[19:01] <+onyourown> Good evening. My name is Andrew Foster, and I am the creator and author of On Your Own: a Roleplaying Game. On Your Own is a post apocalyptic rpg, set in the near future when an event has caused the critical breakdown of society
[19:03] <+onyourown> The event is left to the mind of the players. Any scenario may be played, from simple civil disorder to something more catastrophic, such as an asteroid impact or global plague
[19:04] <+onyourown> Gameplay is similar to classic styled tabletop rpgs. Die rolls are used to generate attribute stats, which have effects on most game implements.
[19:05] *** Kei_Kenobi has joined #rpgnet
[19:05] *** ChanServ sets mode +v Kei_Kenobi
[19:05] <+Kei_Kenobi> yo
[19:06] <~Dan> (Howdy, Kei_Kenobi!)
[19:06] <+onyourown> OYO only utilizes 4 attributes, which is one big difference between it and many other games. Strength, Dexterity, Intelligence, and Spirit
[19:08] *** GenoFoxx has joined #rpgnet
[19:08] *** ChanServ sets mode +v GenoFoxx
[19:08] <~Dan> (Howdy, GenoFoxx!)
[19:08] <+xyphoid> the kickstarter looks like this is class-based?
[19:09] <+onyourown> Yes, it is
[19:09] <~Dan> (Please hold questions until we get a (done) from our guest. 🙂 )
[19:09] <+onyourown> oh! I apologize. Done
[19:09] <+GenoFoxx> (hiya Dan)
[19:09] <~Dan> Ah! Okay, NOW the floor is open to questions. 🙂
[19:09] <+xyphoid> so what kind of classes are you talking
[19:11] <+onyourown> Warrior classes = Soldier, with bonuses to all attacks with firearms: Martial Artist, with bonuses to martial weapons and hand-to-hand: Medic, with bonuses to first aid and holism skills
[19:12] <+onyourown> Cerebral Classes = Engineer, who is able to create tech devices: Spiritual Leader (specific title up to player), who has access to skills that heal: Politician, who has access to skills that create fear
[19:13] <+onyourown> Stealth Classes = Thief, with bonuses to typical thief skills: Assassin, with bonuses to stealth type killls.
[19:13] <+onyourown> Done
[19:13] <~Dan> Do you have a character sheet posted?
[19:14] <+onyourown> Not yet publically, though it is on the kickstarter page.
[19:14] <~Dan> Got the link handy?
[19:15] <+onyourown> I have the bones of a website prepared, but it is not yet online. The character record sheet, and other forms, will be available for free from it once it is up
[19:15] <+onyourown> Yeah, one min
[19:15] *** Megamanfan has quit IRC: Ping timeout: 481 seconds
[19:16] <+onyourown> (Link: https://www.kickstarter.com/projects/1776448092/on-your-own-a-roleplaying-game)https://www.kickstarter.com/projects/1776448092/on-your-own-a-roleplaying-game
[19:16] <+xyphoid> spiritual leaders heal? is the assumption there’s magic in the setting?
[19:16] <+onyourown> No. Let me explain the hit point system
[19:17] <+onyourown> Each character has 3 types of damage they can receive. Mettle is what will be recognized by most as ‘hit points’. Characters gain more with each level up, they fully recover after long rest periods, etc.
[19:18] <+onyourown> Mettle is a measure of a character’s sense of his or her own well being, and ability to dodge in and out of harm’s way. When a standard attack roll succeeds, but is not a critical strike, the attack merely deals a glancing blow, and depletes Mettle
[19:19] <+onyourown> Wounds is a character’s true mortality rating, and is equal to the character’s Strength Attribute. When Mettle drops to 0, all further damage impacts Wounds. Critical Strikes immediately deal Wound damage. When Wounds drop to 0 the character is dead
[19:20] <+onyourown> So, a spiritual leader is not healing mortal wounds. He/She is using soothing words, gestures, and improving the spirit of characters, allowing them to recover lost Mettle, and be more ‘on their feet’
[19:20] <+onyourown> done
[19:20] <~Dan> What is the core mechanic?
[19:21] <+onyourown> Core mechanic?
[19:21] <~Dan> Yes. The die mechanic.
[19:21] <+xyphoid> how does a politician cause fear? i’d have thought they’d be like a community-building class from the name
[19:22] <+onyourown> Ah! Okay. Each character begins with a certain number of skill points, and earns more with each level up, that can be used to earn ‘levels’ with general and class dependant skills.
[19:23] <+onyourown> To use a Skill, the player takes the Attribute score that is tied to the skill being attempted, adds the level that character has in the skill, then rolls a d20. If the die roll is equal too or less than the Skill Threshold, the skill succeeds
[19:24] <+onyourown> The intent behind the politician being able to create fear is through threats of reprisal, etc. They can also use a Lull skill, which allows them to charm other characters to do their bidding for a period of time.
[19:24] <+onyourown> done
[19:25] <+onyourown> That was a very complicated explanation, how about an example?
[19:25] <~Dan> Please!
[19:25] <+xyphoid> so this seems like a combat-heavy game – do you go into that in csenario design? i mean a zombie apocalypse is gonna require guns but a plague?
[19:26] <+onyourown> Alright. A soldier wishes to use the Marksman Skill, which grants the user a -3 bonus to his/her next attack roll (in this game you want to roll low, not high), has a Dex score of 11 and a Marksman level of 4
[19:27] <+onyourown> So he needs to roll a 15 or less to succeed (Strength of 11 + skill level of 4)
[19:27] *** Noelle has joined #rpgnet
[19:27] *** ChanServ sets mode +v Noelle
[19:27] <~Dan> (Welcome to #rpgnet, Noelle!)
[19:27] <+onyourown> The scenario has very little effect on the gameplay (except for something extreme). In a plague scenario the plague may have already run its course, and you are playing the survivors.
[19:28] <+xyphoid> what is the default gameplay like then?
[19:28] <+onyourown> How will you defend yourself from the gang who has formed down the street?
[19:28] *** jeffszusz has joined #rpgnet
[19:28] *** ChanServ sets mode +v jeffszusz
[19:29] <~Dan> (Howdy, jeffszusz!)
[19:29] <+onyourown> Default gameplay will be like many other classic rpgs. Is every D&D game combat heavy?
[19:29] *** egyptian has joined #rpgnet
[19:29] *** ChanServ sets mode +ao egyptian egyptian
[19:29] <~Dan> (Howdy, egyptian!)
[19:29] <+xyphoid> when you say classic RPGs do you mean D&D specifically?
[19:30] <+onyourown> No, not specifically. When I think of classic rpgs I think of D&D, Mechwarrior, and/or Shadowrun
[19:30] <+onyourown> All of which can be combat heavy, espionage heavy, or a mix of the two, depending on who is running the game and their style, and how the players interact with the world created
[19:31] <~Dan> Okay, I feel like I missed something in your example.
[19:31] <~Dan> [19:26] <+onyourown> Alright. A soldier wishes to use the Marksman Skill, which grants the user a -3 bonus to his/her next attack roll (in this game you want to roll low, not high), has a Dex score of 11 and a Marksman level of 4
[19:31] <~Dan> Where does the -3 come into play?
[19:32] <+onyourown> The -3 is the effect of the Skill. That particular Skill provides a -3 bonus to the next attack roll. So, a soldier who uses Marksman and succeeds, would then roll an attack against an enemy and get to subtract 3 from the roll, making it more likely to hit the target
[19:33] <+onyourown> If the Skill check fails there is no negative effect, the bonus is simply not applied
[19:33] <~Dan> So Marksman isn’t used to attack itself? It’s more of a aiming roll?
[19:33] <+onyourown> Exactly
[19:33] <~Dan> Ah, okay. That’s what was throwing me.
[19:34] <~Dan> How is damage determined?
[19:34] <+onyourown> During your turn you are allowed to make a movement action, attack action, and a skill, in whatever order you wish
[19:34] <+onyourown> Standard die rolls depending on the weapon (or ammunition type) being used
[19:34] *** Alarenumon has joined #rpgnet
[19:34] *** ChanServ sets mode +v Alarenumon
[19:34] <~Dan> (Howdy, Alarenumon!)
[19:35] <+xyphoid> the KS implies that this game is intended in part to encourage people into disaster prepping
[19:35] <+onyourown> Most skills are supportive in nature, except for some of the martial skills, which allow a martial artist to effectively attack multiple times in the same turn (make an attack, then use Fist Strike, or Kick, etc)
[19:36] <~Dan> So are attacks not skill-based?
[19:36] *** Alarenumon has quit IRC: Disintegrated: ircN 8.00 for mIRC (20100904) – (Link: http://www.ircN.org)www.ircN.org
[19:36] <+onyourown> That is my ultimate intent, yes. My desire is for the game to highlight how difficult it will be to live day by day if you don’t have supplies ready to go
[19:36] <+xyphoid> do you cover non-shooty survival stuff in the game then?
[19:36] <+xyphoid> (i’ve kind of wanted a rpg based around disaster rescue for ages actually)
[19:36] <+onyourown> Dan, I don’t understand your question.
[19:37] <+onyourown> Xyphoid, I’ll answer that in a second. Your question will take us on a new tangent, haha
[19:37] *** Kei_Kenobi has quit IRC: Disintegrated:
[19:37] <~Dan> Are attacks based on skills? You’ve described skills supporting attacks, but not the attacks themselves.
[19:38] <+onyourown> No, most attacks are simple die rolls. The Soldier class is the only class who receives a specific bonus to attack rolls, and only with firearms.
[19:38] <~Dan> Hmm. What was your thinking behind that design?
[19:39] <+onyourown> Well, I suppose you could answer that as a yes/no situation. You do need to use Skill points to be proficient with the weapon you are using
[19:40] <+onyourown> Every skill in the game can be attempted by anyone, but if you have not spent skill points on a certain skill, the skill check suffers a +4 penalty. Using a weapon you are not skilled in also carries this penalty
[19:40] <+onyourown> But using a weapon you are skilled in does not require a roll. You are simply able to use the weapon without penalty
[19:40] *** jeffszusz has quit IRC: Client exited
[19:41] <+onyourown> Does that answer your question?
[19:41] *** Alaren has quit IRC: Ping timeout: 485 seconds
[19:41] <~Dan> It does, but I’m unclear as to your reasoning behind this design.
[19:42] <+onyourown> I want combat to be intuitive, but I also want it to be quick paced, so you don’t spend the entire game trying to finish out one battle
[19:43] <~Dan> To be more specific, what do you see as the advantage of this method over making combat ability itself a skill?
[19:43] *** ladle has quit IRC: Disintegrated: Connection closed for inactivity
[19:43] <+onyourown> That is a valid point. I admit I had not considered that
[19:44] <~Dan> (Not trying to be antagonistic here, mind you. I’m just trying to follow your reasoning.)
[19:45] <+onyourown> I suppose I felt that the ability to swing something at another because they have something you want is a natural instinct for all humans, even if our current society has allowed us to temper that desire for some time now
[19:45] * ~Dan nods
[19:46] <~Dan> How is weapon damage rated?
[19:46] <+onyourown> So, I didn’t even consider the need for combat itself to be a skill. If someone attempts to hurt you, my logic is to hurt back, and I don’t consider that to be a skill I have honed.
[19:47] *** Cassiemouse has joined #rpgnet
[19:47] *** ChanServ sets mode +v Cassiemouse
[19:47] *** Noelle has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[19:47] <+onyourown> Blunt martial weapons (2 x 4’s, baseball bats, etc) deal standard Mettle damage (I have damage die amounts written out), as does standard firearm attacks. Bladed weapons always deal Wounds
[19:48] <+onyourown> if someone has a knife, you want to keep your distance
[19:48] <~Dan> It’s randomized damage, then?
[19:48] <+onyourown> Yes
[19:49] *** MonkofLords has joined #rpgnet
[19:49] *** ChanServ sets mode +v MonkofLords
[19:50] <+onyourown> Attribute generation is based upon 2d6, so 2-12. This means that any character’s Wounds will never be above 12.
[19:51] <~Dan> (Howdy, MonkofLords!)
[19:51] <+onyourown> Are there any more questions regarding combat?
[19:51] <~Dan> Does degree of success affect damage?
[19:52] <+onyourown> No. Degree of success determines critical strike vs. standard damage. An attack roll of ‘1’ is a critical strike, but some skills (Marksman is one) increases this.
[19:53] <~Dan> What is the mechanic for armor?
[19:53] <+onyourown> So, a critical strike does not cause extra damage, but as the damage goes straight to Wounds it is more severe
[19:53] <~Dan> Makes sense.
[19:53] <+xyphoid> so you can’t crit with a knife?
[19:53] <+onyourown> Armor is referred to as PPE
[19:54] <+onyourown> Ah. Yes, you can. When you crit with any martial weapon, you roll an additional damage die. So, a crit with a knife or a blade has the potential to deal double damage
[19:54] <~Dan> And that’s already going right to Wounds?
[19:54] <+onyourown> Yes
[19:56] <+onyourown> PPE can have two different effects: Combat Rating (CR) or Damage Reduction (DR) depending on the material
[19:56] <~Dan> Wow. That IS pretty nasty.
[19:56] <+onyourown> CR is the number needed to hit a character (AC, basically). Standard CR of a human is 12
[19:56] * ~Dan nods
[19:57] <+onyourown> Most PPE that decreases a character’s CR does so by masking the character’s true presence. A trenchcoat, for example, flares out in the wind, making it more difficult for another character to aim directly at him/her
[19:57] <~Dan> Also, it looks cool.
[19:58] <+onyourown> So, a trenchcoat, or a cape, lowers a character’s CR, making it harder to hit them
[19:58] <+onyourown> (that doesn’t hurt, lol)
[19:58] <~Dan> 🙂
[19:59] <+onyourown> Something hardier, such as a leather coat, is often more form fitted, so it has no effect on aim. But the material is harder to penetrate, so it provides a Damage Reduction effect, literally reducing any damage by the amount
[19:59] * ~Dan nods
[20:00] <+onyourown> A leather coat has a DR of 2, so any damage rolled against a leather coat wearer is immediately dropped by 2. And yes, this can nullify damage. If you hit someone with a leather coat and roll a ‘2’ for damage, your bullet ripped through the shoulder of the coat, but did not hurt the character
[20:00] <~Dan> Why would you hit someone with a leather coat? Seems like an awkward weapon.
[20:01] <+onyourown> And, of course, there is true ‘Armor’, such as kevlar bullet proof vests, etc., which provide both CR and DR benefits
[20:01] <~Dan> (Sorry. Just being me. Ask around. <.< )
[20:01] <+onyourown> Sorry, poor grammar on my part. If you attack someone who is wearing a leather coat
[20:01] <~Dan> I know. 😉
[20:01] <~Dan> Just struck me as funny.
[20:02] <+onyourown> It’s all good. It’s a good lesson for me
[20:02] <~Dan> Fair enough. Just so you know that I wasn’t trying to be pedantic. Just a pain in the ass. 😀
[20:02] <+onyourown> Okay. Anything else about combat?
[20:02] <+onyourown> I am shallow and pedantic myself, no fear
[20:02] <~Dan> I can’t think of anything offhand.
[20:03] <+onyourown> Alright, Xyphoid, ready for the ‘meat’ of the game?
[20:03] <+onyourown> pun intended
[20:04] <+onyourown> In a game world of On Your Own, there is no supply chain. There may be a local tradesman nearby, but you no longer have the ability to run down to the grocery store and buy a steak when you’re hungry
[20:04] <+onyourown> You, and your Family, must provide their own food. Be it through hunting, farming, or dungeon diving (neighbor raiding)
[20:05] <+onyourown> Each character must consume a balanced diet in order to survive. To keep this as simple as possible, a ‘balanced diet’ is defined as 1 lb. of Meat, and 1 lb. of Staples (anything else, bread, fruit, veggies, etc. is all lumped together as Staples)
[20:06] <+onyourown> I’ve attempted to keep this simple, but vital. Whenever the CM says night has fallen, or your characters are calling it a day, etc., each character needs to be able to subract one Meat and one Staple from their list of equipment, or they suffer consequences
[20:07] <+xyphoid> can you eat your neighbour after you shoot them
[20:07] <~Dan> “In the Apocalypes, there ARE no vegetarians.”
[20:07] <+onyourown> That will be between you and your CM, haha
[20:07] *** GoldenH has joined #rpgnet
[20:07] *** ChanServ sets mode +v GoldenH
[20:07] <~Dan> (Howdy, GoldenH!)
[20:07] <+onyourown> I won’t include anti-cannibalism rules in the standard rulebook. But that doesn’t mean they can’t be homebrewed
[20:08] <+GoldenH> (hi)
[20:08] <~Dan> To decide if you’ll include cannibalism, you should hold a meating with your players.
[20:08] <+onyourown> Well, Dan, my team has brought that up, actually. I’m including a side rule that if you really REALLY want to play a vegetarian, you can replace Meat with Proteins instead
[20:08] <+onyourown> Same game effects, just a different name
[20:09] * ~Dan nods
[20:09] <~Dan> I figured you’d probably covered that. 🙂
[20:10] <+xyphoid> so this is a very politically-charged game, right? you’re arguing in the kickstarter that this game should encourage people to actually prepare for this kind of disaster
[20:10] <+onyourown> Oh, geez, I need to explain Sanity before I start explaining the consequences of hunger
[20:10] <~Dan> You mentioned that the setting is the near future. Are there any technological impacts of that?
[20:10] *** Alaren has joined #rpgnet
[20:10] *** ChanServ sets mode +v Alaren
[20:10] <~Dan> (wb, Alaren!)
[20:10] <+Alaren> (ty)
[20:10] *** Acenoid has quit IRC: Connection reset by peer
[20:10] <+xyphoid> do you think this has any appeal outside the US apocalypse-prepping types
[20:11] <+onyourown> Not really. My intent is for the disaster to have essentially wiped out any future tech. But an Engineer could create something new
[20:11] *** Acenoid has joined #rpgnet
[20:11] *** ChanServ sets mode +v Acenoid
[20:11] <+onyourown> I know it does. The (I’m ashamed to admit) one serious backer I’ve received is from UK
[20:12] <+onyourown> Sanity is the third hit point system I haven’t explained yet. Sanity is a measure of one’s level of fear. You can be scared to death in On Your Own
[20:14] <+onyourown> There are few physical beings, outside of Politician threats, that can damage Sanity. But it is intended as a CM tool. Are the players not going in the right direction? Have them hear a sound, or get a creepy feeling, and they suffer sanity damage
[20:16] <~Dan> That actually brings up another question of mine, when you’re ready.
[20:16] <+onyourown> Yeah, done. Go ahead
[20:18] <~Dan> Is the source of the apocalypse always mundane, or do you have weird/supernatural options as well?
[20:19] <+onyourown> I will be producing preconstructed scenarios that players can purchase for their own use. But the honest answer to your question is that your group can literally use whatever apocalyptic reason they want
[20:19] <+onyourown> I have every intention of bringing in some Lovecraftian ideas into our next playtest session in a few weeks
[20:20] <~Dan> Well, perhaps I should be more specific: Are there rules to support such things?
[20:21] <+onyourown> Absolutely.
[20:22] <+onyourown> I have attempted to consider every possible, and impossible, situation in the Survivor’s Guide
[20:23] <~Dan> Ah! So what sorts of horrors are possible using the rules as written?
[20:23] <+onyourown> Most of the less natural opponents deal Sanity damage, primarily. Since they are, by definition, not natural, we will be peeing our pants if and when we ever come across any of them
[20:24] <+onyourown> And this seems logical to me, since most characters have a smaller pool of Sanity than they do Mettle, this will hurt them harder and faster, and make combat difficult as they struggle with their own Fear while trying to fight
[20:24] *** Monochrome_Tide has joined #rpgnet
[20:24] *** ChanServ sets mode +v Monochrome_Tide
[20:26] <+onyourown> I am also having to keep a reign on some of my crazier ideas for right now
[20:27] <+onyourown> From my own convassing, whenever I mention anything too far off the ‘natural’ spectrum, people tend to begin to turn me off. So, my rough plan is to keep most of the game ‘mundane’ until OYO is somewhat imbedded in the game world
[20:27] <+onyourown> done
[20:27] <~Dan> (Howdy, Monochrome_Tide!)
[20:28] <~Dan> Hmm… I’m not sure I follow you. Are you saying that the only rules for unnatural things are the rules for sanity loss?
[20:29] <+onyourown> No. Maybe I’m not following you. Unnatural things will tend to move faster, be stronger, and be of different sizes. I don’t see why they would need special rules
[20:30] <~Dan> Well, I mean, do you have actual stats for, say, zombies? Mutants? Aliens?
[20:30] <+onyourown> Oh. Yes, I will.
[20:31] <+onyourown> What I’ve considered is having a section in the Intelligence Report (bad guy collection) just for those type of fantastical creatures for optional use
[20:32] <+onyourown> Mutants, bigfoot, etc. I haven’t considered aliens. Hmmmm . . . . .
[20:32] <~Dan> If you’re going to have a variety of possible apocalyptic scenarios, you need aliens, sez I.
[20:32] <+onyourown> Copy that.
[20:33] <+onyourown> Anything else?
[20:34] <~Dan> I’m assuming that your intention is for the game to be extremely gritty, correct?
[20:34] <+onyourown> Yes, you could say that
[20:34] <~Dan> That said, do you feature any sort of “fate point” mechanic?
[20:35] <+onyourown> I am not familiar with ‘fate points’, so I’ll say no
[20:35] *** RandBrittain has joined #rpgnet
[20:35] *** ChanServ sets mode +v RandBrittain
[20:36] <~Dan> Howdy, RandBrittain!
[20:36] <~Dan> They go by a lot of names: fate points, drama points, hero points, karma points…
[20:36] <+MonkofLords> A meta-resource perhaps?
[20:36] <~Dan> Basically, they are points PCs can spend to affect the game in certain ways.
[20:36] <~Dan> Making them more likely to succeed, to take less damage, to be generally lucky.
[20:37] <~Dan> That sort of thing.
[20:37] <+onyourown> Ah, okay. No, I have not included any system like that
[20:38] <+onyourown> There is a Feat system, though in OYO they are referred to as Talents. One of the Stealth Talents is the ability for a Thief to reroll one die per day. That’s about as close as we have to what you are describing
[20:38] * ~Dan nods
[20:38] <+onyourown> Characters earn their first Talent at L7, and a second at L14
[20:40] <+onyourown> done
[20:40] <+onyourown> (I keep forgetting that)
[20:40] <~Dan> Is this your first attempt at publishing an RPG?
[20:40] <~Dan> (No problem! 🙂 )
[20:40] <+onyourown> Yes
[20:41] <+onyourown> I admit it has not garnered the support I had dreamed of, but again who does on their first try? I will still publish it, regardless of how kickstarter actually ends
[20:41] *** jeffszusz has joined #rpgnet
[20:41] *** ChanServ sets mode +v jeffszusz
[20:41] <~Dan> (Howdy, jeffszusz!)
[20:42] <~Dan> Good for you! So you have a backup plan
[20:42] <~Dan> ?
[20:42] <+onyourown> I do
[20:42] <+onyourown> I have already begun structural work for a sci fi rpg. Sort of my own Star Trek, or Firefly, universe
[20:43] <+onyourown> I haven’t gotten too much of it down yet, as I’m still tying up loose ends for On Your Own. I haven’t even chosen a name yet. But I have the bones ready
[20:44] <~Dan> What is your own gaming history like?
[20:44] *** Silver-Sleep is now known as Silverlion
[20:44] <+onyourown> I grew up on Final Fantasy. My father taught me AD&D 2nd edition when I was 12
[20:45] <+onyourown> I was 15 when my Godfather introduced me to Battletech, my second game love
[20:45] <~Dan> (Howdy, Silverlion!)
[20:45] <+onyourown> And I’m sure we all had, if not still in the middle of, a stint of Magic: the Gathering
[20:45] <~Dan> Jeez. Feelin’ pretty old, here… 🙂
[20:46] <+onyourown> Haha
[20:46] <~Dan> What other RPGs have you played?
[20:47] <+onyourown> I still have my Star Wars rpg rulebook, though I’ve never actually played a game
[20:48] <+onyourown> Most of my rpg experience has been on video. Final Fantasy, Chrono Trigger, Vagrant Story, Elder Scrolls, etc
[20:48] * ~Dan nods
[20:48] <+onyourown> You?
[20:49] <~Dan> Oh, man… I strongly suspect I’ve been gaming since long before you were born. 😀
[20:49] <+onyourown> How old do you suspect me of being?
[20:49] *** jeffszusz has quit IRC: Ping timeout: 487 seconds
[20:49] <~Dan> Let’s see… You started with AD&D2e at age 12?
[20:49] <+onyourown> Yes
[20:50] <~Dan> I’m going to guess that you are somewhere between 25-30.
[20:50] <+onyourown> My father still had his 1982 copy. Bought shortly before I was born
[20:50] <+onyourown> I’m 32
[20:50] <~Dan> Ah. I was close. 🙂
[20:50] <~Dan> I’m 45. 🙂
[20:50] *** Acenoid has quit IRC: Connection reset by peer
[20:51] <~Dan> And I’ve played a ridiculous number of games. 😀
[20:51] <+onyourown> I have no doubt
[20:51] <&egyptian> I think I missed ‘gaming since before he was born’ by only 1 year 🙂
[20:51] * ~Dan chuckles
[20:51] <+onyourown> haha
[20:51] *** SigilScribe has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[20:51] * &egyptian flexes
[20:52] <+onyourown> Well, with your experience, what is your opinion of my game? Don’t hold back, I can’t improve if I don’t know what I’m screwing up
[20:52] <~Dan> Oh, quick aside: While you are welcome to hang out with us and discuss your game as long as you like — and, indeed, whenever you like — is there anything we haven’t covered that you’d like to bring up in what remains of “regular” time?
[20:52] *** Acenoid has joined #rpgnet
[20:52] *** ChanServ sets mode +v Acenoid
[20:52] <~Dan> (wb, Acenoid!)
[20:52] <+Acenoid> re
[20:52] <+onyourown> Not really. As you can imagine we have not covered the entire rulebook, but I feel we’ve covered enough
[20:53] <~Dan> Excellent. Thanks very much for spending time with us this evening!
[20:53] <~Dan> If you give me just a moment, I’ll log the chat, then we can chat some more.
[20:53] <+onyourown> You’re very welcome. Thank you for having me