[19:22] <+NexusShiftStudios> Hey, I’m Nicholas Kitts Project Lead on Archive. I’m the one who founded the project and am the head guy for mostly everything. I created the fantasy setting and the only thing I don’t have as much a hand in is our Intergalactic Empire setting.
[19:23] <+NexusShiftStudios> We started this project a little over a year ago, with the intent of creating a deep intricate system that plays just as smoothly as simpler games like Fate.
[19:25] <+NexusShiftStudios> As we’ve been progressing on the project we’ve been finding all sorts of cool uses for an app in a roleplaying game, and one in particular struck me, the ability to have easy-to-grasp concept ideas that require a lot of calculation suddenly being possible to do without tearing your hair out. This was the start of our wound system among other little bits and p
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[19:25] <+NexusShiftStudios> ieces you might find in the system.
[19:26] <&Silverlion> (Going to cool off, later)
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[19:27] <+NexusShiftStudios> But otherwise, I’m just a dude that loves all kinds of games and monsters to death, and I’d love to answer any questions about our game!
[19:27] <+NexusShiftStudios> (done)
[19:27] <~Dan> Thanks, Nick!
[19:27] <~Dan> The floor is open to questions!
[19:28] <~Dan> Let’s see…
[19:28] <~Dan> Can you describe the core mechanic?
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[19:29] <+NexusShiftStudios> Sure!
[19:31] <+NexusShiftStudios> So basically, in our skill system, you have general skills. Stuff like acrobatics, stealth… the usual stuff you might expect. Every time you level one of these skills, you get an extra 1d20 (from a base of 1d20) to roll at the same time. You take the highest of these rolls. Then skills can have specializations, which can either be from our predefined list..
[19:32] <+NexusShiftStudios> (such as jumping for acrobatics) or something you make up on your own. Every time you level a specialization up, you gain a static bonus to your roll (not an extra die!).
[19:32] <+NexusShiftStudios> You also get static bonuses from your character’s attributes.
[19:33] <+NexusShiftStudios> If you roll high enough on your roll according to the difficulty of the check, you succeed.
[19:33] <+NexusShiftStudios> So levelling a general skill increases your consistency, while leveling a specialization increases your potential.
[19:34] <~Dan> So both attributes and specializations give static bonuses?
[19:34] <+NexusShiftStudios> Yeah.
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[19:34] <+RelicStarGames> o/
[19:34] <~Dan> Does that mean that the only way to exceed 20 is via attributes and specializations?
[19:34] <~Dan> Welcome, RelicStarGames!
[19:35] <~Dan> Nick, meet Eric, tomorrow night’s guest. He’s stopped by to learn about both your game and how Q&As work. π
[19:35] <+NexusShiftStudios> Pretty much! However, there is an exploding die mechanic for rolling multiple 20s. However as you might imagine that’s pretty rare.
[19:35] <+maxmahem> is the target number variable or static?
[19:35] <+NexusShiftStudios> Hey Eric!
[19:35] <+RelicStarGames> Hows it going
[19:36] <+NexusShiftStudios> Variable. The range goes like this…
[19:36] <+NexusShiftStudios> 15 for novice
[19:36] <+NexusShiftStudios> 18 for trained
[19:36] <+NexusShiftStudios> 21 for professional
[19:36] <+NexusShiftStudios> 24 for master
[19:36] <+NexusShiftStudios> 27 for grandmaster
[19:36] <~Dan> (Heh. For a second I thought “variable” was the response to “how’s it going?”)
[19:37] <+RelicStarGames> Me too!
[19:37] <~Dan> What are the attributes, and what is the scale? And do you have a character sheet we can see?
[19:37] <+NexusShiftStudios> And 12 for unskilled, which is pretty much when your GM wants to roll for something that’s really easy but doesn’t really need rolling for.
[19:38] <+NexusShiftStudios> There are 4 major attributes: Body, Reflex, Mind, and Influence. They generally range from +0-2 at character creation and get up to around +4-5 at super end-game.
[19:39] <~Dan> Wow… That’s a pretty compressed scale!
[19:39] <+NexusShiftStudios> Well, here’s the thing. Major attributes are only a piece of the puzzle.
[19:39] <~Dan> Oh?
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[19:40] <~Dan> (Howdy, MonkofLords!)
[19:40] <+NexusShiftStudios> So remember what I said about the app having the potential for some cool stuff? Well attributes within the app are a bit more complex for users really wanting to dive into things.
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[19:41] <+NexusShiftStudios> There are 8 minor attributes, two of which comprise each major attribute (So for body we have strength and constitution).
[19:42] <+NexusShiftStudios> It is entirely possible to play without these minor attributes, but they can add a bit of extra mechanical depth to the game.
[19:42] <~Dan> (Oh, duh… RelicStarGames isn’t Eric. Had my game designers mixed up! What’s your name again, RelicStarGames?)
[19:42] <+RelicStarGames> Patrick and no worries, im terrible with names
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[19:43] <+NexusShiftStudios> For example strength affects damage and constitution affects health you might imagine. But the averages of these two bonuses create the major attribute’s bonus.
[19:43] <~Dan> (Eric has been trying to log in without success, which is why I thought you were him. π )
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[19:43] <~Dan> And what would you use the major attribute for?
[19:43] <+RelicStarGames> For future reference should I log in with my real name or game name?
[19:43] <+NexusShiftStudios> The major attributes are used for rolling skill checks.
[19:44] <~Dan> (Totally up to you, RelicStarGames. Some even use a combo of the two.)
[19:44] <~Dan> NexusShiftStudios: Ah! So a strength-related skill check would actually add both strength and constitution?
[19:45] <+NexusShiftStudios> Yeah. For example we have athletics, which is a body based check. So athletics would technically benefit from having both high body and constitution. But you can still get by if one outshines the other.
[19:47] <+NexusShiftStudios> Since the bonuses minor attributes affect are not needed for rolls (unlike the major attributes), the app simply handles minor attributes behind the scenes unless someone really wants to go and tweak specifics.
[19:47] <~Dan> So the effective human scale for major attributes is 0-4?
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[19:47] <+NexusShiftStudios> Pretty much. It can go negative, but I assume min-maxers would likely be the only people seeing negative values often.
[19:48] <~Dan> (Ah, THERE’S Eric. π )
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[19:48] <+Haphazard> Hello all!
[19:48] <+NexusShiftStudios> Hi!
[19:48] <+RelicStarGames> Hello Eric!
[19:48] <~Dan> (Welcome to #rpgnet, Eric!)
[19:49] <+Haphazard> This is one place I always wanted to hang out, but never had anything worthwhile to talk about.
[19:49] <~Dan> Now, are the apps an integral part of the game, ir just an option?
[19:49] <~Dan> or, rather
[19:49] <~Dan> Glad to have you here, Eric. π
[19:49] <+Haphazard> Many thanks
[19:50] <+NexusShiftStudios> So currently it’s an integral part of the game. We only recommend the minor attributes option if you would have the app, but the other main thing that gets in the way of the pen and paper version is the wound system.
[19:50] <+NexusShiftStudios> We’re custom making our monsters and everything surrounding them to take advantage of the wound stsem and provide interesting challenges, but there’s no way you would want to do the wound system by hand.
[19:50] <~Dan> Ah, yes. I’m quite interested in that.
[19:51] * ~Dan nods
[19:51] <~Dan> Want to say a bit about that?
[19:51] <+RelicStarGames> Can you post images on the forum or no?
[19:51] <~Dan> On the forum? Yes. In here, no, but you can post links to images.
[19:52] <+NexusShiftStudios> We actually have an HP system that works, and we’re developing it to be more balanced so we feel comfortable releasing a pen and paper version (we technically already play this version at conventions) but it’s really not our main focus.
[19:52] <~Dan> (RelicStarGames is actually our guest for next Thursday. I’m all up to speed now.)
[19:53] <+RelicStarGames> Woohoo! Nexus may I ask what game you are talking about?
[19:53] <~Dan> Oh, and NexusShiftStudios, please feel free to link to the KS, speaking of links. π
[19:53] <+Haphazard> yes, please link to KS!
[19:53] <+NexusShiftStudios> So it’s our game called Archive. I’ll get the link real quick…
[19:53] <~Dan> Unless you feel that RelicStarGames may not ask what game you are talking about, of course.
[19:54] <+NexusShiftStudios> Pfft π
[19:54] <~Dan> π
[19:54] <~Dan> Don’t want to presume! π
[19:54] <+NexusShiftStudios> (Link: https://www.kickstarter.com/projects/1083731892/archive-digital-tabletop-roleplaying-game?ref=nav_search)https://www.kickstarter.com/projects/1083731892/archive-digital-tabletop-roleplaying-game?ref=nav_search
[19:55] <+RelicStarGames> Love the art!
[19:55] <~Dan> Now, looking at your video, it appears that players use the app to click on the body part of a target, which then calculates the difficulty?
[19:56] <+NexusShiftStudios> Thank you! Our artists are awesome.
[19:56] <~Dan> Oh, and I agree about the art. Top notch!
[19:56] <+Haphazard> I like the layout design… but I’m still reading up.
[19:56] <+NexusShiftStudios> Yeah, it is an alpha version, so some UI stuff isn’t really visible yet (like debuffs from hitting the thing)
[19:57] <+Haphazard> And your art team would be perfect for me gameΒ Β π
[19:57] <+NexusShiftStudios> There’s a lot to read. I must admit a big challenge was focusing on what to talk about since we have so much to talk about.
[19:57] <+NexusShiftStudios> Haha
[19:58] <~Dan> Well, you (like all game authors) are always welcome to hang out here and talk about your work. π
[19:58] <~Dan> So don’t stress. π
[19:58] <+Haphazard> I’m still reading, but I like the Wound layout a lot!
[19:58] <+ArdentPurple> NexusShiftStudios: Something I have been curious about from looking at your KS is if there will be an option for GM’s to design their own monsters and have them function within the app.
[19:59] <~Dan> Yes, that’s one concern that I have.
[19:59] <+NexusShiftStudios> It’s been real fun at conventions though. People have especially taken real well to the core mechanic. Makes them feel like they have multiple “chances” at succeeding. And when they fail, it’s because all of their dice failed them, not just one stubborn one.
[19:59] * ~Dan nods, re: dice
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[19:59] <+NexusShiftStudios> Yeah, that definitely is something I wish we could have shown but we just don’t have the artwork and assets to show it off, but yes, you will be able to make your own monsters.
[20:00] <+NexusShiftStudios> However the extent to which you can customize your monsters largely relies on how much funding we get.
[20:00] <+NexusShiftStudios> Right now we have body type templates (like a large quadraped or a medium humanoid)
[20:01] <+Haphazard> Your rewards tiers aren’t the easiest to read, but I love the project and think it would be quite fun! And again, layout and art is top notch!!!
[20:01] <~Dan> Can you say a bit about the settings?
[20:02] <+NexusShiftStudios> There are many templates of many different sizes. So you can have winged creatures, insects, among many others. But adding to the templates is a feature we’re not planning on initially.
[20:02] <+NexusShiftStudios> Sure! And sorry about the difficult to read tiers, could you explain the problem?
[20:03] <+NexusShiftStudios> So I’m in charge of Arcane Origins, the Dark Fantasy setting so I can talk the most about that one.
[20:05] <+Haphazard> It’s just at first glance… when I read it, I have to go back and read from the top. I think summary or bullet points should have been used for ease of reading. It’s only the graphic though – The normal column that defaults from KS is actually much easier to read!
[20:07] <+NexusShiftStudios> So the simple explanation of Arcane Origins is basically a what if. “What if the world really was crawling with alpha predatorsand magic?” The response I have is that when wandering around as a normal person gets you killed, likely the safest way to survive is hiding away in fortresses and bastions designed to protect you and your people from the outside.
[20:08] <+Haphazard> But all that said,I think $250 is the “premium” reward tier. Was that intentional or just due to budget?
[20:09] <+Haphazard> Or excuse me, the $150 tier. Sorry!
[20:09] <+NexusShiftStudios> Well, we’re making a piece of art for the item, so it’s partially a budget thing, partially a “we want to do it right” thing.
[20:09] <+NexusShiftStudios> Ohhhhh, that one.
[20:09] <+ArdentPurple> NexusShiftStudios: Can you give an example of an “average” predator someone might meet wandering around, and of something at the top of the scale?
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[20:11] <+NexusShiftStudios> So, we have a bit of confusion that results from that tier and I am deeply sorry about that. You only need one master app to play the game. The master app largely contains features only useful to a GM. The players can either use character sheets or player apps to keep track of their characters.
[20:12] <+NexusShiftStudios> If a player decides to use a master app, it is likely because the master (aka paid for) version contains unlimited character storage slots.
[20:13] <+NexusShiftStudios> We included that tier for people who wanted their entire group to have the potential to create their own game.
[20:13] <+NexusShiftStudios> Besides just sharing one device of course.
[20:13] <+Haphazard> I see that, but the tier breaks down to $25 a player. My question is more on the line of “were you trying to make this more affordable in terms of scale, or was that a happy accident?”
[20:13] <+NexusShiftStudios> Oh yeah, it definitely was intentional that it’s cheaper.
[20:14] <+NexusShiftStudios> But to get back to setting stuff for a bit…
[20:14] <+Haphazard> That’s your sweet spot – I’d focus on that tier if you do further promotions
[20:15] <+Haphazard> ooop. Yes, please, the settingΒ Β π
[20:15] <~Dan> (brb — please continue!)
[20:16] <+NexusShiftStudios> So when people hide themselves away like this, all sorts of rumors and stories start building up. The towns and cities are filled with a deep seated fear and hatred of the unkown that lurks outside their borders. Magic is shunned and a person using it is viewed as being corrupted by the outside world.
[20:18] <+NexusShiftStudios> As for the predators, “average” really depends on what area you’re in. But in general most commonly things you ought to be wary of are around the size of a horse. SInce we use a wound system, a normal guy who takes a claw to the gut may find themselves in an unfortunate situation!
[20:19] <+NexusShiftStudios> So to give an example.
[20:21] <~Dan> (back)
[20:21] <+NexusShiftStudios> The main creature we’ve been showing off is the Sahidarah, a blind quadraped that uses its speared tail to tap along the echo-y rocks of the caves it lives in. It actually is completely blind, but the echoes within the cave allow it to spot creatures through echolocation. It’s not the biggest creature we have by far but…
[20:22] <+Haphazard> – it is great creature design, btw….
[20:22] <+NexusShiftStudios> we want to give perspective to these creatures. If you were an actually fighting a tiger in real life, that would be a scary prospect. Size gains meaning. You have to truly observe what you’re encountering and decide whether you can take it on. Running is 100% an option. And sometimes just finding a way TO run is the challenge itself.
[20:23] <+NexusShiftStudios> So the Sahidarah uses this tail right?
[20:23] <+NexusShiftStudios> So a normal party might just blindly bash at it. But if you go for the tail and chop it off, it suddenly loses its main sense of perception.
[20:24] <+NexusShiftStudios> No one tells you that the Sahidarah echolocates, It is up to you and your party observing how the creature acts to find the best ways to survive.
[20:24] <+Haphazard> Are all your creatures designed in that way?
[20:24] <~Dan> Very cool.
[20:24] <+NexusShiftStudios> Yeah, taht’s what we’re trying to do.
[20:25] <~Dan> I take it that there are no nonhuman races that are playable?
[20:25] <+Haphazard> It’s a great concept; I love it. I actual did the same for my game. It is better suited to your presentation though.
[20:25] <+NexusShiftStudios> All right, so this gets into another aspect of the setting.
[20:25] <+NexusShiftStudios> Both settings really.
[20:27] <+NexusShiftStudios> We want there to be multiple levels of discovery and danger. As you progress through the world you can venture into different “layers” of content as your characters explore and discover more about the world.
[20:28] <+NexusShiftStudios> So with the base game we have layers 1 and 2 for both settings. At layer 2 of Arcane Origins, you start discovering other playable races within the wilds, and gods that have been protecting humanity within the deepest parts of the world.
[20:29] <+Haphazard> very nice!
[20:29] <~Dan> Interesting.
[20:29] <+NexusShiftStudios> We have plans for up to 4 layers, which is why when some of you guys starting asking about the origins of magic several days ago I was getting a little worried. XD
[20:29] * ~Dan chuckles
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[20:29] <+NexusShiftStudios> You can always start at a higher layer, they are simply layers of knowledge and disvoery. More mechanics open up to you as you progress, so the idea of starting at a higher layer might appeal to some people.
[20:30] <+NexusShiftStudios> I CAN talk about some of that spoilery stuff, but only if people are willing to hear spoilers. XD
[20:30] <~Dan> Totally up to you. π
[20:30] <+Haphazard> spoil away!
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[20:31] <+NexusShiftStudios> All right. Beware I am going to try to restrain myself as hard as I can from just barfing up too much info to handle.
[20:31] <~Dan> Although… this will be logged, so keep that in mind.
[20:31] <~Dan> π
[20:31] <+NexusShiftStudios> Oh lord. Haha.
[20:32] <~Dan> If you’d rather not on that basis, I understand. π
[20:32] <+NexusShiftStudios> So to start with, you meet the four main gods at layer 2. I won’t go into super specific detail about each of them, but I’ll use one of them as an example so I can get into some cool stuff.
[20:34] <+NexusShiftStudios> So each of these gods protects humanity for some initially unknown reason. Most people think it’s some kind of form of divine love or just a will to help out. When you initially find these gods and begin to follow them, you gain “divine hit points”, which serve as a barrier between the monsters and your precious bodily fluids.
[20:34] <+Haphazard> (BRB)
[20:35] <+NexusShiftStudios> There IS always the option to remain what we in the office call a “godless heathen”, but we certainly don’t force it on people. Haha
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[20:36] <~Dan> π
[20:36] <+NexusShiftStudios> So the god we’ll use as an example is known as Oraskur. What I want to do with Oraskur is show you how the lore deepens as you progress through the game.
[20:37] <+NexusShiftStudios> Oraskur is the prime god of life. She believes that life is the ultimate form of matter, and that the ultimate goal for life is to create more life.
[20:38] <+NexusShiftStudios> To this end, she splayed open her own stomach so that the beings around her could feast on her immortal godflesh. Now she sits eternally enduring an endless pain as she serves her highest purpose.
[20:38] <~Dan> If you want to know wat she thinks, you have two choices: pray, Oraskur.
[20:38] <+Haphazard> And I’m back
[20:38] <~Dan> wb!
[20:40] <+NexusShiftStudios> Oraskur is just plainly the nicest god. She talks the most often to her followers (which is still not much) and often bestows divine favors. She is also the most lenient with magic, a topic all the gods hate and abhor.
[20:40] <+NexusShiftStudios> As such she is the of as the divine mother, a caretaker who respects life in its entirety and will do anything to promote its growth.
[20:41] <+NexusShiftStudios> But like all gods, she detests magic.
[20:42] <+NexusShiftStudios> There are two kinds of magic in arcane origins, divine and occult.
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[20:42] <~Dan> (Howdy, QTGames!)
[20:42] <+QTGames> Hiya Dan!
[20:42] <+NexusShiftStudios> Divine is sanctioned magic curated by the gods. It is very limited and most resembles typical magic systems of D&D where you select from a series of pregenerated spells.
[20:43] <+QTGames> Hi NexusShiftStudios!
[20:44] <+NexusShiftStudios> Occult is the natural magic within humans. This is a freeform magic that is very flexible and powerful, but incredibly dangerous. You can weave nets of flame or potentially even turn someone’s blood to granite, but it all comes at a cost and no human society that knows of your powers will ever accept you.
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[20:45] <~Dan> Are both purely learned, or are they inherent?
[20:45] <~Dan> (Howdy, KJ|Laptop!)
[20:45] <+NexusShiftStudios> They’re learned, but certainly some are better at it than others.
[20:46] <+NexusShiftStudios> The reason gods hate magic, which is something not stated until much later into the game, is that use of magic promotes the growth of lordtrees, strange roots that grow along the surface of the earth.
[20:47] <+NexusShiftStudios> The lordtrees are normally beneficial, their roots are an incredibly powerful healing agent.
[20:47] <+NexusShiftStudios> But when exposed to prolonged bursts of magic, their ultimate nature begins to show.
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[20:47] <~Dan> (Howdy, AnthonyHoltberg!)
[20:47] <+NexusShiftStudios> You see, Lordtrees create portals between worlds.
[20:47] <~Dan> Ooo!
[20:48] <+NexusShiftStudios> And as they grow, the amount of worlds they link up to increases.
[20:48] <+NexusShiftStudios> Now I’m going to throw some mathematical concepts at you here, so bear with me.
[20:49] <+NexusShiftStudios> As the amount of worlds a lordtree links up to increases, the chance that something might pop through increases.
[20:49] <+NexusShiftStudios> So the more and more they grow, the more things come through the portals. They could be just wandering vagabonds or lost souls, but sometimes they’re not.
[20:50] <+NexusShiftStudios> Now there are inifinite worlds, each with their own gods and lordtrees.
[20:51] <+NexusShiftStudios> So once a lordtree has started its major growth, it will link up to progressively more and more worlds, as more and more things keep walking through out of sheer probability.
[20:51] <+QTGames> Cool. π
[20:51] <+NexusShiftStudios> Eventually something bad will come through, or enough people have come through that resources start to grow scarce in your world.
[20:51] <+Haphazard> Very nice. And unique!
[20:52] <~Dan> Does this same concept exist in the other setting?
[20:52] <+NexusShiftStudios> All 4 gods exist in all of the inifinite worlds, so they are aware of this problem.
[20:52] <+NexusShiftStudios> Kiiiiiiiind of. I’ll get to that in a bit.
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[20:53] <+Haphazard> – – – just to say, but you sold me on the project. I just backed you!
[20:53] <~Dan> (Howdy, Lin_Chong!)
[20:53] <+Haphazard> (Hello there!)
[20:53] <+QTGames> Kickstarter link?
[20:53] <+NexusShiftStudios> Thank you!
[20:53] <+NexusShiftStudios> (Link: https://www.kickstarter.com/projects/1083731892/archive-digital-tabletop-roleplaying-game?ref=nav_search)https://www.kickstarter.com/projects/1083731892/archive-digital-tabletop-roleplaying-game?ref=nav_search
[20:54] <+Haphazard> Concept and presentation – and you guys nailed both.
[20:54] <+NexusShiftStudios> But the only ways they know how to solve the problem are to either not cast magic or to destroy all the lordtrees.
[20:54] <+NexusShiftStudios> Not casting magic only slows the issue, but they do it anyway.
[20:54] <+QTGames> Thanks, lookin’ it over now. I’ll back ya!
[20:55] <+NexusShiftStudios> Destroying all the lordtrees requires an apocalyptic event where the world ios wiped clean and the reamining human civilization starts anew, at layer 1, unaware of the impossible problem.
[20:55] <+NexusShiftStudios> Each of the gods has their own response to the impossible problem.
[20:55] <+NexusShiftStudios> Some of them believe there is a solution, others do not. Oraskur on the other hand…
[20:57] <+NexusShiftStudios> Oraskur embraces the impossible problem. She believes that what this problem presents is an opportunity to find the ultimate form of life. So across each universe she nurtures her people, nurturing them so that they might grow strong and unstoppable, ready to be unleashed on the world in the ultimate game of survival of the fittest.
[20:57] <+NexusShiftStudios> In reality, Oraskur is not the god of life, she is the god of war.
[20:58] <+NexusShiftStudios> Using her infinite armies to do battle across infinite universes, trying to find the ultimate life form through trial of battle.
[20:58] <+GenoFoxx> Seems like like the philosophy of the Shadows from Babylon 5
[20:59] <+NexusShiftStudios> All of the gods are given a new context upon reaching this final layer where the ultimate truth is unveiled. Each with their own opinion on the impossible problem, each having a deeper purpose in the grand scheme of nature.
[21:00] <+NexusShiftStudios> So yeah, that was intense spoilers there, and I hope it was legible, but yeah, that’s the basis for the world!
[21:00] <~Dan> Very impressive!
[21:00] <+Haphazard> awesome. Well done
[21:00] <+QTGames> That looks very cool. Wish I’d have logged in at the start.
[21:01] <~Dan> The log will be posted as usual, QTGames. π
[21:01] <+NexusShiftStudios> T_T
[21:01] <+QTGames> Ah yes, that’s right. Thanks, Dan!
[21:01] <~Dan> Need me to edit out the spoilers, NexusShiftStudios?
[21:02] <+NexusShiftStudios> Honestly, I’m not sure. XD I’ve been wanting to keep a lot of this secret for players to naturally find out, but I’d rather get people excited too. AFter all that’s not all there is to the mysteries of the owlrd!
[21:02] <~Dan> Totally up to you. π
[21:02] <+QTGames> Those were some serious spoilers. I’ve been slow to release spoilers like that in my own game. Guess you have to weigh how you are going to be unfolding things promotionally and/or in adventure supplements
[21:03] <+NexusShiftStudios> Ah, what the heck keep it up there. I just hope it doesn’t become common knowledge. XD
[21:03] * ~Dan chuckles
[21:03] <+QTGames> π
[21:03] <+Haphazard> Good choice. Entice them.
[21:03] <+GenoFoxx> so how does this play out in the interstellar setting?
[21:04] <+GenoFoxx> and does it have mecha?
[21:04] <~Dan> Do you have time to stick with us? “Officially”, the Q&As run from 7-9, but you’re always welcome to hang out and field questions as long as you like, especially since we got a late start.
[21:04] <+NexusShiftStudios> So yeah. Intergalactic Empire.
[21:04] <+NexusShiftStudios> I can be here for quite a while really.
[21:04] * ~Dan nods
[21:04] <~Dan> Cool. π
[21:04] <+Haphazard> I’m very interested in the Empire. That’s what made me back the project!
[21:05] <+QTGames> I’m all about setting. Don’t even know if I’d use the app, but I’d like to check it out!
[21:05] <+NexusShiftStudios> Since there are infinite universes in Arcane Origins, one MIGHT imagine that one of those universes completely held back from magic, and one MIGHT imagine that a universe like that would grow technologically. ANd one MIGHT think in such a universe that there’s alway the possibility for the lordtree roots to come back.
[21:05] <+NexusShiftStudios> Purely hypthetical of course.
[21:06] <~Dan> Of course.
[21:06] <+QTGames> There’s always a way. π
[21:06] <+NexusShiftStudios> And yes, there’s mecha. I wonder if we actually have a picture of our mech on the kickstarter!
[21:06] <+NexusShiftStudios> Come to think of it it may have been one of the pieces of art we didn’t use.
[21:07] <+GenoFoxx> π¦
[21:07] <+QTGames> There was a mech of sorts in the video
[21:07] <+NexusShiftStudios> *Takes a look at video*
[21:07] <+QTGames> briefly
[21:08] <+NexusShiftStudios> Oh yeah, at about 5:39 we have our current mech. We’re not doing NEARLY as many mechs as we are monsters, but hey they’re there.
[21:09] <~Dan> GenoFoxx REALLY loves his mechs. π
[21:09] <+NexusShiftStudios> Haha, we definitely are going for more “old-style” clunk mechs than anything you might see in Gundam though.
[21:10] <+QTGames> Then he’ll like a story in Arcane Synthesis! Ahem. Anyway, yeah, glad you included mechs. Fun stuff
[21:11] <+QTGames> That will probably please more than it won’t, going old style
[21:12] <+NexusShiftStudios> Seems like it to me too. Personally I kind of prefer it. The only kind of human mech I really truly loved was from the anime Evangelion. But then I just love taht series to death anyway.
[21:12] *** Lioness has quit IRC: Disintegrated:
[21:14] <+NexusShiftStudios> Anyway, we’d love it if you talked to friends and people that might be interested! We’re creating awesome stuff, but hoo boy is promotion a new world for us and any help would be super amazing. In the same vein thanks Dan for asking us to be a part of this!
[21:15] <~Dan> Absolutely. π
[21:15] <~Dan> So the scifi setting is kind of steampunk?
[21:15] <+QTGames> When I was running my Kickstarter, I spent 20 hours a week on promotion alone – it nearly killed me and I still felt like I wasn’t doing enough. I’ll plug it a couple times though (not this moment as I’m slammed, but a couple times this week.
[21:15] <+Haphazard> I’ve already Twittered; I’ll share this with both my project pages!
[21:16] <+NexusShiftStudios> Yeah, more scifi than steampunk honestly, just with some steampunk aesthetics mixed in with the spaceships and stuff. At first layer though its largely steampunk.
[21:16] <+NexusShiftStudios> Layers for scifi have much less to do with secrets and much more to do with where you’ve traveled.
[21:16] <+ArdentPurple> NexusShiftStudios: How do the GM and Player apps interface with each other? Would you recommend the platform for a group of players spread out across the country?
[21:16] <+QTGames> You say “at first layer” how are you planning to unfold your story? Sorry I missed some. Do you have adventures planned, or?
[21:17] <+QTGames> Ah, you were typing when I was. That’s it then or are there also planned adventure releases?
[21:18] <+NexusShiftStudios> All right so we have this concept called layers. Basically it’s that each world has its own mysteries and places to discover. As you explore more of the worlds and reach new layers more mechanics and stuff are openly avaialable to you. Since layers are mostly knowledge and location based, you could always start out at a more advanced layer from the very….
[21:18] <+NexusShiftStudios> beginning, or perhaps never even moving on to a new one!
[21:18] <+NexusShiftStudios> We have plans for adventures, but honestly it largely depends on funding with how advanced those adventures can be.
[21:19] <+NexusShiftStudios> And as for apps interfacing…
[21:19] <+QTGames> Ah, I see. Thanks for the clarification and glad you don’t have to start on the same layer. As for adventures, I understand better than you know.
[21:20] <+NexusShiftStudios> They connect online through a server. We’re looking into local play, but likely that will only be possible if everyone shares the same kind of device (like everyone has androids).
[21:22] <+NexusShiftStudios> The master app has all the info and is the main source of interaction. The gm uses the master app to either mediate combat or mess with some aspect of the game he can’t naturally do through narrative play. The player apps function as digital character sheets, and you can roll virtual dice on them (if you so choose), manage inventory and trading…
[21:22] <+QTGames> That would be an important feature I would thinkβeveryone being able to play together. But in any given group larger than a few people, it would seem that there’d always be someone without an android. Can one person play without it or down the road will it be feasible for one with a windows laptop to play with those with androids?
[21:22] <+NexusShiftStudios> and other character related stuff.
[21:23] <+NexusShiftStudios> Okay, the ONLY thing you need to play the game currently is one copy of the master app. Using a player app is largely for player convenience if they have the option.
[21:23] <+NexusShiftStudios> Otheriwse we’ll have free character sheets for donload on our site.
[21:24] <+QTGames> Ah, okay. Was about to ask that.
[21:24] <+NexusShiftStudios> We really didn’t want the game to be only usable to groups solely composed of guys with fancy machines. Just one fancy machine will do. Haha
[21:25] <~Dan> π
[21:26] <+QTGames> That was a good move.
[21:26] <+NexusShiftStudios> Yeah, as much as that would be the ideal scenario we just can’t put that on people.
[21:27] <+NexusShiftStudios> Well, I’ve got to head out pretty soon here. Any final questions?
[21:28] <+QTGames> Thanks for your time. I’ll be sure to help as I can. Probably post on facebook tonight and Twitter tomorrow.
[21:28] <+Haphazard> I can’t think of any right now. But how should I get it touch with your team for other questions.
[21:29] <~Dan> I think I’m good. Can you wait a moment while I log the chat and give you the link?
[21:29] <+QTGames> Need to get back to work. Dinner break’s over. Cheers, all!
[21:29] <~Dan> Take care, QTGames!
[21:29] <+NexusShiftStudios> You can contact us at nexusshiftstudios@gmail.com or just message us on kickstarter
[21:29] <+NexusShiftStudios> We’re always watching for questions O_O
[21:29] <+Haphazard> Will do! Thanks for coming and sharing your project!
[21:29] <+QTGames> π Later!
[21:29] <~Dan> Cool. It will just take a moment. π
[21:30] <+Haphazard> Take care all!