[18:59] <+PatrickVida> Greetings everyone, Patrick Vida from Relic Star Games. Dan invited me to talk about my tabletop system. Sanctuary Core Gaming System (or SCGS.) To open up, id like to toss our a link for everyone to be able to see first before I finish the introduction: (Link: https://drive.google.com/open?id=0B8ZP7jO45F0DfmdUaWpKZWhMZlJPYVlyTW5Vb3B4YUxWbXdlM1h4azhPdExuVGhDdG9VdW8)https://drive.google.com/open?id=0B8ZP7jO45F0DfmdUaWpKZWhMZlJPYVlyTW5Vb3B4YUxWbXdlM1h4azhPdExuVGhDdG9VdW8
[18:59] <+PatrickVida> The Sanctuary Core Gaming system uses a one page character sheet that uses a mixture of cards and stats.
[19:00] <+PatrickVida> The core rules are the foundation, any genre a GM wishes to guide players through is up to them. I am writing modules currently that I will eventually be releasing.
[19:00] <+PatrickVida> Done
[19:01] <~Dan> Thanks, PatrickVida!
[19:01] <~Dan> The floor is open to questions!
[19:01] <~Dan> So let’s see here…
[19:01] <~Dan> Would it be easier to describe the core mechanic before or after dealing with the card aspect?
[19:03] <+PatrickVida> Its pretty entwined so, the core brushes a lot off of the cards.
[19:03] <+PatrickVida> on*
[19:04] <~Dan> Okay, why don’t I just turn it over to you? How would you describe the system?
[19:05] <+PatrickVida> For Skills, there are two types. Basic, which consist of Strength, Intellect, Endurance and Expertise. Then you have Advanced, which are chosen from a list of 9, but a player can only be proficient in 4 of those. Anytime a character is to perform a skill they arent proficient in, they take a -2 penalty.
[19:06] <+PatrickVida> Those are mainly used out of combat. Though sometimes an ability will trigger a skill check, such as acrobatics.
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[19:07] <~Dan> wb!
[19:07] <+PatrickVida> I believe I got kicked 😦
[19:07] <+PatrickVida> What did you see last?
[19:07] <~Dan> [19:06] <+PatrickVida> Those are mainly used out of combat. Though sometimes an ability will trigger a skill check, such as acrobatics.[19:07] *** PatrickVida has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[19:08] <+PatrickVida> Thank you Dan.
[19:08] <+PatrickVida> Cards are used in both combat (mainly) and sometimes out of combat (a good example is used blaster to shoot a handle off a door.)
[19:09] <+PatrickVida> There are 2 main card types. Attack Cards and Equipment Cards. Attack Cards are Weapon and Abilities that will allow a player to attack or use unique abilities.
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[19:11] <~Dan> Kicked again?
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[19:12] <+PatrickVida> No, that one was me. I type faster than I should. Hit the backspace out of the typing region.
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[19:12] <~Dan> Ah, no problem.
[19:12] <~Dan> (Howdy, luc!)
[19:12] <+PatrickVida> Equipment cards are consist of cards that provide defense, to cards a player can consume or otherwise use to craft cards.
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[19:13] <~Dan> (Welcome to #rpgnet, Andre!)
[19:13] <+PatrickVida> Welcome!
[19:13] <~Dan> (PatrickVida, meet Andre, one of your fellow game authors and a future Q&A guest himself. 🙂 )
[19:13] <+Andre> Much appreciated!
[19:14] <~Dan> (Want to re-post the KS link for him?)
[19:14] <+PatrickVida> (Link: http://mibpaste.com/UZT2dp)http://mibpaste.com/UZT2dp
[19:14] <+PatrickVida> Here are some of the images I linked Andre, and absolutely Dan, one moment!
[19:14] <+PatrickVida> Kickstarter: (Link: https://www.kickstarter.com/projects/1182016587/scgs-sanctuary-core-gaming-system)https://www.kickstarter.com/projects/1182016587/scgs-sanctuary-core-gaming-system
[19:15] <+Andre> Awesome! I’ll check it out!
[19:15] <+PatrickVida> Much Appreciated!
[19:16] <+PatrickVida> Andre, Ive briefly talk about the skill system and card mechanics. Each are pieces of the core rules.
[19:16] <+PatrickVida> I dont have one set universe. I have multiple worlds or regions that are apart of the SCGS. Game Masters can adapt any style of genre they want.
[19:17] <+Andre> Interesting… I’m giving it a look-over now. It’s certainly a very pronounced system.
[19:17] <~Dan> What is the actual dice mechanic?
[19:18] <~Dan> (Or were you getting to that? If so, my apologies!)
[19:18] <+PatrickVida> Combat uses d6. If you see the card labeled “Attack Card” I can go over it. All skill checks use d8,d12 or a d20.
[19:18] <+PatrickVida> No worries Dan!
[19:19] <~Dan> Let’s see here… Harpoon?
[19:19] <+PatrickVida> If you look at the image Base_tier1_Skills. That shows you Tier 1. This ranges from levels 1-10.
[19:19] <~Dan> And the base skills are the attribute-like ones? Strength, Expertise, etc.?
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[19:20] <~Dan> Howdy, Silverlion!
[19:20] <+PatrickVida> Yes. Advanced skills are Acrobatics, Crafting, Deception, Hacking & Lockpicking, Path Finding, Repair & Tech, Science & Medicine, Social and Unarmed Combat.
[19:21] <+PatrickVida> But a player can only be proficient in 4 advanced skills.
[19:21] <~Dan> Silverlion here is one of our “resident” game authors, and a good buddy of mine.
[19:21] <+PatrickVida> they may use all 9 skills, but will take a penalty to complete.
[19:21] <&Silverlion> Is Hacking/Lockpicking one skill?
[19:21] <+PatrickVida> Greetings Silverlion!
[19:21] <&Silverlion> Allo PatrickVida
[19:21] <+PatrickVida> Yes, as is Repait & Tech, Science & medicine.
[19:21] <&Silverlion> Hrms. So very broad advanced skills?
[19:21] <+PatrickVida> After a bit of testing we felt that its been more one in the same.
[19:22] <+PatrickVida> Not many no. 9 advanced skills.
[19:22] <+PatrickVida> 4 basic.
[19:23] <~Dan> So are you adding your basic + advanced skill levels + die roll?
[19:23] <+PatrickVida> I will go over combat in a second, I just didnt want to mix and match what I was saying. I hope thats fine!
[19:23] <~Dan> No problem! 🙂
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[19:23] <+PatrickVida> If you open up the SCGS_CS I can cover how that would work.
[19:24] <~Dan> (Howdy, egyptian!)
[19:24] <+PatrickVida> (Link: http://mibpaste.com/UZT2dp)http://mibpaste.com/UZT2dp for Silverlion.
[19:24] <~Dan> Got it.
[19:24] <~Dan> Oh, quick question, though…
[19:24] <+PatrickVida> Alright, Every character is given the same Basic skills. The right side are the ones a person picks when they play.
[19:25] <+PatrickVida> Shoot!
[19:25] <~Dan> Is Expertise something like dexterity/agility/finesse?
[19:25] <+PatrickVida> Yes.
[19:25] <~Dan> Gotcha. Sorry, please proceed. 🙂
[19:26] <+PatrickVida> Let me know if you need more info on how that works!
[19:26] <~Dan> I will. 🙂
[19:26] <&Silverlion> What does “EON.” stand for ? (I came in late.)
[19:26] <+PatrickVida> Silverlion, it means End of Night. It’s where you put the total experience you have in that skill.
[19:27] <&Silverlion> Ah!
[19:27] <+PatrickVida> Every bubble is a point of experience. Each skill requires 6 xp to level up.
[19:28] <+PatrickVida> To understand your current level. You add the total of all your skill points together and there is a chart that tells you where you fall.
[19:30] <+PatrickVida> If that makes sense.
[19:30] <~Dan> Hmm… Can we back up a bit?
[19:30] <+PatrickVida> Absolutely!
[19:31] <~Dan> I’m looking at that basick skill chart, and I’m fuzzy about what I’m seeing.
[19:31] <+PatrickVida> So. On your character sheet, each skill has 6 bubbles.
[19:31] <+PatrickVida> As you full them all up, you hit the next level. Next to SL you mark your current one. Erase the 6 bubbles and start again to hit the next level.
[19:32] <+PatrickVida> Based on the current level of your skill you get a modifier. The chart you see are basic skills from level 1-10.
[19:32] <~Dan> Right, with you so far…
[19:33] <+PatrickVida> So, lets say you are Strength skill is currently at level 2 and I ask you to perform a Strength Check. You roll a D8, and add +4.
[19:33] <~Dan> Why do the modifers go down as level goes up?
[19:33] <+PatrickVida> Because the game gets harder. Not easier.
[19:34] <+PatrickVida> And it resets when a player hits “level” 11. One moment I can show you.
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[19:34] <~Dan> (Howdy, Gemini!)
[19:34] <&Gemini> (hi)
[19:34] <~Dan> Hmm… Okay. I’m a bit confused a the moment, but I’ll let that ride for now. 🙂
[19:35] <+PatrickVida> I uploaded a new image for you. It may of uploaded twice for some weird reason. It’s called skill_levels_1and2.png.
[19:36] <~Dan> Got it.
[19:36] <+PatrickVida> To make it clearer a players level is based on how many points they have in their skills. There overall skill level is what a normal level in d&d would be like.
[19:37] <+PatrickVida> The (o) are bonuses on that specific level. Things that will help a player usually.
[19:37] <~Dan> Right, but if I’m understanding you, it gets harder to accomplish things the more skill levels you have.
[19:38] <+etaoinshrdlu> HELLO
[19:38] <+PatrickVida> Think of increasing the level of difficulty in completing a task.
[19:38] <~Dan> (Howdy, etaoinshrdlu!)
[19:38] <~Dan> Maybe it would be easier if you talked me through this example…
[19:38] <~Dan> Let’s say I’m trying to lift a boulder using Strength.
[19:39] <~Dan> I have skill level 1.
[19:39] <~Dan> I roll 1d8+5?
[19:39] <+PatrickVida> Correct, but to tell you what you need to pass, I base it off a Skill Difficulty Rating.
[19:39] <+etaoinshrdlu> (oh my apologies, I didn’t realise a Q&A was in progress)
[19:39] <~Dan> (No problem, eta!)
[19:39] <+PatrickVida> No worries!
[19:40] <~Dan> Okay, now I improve. Down the road, I get to Strength level 6. Same boulder.
[19:40] <+PatrickVida> I tell you a value based on how hard your task is. If you roll equal or higher you pass and get a skill point in strength.
[19:40] <~Dan> Now I roll 1d8+2…?
[19:41] <+PatrickVida> Correct. Everything increases in difficulty.
[19:41] <+PatrickVida> Seems odd, but it works out Lol.
[19:42] <+PatrickVida> The skill bonus may be low, but hte level of difficulty to complete the task will be also. If that makes sense.
[19:42] <~Dan> Huh. I’m not following what you’re simulating there. I mean, I’ve been lifting weights for about a year now, for example, and the same weight is easier for me to lift than it used to be, not harder.
[19:42] <+phondle> (Well hello hello!)
[19:42] <~Dan> (Howdy, phondle!)
[19:42] <~Dan> Am I missing something? Sorry if I’m being dense here. Long week.
[19:43] <+PatrickVida> Not at all. Ill explain.
[19:43] <+PatrickVida> And no worries 😀
[19:43] <+PatrickVida> Correct, you have been lifting, and the ease of lifting the same rock is based on the Skill Difficulty Rating.
[19:44] <+PatrickVida> so if I tell you the rock at level 1 to pass with your Strength check would be a 7. When you hit level Six that Skill Difficulty rating will go down to a 3.
[19:45] <+PatrickVida> For example.
[19:45] <~Dan> Ah… And how is that figured?
[19:45] <+PatrickVida> There is a chart for Difficulty Ratings.
[19:46] <~Dan> So what is the lower bonus reflecting?
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[19:48] <~Dan> (Howdy, MonkofLords!)
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[19:48] <+PatrickVida> Difficulty really.
[19:48] <~Dan> (Welcome to #rpgnet, Guest14! Please set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:49] <~Dan> So after a year of training, the difficulty of lifting the same weight goes down, but so does my chance of hitting the target number?
[19:50] <+PatrickVida> I see where that makes sense.
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[19:50] <+PatrickVida> A reversal in the numbers would fix that.
[19:51] <~Dan> Yeah, that’s what I’d think. I’m just having a heck of a time trying to work this out in real-world terms.
[19:52] <+PatrickVida> Thankfully a simple fix.
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[19:52] <~Dan> (Welcome to #rpgnet, Guest69! Please set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:53] <~Dan> Sorry. I’m a reviewer. I tend to nitpick. 🙂
[19:53] <+Guest69> I like this nick. ^_^
[19:53] <+PatrickVida> Not a problem, It’s just funny no ones thought about that and brought it to my attention :D.
[19:53] <+phondle> Dan has quite an acute eye
[19:53] <~Dan> What can I say? It’s what I do. 🙂
[19:54] <+PatrickVida> Would you like to cover Combat mechanics? Might be better for me 😀
[19:54] <~Dan> Please do!
[19:54] <~Dan> (And thank you, phondle. 🙂 )
[19:55] <+PatrickVida> Combat is done in 3 phases. Delay, Reaction and the Recovery Phase.
[19:55] <~Dan> Guest69: Fair enough. 🙂
[19:55] <+PatrickVida> Delay is where a player will move, Reaction is where a player attacks and recovery is where a player may restore health, fatigue (a mechanic for combat) or attempt to craft.
[19:56] <+PatrickVida> A players base movement is based off thier endurance skill level.
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[19:57] <+PatrickVida> Let me upload the icons, so you can understand those a little more.
[19:57] <~Dan> Sure.
[19:57] <~Dan> (PM to Guest69. 🙂 )
[19:57] <+phondle> I’m curious as to what “base movement” is
[19:59] <+PatrickVida> A base movement is how far a player can move in a turn. players can use various cards to alter their movement. Some endurance bonuses will allow a player to chose to move further.
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[20:00] <~Dan> (Howdy, Monochrome_Tide!)
[20:03] <+PatrickVida> combat requires a player to attack or do damage, this requires energy. “Fatigue” the boxes in the character sheet above the bottom row of cards is where a player keeps track of it. Everytime they attack it generates fatigue based on the cost of the cards.
[20:04] <+PatrickVida> Attack cards progress. Remember these include Weapons and Abilties. A player gets better with them over time. As a player successfully hits a goon they gain experience.
[20:04] <+phondle> So does a player have to take a turn expending their fatigue, or “catch their breath”?
[20:05] <+PatrickVida> No, that happens during the Recovery phase. Or at least a portion of it does. My kickstarter shows more indepth looks at what each thing means on a card. Let me share that again.
[20:05] <+PatrickVida> (Link: https://www.kickstarter.com/projects/1182016587/scgs-sanctuary-core-gaming-system)https://www.kickstarter.com/projects/1182016587/scgs-sanctuary-core-gaming-system
[20:05] <+phondle> Sure.
[20:05] <+PatrickVida> Weapons might have a higher fatigue cost because it takes more effort to use it.
[20:06] <+phondle> I just got finished eating and I’m a lazy, so I haven’t scrolled and over
[20:06] <+phondle> *and I may ask already asked questions
[20:06] <+PatrickVida> No worries phondle.
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[20:07] <+PatrickVida> Not everyone can be an expert marksmen. It takes time and practice. It takes 12 experiance to get to the second tier, and 20 to the final third tier. Usually the card power gets better and the cost of fatigue and damage adjust.
[20:08] <~Dan> How does armor work? (Or am I skipping ahead again?)
[20:09] <+PatrickVida> Not at all. Armor are classified as Equipment cards. Armor works 2 ways. It will either provide a player with padding which means they take less damage.
[20:09] <+PatrickVida> Or a player will get to roll an additional defense die when a player declares they are attacking them.
[20:10] <+phondle> Oh that’s cool
[20:10] <+PatrickVida> Combat is done in a d6 risk type fashion. highest roll wins.
[20:10] <~Dan> Why d6 for combat, but d8 and d12 for non-combat?
[20:10] <+PatrickVida> But, what makes it fun is how critical strikes work. A player who attacks 3 or more times and rolls at least 3 sixes hits for critical. Damage is increase.
[20:11] <+PatrickVida> Ah good question. If you look at Harpoon. You see those three boxes?
[20:11] <~Dan> With the lungs and heart?
[20:11] <+PatrickVida> A players start on the highest one. To get to the second tier, you have to hit 8 times successfully.
[20:11] <+PatrickVida> Yeah.
[20:12] <+PatrickVida> im sorry its d12 and d20.
[20:12] <+PatrickVida> Skills use d8 for tier 1, d12 for tier 2, and d20 for tier 3 checks. The bonuses will be modified after your suggestion.
[20:13] <~Dan> Ah, gotcha.
[20:13] <+phondle> Sorry to jump around but presumably weapons work in the same way? Either a flat buff or an extra die?
[20:13] <+PatrickVida> So, the way Card experiance works. A player needs 12 experiance to reach the second tier, 20 to reach the 3rd tier.
[20:13] <+phondle> Oh
[20:13] <+phondle> There’s more!
[20:13] <+phondle> 😀
[20:13] <~Dan> 🙂
[20:13] <+PatrickVida> 😀
[20:13] <+PatrickVida> More what? Lol.
[20:14] <~Dan> phondle here is a cool dude. He’s yet to play his first RPG session but has really jumped into the hobby with both feet.
[20:14] <+phondle> Heh, I wasn’t sure if you were finished with your thought
[20:14] <+PatrickVida> Dan I had a new player completely new to any tabletop RPG and he enjoyed the heck out of it. Which made me happy.
[20:14] <+phondle> And yes, I am enthusiastic
[20:14] <+PatrickVida> Ah phondle no worries!
[20:15] <+PatrickVida> Abilities work in the same way. And if a player maxes out on fatigue, they get exhausted and will lose the ability to block or move.
[20:17] <~Dan> Would it shift gears to much if I brought up inhuman abilities?
[20:17] <+PatrickVida> Make sense?
[20:17] <~Dan> I think so, yup.
[20:17] <~Dan> too much, even
[20:17] <+PatrickVida> Such as what? And no its not! I enjoy these questions!
[20:17] <+phondle> “Too much” dan is so cute, isn’t he
[20:18] <~Dan> Oh, magic, psionics, mutations, superpowers…
[20:18] <+PatrickVida> 😀 😀 ^
[20:18] * ~Dan blushes
[20:18] <+phondle> But hey, those abilities sound cool.
[20:18] <+PatrickVida> based on the things a player can learn.
[20:18] <+PatrickVida> cards control those abilities.
[20:19] <~Dan> To what degree do the core rules cover such things?
[20:20] <+PatrickVida> There really are no classes or abilities like that. The game runs purely off card mechanics for abilities.
[20:20] <+PatrickVida> So a player can have the ability to be a telepath, or drink something that would give him that ability.
[20:21] <+phondle> Oh I see
[20:22] <~Dan> But are these cards all pre-printed, or are they GM-created?
[20:22] <+PatrickVida> Ill have pre-printed ones, but in the rulebook in the back I have blank templates.
[20:22] <~Dan> Ah, I see.
[20:23] <~Dan> How about something like super-strength?
[20:24] <~Dan> For that matter, is the skill scale you describe the human range, or the universal range?
[20:24] <+PatrickVida> human range.
[20:24] <~Dan> So how would you model a super-strong character, for example?
[20:25] <+PatrickVida> So, they way I am adding worlds to the universe, each world may have a race that gives a character bonuses to something.
[20:25] <+PatrickVida> You would stack most of your skill points into strength.
[20:26] <~Dan> But would that be enough to exceed the human scale?
[20:26] <+PatrickVida> Yes, apolgies.
[20:26] <+PatrickVida> Apologies*
[20:27] <~Dan> So you wouldn’t treat super-skills as abilities?
[20:29] <+PatrickVida> Not really. A player might receive some racial bonuses, but they arent classified as super-human.
[20:30] <+PatrickVida> Abilities might be a spell, or something like a super-human ability like mind reading.
[20:31] <+PatrickVida> If thats the build a person wants to work towards, they may do so.
[20:31] * ~Dan nods
[20:31] <~Dan> So do you have any settings for the core rules?
[20:32] <+PatrickVida> Yes. every planet is either apart of a setting or module. I have several modules near completion and Im working on writing a large campaign.
[20:33] <~Dan> What genres do you cover?
[20:35] <+PatrickVida> A world that is prehistoric, a world that is vastly higher tech and a world that is apocalyptic.
[20:35] <~Dan> What sort of apocalypse?
[20:36] <+PatrickVida> dystopian apocolyptic
[20:36] <+PatrickVida> Are you asking how it happened, or the genre type?
[20:37] <~Dan> The former. Like, nuclear apocalypse? Plague? Zombies?
[20:37] <+PatrickVida> Cosmos 😀
[20:37] <~Dan> Carl Sagan caused it?
[20:37] <+PatrickVida> Big fat rock from space that tidally locks a planet.
[20:37] <+PatrickVida> Haha!
[20:38] <~Dan> 🙂
[20:39] <~Dan> Does the prehistoric world include magic?
[20:39] <+PatrickVida> There are 2 tribes, one partakes and one doesnt.
[20:40] <+PatrickVida> the 3 worlds above all are aware of each others existence.
[20:42] <~Dan> Are they literal planets? Dimensions?
[20:43] <+PatrickVida> Literal.
[20:45] <+phondle> That sounds very cool
[20:45] <+PatrickVida> But ive been writing all of it myself, the rules, the modules. Im even modeling minis.
[20:46] <+GenoFoxx> does the higher tech world have mecha?
[20:46] * ~Dan chuckles
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[20:46] <~Dan> GenoFoxx loves him some mecha. 🙂
[20:46] <+PatrickVida> Genofoxx, ive tested some stuff with mecha’s yes.
[20:47] <+PatrickVida> Nothing really written out, just tested mechanics to make sure it works okay 😀
[20:47] <+GenoFoxx> so if each world is aware of the other how do the other two avoid being exploited by the higher tech one?
[20:48] <+PatrickVida> These 3 are. the others that may be written may not know. they could be light years away. same universe 😀
[20:48] <+PatrickVida> And GenoFoxx as far as taking over resources. Its apart of the modules story progression.
[20:49] <~Dan> So, quick note!
[20:49] <~Dan> PatrickVida, you are welcome to hang out with us and answer questions as long as you like.
[20:50] <~Dan> That said, in what remains of “regular time”, is there anything we haven’t covered that you’d like to mention?
[20:50] <+PatrickVida> I covered a lot of the main mechanics I think. The Q&A has been great!
[20:51] <~Dan> Good!
[20:51] <+PatrickVida> I have a lot of notes for me to take back also. So I will try to get an update posted here in the next day.
[20:51] <~Dan> Well, you are always welcome to use the folks here as a sounding board for your ideas.
[20:52] <+PatrickVida> Absolutely I appreciate the help and the advice. Thanks Dan, GenoFoxx and phondle for the questions and baring with me.
[20:52] <~Dan> No trouble at all. 🙂
[20:53] <~Dan> Give me just a moment here, and I’ll post the long and get you the link. 🙂
[20:53] <+phondle> Sure!
[20:53] <+PatrickVida> Thank you!