[20:01] <+TGlennBane> Hello, my name is T. Glenn Bane, I am the founder of the Scaldcrow Games: Bare Bones Beyond, Worlds of Pulp, and its newest title, “Wild West Horse Opera.” That is what I am here to talk about tonight.
[20:01] <+TGlennBane> done
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[20:01] <~Dan> Thanks, TGlennBane!
[20:02] <~Dan> The floor is open to questions!
[20:02] <~Dan> (Howdy, jeffszusz!)
[20:02] <~Dan> So what’s the setting of Wild West Horse Opera?
[20:02] <+jeffszusz> wait what
[20:03] <+jeffszusz> Horse Opera?
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[20:03] <+TGlennBane> 1976 Arizona Territory, the town of Slow Funeral Ridge.
[20:03] <+TGlennBane> done
[20:03] <+TGlennBane> 1876
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[20:04] <+TGlennBane> Yeah, horse opera. Wild West stories that focus more on the adventure rather than the history.
[20:04] <+TGlennBane> done
[20:05] <+Burn0ut> how long is a typical campaign in this system?
[20:06] <+TGlennBane> An adventure usually lasts about 4 hours. Sometimes I run longer. I have had campaigns stretch months.
[20:06] <+TGlennBane> donew
[20:06] <+MikeM> I sponsored the kickstarter yesterday and am pretty excited, but is the release date correct? November 2016?
[20:09] <+maxmahem> can you give the link to the KS?
[20:09] <+TGlennBane> Yeah, 2016. It is the second big release scheduled for next year.
[20:09] <+TGlennBane> done
[20:09] <+TGlennBane> (Link: https://www.kickstarter.com/projects/1279968844/wild-west-horse-opera-rpg-three-book-bundle)https://www.kickstarter.com/projects/1279968844/wild-west-horse-opera-rpg-three-book-bundle
[20:09] <+TGlennBane> done
[20:10] <~Dan> (Oh, you don’t need to say “done” after everything — just after extended answers or question pauses. Unless you just want to. 🙂 )
[20:11] <+TGlennBane> Cool.
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[20:11] <~Dan> So by default, is there a lot of weirdness built into the setting?
[20:11] <~Dan> Supernatural stuff, steampunk gadgets, that sort of thing?
[20:11] <~Dan> I see you have masked vigilantes, at least.
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[20:12] <+TGlennBane> There are two adventures that come with the package, one in the main book and a second called “Night of the Wendigo,” by John Eli Fox.
[20:12] <~Dan> (Howdy, GenoFoxx, Ettin!)
[20:13] <+TGlennBane> Yes. I thought I would open up horse opera to many types of western stories.
[20:13] <+TGlennBane> done
[20:14] <+TGlennBane> The adventure in the core book is called “The Domain of Lawless Men.”
[20:14] <+TGlennBane> done
[20:15] <~Dan> Does the game offer the same degree of strangeness that your Worlds of Pulp games do? Powered heroes, for example?
[20:15] <+TGlennBane> I had thought it would be interesting to see masked vigilantes in different kinds of western stories.
[20:16] <+TGlennBane> done
[20:17] <~Dan> Does the game take place in the past of your 1930s pulp games?
[20:18] <+TGlennBane> Strangeness? Yes, I think that pulp tales have to be over the top. For example “Night of the Wendigo,” is somewhere between classic western and the X-Files with government agents sent to save a small town from what might be a supernatural predater.
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[20:19] <+TGlennBane> Also, I have a fun radio-style episode titled bullets of the west. It is located at the bottom of the KS. Its about 15 minutes long. After the interview please go enjoy it. After the initial campiness it gets pretty strange.
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[20:20] <~Dan> (Howdy, Frankto!)
[20:21] <~Dan> Your Worlds of Pulp games have a pretty generous collection of antagonists and creatures. How does WWHO stack up in that regard?
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[20:25] <+TGlennBane> Pretty well. The old west opens up a lot of territory where superstition is concerned. There are numerous ghosts, demons, and strange magical phenomena. In the story of Night of the Wendigo, the party is faced with a monster trying tear its way into a cabin. In The Domain of Evil Men, there is the case of evil twins and of course I have a healthy bestiary of
[20:25] <~Dan> (cut off at “bestiary of”)
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[20:26] <+TGlennBane> monsters and creatures. I think you will find that I give you enough tools to keep your adventurers guessing.
[20:26] <+TGlennBane> done
[20:26] <+TGlennBane> Sorry about the lack of punctuation in that first sentence.
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[20:26] <~Dan> No problem!
[20:27] <+TGlennBane> Ah…
[20:27] <~Dan> Do you include rules for any particular sorts of supernatural powers, like shamanism, for example?
[20:29] <+TGlennBane> In the story “Six Gun Red” (the novella), the Masked Gunslinger is faced with river pirates, a conspiracy, and a golden idol. All of this while the hero is following what appears to be a ghost dog. Oh yeah, and he has amnesia.
[20:30] <+TGlennBane> I do include shape shifting, shamanism, sorcery, and witchcraft.
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[20:32] <+TGlennBane> oh done.
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[20:32] <~Dan> Can you say a bit about how those powers work?
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[20:36] <+TGlennBane> Sure. A character will typically have an ability like Spellcaster: Shamanism. That ability would have rank between 1 and 10 (typically starting at 5). Then the character will pay Building Points to open individual spell slots underneath that category. Example: Spellcaster: Witchcraft r5, with 3 spells for 3 bp underneath it. A player can be spellcaster or
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[20:37] <~Dan> (cut off at “spellcaster or”)
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[20:37] <+TGlennBane> gunslinger or both. One of the Villains that appear in the book is a Witchdoctor Gunslinger named Slade Loas.
[20:38] <~Dan> Heh. Nice name. 🙂
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[20:38] <~Dan> How do you distinguish between shamanism, sorcery, and witchcraft?
[20:38] <+TGlennBane> Thanks. I pride myself on names. I have one heckuva villainous Sheriff named Cal Bible.
[20:39] <~Dan> Heh. 🙂
[20:40] <+TGlennBane> Not every character is a masked vigilante. Some of the characters are more common Western Archtypes like cowboys and saddle tramps.
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[20:43] <+TGlennBane> A few of the Archetypes available for players are: Frontiersman, gambler, desperado, grim veteran, law dog, gunslinger…
[20:44] <~Dan> How do the archetypes work?
[20:45] <+TGlennBane> …trailblazer, missionary, hunter, cowboy, and others. As importat to the Worlds of Pulp as strong bestiaries is to have a broad menu of character possibilities.
[20:47] <+TGlennBane> An archetype gives you a starting point; listing conditions and abilities that are common to that type of character. The players then add their own choices of unique conditions and abilities to make that character their own.
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[20:48] <+TGlennBane> ….
[20:48] <~Dan> While we’re on the subject, perhaps we should cover a bit of how the system works for those who haven’t read your previous Q&As?
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[20:49] <~Dan> (wb, Serah!)
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[20:49] <~Dan> (wb, KJ!)
[20:51] <+TGlennBane> Sure, its a 2d6 system. Where you shoot for target numbers based on the ranks of the abilities. The basic rules mechanic is, roll, reroll doubles and accumulate the score; Boxcars (double sixes) always succeed and Snake eyes (double ones) always fail.
[20:51] <+TGlennBane> The system uses this dice convention and the rank system to settle all tasks.
[20:53] <+TGlennBane> Abilities stack. If you have more than one ability that can be used to accomplish the same task, you may roll for all. There is a limit of two abilities, pluss the foundation abilitiy for this purpose.
[20:53] <+TGlennBane> done
[20:54] <~Dan> Now, if I remember correctly, that limitation was introduced in the Brother Bones game?
[20:54] * +consilium raises hand.
[20:55] <+TGlennBane> Oh yeah, for those of you whom already know her work, Alyssa Faden is developing the maps of Slow Funeral Ridge and the nearby Arizona Territory.
[20:55] <+TGlennBane> That is correct.
[20:55] <~Dan> Ask away, consilium!
[20:55] <+TGlennBane> Yes?
[20:56] <+consilium> So, if I want to do a given task and have its ‘foundation’ ability, and two other abilities that could also accomplish that task, does that mean I’d roll 2d6 add doubles for each ability? And would they all accumulate to the same score? Or does that just mean I get three strikes instead of one?
[20:57] <+TGlennBane> The first. … I’d roll 2d6 add doubles for each ability? And would they all accumulate to the same score…
[20:58] <+TGlennBane> I keep the rules simple this way because I am a big beleiver in smaller rules equals bigger gaming.
[20:58] <+consilium> So how do ‘foundation’ abilities work?
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[20:58] <~Dan> The idea of fixed Foundation Abilities is new as of Brother Bones as well, I believe?
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[21:01] <+TGlennBane> Foundation abilities are nine commonly used abilities, such as might, intelligence, combat, perception, etc. They resemble attributes in other games but are used as abilities in the Worlds of Pulp. Lets say that you are a carpenter with the ability “building,” and you get in a fight on your job site. You could reasonably stack building and combat to score
[21:02] <+TGlennBane> a hit. You might also add intelligence, depending on how you see and can narrate your actiopn.
[21:02] <~Dan> So Foundation Abilities can stack as well?
[21:03] <+TGlennBane> Dan, yes it is.
[21:03] <+consilium> Well, that certainly sounds /unique/. I’ll have to give it a look sometime.
[21:04] <+TGlennBane> I hope you do and hope you enjoy playing it as much as I enjoy writing it. That’s why I do this. I have a real love for the game.
[21:04] <~Dan> Have you added any Western-specific twists to the core rules? Quick-draw duels, for example?
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[21:06] <+TGlennBane> Yeah, the Quick-draw allows you to preempt the initiative roll, essentially gaining the first strike before initiative is appled. I also have an entire chapter on handling horses, including some advice from hollywood directors on how they are used in film.
[21:06] <+TGlennBane> done
[21:08] <~Dan> Do you address real-world historical issues like racism?
[21:09] <~Dan> Or does that fall into the category of not-fun stuff that doesn’t fit with the adventure-before-history theme?
[21:09] <&egyptian> Nice. Too many games treat horses like a motorcycle that eats hay. 🙂
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[21:13] <+TGlennBane> There is the elephant in the room. I stick to Horse Opera as much as possible. I don’t dive into those issues, but I also don’t shy away from them; massacre happened, slavery happened, every kind of exploitation happened. But with all of those terrible things there was also incredible wonders.
[21:13] * ~Dan nodnods
[21:13] <+TGlennBane> I focus on the Horse Opera, not the dark history.
[21:13] <~Dan> Sure, nothing wrong with that, IMO.
[21:14] <~Dan> On a related note, how (if at all) alternate is your history? Did history in your Wild West go just as it did in the real world, or are there any weird twists?
[21:18] <+TGlennBane> There are no outwardly weird twists. The time line has played out exactly as it did historicall, the twist is that real history has a few of the details wrong. The character, the Masked Gunslinger is a grim veteran from the Civil War, he has had amnesia for years and doesn’t know exactly who he is. He follows after a ghost dog which leads him from adventure..
[21:19] <+TGlennBane> to adventure and when it is time to assert himself against evil a spirit crow appears and directs him. Noone sees these things but him. He thinks that he might be crazy but the spirits never steer him wrong.
[21:20] <+TGlennBane> Anyway, events may appear to be untouched by the supernatural but there is usually something affecting them from beyond mortal view.
[21:20] <+TGlennBane> done
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[21:21] <~Dan> Are there any “weird science” aspects to the setting alongside the supernatural asepcts?
[21:22] <+Songtress> Horse Opera?
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[21:23] <~Dan> (Welcome to #rpgnet, Guest13!)
[21:24] <+TGlennBane> I try and keep science more along normal guidelines, not wanting to confuse the genre I’m shooting for. I know that steampunk is big, but that is not the world I am shooting for. That being said, I do have some crackpot scientist villains who, if not stopped, could kill a lot of people. The big reason….
[21:24] <+Guest13> Thanks Dan.
[21:24] <~Dan> (Guest13: You can set your name with the /nick command; e.g., /nick Dan 🙂 )
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[21:25] <~Dan> Howdy, ferret_, Ampersand!)
[21:25] <+TGlennBane> I don’t press heavily into the science is that that heralds the end of the era we refer to as the Wild West.
[21:26] * ~Dan nods
[21:26] <+TGlennBane> …sort of the sunset of the age.
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[21:26] <~Dan> I’m not sure if you saw this earlier question, but do you see WWHO as the past of the other Worlds of Pulp settings?
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[21:26] <~Dan> (Welcome to #rpgnet, SilverBolt!)
[21:27] <+TGlennBane> Oh yeah, all of my settings are interchangable, I would hope there would be some time travel adventures from Sapphire City to Slow Funeral Ridge, or SFR to Cape Noire.
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[21:29] <+TGlennBane> I don’t know if I mentioned it earlier, I also have stories from Ron Fortier and Nick Alhelm appearing in this collection.
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[21:29] <~Dan> Do you plan on re-releasing the original Worlds of Pulp games at some point with the revisions introduced in Brother Bones and WWHO?
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[21:30] <~Dan> And you didn’t, re: stories. Cool!
[21:30] <+TGlennBane> Later, I will. In then meantime I will be releasing the updates for free on Scaldcrow.com with the release of Cape Noire.
[21:31] <+SilverBolt> Hallos!
[21:31] <+TGlennBane> …character updates; not complete books.
[21:31] <~Dan> (SilverBolt: Here for the Q&A, or just hanging out? 🙂 )
[21:31] <+SilverBolt> Just hanging out.
[21:31] <~Dan> What other tweaks to the original rules have you introduced?
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[21:32] <~Dan> (Oh, hey there, Ampersand. 😀 )
[21:32] <+Ampersand> XD
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[21:33] <~Dan> (Howdy, Lin_Chong!)
[21:33] <+Lin_Chong> Morning.
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[21:34] <~Dan> (wb, Guest13!)
[21:34] <+TGlennBane> The foundation abilities and 2 stack limit are pretty huge. I have also added a Hit Point system, derived from foundation abilities. I have added additional situational modifiers, expanded the cosmic eye, I have tweaked the “Last Word” rule to also include final action, and I am sure there are others.
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[21:34] <~Dan> How does the Hit Point system work?
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[21:36] <+Lin_Chong> What’s a “cosmic eye”?
[21:36] <+TGlennBane> Basically, in the past, everything had 4 hits. Now, hits are based on a character’s Toughness, plus Willpower, plus Size, minus 8. This keeps normal folks at 4 hits but allows heroic folks to go higher.
[21:36] <~Dan> (Howdy, Acrobat13! Are you Guest13? 🙂 )
[21:37] <+TGlennBane> The Cosmic Eye is a table used to help answer questions which might otherwise be boring or arbitrary. My wife refers to it as my RPG “Magic 8 Ball.”
[21:37] <+Acrobat13> No (I think?)
[21:38] <~Dan> (Acrobat13: Ah. Weird. We just had someone show up under the default nick of Guest13. I thought you were that person returning. 😀 )
[21:38] <~Dan> (In any case, welcome to #rpgnet! Here for the Q&A? 🙂 )
[21:39] <+Acrobat13> Nope. Coincidence.
[21:39] <~Dan> TGlennBane: Can you say a bit about the boxcars mechanic?
[21:41] <+Acrobat13> (Just dropping in to see if any things going on.)
[21:42] <~Dan> (Acrobat13: At the moment, we’re just finishing up a Q&A about a game called Wild West Horse Opera. We’ll be done at the top of the hour.)
[21:42] <+TGlennBane> Yeah. Boxcars are essentially a critical when double sixes are rolled for the foundation ability. Boxcars Always Win is the rule, so no matter what is rolled or what the opposing roll is, Boxcars will succeed. That being said, because Boxcars are also doubles, then you must reroll Snake Eyes (double ones) turn up it will kill the whole roll. THe rule is…
[21:42] <+TGlennBane> you must reroll doubles.
[21:42] <+TGlennBane> …
[21:43] <+TGlennBane> Anytime you roll Boxcars during game play, you can add +1 to your boxcar score on you sheet. These points may be spent as bonuses to dir rolls. That number is always changing.
[21:44] <+TGlennBane> done
[21:44] <~Dan> Ah, yeah, that last part was what I was trying to recall.
[21:45] <~Dan> How would you describe the game’s underlying morality? Is this the black-and-white Western of the singing cowboy? The gritty world of the Spaghetti Western? Something else?
[21:48] <+TGlennBane> The Spaghetti Western has the most in common with Pulp, but I have a section that gives advice on running Western scenerios that takes in different film styles. The Spaghetti Western better suits grim adventurers moving from adventure to adventure, but I …
[21:50] <+TGlennBane> did not overlook film styles of directors like John Houston, who had very specific advice when it came to Western Action sequences.
[21:51] <~Dan> Huh. See, I would have thought that true-blue John Wayne type heroes would be more akin to the Western pulps.
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[21:51] <~Dan> But I’m not that familiar with pulp Westerns.
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[21:52] <+TGlennBane> Check out some of the pulp western stories by Robert E. Howard, they are a hoot. Again, pulp is its style of story telling.
[21:52] * ~Dan nodnos
[21:52] * ~Dan nodnods, even
[21:52] <+TGlennBane> …its own style of storytelling. Hands getting tired.
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[21:52] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to mention?
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[21:54] <+TGlennBane> Yeah, just a couple about the Kickstarter. I am allowing the backers to have have first crack at populating the fictional town of Slow Funeral Ridge. Depending which level you back, you could be a trail boss, outlaw, homesteader, or lots of other…
[21:56] <+TGlennBane> possibilities in the town. I will write the character based on your name and the answers you give us on a questionaire that I will send you. The spots that are already gone are Sheriff, Territorial Marshal, and Mayor. (More)
[21:56] <+Songtress> ooh if I had money I’d do it.. we need more female ranchers… and runners of a Lady’s space in a town like that..
[21:56] <+TGlennBane> Beyond the town of SFR there is also the fictional towns of Bullet, Hell’s Dog, and Harrison’s Gun.
[21:57] <+TGlennBane> By the way, the Territorial Marshal is female.
[21:57] <+TGlennBane> Backers rock!
[21:57] <~Dan> NIce!
[21:58] <+Lin_Chong> It’s not the wild west without an Anne Oakley.
[21:59] <+TGlennBane> She is part of the final character bundle called “Legends of the West.” Its the final stretch goal that is up right now. We have already hit six stretch goals.
[21:59] <~Dan> Thanks so much for joining us today, TGlennBane!
[22:00] <+TGlennBane> Its always a pleaqsure Dan. There is nothing I like to do more than talk about the worlds design.
[22:00] <~Dan> Well, you’re always welcome. 🙂
[22:00] <+TGlennBane> …worlds I design.
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[22:01] <+TGlennBane> Thanks for stopping by everybody.
[22:01] <~Dan> If you’ll give me just a moment, I’ll get the log posted and get you the link. 🙂
[22:01] <+TGlennBane> Thanks Dan.