[19:04] <+JayeFoster6d6> Good morning you fine folks of the RPGnet IRC
[19:05] <+JayeFoster6d6> I’m Jaye Foster, one of the authors of Age of Legends
[19:05] <+JayeFoster6d6> I wrote the setting with my brother Mark over the last 4 years
[19:05] <+ChrisTregenza> Hi, I’m Chris Tregenza, author of the 6d6 RPG core rules and editor of Age of Legends
[19:02] <+Scott_Evocraft> Alright, my name is Scott Hillsman, and my game is Evocraft RPG.
[19:02] <+Scott_Evocraft> Evocraft RPG is a game where you create a world.
[19:03] <+Scott_Evocraft> You design animals, plants, human civilizations and all manner of other things.
[19:03] <+Scott_Evocraft> Then you play in this world as characters. You progress through different Eras of history, shaping the world’s evolution with your decisions.
[19:03] <+Scott_Evocraft> It’s one part creative exercise and one part traditional roleplaying game.
[20:01] <+Kain> Sounds Good. Hi Everybody! I’m Ash Kain, I’m the creator of the Enchiridion Engine.
[20:02] <+Kain> The Enchiridion Engine is a kind of unique system in pen and Paper games – it is built like “generic systems” with an abundance of versatile and flexible rules
[20:03] <+jimpinto> you know, anyone can put in the name jim pinto
[20:03] <+Kain> that are designed for creators and GMs to make any setting they can imagine. But at the same time, it is also part of a setting, the Metaverse –
[20:04] <+Kain> The macro-setting in which all the sagas created with the rules connect and collide. So that’s it! Done!
[19:08] <+RobertBrookes> Hey everybody (Hi Doctor Nick!) I’m Robert Brookes, freelance author for Paizo Inc publisher of the Pathfinder Roleplaying Game. You might’ve skimmed over my name in books like Slave Trenches of Hakotep, Occult Adventures, Occult Origins, Occult Realms, Bestiary 5, and more! Currently I’m leading one of the best design teams in the industry
[19:09] <+RobertBrookes> to create a science-fantasy campaign setting for Pathfinder, called Aethera. We’re currently on the last three days of our Kickstarter and nail-bitingly close to funding the massive 400 page hardcover we’re working on. And, like the topic says, I’m here to talk to you folks about starships, bio-mechanical lifeforms, and why Event Horizon still scares me.
[19:10] <+RobertBrookes> Maybe not that last part, but also maybe.
[19:10] <+RobertBrookes> It’s kinda’ related.
[19:10] <&Silverlion> Event Horizon was an awesome movie.
[19:10] <&Silverlion> Although its CGI didn’t fair well
[19:10] <+RobertBrookes> I don’t like introductions, so if you’ve got any more questions about who I am or why I’m rambling in your general direction feel free to exercise the Q part of the Q&A for that too 🙂
[19:10] <+RobertBrookes> And I think that’s about (done) with the intro!
[19:03] <+Manu> So, Hello everyone. I’m Emmanuel Roudier. I’m a comic book artist & writer living in France, and I’m also a rpg creator. Würm is a gmae I created a few years ago here, with quite a good success. It allows you to play men & women during the last Ice age, in a fantasy or historical setting.
[19:04] <+Manu> The rules are quite light. It all works with a set of 6 sided dices.
[19:06] <+Manu> OK. JUst to finish introducing the basis : I tried to create rules that would uphold the flavor of the prehistoric setting and feeling. So, for instance, there are no stats & skills in the game, but rather strenghts & weeknesses that show the influence of spirit totems.
[19:01] <+WillDonovan> A quick intro….I am one of the lead designers for the Folklore: The Affliction board game, which was recently on Kickstarter, and co-owner of Twin Fire Games. Also a member of The Ed Greenwood Group, whose consortium is writing a series of novels on the Folklore: The Affliction setting.
[19:01] <+WillDonovan> Folklore is a dark fantasy, story-based board game. Very much a hybrid of a RPG and board game.
[19:01] <+jimpinto> hi everyone
[19:01] <+jimpinto> i’m jim
[19:01] <+jimpinto> dan is making me say that because he knows i’m uncomfortable with talking about myself
[19:02] <+jimpinto> which is in effect, talking about myself
[19:02] <+jimpinto> so meta
[19:02] <+jimpinto> i’ve been in the hobby for 20 years as a writer/designer/graphic designer/developer
[19:03] <+jimpinto> i worked on l5r, 7th sea, the d20 topic line, thunderstone, tempest, protocol, world’s largest dungeon, and a ton of mini games
[19:03] <+jimpinto> there
[20:06] <+TrollLord> I’m Stephen Chenault, CEO of Troll Lord Games, co-author of C&C and the World of Aihrde
[20:06] <+JasonVey> I’m Jason Vey. I’ve authored, well, lots of stuff, but for Troll Lord I am the author of Amazing Adventures, Brimstone and the Borderhounds, and a couple bits and bobs here and there.
[19:02] <+LesterSmith> Greetings. I’m Lester Smith. You can find out pretty much anything about me at (Link: http://www.lestersmith.com,)www.lestersmith.com, or (Link: http://www.popcornpress.com.)www.popcornpress.com. But tonight I’m representing Nocturnal-Media.com (Stewart Wieck’s company) for the translation of Aquelarre to English!
[19:04] <+LesterSmith> Aquelarre is a medieval RPG set in the Iberian peninsula (what’s now Spain and Portugal mainly). It’s a sort of a fantasy game, though very historical and legendary, and fairly grim (given the time period).
[19:05] <+LesterSmith> The game is originally in Spanish. It’s been around for about 30 years and has developed quite a following in Europe. Stewart negotiated the rights to translate it a couple of years ago, and I volunteered to do the translation.
[19:05] <+LesterSmith> I think that’s probably enough intro.
[19:02] <+MarkRichardson> Hi Everyone, my name is Mark Richardson (Green Hat Designs) and I’m currently kickstarting my first RPG design Headspace (Link: http://www.headspacerpg.com)www.headspacerpg.com
[19:03] <+MarkRichardson> Headspace is a Powered by the Apocalypse RPG that is set in a cyberpunk future where the players are Operators working against massive corporations.
[19:04] <+MarkRichardson> The game focuses on a Shared Consciousness mechanic which allows the players the share their skills to each other, the game is focused on emotional complications and its core mechanics all re-inforce this theme.