1 and a two-handed sword does 1d6+1.
[19:33] <+James_Spahn> About half a dozen cybernetic examples are given as a guideline. Cybernetic body parts, weapons, lungs, stuff like that.
[19:34] <+James_Spahn> There are no genemods, because statistically they almost always do the exact same thing as cybernetics. So GMs can grab those and run with it.
[19:34] <+James_Spahn> (done)
[19:35] <~Dan> Are the abilities of the Star Knight and the Alien Mystic basically psionics, or are they more like reskinned Vancian magic?
[19:36] <+James_Spahn> They both run on the Vancian Magic paradigm of traditional fantasy RPGs, but they’re more focused. Star Knights have abilities that mimic psychic abilities and physical agumentation, with the ability to impact others as they get stronger.
[19:36] <+James_Spahn> Alien Mystics focus on manipulation, observation and deception.
[19:37] <+James_Spahn> But White Star is 100% compatible with White Box, so if you want your alien mystics to throw fireballs, add fireball to the “Alien Mystic Gifts” list.
[19:37] <+James_Spahn> (done)
[19:38] <~Dan> How much attention do you give space combat?
[19:39] <+James_Spahn> Quite a bit.
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[19:39] <~Dan> Is it cinematic, Star Wars-style space combat by default?
[19:39] <+James_Spahn> Space combat has an entire chapter, featuring several example ships – ranging from single-man stunt fighters and automated space mines all the way up to terrifying deadnoughts.
[19:39] <+James_Spahn> Yes.
[19:39] <+James_Spahn> It runs almost exactly like character-to-character combat.
[19:40] <+James_Spahn> Ships have an AC, Hit Points, Movement, Attacks.
[19:40] <+James_Spahn> It was written with the core tenant that “Ships are basically large monsters operated by player characters.”
[19:40] <+James_Spahn> That made it easy to transition from ground combat to space combat without it becoming a “game within a game.”
[19:40] <@Silverlion> You missed my question: Is it Open Content?
[19:41] <+James_Spahn> Silverlion: Yep! Except for the adventure and mini-campaign setting, it’s all open.
[19:41] <@Silverlion> Cool. 😀
[19:42] <+James_Spahn> But Starship Combat chapter also features rules for upgrading and modifying your ship. Rules for ion cannons, shields, cloaking devices, and other options.
[19:42] <+James_Spahn> Each of the ships described is a “stock” tradition in pulp sci-fi, meant to be easily used as a jumping off point to easily be modified to suit the campaign.
[19:42] <+James_Spahn> (done)
[19:44] <~Dan> Do you generally hand-wave issues like planetary gravity, or do you address them?
[19:45] <+James_Spahn> I hand-wave them, assuming a planet has Earth gravity unless otherwise stated. Same with atmopshere. That’s the realm of hard scifi, not pulp space opera.
[19:46] <+James_Spahn> Pulp sci-fi is about telling a story fast and loose, not about the particle compisition of a planet’s atmosphere.
[19:46] <+James_Spahn> (done)
[19:48] <~Dan> You mentioned monsters earlier. How extensive is the bestiary, and how did you create it in such a way that it’s applicable to multiple settings?
[19:49] <+James_Spahn> There are 30 or so total, divided evenly between creatures (Non-intelligent or unplayable monster types) and aliens (who can easily be applied to player character classes).
[19:50] <+James_Spahn> I wrote them in broad strokes, with clear nods to their source. So it was easy to integrate an angry trashcan alien who cries “Obliterate” into a game that also featured teddy bear savages who have a panache for destroying large costructs in the forest.
[19:51] * ~Dan chuckles
[19:51] <+James_Spahn> Basically, you can go through it and cherry pick what suits your campaign.
[19:51] <+James_Spahn> (done)
[19:54] <~Dan> How do you handle class restrictions on weapons and armor?
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[19:55] <+James_Spahn> Keeping in the mechanics of WhiteBox, its game of origin, each class has a specific list of weapons and armor with which they are proficient. Star Knights use Star Swords (swords with laser-blades), Mercs can use any weapon. Pilots use light weapons, etc.
[19:56] <+James_Spahn> With WhiteBox style games weapon restrictions or options aren’t as huge a balancing factor because most weapons do a similar amount of damage.
[19:56] <+James_Spahn> (done)
[19:58] <~Dan> Do you see this as the beginning of an ongoing game line, or more of a one-off?
[19:59] <+James_Spahn> It’s built to be a line. Third party producers are already making adventures, alternate classes, and other options and I’m working on a large campaign setting for use with White Star. The core itself is, first and foremost, a tool kit and a jumping off point.
[20:00] <+James_Spahn> I’ve been amazed by the response to the game. In ten days its sold almost 500 digital copies. Soon we’ll have print on demand hardcovers and softcovers.
[20:00] <+James_Spahn> (done)
[20:00] <~Dan> That is rather impressive, yes.
[20:01] <+James_Spahn> I was floored. I expected to be a foot note in the OSR. The community over on G+ already has 200 members and they’re posting White Star versions of famous sci-fi characters, new ships, new monsters, links to their own WS products. They’re really grabbing it by the horns and running with it.
[20:01] <+James_Spahn> (done)
[20:01] <@Silverlion> Can’t wait for print covers…:D
[20:02] <~Dan> What would you say distinguishes your game from other OSR scifi games, like, say, Stars Without Number?
[20:02] <@Silverlion> print books.
[20:02] <@Silverlion> Why did I say covers…
[20:02] <+James_Spahn> Silverton, those who purchase a PDF will receive a substantial discount on the print release.
[20:03] <+James_Spahn> Stars Without Number is very much a baroque, hard sci-fi game. White Star is light, fast, and designed to move at a breakneck pace. They’re both sci-fi games with very different feels and design goals.
[20:03] <+James_Spahn> (done)
[20:04] <@Silverlion> Silver-Lion 😀
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[20:04] <@Silverlion> I know James_Spahn, its cool. I’m just waiting for next month. ;/
[20:04] <+James_Spahn> It’s all good, Silver. 😀 No worries.
[20:05] <~Dan> Oh, just because they’re too modest, I’ll mention that Silverlion and Optimus_Jeff are a couple of your fellow game authors. 🙂
[20:05] <+James_Spahn> Really? What’d you guys write?
[20:06] <@Silverlion> High Valor, and Hearts & Souls. Working on 2E H&S, then some other things.
[20:06] <+Optimus_Jeff> age past
[20:06] <+Optimus_Jeff> working ona revised edition and a companion book too
[20:06] <+James_Spahn> So staying very busy.
[20:07] <+Optimus_Jeff> the revision is pretyt close to done then i had teh companion finished but need to change it since i did so mch with teh revision
[20:08] <+Optimus_Jeff> (Link: https://www.dropbox.com/s/zcvvaijglqh1owr/Age_Past_%20Incian_Sphere_APIS001b.pdf?dl=0)https://www.dropbox.com/s/zcvvaijglqh1owr/Age_Past_%20Incian_Sphere_APIS001b.pdf?dl=0
[20:08] <+Optimus_Jeff> there’s a copy if you want
[20:08] <~Dan> (James: You want. It’s very cool. 😉 )
[20:08] <+James_Spahn> Editting and layout are the bane of my existence. When White Star was released the first thing I did was start an Errata thread on the community. Also, I had the best layout guy ever. He really upped the production quality of BRG books. Jason Paul McCartan is an amazing gift.
[20:09] <~Dan> Seems like I’ve had Jason in here for a Q&A at some point…
[20:10] <+James_Spahn> He most certainly understated his ability.
[20:10] <+Optimus_Jeff> i write as a layout
[20:11] <+Optimus_Jeff> it goes hand in hand
[20:11] <+James_Spahn> I normally do as well, but Jason took my work and turned it up to 11.
[20:11] <~Dan> You mentioned not liking skill systems. Is OSR gaming your one true love?
[20:12] <@Silverlion> That’s cool. Good layout people are important
[20:13] <+James_Spahn> This might come off the wrong way, but I wouldn’t say that. At my roots, I want to tell a good story. OSR games facilitate that more than “Story Games” for me because the rules get out of the way and allow the gamers to tell the story they want in the way they want.
[20:13] <+James_Spahn> (done)
[20:15] <~Dan> Well, at the risk of making you choose between children, if you were going to play a retro space opera game, for example, would you use White Star or Rocket Age? 🙂
[20:15] <+James_Spahn> You cheeky, cheeky man. 😉
[20:15] <~Dan> 🙂
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[20:15] * @Silverlion is a huge fan of Rocket Age
[20:16] <+James_Spahn> If I was specifically telling a story set in our solar system in the 1930s, I’d use Rocket Age. If I was telling something closer to Star Wars or Flash Gordon, I’d use White Star.
[20:16] <+James_Spahn> I’m glad, Silver! I loved writing for it!
[20:16] <~Dan> Silverlion was in the IRC game of Rocket Age that I was running.
[20:17] <~Dan> Sadly, we had some attendance problems, and the game ran out of steam. 😦
[20:17] <+James_Spahn> Unfortunately, that happens quite often. Is better to have gamed and lost than never to have gamed at all.
[20:17] <~Dan> Indeed.
[20:18] <~Dan> Will you be at GenCon this year?
[20:18] <+James_Spahn> Sadly, no. I live a good distance from GenCon and have a freshly minted baby daughter who requires a lot of time, money and affection – mostly affection, which I will gladly provide in spades.
[20:19] <+James_Spahn> (done)
[20:19] <~Dan> Awww. 🙂
[20:19] <~Dan> Good man.
[20:19] <+warcabbit> I’d play Spaceship Zero.
[20:19] <+warcabbit> And crank some tasty tunes while doing it.
[20:19] <~Dan> Well, it does have its own soundtrack. 🙂
[20:20] <+warcabbit> I do like Power Up
[20:20] <+James_Spahn> Can’t say I’m familiar with Spaceship Zero.
[20:20] <+James_Spahn> Or Power Up.
[20:20] <+warcabbit> The role-playing game was written by Warren Banks and Toren Atkinson including contributions from John Tynes and Monte Cook and Andrew J Lucas and published by Green Ronin Publishing in 2002.
[20:20] <~Dan> It’s a licensed game based upon a movie that doesn’t exist based on a TV show that doesn’t exist based on a radio drama that doesn’t exist.
[20:21] <+James_Spahn> So its a fictional or implied license?
[20:21] <~Dan> Fictional.
[20:21] <+James_Spahn> So its the saturday morning cartoon you remember watching, not the one you did watch?
[20:21] <~Dan> They even include an interview with one of the actors from the TV series and a list of episodes.
[20:21] <+warcabbit> The TV show. It was big in Germany.
[20:22] <~Dan> Heh. Sort of.
[20:22] <@Silverlion> Sadly it wasn’t a very good system…alas.
[20:22] <+warcabbit> But fun. Also you blow up the universe a lot to warp drive.
[20:22] <+warcabbit> What replaces it is probably the same.
[20:22] <~Dan> And the author is also the lead singer of a Lovecraftian rock band, and he did a soundtrack alblum for the “movie”.
[20:22] <+warcabbit> Power Up is a song off the soundtrack
[20:22] <+James_Spahn> See, at its core White Star is meant to be a system that facilitates fast play and gets out of the way.
[20:23] <+warcabbit> (Link: https://www.youtube.com/watch?v=8rSI-rMPVJM)https://www.youtube.com/watch?v=8rSI-rMPVJM
[20:23] <~Dan> That’s always a big plus fo rme.
[20:24] <@Silverlion> I like games that either do that, or empower play.
[20:24] * ~Dan nods
[20:24] <+warcabbit> I might use TFOS.
[20:25] <+James_Spahn> I think a key to that is having consistent rules that empower play by stepping aside for the speed of play.
[20:25] <~Dan> Yeah. I just want to be able to quickly adjudicate any given issue.
[20:26] <+warcabbit> But what’s the best way to do that? Some games have it by making the rules so simple you can’t really argue about them, though you can rules lawyer.
[20:26] <+warcabbit> Others try to have some kind of consistent framework of logic that applies to everything.
[20:26] <+James_Spahn> The biggest key for that has nothing to do with rules. It has to do with agreement at the table between players.
[20:27] <@Silverlion> Yep.
[20:28] <+James_Spahn> Everyone has to be sitting down to play the same game, with agreed upon expectations.
[20:28] <@Silverlion> If you can’t agree to play the same thing, then its never going to work even if you all use the same system.
[20:29] <~Dan> James_Spahn: Random thought: You mentioned pulpy sword-and-planet action earlier. Do the rules make bringing a sword to a raygun fight actually make some sort of sense?
[20:31] <+James_Spahn> I think so. Pulp Sci-Fi rayguns aren’t as lethal as we think they should be, but we’re all ok with that because we’ve bought into the genre, so effectively they do the same damage (in White Star at least). A sword does 1d6, a ray gun does 1d6+1. Most battles take place at distances that can be closed easily, giving the opportunity for some swashbuckling.
[20:31] <+James_Spahn> (done)
[20:31] <+BlasterKyubey210> Ah
[20:32] <+BlasterKyubey210> Though be fair, in that same frame, a guy that uses a Ray Gun would get a few shots in before swashbuckling hijinks can happen
[20:32] <+warcabbit> Are there any kind of rewards/benefits/not screwing over the other players for making the appropriate horrible decisions?
[20:32] * +warcabbit holds up a Brian Blessed character.
[20:32] <+James_Spahn> WARCABBIT’S ALIVE?!
[20:32] * ~Dan chuckles
[20:32] <+James_Spahn> No, it doesn’t in the core rules, Warcabbit.
[20:32] <+warcabbit> Pulp tends to have more… dynamic and independent character types than most RPGs that rely on teamwork.
[20:33] <+James_Spahn> But that’s because it’s a frame work.
[20:33] <+James_Spahn> If the referee wants to implement that kind of rule, it’s easily done.
[20:33] <+James_Spahn> But if you want to use White Star to run something closer to the style of Starship Troopers, its not necessary.
[20:33] <+warcabbit> I would think GMing advice would actually be more appropriate than rules.
[20:33] <+warcabbit> Have you seen the new Flash Gordon cartoon? (unofficial)
[20:34] <+James_Spahn> Yes I have!
[20:34] <+warcabbit> (Link: https://www.youtube.com/watch?v=BChNOWus2-8)https://www.youtube.com/watch?v=BChNOWus2-8 (for those who haven’t)
[20:34] <~Dan> Are there any special rules that you added to the S&W framework, or did you pretty much just create new classes and weapons and such?
[20:35] <+James_Spahn> Starship combat is the biggest addition. But its just that, an addition. White Star is 100% compatible with WhiteBox. So you can have a ship land in your WhiteBox campaign and take wizards and elves to the stars, if that’s the game you want to run.
[20:35] <+James_Spahn> There’s zero conversion necessary.
[20:35] <+James_Spahn> (done)
[20:36] <~Dan> So I take it there are no “hero points” or the like to mitigate the lethality of low-level play?
[20:37] <+James_Spahn> There are not.
[20:37] <~Dan> Do you see that as posing any difficulty with getting players into a swashbuckling space opera frame of mind?
[20:38] <+Motulev> (where has that flash gordon cartoon been all my life?)
[20:39] <+James_Spahn> It is something I struggled with, to be honest. But as I wrote I realized that that’s a specific aspect of Space Opera and if referees and players want to add a “hero point” system or similar mechanic they’d impliment one that suits the group as a whole.
[20:39] <+warcabbit> You see the issue there – assume the three PCs. One’s a complete and utter physical coward. One’s the hero, not too smart, and the last is Victim Lass.
[20:40] <+warcabbit> Half the story is how unprepared they are as a team. Great fun! No rules needed, but they’re going to be taken apart by a competent foe
[20:43] <+xyphoid> OD&D was very big on a fighter line with weak pcs behind it – do you expect the same kind of dynamic to work here?
[20:43] <+James_Spahn> I’d say, yes. But like OD&D, you can have support characters in the front line, particularly Star Knights and Alien Brutes.
[20:44] <+xyphoid> pulp sf feels like you’d get more gunfights in wider areas going on, and in OD&D that is massive death for the 1d4-hp classes
[20:44] <+James_Spahn> Well, White Star and WhiteBox use a d6 base for all classes. You just gain them at a different rate depending on your class.
[20:45] <~Dan> So I have been notified that fatherly duties call our guest. 🙂
[20:45] <~Dan> Want to log the chat there, James?
[20:45] <@Silverlion> There is a thing in pulps though. Characters don’t get hit (except in flesh wound kind of ways) unless a dramatic turn.
[20:45] <+James_Spahn> The Empress demands her attendants.
[20:45] <~Dan> Very well! Thanks so much for spending time with us!
[20:45] <+James_Spahn> If possible, Dan.
[20:45] <~Dan> I’ll get the log posted and send you the link via FB, since you need to run.
[20:46] <+James_Spahn> Thanks everyone! I hope you give White Star a glance and hope even more that you have a great time playing it!
[20:46] <~Dan> Oh, and please come by any time, James!
[20:46] <+James_Spahn> Thanks, Dan!