[19:01] <+TrueInOne_Preston> I’m Preston Poland from True In One, and my new game is Horrors: The Scary Story RPG.
[19:04] <+TrueInOne_Preston> (Link: https://www.kickstarter.com/projects/1842635065/951809305?token=53f3c6cf)https://www.kickstarter.com/projects/1842635065/951809305?token=53f3c6cf here is the kickstarter preview, the campaign itself will launch october 1st!
[19:04] <+TrueInOne_Preston> (done)
[19:04] <~Dan> Thanks, TrueInOne_Preston!
[19:04] <~Dan> The floor is open to questions!
[19:04] <~Dan> What is the setting of the game?
[19:05] <+TrueInOne_Preston> It’s modern day very similar to our own, but where, in the shadows, dark cults awaken ancient evils that then find their way into the nearest town, hungry for blood.
[19:06] <+TrueInOne_Preston> (done)
[19:07] <~Dan> Are there any assumptions about the kinds of horrors? Are we talking Gothic, cosmic, splatterpunk, etc.?
[19:09] <+TrueInOne_Preston> The game is designed so that decision is up to the gm. The Horror is created by the gm by picking it’s archetype, traits, targets and even weaknesses. You can make just about anything, from people with knives, to animated gargoyles, to slender man.
[19:09] <+TrueInOne_Preston> (done)
[19:10] <~Dan> Hmm. What makes your game stand out from other “general purpose” horror games?
[19:11] <+GenoFoxx> is there magic and psionics available to humans and if is there a price for there use?
[19:11] <+TrueInOne_Preston> Honestly I’ve never really seen any. Most of the other horror games i’ve seen either let you play the monster (which is not the point of Horrors) or has a very specific theme like Cthulu or Zombies.
[19:12] <+TrueInOne_Preston> Magic is available to players but at a steep skill point cost. Plus they would be considered very low level spells in others games. Things like summoning light, or having a compass point the direction you need to go, or see ghosts. Horrors get the good spells.
[19:12] <+TrueInOne_Preston> (done)
[19:13] <~Dan> Do you have a character sheet that we could see?
[19:13] <+TrueInOne_Preston> (Link: http://3.bp.blogspot.com/-marC99fAYLA/VgWBSC3AEEI/AAAAAAAABLI/ccny-7s08BE/s1600/HorrorSheet.png)http://3.bp.blogspot.com/-marC99fAYLA/VgWBSC3AEEI/AAAAAAAABLI/ccny-7s08BE/s1600/HorrorSheet.png
[19:13] <&Silverlion> Have you heard of Chill?
[19:13] <+TrueInOne_Preston> did that work, it seems to have just placed the image into chat?
[19:14] <~Dan> It worked. 🙂
[19:14] <&Silverlion> Yeah it worked!
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[19:14] <+TrueInOne_Preston> That is the prototype character sheet, it’s missing spaces for discoveries and spells, and i’m planning to condense it all a bit as well
[19:14] <+Kei_Kenobi> heya folks
[19:14] <~Dan> (Howdy, Kei_Kenobi!)
[19:14] <+TrueInOne_Preston> No I haven’t heard of Chill
[19:15] <~Dan> It’s a classic horror game that just got a 3rd edition. Specific setting but general-purpose horror.
[19:15] <&Silverlion> It’s been around since the 80’s…reason I asked.
[19:16] <~Dan> Now that we can see the character sheet, can you describe the system?
[19:16] <&Silverlion> (Mind you the last a edition was a while back)
[19:16] <+TrueInOne_Preston> According to the wiki I just pulled up you play as monster hunters? Although I have plans for that the main game the monster is hunting you, not the other way around
[19:17] <~Dan> Yeah, you play agents of an organization called SAVE that’s hunting monsters, although not in the Buffy ass-kicking sense.
[19:18] <&Silverlion> They’re more investigators than kick-ass heroes.
[19:18] * ~Dan nods
[19:18] <&Silverlion> Anyway, what’s your system like?
[19:18] <+TrueInOne_Preston> In Horrors you will pick an Attribute (Vigor, Vitality, Reaction, Thinking, Perception, Feeling) and a skill whenever you perform an action. The Attribute determines your dice pool, while your skill determines you die type…
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[19:18] <~Dan> (Welcome to #rpgnet, Mojo!)
[19:19] <~Dan> I take it that attributes and skills aren’t “hard linked”?
[19:19] <+TrueInOne_Preston> The gain uses successes, however, and you only gain a success either by rolling 5+ on a die and/or rolling the highest number on that die. You on a d4 you gain a success only when rolling a 4, but on a d6 you will gain a success for rolling a 5 and two success for rolling a 6, etc.
[19:21] <+TrueInOne_Preston> No they are not. You use the attribute and skill you feel best for the situation. Sometimes you need Thinking + Weapons to identify a stab wound, or Reaction + Mythology to look away from a Medusa’s eyes, that kind of thing.
[19:21] * ~Dan nods
[19:21] <~Dan> I like that.
[19:21] <+TrueInOne_Preston> (done)
[19:21] <~Dan> Looks like some skills are more flavorful than useful.
[19:22] <~Dan> Homemaking, for example.
[19:22] <+TrueInOne_Preston> Homemaking covers any kind of do-it-yourself skill. Sewing for example, even sewing shut a wound if no one knows medicine
[19:22] <~Dan> Ah, I see.
[19:23] <~Dan> Do monsters have the same stats as PCs?
[19:23] <+TrueInOne_Preston> It’s a good general skill, similar to Sports which would cover jumping, climbing, etc.
[19:24] <~Dan> Sounds like it might also be called “Handyman”.
[19:24] <+TrueInOne_Preston> the monsters (called Horrors in game) have the same attribute bar, but with more points to spend, but don’t have skills. They are assumed to roll a d8 for everything, in order to keep the flow going.
[19:25] <+TrueInOne_Preston> okay i like that name better. I was struggling to name that skill for an hour before i gave up and went with homemaking.
[19:25] <~Dan> 🙂
[19:25] <~Dan> Another victory for #rpgnet! 😀
[19:26] <~Dan> So I’m pondering the “no skills for monsters” thing…
[19:26] <&Silverlion> Heh. 😀
[19:27] <~Dan> Seems like some monsters should be better at some things than others.
[19:27] <&Silverlion> So give me an example of a character doing something…
[19:27] <&Silverlion> Like jumping a ravine, or climbing a rope?
[19:27] <~Dan> Although, I guess you could do that with varying attributes…
[19:27] <+TrueInOne_Preston> Yeah most of the time that has been covered with attributes.
[19:28] <+TrueInOne_Preston> So lets say someone needed to climb a rope to get away from the monster. It’s a very strength based activity so they would use Vigor, and then they would use Sports skill as the general physical activity skill.
[19:28] <~Dan> (You there, Mojo?)
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[19:29] <~Dan> (Howdy, Amagi!)
[19:29] <+Amagi> Howdy
[19:29] <+TrueInOne_Preston> if the player was, say, a Jock with 6 in Vigor and 3 points in Sports, they would roll 6d10s, gaining a success for every 5+
[19:30] <+TrueInOne_Preston> If the Horror wasn’t trying to come after them, then the Jock would just need to beat a target number (here being 3, depending on how old that rope is)
[19:31] <&Silverlion> Are the characters kids in the game?
[19:31] <+TrueInOne_Preston> The age range is up to the gm, but I’d generally keep the kid’s ages to a minimum of 17.
[19:32] <+TrueInOne_Preston> but you can play older, of course. One game someone was an older priest.
[19:32] <&Silverlion> Oh, is there a reason to use Sports rather than say Athletics as a term?
[19:32] <&Silverlion> Because they’re young? OK, I misunderstood 😀
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[19:33] <+QuantumRon> What is the story Aspect of the Game?
[19:33] <+TrueInOne_Preston> I felt Sports was more thematic, honestly. Athletics just felt like it didnt fit, at least not to me.
[19:33] <~Dan> What are the Archetypes, and how do the affect the characters mechanically?
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[19:35] <+TrueInOne_Preston> The story involves various cults worshiping ancient powers that take the form of serpents. These cults think (or perhaps figured out) all the snake myths from around the world are allegories to a bigger cosmic power, one that they can draw power and magic from. When a cult does this (and depending on which mythological serpent the cult worships) it…
[19:36] <+TrueInOne_Preston> …unleashes ancient powers that can drive a person mad, summon a creature from another dimension, or animate or change something into a horrible creature.
[19:37] <+TrueInOne_Preston> Said creature then wanders into a nearby town (either under it’s own power or controlled) and thats when the individual games begin.
[19:38] <~Dan> So since the premise is based upon the PCs being hunted, is the game designed for one-shots?
[19:39] <+TrueInOne_Preston> Human Archetypes are kinda like classes, with each one giving a package of pre-spent character points as well as a couple of skills locked (requiring an extra point to be spent to unlock them).
[19:40] <&Silverlion> Do all characters have archetypes or is that just a quick way to get into the game?
[19:40] <+TrueInOne_Preston> This allows the Witch archetype to start with Magic, the Nerd to have to work to increase their Sports skill, or the Burnout having a wide variety of low level skills but a lock in Focus.
[19:41] <~Dan> Ah, I was wondering what those locks were.
[19:41] <+TrueInOne_Preston> Each character starts with an archetype, but there will be a large selection to choose from (currently 18, I will probably add more)
[19:42] <+TrueInOne_Preston> The games are meant to run short campaigns, usually 2-3 sessions. But it is possible to run a longer gain where the survivors try to find the source of the monsters as new Horrors are sent against them. If there is a Horror in your town, a Serpent Cultist isn’t far behind.
[19:43] <+TrueInOne_Preston> (did I catch all the questions?)
[19:43] <~Dan> (I think so.)
[19:44] <~Dan> Is the assumption that there is only one monster, or at least one type of monster, involved in one of these campaigns?
[19:45] <+TrueInOne_Preston> Not necessarily, as the Horror might have “Lesser Horrors” as low level minions or even a “Chosen” acting as it’s proxy. This way you can have a swarm of zombies or even a vampire’s thrall.
[19:45] <+TrueInOne_Preston> (done)
[19:46] <~Dan> How does combat work?
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[19:47] <~Dan> (Howdy, Lysus!)
[19:48] <+TrueInOne_Preston> Combat is simple contested. The attacker’s total successes vs the defender’s total successes (with ties going to the human). Damage, however, is set. A chainsaw does the same amount of damage no matter who swings it, it’s just someone might have better aim.
[19:48] <+TrueInOne_Preston> *set to the weapon.
[19:48] <~Dan> Hmm. So strength doesn’t affect damage?
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[19:48] <+TrueInOne_Preston> It does in some instances, mostly unarmed combat, but not as much as in other games.
[19:49] <~Dan> (Howdy, MonkofLords!)
[19:49] <~Dan> How does that work?
[19:50] <+TrueInOne_Preston> Fists will do your Vigor in damage, while knuckle dusters or small blades will add +1 to it.
[19:51] <+TrueInOne_Preston> I might have changed that to half your Vigor, i have to go through my notes
[19:51] <~Dan> Would it hurt the system to apply that logic to all melee weapons?
[19:52] <+TrueInOne_Preston> It probably wouldn’t. I’ll test that next game and see how it works. Most of the melee combat so far has been done more by the Horror than the players.
[19:52] * ~Dan nods
[19:53] <~Dan> Is there a fear mechanic?
[19:55] <+TrueInOne_Preston> Yes actually, there are a couple. First you have Jump Scares, everyone’s favorite least favorite troupe. This is when a cat jumps out at you, or someone you didnt see puts a hand on your shoulder, or maybe just a hand starts reaching through a wall. These can happen organically but are often caused by the Horror itself (from a resource pool)
[19:55] <+TrueInOne_Preston> and cause willpower damage. The lower your willpower, the lower your die pools get.
[19:57] <~Dan> What’s the human scale for the attribute dice pools, by the way?
[19:57] <+TrueInOne_Preston> Also, being in the same room as a Horror causes a natural fear effect, forcing players to roll for any action that takes any amount of thought. These rolls have very low target numbers, but they become the rolls you don’t want to fail. These include unlocking a door, or opening a hatch, but don’t include, say, running up stairs or hiding behind a counter.
[19:58] <+TrueInOne_Preston> Min 2, Max 6 on dice pools
[19:58] <~Dan> You know, I haven’t seen that before in a horror game. That’s a clever idea.
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[19:59] <+TrueInOne_Preston> Thank you
[19:59] <~Dan> Fumbling with the keys, with reloads, etc.
[19:59] <+TrueInOne_Preston> Exactly.
[19:59] <~Dan> Yeah, very nice.
[19:59] <~Dan> How does magic function?
[20:00] <+Motulev> that mechanic, fear interfering with fine motor skills is neat
[20:01] <+TrueInOne_Preston> First you need to have enough skill points (minimum 2 to know any magic). Each spell then has a preferred Attribute as well as a catalyst needed to perform. You then roll and the more successes mean the greater the effect. So, for example
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[20:03] <+TrueInOne_Preston> Far Sight uses the Reaction attribute and requires a personal belonging off of the target (hair counts). With 3 successes the magic user can see through the target’s eyes, with 4 successes they can see the area immediately around the target, and with 5 successes they can see everything as if they were standing next to the target.
[20:04] * ~Dan nods
[20:04] <~Dan> Mind if I make a quick suggestion?
[20:04] <+TrueInOne_Preston> Go ahead.
[20:05] <~Dan> Well, mainly because I like mechanics to run parallel, I would suggest having degree of success affect damage in combat as well.
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[20:05] <~Dan> (wb, Silverlion2!)
[20:06] <+TrueInOne_Preston> Hmm I can see that. Yes, then I can make different scales for different weapons, so a knife may need more successes to cause more damage, but the chainsaw does tons extra for each success. Yeah i like that
[20:06] <~Dan> You could indeed.
[20:06] <+TrueInOne_Preston> You are full of good ideas today
[20:06] * ~Dan beams
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[20:06] <&Silverlion> Thanks
[20:08] <~Dan> So I’m looking at the sample monsters here: (Link: http://trueinone.blogspot.com/2015/09/horror-examples.html)http://trueinone.blogspot.com/2015/09/horror-examples.html
[20:09] <~Dan> Ah… I actually see an answer to my question there that I’d missed — I was going to ask about where their stats are, but I see that the omission is deliberate.
[20:09] <~Dan> Will you have fully statted horrors in the game, though?
[20:09] <+TrueInOne_Preston> Yes, I
[20:10] <+TrueInOne_Preston> I’ll have a Horror stated fully out for each archetype, along with a couple made by fans.
[20:10] <~Dan> Cool.
[20:11] <~Dan> You mentioned that horrors get the cool spells. Any examples?
[20:13] <+TrueInOne_Preston> Horrors get all the good spells. Summon Swarm, Raise Dead, Snake Form, and the classic Fireball. Right now there are 18 Horror specific spells, but they can also take the player spells at twice the number.
[20:14] <+petrovski> sup folks!
[20:15] <+TrueInOne_Preston> Players can also learn Horror spells, but that requires dark rituals or getting a hold of a spell book.
[20:15] * +petrovski begins chanting his dark ritual
[20:15] <~Dan> (Howdy, petrovski!)
[20:15] <+petrovski> hey dan
[20:15] <~Dan> Are there limits to spellcasting? Spell points, fatigue, etc.?
[20:16] <+TrueInOne_Preston> Casting a spell does cause a point of willpower damage (or more, for Horror Spells).
[20:17] <~Dan> Ah, gotcha.
[20:18] <+TrueInOne_Preston> And willpower can be regained with sleep or, in true horror movie fashion, through drug use or sexual activity.
[20:18] * ~Dan chuckles
[20:19] <~Dan> You know, horror touches aside, this looks like the makings of a sturdy little lite generic system.
[20:20] <+TrueInOne_Preston> It probably would be. Personally I have an aversion to systems that get too generic. They tend to fail at unexpected times.
[20:21] <~Dan> True, but to me, I like a system to have a firm “generic” core with the genre-specific aspects built around it.
[20:21] <+TrueInOne_Preston> (nods.) (I forgot how to do emotes)
[20:22] <~Dan> It’s the /me command.
[20:22] <~Dan> e.g., /me nods
[20:22] * ~Dan nods
[20:22] * +TrueInOne_Preston was trying /em this whole time.
[20:22] <~Dan> By “generic” in this case, I just mean a mechanic that doesn’t have any built-in genre assumptions. Which I don’t think yours does.
[20:22] <&Silverlion> Genre focus is a good thing, in my opinion.
[20:23] <~Dan> Oh, it is. I just don’t like being told that X is “impossible” because it “never happens in-genre”.
[20:23] <~Dan> Give me a solid core mechanic and a reason why X is unlikely to happen in a given setting.
[20:24] <+TrueInOne_Preston> Ah, I see.
[20:24] <+TrueInOne_Preston> Yeah no restrictions like that.
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[20:25] <~Dan> Right. Hence, I think you’ve got a solid core mechanic that would work for other genres. But you’ve got the “flavor” built in as well.
[20:25] <~Dan> (wb, Mojo!)
[20:25] <~Dan> The sizzle and the steak, so to speak.
[20:25] <~Dan> Or the sizzle and the stake, as the case may be.
[20:26] <+TrueInOne_Preston> aha
[20:27] <~Dan> Again looking at your blog notes, I’m really digging the Jump Scare mechanic, and the fact that all horrors can use it.
[20:28] <~Dan> For our readers, here’s what I’m looking at: (Link: http://trueinone.blogspot.com/2015/09/jump-scares.html)http://trueinone.blogspot.com/2015/09/jump-scares.html
[20:29] <~Dan> It’s a great excuse for free-form atmospherics that have a tangible effect.
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[20:30] <+TrueInOne_Preston> Yeah the Jump Scares have been really fun. Especially when the players (unwittingly) decide to cause them. Like when a player walks up behind another and just immediately starts talking to them. Or when one player tries to spy on another and fails their roll.
[20:30] * ~Dan chuckles
[20:30] <~Dan> That’s awesome. 🙂
[20:30] <+NKOD> lol
[20:31] <~Dan> Now, you said earlier that in all cases, the horrors are summoned by snake god cultists?
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[20:33] <+TrueInOne_Preston> Well not all cases. I’m leaving it a bit open, but if you are doing a longer, multi-Horror campaign the easiest way is with the cultists. Sometimes the veil is just weak enough when someone dies, and they become a vengeful ghost. Maybe something, like Bigfoot, has just been around the past few hundred years. Maybe something was created by dark magic centuries
[20:33] <+TrueInOne_Preston> ago
[20:33] <+TrueInOne_Preston> (done)
[20:34] <~Dan> How powerful are the cultists as compared to the horrors they summon? Have you had PCs take them out?
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[20:38] <+TrueInOne_Preston> It depends on the cultists. If they are just a group of people summoning monsters, then they are generally the same level of power as a PC, relying on the Horror to do the heavy lifting. But some cultists go solo, try to take the power for themselves, and become their own Horror. These will usually be maniac or magical horrors
[20:38] <+TrueInOne_Preston> (Link: https://scontent.fphx1-2.fna.fbcdn.net/hphotos-xpf1/t31.0-8/s960x960/11953414_951219498269306_5693088281258037015_o.png)https://scontent.fphx1-2.fna.fbcdn.net/hphotos-xpf1/t31.0-8/s960x960/11953414_951219498269306_5693088281258037015_o.png as example
[20:38] <~Dan> Baron Samedi!
[20:39] <~Dan> Very nice artwork, by the way.
[20:39] <+TrueInOne_Preston> Yes, they were made by Julie Fletcher and shes amazing. She’s doing all the art for the book
[20:39] <~Dan> Nice!
[20:40] <+TrueInOne_Preston> facebook.com/ArtByJulieFletcher i’m just going to put this here for her.
[20:40] <~Dan> Cool.
[20:41] <~Dan> Assuming the game does well, do you have any further support in mind? I believe you mentioned monster hunters rather than helpless victims as a possibility?
[20:42] <~Dan> (Well, not helpless, but you know what I mean.)
[20:44] <+TrueInOne_Preston> I have a few, but it’s not nearly as much as my last game and could probably all fit as stretch goals to keep the book self contained. There is a group of eagle-themed monster hunters in the fluff that I want to have some playable rules for, and I want to include rules for different time lines, so you can run a Horrors game in 1800s or even the future.
[20:46] <+TrueInOne_Preston> But i haven’t ruled out supplement books, as I’m always having crazy ideas that might not find their way into the main book.
[20:47] <~Dan> 🙂
[20:49] <~Dan> Are there any sorts of horrors that don’t make sense for this game?
[20:50] <~Dan> Like aliens, for example?
[20:51] <+TrueInOne_Preston> I don’t think so. I’ve tried really hard to include just about everything. I’ve been watching a lot of Horror movies these past few months and have been trying to make them in system. The only issue comes if the monster can’t be killed / banished / or stopped in any way
[20:51] <+TrueInOne_Preston> Aliens are fine. You can make big psychic aliens or vicious claw and teeth aliens.
[20:51] <+TrueInOne_Preston> Predator would probably even be pretty easy, now that I think about it.
[20:52] <~Dan> Well, I just wasn’t sure that non-supernatural monsters like aliens would make sense, given the supernatural premise.
[20:53] <+TrueInOne_Preston> They woudn’t have any real connection to cults or the supernatural realms, but there are no restrictions to just saying “and then aliens showed up” and running from there.
[20:53] <~Dan> Ah, gotcha.
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[20:53] <~Dan> So in what remains of “regular” time, is there anything we haven’t covered that you’d like to bring up?
[20:54] <+petrovski> regular time 😀
[20:55] <+TrueInOne_Preston> I think we covered a lot. If people want more info they can check out the preview page where I have links to gameplay features.
[20:56] <~Dan> Alrighty then!
[20:56] <~Dan> Thanks very much for joining us, Preston!
[20:56] <+TrueInOne_Preston> Any time, Dan