<+CosmGareth> Hi folks, I’m Gareth Hodges of Cosm Games, and I’m here to answer your questions about our new game, Crucible! (Link: https://www.kickstarter.com/projects/814553083/crucible-coin-based-fantasy-rpg-of-evolving-morali)https://www.kickstarter.com/projects/814553083/crucible-coin-based-fantasy-rpg-of-evolving-morali
<+CosmGareth> Crucible is a game focusing on morality, diversity, and currency. It’s one of the only games to have a coin-based system that we’ve seen.
<+CosmGareth> Our goal is to produce games that have a novel element, are accessible to a diverse player base, and that narratively approach mature themes and issues in an epic fantasy setting
<~Dan> Thanks, CosmGareth!
<~Dan> The floor is open to questions!
<~Dan> So do you think it would be easier to cover the system or the setting first?
<+CosmGareth> System, definitely.
<~Dan> Alrighty then. Can you describe the core mechanic?
<+CosmGareth> The Gambit System is based around a simple premise. Take a handful of coins, shake them up, throw them, count the heads. Heads are successes, and you aim for a threshold number to achieve the goal you’re aiming for.
<~Dan> Before we delve too deeply into the system, do you have a character sheet that we can see?
<+CosmGareth> Modifiers come in the form of Credits (bonus coins or successes), debts (lost coins or successes) and Flips (getting to manipulate the result of a throw).
<+CosmGareth> One sec
<+CosmGareth> Just converting one to pdf. We’re on our second draft, but we have sheets from the showcase ghame we ran at PAX Aus
<~Dan> No problem!
<+CosmGareth> Here: (Link: https://www.dropbox.com/s/5545r5zye5wzqdz/Solace.pdf?dl=0)https://www.dropbox.com/s/5545r5zye5wzqdz/Solace.pdf?dl=0
<~Dan> Let’s see here…
<~Dan> Hmmm…. So you have three attributes with four divisions each?
<+CosmGareth> we’ve melded attributes and skills into Endeavours, which cover everything a character does. As heroes striving toward enlightenment/godhood, you can always TRY to do anything.
<+CosmGareth> But yes; Body, Mind and Spirit cover the three main fields of Endeavour, and each has four aspects; Force and Finesse are active Endeavours, ways you act on the world, and Flow and Fortitude are reactive, how you respond to the world
<+CosmGareth> For reference: (Link: https://www.dropbox.com/s/4ohw9xp8c3lrpf7/Crucible_Cheat_Sheet.pdf?dl=0)https://www.dropbox.com/s/4ohw9xp8c3lrpf7/Crucible_Cheat_Sheet.pdf?dl=0
<~Dan> And the Pool is how many coins you get?
<+CosmGareth> Your pool remains mostly fixed throughout your character’s arc. What changes is the denomination of coin you can use. At the start you’re throwing 1’s, but when that goes up, successes are multiplied by denomination
<~Dan> Can you give us some idea of the scale? What’s the human range for a given attribute, for example?
<+CosmGareth> So by the end of a campaign arc, you might be throwing 100 denomination coins. Enough to move mountains, crush empires or change the world.
<+CosmGareth> Normal range is 1-4
<+CosmGareth> A Joe on the street who is a professional at their job rates a 4
<+CosmGareth> So PCs already start out pretty potent
<~Dan> Wow…. So this example you gave us is well into the superhuman range?
<+CosmGareth> The idea is that the coins are in-world too, as tokens of divine/spiritual power that only the PCs and major NPCs have learned to tap
<+CosmGareth> Your characters literally carry coins and swap them and hoard them
<+CosmGareth> That’s the Hoard rating on the right side of the first page. That’s the number of empowered coins a PC can safely carry
<~Dan> So this guy is literally carring 12 Body: Force coins?
<+CosmGareth> The coins are generic, they just throw 12 of them when using Body Force actions
<+CosmGareth> Solace is a force to be reckoned with
<+CosmGareth> Since coins are essentially d2s, the probability curve is sharply focused on the average throw. This is deliberate
* ~Dan nods…
*** egyptian has joined #rpgnet
*** ChanServ sets mode +ao egyptian egyptian
<+CosmGareth> Solace will throw 5-7 most Body Force throws, which supports their position as a character who can reliably compete at the upper end of heroic mortal strength
<~Dan> (Howdy, egyptian!)
<+CosmGareth> As characters explore, they might find higher denomination coins and mix them into a throw, increasing the chance of extra successes
<~Dan> I’m trying to visualize how this happens in-setting… Like, if someone is jumping a chasm, does he literally throw a bunch of coins before/while jumping?
<+CosmGareth> Say you need 5 successes to do something, and only throw 4, you can still succeed. This is *burning* coins. You flip the coin from tail to head, and then discard it from your Hoard
*** Plastik has quit IRC: Ping timeout: 180 seconds
<+Hespa> So does that mean that Solace will always throw 12 Body Force coins, regardless of character level? Only the denominations of the coins will increase?
*** Hespa: Mibbit@MagicStar-28428A02.dyn.iinet.net.au
*** Real Name: (Link: http://www.mibbit.com)http://www.mibbit.com
*** Channels: +#rpgnet
*** Server: Galaxy.MagicStar.net Deep Space Dock!
*** Idle time: 14 seconds
*** Sign on time: 1 hours ago at 6:13 PM
*** Hespa End of /WHOIS list.
<+CosmGareth> No, PCs don’t throw coins in-world, they just have them on their person and draw on their power
<~Dan> (Oh, welcome to #rpgnet, Hespa! Sorry — didn’t see we had a newcomer in the house. 🙂 )
<+CosmGareth> Solace will always, unless penalised, throw 12 coins. Solace at the start of a game throws 12 denomination 1’s, and can knock someone out in a single blow. Solace after 6 temperings can throw (if they can find them) 12 11-denominatin coins, and break a continent.
<~Dan> So… are attributes totally dependent upon posessing these coins? Can you literally steal someone’s strength?
<+CosmGareth> ^100 denomination I mean
<+CosmGareth> Pickpocketting villains is a viable tactic
<+Hespa> Thank you, Dan – I’m impressed you know everyone so well you can spot a newbie at first glance! 🙂
<+CosmGareth> targetting coins is hard, as those who can use them generally try not to let people get to them
<~Dan> Hespa: I’ve been at this a while. 😉
<+CosmGareth> But you can literally steal someone’s strength. A PC completely without coins defaults to a pool of 4.
<+CosmGareth> The idea being that even godlings have a vulnerability.
<+Hespa> That’s very cool – it sounds like “levelling up” becomes much more about what your character can find/steal/acquire in-game than about assigning points between sessions… is that right?
<~Dan> So at the risk of getting silly, what happens regarding creatures without pockets to carry coins?
<+CosmGareth> Coins can be invested in things, tied to things, etc. The items you see on Solace’s sheet are examples.
<~Dan> Well, I’m thinking in terms of animals. How does an elephant (or the setting’s equivalent) carry coins to be big and strong?
<+Hespa> Can those things include the character themself? E.g. could an example of a weapon be “my mighty claws”?
<+CosmGareth> Any Invested character (Invested is the word to describe people who can tap the power of the tokens) can put some of their power into a relic or artifact for a particular purpose. As they grow in power, they can feed that power into their equipment, creating legendary items. We wanted people to be attached to their signature items, rather than swapping them o
<~Dan> (cut off at “swapping them o”)
<+CosmGareth> ^swapping them out for new ones regularly
<+CosmGareth> Elephants can’t use coins.
*** LW` has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
<+CosmGareth> BUT a PC who is a Beastwright might bind an Elephant to them, and invest coins in it
<~Dan> So… lacking coins, how would an elephant use its attributes?
<+CosmGareth> Average Jo can’t use coins. The difference is in the morality behind them, which is a huge theme of the game.
<+Hespa> SO how do you become someone who can use coins?
<~Dan> (And I apologize if I’m missing something obvious here. Long day at work. 🙂 )
<+CosmGareth> An elephant, as a conflict for players to resolve, would be a series of Threshold numbers for characters to hit in terms of attacks, defence, or social throws to make friends with it.
<+CosmGareth> Or just a narrative element.
<~Dan> Ah! So… are NPCs all rated in terms of Thresholds?
<+CosmGareth> Hespa You become Invested by making a moral stand of some sort. Character advancement is tied exclusively to morality in Crucible.
<+CosmGareth> It depends, Dan. If an encounter doesn’t serve drama or plot, it’s incidental and has no stats. If it’s a minor challenge, it has static thresholds. If it’s a major confrontation, it has its own pool of coins and throws
<+CosmGareth> But since immersion is the main goal, slowing the game down with redundant throwing is to be avoided.
<+Hespa> I approve!
<+Hespa> (I’m all about getting on with the story)
<+CosmGareth> Me too!
*** Kittenwolf has joined #rpgnet
*** ChanServ sets mode +v Kittenwolf
<~Dan> (Welcome to #rpgnet, Kittenwolf!)
<+CosmGareth> I think setting questions will explain the context for all this
<~Dan> Hmm… Well, before we turn to the setting, can you say a bit about how combat works?
<+Hespa> Looking at the Solace character sheet, I like the idea of having three types of health. But how does loss of health (physical, mental or spiritual) manifest in-game?
<+CosmGareth> Ok! In Crucible, we talk of Conflict. Physical combat is one part of that, but they all follow the same system
*** Guest55 has joined #rpgnet
*** ChanServ sets mode +v Guest55
<~Dan> (Welcome to #rpgnet, Guest55!)
*** dormouse_ has joined #rpgnet
*** ChanServ sets mode +v dormouse_
<+CosmGareth> I’ll give two examples. One physical and one social
*** dormouse has quit IRC: Ping timeout: 188 seconds
*** dormouse_ is now known as dormouse
<+CosmGareth> Stabface the Drake and T’chak the Skirr come to blows. Say they both have all Endeavours at 10, for ease of example.
<~Dan> (You there, Kittenwolf?)
<+CosmGareth> Stabface charges the Skirr to headbutt them with its spiky horns. It throws Body Force to attack with its strength. T’chak, being a nimble critter, dodges with Body Flow. They throw respective pools, Stabface gets 7 successes and T’chak gets 5. T’chak could burn two coins to get 7 and dodge, but they decide to hold onto coins
<+CosmGareth> The two success difference comes of T’chak’s Physical Health pool
<+CosmGareth> If the Skirr had a higher Body Foritude, they could choose the resist with that instead.
<~Dan> How do weapons and armor come into play?
<+CosmGareth> Unless they are Invested items, all equipment is considered part of the character’s endeavour pools and is mainly descriptive. An Invested weapon, like Solace’s Coral Fists, adds success to any attack using them
<+CosmGareth> Armour likewise would add to Fortitude or Flow, depending on its purpose.
<~Dan> Hmm… I see.
<~Dan> What would Finesse be used for in combat? Ranged attacks?
<+CosmGareth> The second example: The Kalatur epic poet Braethon is competing against the wily Iakshai diplomat Sussurus-of-dawn’s-wind-over-the-shore
<+CosmGareth> Finesse is for procision attacks; ranged or fine weapons like rapiers, knives etc.
<+CosmGareth> Force is bold action, finesse is precision action.
*** Kittenwolf has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
<+CosmGareth> Braethon stands on a table and recites the best stanza of an ancient epic: Spirit Force to impress the crowd and show their confidence to their opponent. Sussurus moves through the onlookers, making subtle quips at key moments, spoiling the performance, with Spirit Flow.
*** Plastik has joined #rpgnet
*** ChanServ sets mode +v Plastik
<~Dan> (Howdy, Plastik!)
<+CosmGareth> Compare successes, loser takes Spiritual damage, representing stress, loss of confidence, and so on
* ~Dan nods
<+CosmGareth> Make sense? Same system applies for intellectual debate
<+Hespa> So what kind of ongoing effects would we see from loss of spiritual health? And how would it be regained?
<+CosmGareth> Attacker picks Force or Finesse to attack. Defender defends with Flow or Fortitude.
<~Dan> And what happens with Health runs out?
<+Hespa> (the same goes for mental and physical, for that matter)
<+CosmGareth> How do people overcome stress and lack of confidence? Like a doctor might heal physical wounds, time spent talking to friends, meditating, doing tasks that calm or reassure, they all act to replenish pools
<+CosmGareth> When Health runs out, the character is incapable of meaningful action. If physical, they might be unconscious, dazed or stunned. Mental might also be unconscious, delirious or on the verge of a breakdown, and spiritual might mean fleeing a scene, giving in to whatever is assaulting them, or other reactions to duress, as approriate
<+Hespa> Will there be a guide in the system book to how to roleplay different amounts of health loss in different areas? E.g. to give players an idea of what level of health loss leads to, say, a broken leg or a complete nervous breakdown?
<+CosmGareth> The details are for player and GM to negotiate in context
<+CosmGareth> Yes, we’ll be giving plenty of examples
<+Hespa> Cool cool.
<+CosmGareth> we’re still working on whether there’ll be staged penalties, like at Half pool or such
<+Hespa> I’m afraid I have to run away now, but I hope the rest of the Q&A goes well! Dan, will a transcript of this be published anywhere so I can read the rest?
<+CosmGareth> But the idea is that players get to author their own style of defeat, just as they do their victories
<~Dan> It will! Just a sec…
<~Dan> (Link: https://gmshoe.wordpress.com)https://gmshoe.wordpress.com
<+Hespa> Awesome, thank you!
<~Dan> Think you’ll hang out with us in the future? 🙂
<~Dan> And you’re welcome!
<+Hespa> Unlikely, I’m afraid – I’m here because I’m a Kickstarter backer of Crucible, saw the Q&A advertised & wanted to come find out more. And I have very much enjoyed doing so!
<~Dan> Awww… Well, you’re always welcome if you change your mind. 🙂
<+Hespa> Thank you! It feels like a very welcoming place. 🙂
<~Dan> We try. 🙂
<+CosmGareth> 😀 Thanks Hespa
*** Hespa has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
<~Dan> We’re here 24/7!
<+CosmGareth> If it was 22/7 there’d be pie
* ~Dan chuckles
<~Dan> So can you give us an overview of the setting?
<+CosmGareth> The Crucible is a hemispherical bowl, with the habitable lands on the inner surface
*** dormouse_ has joined #rpgnet
*** ChanServ sets mode +v dormouse_
<+CosmGareth> Hanging in the centre, where the middle would be if it were a sphere, is the Lumen, a solid body that ignites with golden flame during the day and dims to silver radiance at night
*** dormouse has quit IRC: Ping timeout: 181 seconds
*** dormouse_ is now known as dormouse
<+CosmGareth> The Crucible was created by six forces, the Primes: Earth, Air, Fire and water (the elements) and Fate & Flux (the fundaments).
<+CosmGareth> The elements built the world, and the fundaments watched over it to manage things. The goal was to guide souls to enlightenment; the whole system is a spiritual experiment in ascension.
*** Zarkov has joined #rpgnet
*** ChanServ sets mode +v Zarkov
<+CosmGareth> They scattered tokens containing a fragment of their power throughout the world, and brought into being four Species who would be guided to ascension. The tokens acted as milestones on the paths they offered.
<~Dan> (Welcome to #rpgnet, Zarkov!)
<+CosmGareth> Hey Zarkov
<+Zarkov> It’s great to be here!
<~Dan> (Here for the Q&A, or just a general visit? 🙂 )
<+Zarkov> (Q&A – running late cause of work!)
<+CosmGareth> The Species were the Kalatur, the Iakshai, the Skirr and the Drake. There were others, born of random chance and pockets of flux-driven evolution
<+CosmGareth> The system worked well for millennia, until somehow a species called Humans managed to convince Fate to step down and guide them directly. With things threatening to run out of control, Flux also stepped into the world, creating the Akrasi to guide. This left the Crucible unmanaged, in a spiritual sense.
<+CosmGareth> each time a being grew closer to enlightenment, they would shed that part of their soul that held them back, refining themselves of impurities. But the impurities built up, and eventually all those fragments of greed, pettiness, selfishness and anger coagulated into its own force, Dross.
<+Zarkov> Long time lurker, first time poster – and sorry if this has already been asked (or is in the process of being answered): What are some of the motivations that I can use as a GM to drive my players in Crucible? Are there in world issues that my guys can get involved in out of the gate, or is it more find a dungeon, run a dungeon?
<+CosmGareth> Dross is now the equal of the other Primes, and their opposite. It twists, corrupts, entices and taunts, and every hero that rises gives it a little more strength.
<+CosmGareth> Into this, then come the PCs. It’s been ten thousand years, and the world ticks along. People don’t really believe in Dross, the way people in modern western countries don’t *really* believe in the Devil any more.
<+CosmGareth> (done – ask questions to keep me on topic so I don’t waffle)
<+CosmGareth> Oh, sorry Zarkov!
<+Zarkov> No probs!
<+CosmGareth> There’s certainly room for classic dungeon adventuring; the world is full of ancient ruins and places where people hid their stash of empowered coins from prying eyes. But we also want to present real moral challenges
<+CosmGareth> For every evil necromancer with an undead horde, there’s a slum lord squeezing the poor with protection rackets
<+CosmGareth> For every bloodthirsty warlord there’s an organised crime syndicate peddling drugs to minors
<+CosmGareth> The idea is to spend time on the consequences of action, especially heroic action. If you kill the bad guy at the top and move on, what happens to the slaves you freed? Did you make their lives better? Do they still have homes to go to? In the early game it’s a lot about Fighting the good fight, but after even a few Temperings the focus shifts
*** Xenesis has quit IRC: Disintegrated: Syogun Change!
<+CosmGareth> It becomes why do you act and How, rather than Can you act
<+FaerieGodfather> How does this morality system work in conjunction with advancement? How much room is there for morally grey characters, or blue and orange morality?
<+CosmGareth> And the morality system, rather than being absolute, is built by each PC as they go. Yo\u are measured against your own beliefs
<+CosmGareth> Good question FaerieGodfather
<+Zarkov> With the world frame – and I apologise for stealing a term from another game system here – how ‘islands of light’ is it? Is it a fairly well mapped out world, or is it untamed wilderness in between the few bastions of civilisation?
<+CosmGareth> A starting PC has no morality in the game sense; they might believe something, but they’ve never been tested
<+Zarkov> (Sorry – hammering questions before I need to jump back to work 😛 )
<+CosmGareth> I’ll get back to that in a sec Zarkov
<+FaerieGodfather> Heh. I’m used to playing Evil in D&D rather than trying to define the finer points of my characters’ morality. 🙂
<~Dan> (No worries, Zarkov!)
<+CosmGareth> So, faerieGodfather, if you start being Evil, you are making choices. You choose to murder rather than arrest, steal rather than donate and so on
<+CosmGareth> After a game or two, you get to start picking Tenets from the various Pillars of Morality (or Wells of Corruption) that guide your growth.
<+CosmGareth> Say your evil is the angry, violent kind. You might choose a Tenet that says “Be the monster they fear”. You can interpret that how you like, so long as you can explain it consistently, and then your actions are measured against it
<+CosmGareth> Another person might choose to let people suffer rather than offer the help they could easily offer, and entrap them in their own vices, and choose a Stagnant Tenet like “Smother with doubt, bind with caution”
<+FaerieGodfather> And you can mix these? Can you “be the monster they fear” and fight for liberty and justice? Can you have tenets of both wrath and mercy?
*** Guest25 has joined #rpgnet
*** ChanServ sets mode +v Guest25
<~Dan> (Welcome to #rpgnet, Guest25!)
<+CosmGareth> The game continues, with actions measured against your Tenets. Once the group as a whole reaches a significant story resolution, and everyone has made significant moral decisions, advancement begins in the form of a Tempering, where the choices you’ve made weld themselves to your soul and become part of who you are.
<+CosmGareth> Ah yes! Mix and match 🙂
<+CosmGareth> You could pick a Tenet from the Pillar of Loyalty, and still be a monster to others but good to your firends
<+Zarkov> Sorry – gotta run!
<~Dan> Bye, Zarkov!
<+CosmGareth> Seeya Zarkov
<~Dan> Come by any time!
<~Dan> The log will be posted after we’re done.
<+Zarkov> Want this gaddamn game now. Curse you all!
*** Zarkov has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
*** Guest25 has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
<+CosmGareth> The idea is that the world offers you the chance to define your own path, and rewards that choice with power.
*** TheAntipodeand20 has joined #rpgnet
*** ChanServ sets mode +v TheAntipodeand20
<~Dan> Welcome to #rpgnet, TheAntipodeand20!
<+TheAntipodeand20> G’day from Adelaide, Australia!
<+CosmGareth> Conflicting tenets might not last long; if you adhere to one while breaking the other, the one you stray from will eventually fall from your morality.
<+CosmGareth> Simply because if you aren’t acting in accordance with your beliefs, they aren’t really your beliefs
<~Dan> (Here for the Q&A, TheAntipodeand20? 🙂 )
<+TheAntipodeand20> How’s all things Crucible?
*** Xenesis has joined #rpgnet
*** ChanServ sets mode +v Xenesis
<~Dan> (Howdy, Xenesis!)
<+TheAntipodeand20> Just checking in to say Hi
<+Xenesis> (Hi again dan)
<+CosmGareth> when you reach Tempering, though, all this comes home to roost. Options for abilities and powers your character can learn are unlocked by the choices you make.
<+CosmGareth> If you Temper strongly to the Pillar of Wisdom (i.e. have done many things consistent with a Tenet chosen from that Pillar) then you may learn ways to tap the power of the coins in a way that suits a wise approach.
<+CosmGareth> So moral growth affects character growth and so on
<~Dan> Is there a magic system?
<+CosmGareth> There’s magic. It’s part of a system of Legacies which are the powers you unlock as you Temper. If you want to throw fireballs, you can learn to do that, just as the jester can learn to hypnotise people with their juggling or the warrior to charge through walls.
<+CosmGareth> The framework is the same for all of them, but the flavour and abilities differ.
<+CosmGareth> It means we can make things modular
<+CosmGareth> Lemme dig up an example
<+CosmGareth> So one Legacy is the Ember Shards. It’s all about embracing Fire. A starting character would have access to the following:
<+CosmGareth> Ember Shards. Joining the Ember Shards is not for the faint of heart. In fact the heart plays a key role in the process. Upon being accepted as a member the candidate’s chest is split open in a lengthy and painful ritual that ends with a sharp and jagged piece of obsidian nestled next to their heart. This piece of stone forms an important focus object for the
<+CosmGareth> for their mystical practices and is referred to by the Ember Shards as Destruction’s Core.
<+CosmGareth> 1: Minor – Caress of Sparks – With a touch and a small act of will the Ember Shard can ignite a material that would normally be relatively easily to set alight. A torch, campfire or puddle of oil for example.
<+CosmGareth> Major – Roar of Flames – Able to wreath their hands in flame the Ember Shard’s close range Body Force or Body Finesse attacks count as being fire attacks when they desire. When their hands are burning they also gain a credit of one successes on Spirit Force throws to intimidate.
<+CosmGareth> So a starting PC who devoted all their Legacy options to the Ember Shards would get both Minor and Major abilities
<+CosmGareth> At the highest level, 6 Temperings later, a devoted Ember Shard would have this:
<+CosmGareth> 100:Minor – Bones of the Phoenix – By immersing yourself entirely in lava you return to early adulthood.
<+CosmGareth> Major – Conflagration – Throw your Spirit Force and begin a firestorm. The storm covers an area the size of a city and lasts for a day. Each round you inflict damage equal to your successes on all targets.
<~Dan> Pretty impressive.
<+CosmGareth> That’s godlike power: Throwing 100 denomination coins would on average give you 500-700 successes
<+FaerieGodfather> How much can you mix and match these? It sounds like the Legacies are tied to in-game organizations.
<+CosmGareth> But to get there you have to remain consistent.
<+CosmGareth> The Ember Shards aren’t likely to teach you, or if you’re self taught, you’re unlikely to have the epiphany necessary, if you decide to become a wandering healer
<+CosmGareth> But then other options open up
<+CosmGareth> There are secret societies that teach things, but they aren’t the only way
*** Guest67 has joined #rpgnet
*** ChanServ sets mode +v Guest67
<+CosmGareth> One of the Legacies is just about flying; If you’re a species with wings, you can fly and there’s no special society
<~Dan> (Welcome to #rpgnet, Guest67!)
*** Guest67 has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
<+CosmGareth> But on the other hand, some of these Legacies are literally techniques passed down from ancient ascended beings, and kept by orders who are careful with their secrets. If that sort of play appeals, you can get into the politics of it
<+CosmGareth> In mechanical terms, you get a certain number of Legacy points every time you Temper. You can put them into one Legacy or several, but spreading yourself wide leads to different options than specialising. We’re still developing the full Legacy tree, it’s quite a work!
*** LW has joined #rpgnet
*** ChanServ sets mode +v LW
<~Dan> Does the game include a bestiary?
<+CosmGareth> Yes. There’s the start of one up on the Kickstarter now:(Link: https://www.kickstarter.com/projects/814553083/crucible-coin-based-fantasy-rpg-of-evolving-morali)https://www.kickstarter.com/projects/814553083/crucible-coin-based-fantasy-rpg-of-evolving-morali
<+CosmGareth> we;re doing it journal style, like Marco Polo or darwin’s notes
<~Dan> Nice! How many entries?
<+CosmGareth> So far only about a dozen, but we’re 9 months out from finishing writing!
<+CosmGareth> Mainly for the Kickstarter we’ve shown the ones we have art for
* ~Dan nods
<+CosmGareth> From Matt Stawicki and Melissa Gay.
<~Dan> Oh… Did you describe the PC species?
<+CosmGareth> Yep. Over on cosmgames.com we’ve done a full post about all the Species
<~Dan> I meant during this Q&A. 🙂
<+CosmGareth> The Species Sunday posts are linked from the main Project page.
<+CosmGareth> Ah, only in passing!
<+CosmGareth> In brief, then.
<+CosmGareth> Species are designed to be very flexible and open to player input. The Akrasi, for example, are ‘plant-based’ but we leave it up to players to describe themselves, either as humanoid but themed around a specific plant, or looking like an Ent, a dryad, a Mandrake, or a wooden sculplture of a person
<+CosmGareth> The Drake, likewise, are reptilian, but players can describe them with dinosaur, draconic or earthly lizard features
* ~Dan nods
<+CosmGareth> Humans, too, are not the vanilla standard option; they aren’t the most numerous or the most powerful, and they have a different perspective due to their ties to fate
<+CosmGareth> There are no mechanical bonuses for being any species
<+CosmGareth> there are a few flavourish themes though
<+CosmGareth> Like Kalatur having excellent sense of touch, or Skirr having pheromone communication
<+CosmGareth> Again, we focus on the narrative. If a character’s story or description fits with something they try to do, that’s where the Gm can offer credits
<~Dan> Cool. 🙂
<~Dan> In what remains of regular time, is there anything we haven’t covered that you’d like to mention?
<+CosmGareth> I heartily endorse [RPGNet] and [Dan] and would use their product again 😛
<+CosmGareth> Seriously, we want feedback from the community
<+CosmGareth> we’ll be launching Beta playtesting soon after the KS wraps up, and will be looking for people to run showcase games or playtest sessions
<+CosmGareth> Even if people throw a dollar on the project, they can still be involved in testing
<+FaerieGodfather> When does the KS end? I want to get in, but my ship hasn’t come in yet.
<+CosmGareth> We run for another 9 days!
<+CosmGareth> And we’ll have backerKit pre-orders and such. Again, throw a dollar on and you get KS prices on BackerKit!
<+CosmGareth> We have some cool stretch goals to hit 😀
<+TheAntipodeand20> A question, to queue… 🙂 With regards to an earlier point (Major – Conflagration – Throw your Spirit Force), does this mean that there is possibility for Epic level games (to use a D&D term)?
<+CosmGareth> Not just a possibility, it’s part of the game arc
<+CosmGareth> Epic level gaming is the goal, at least for a full campaign.
<+TheAntipodeand20> And does this open up the ability to stack coins? IE a larger coin representing say 10 smaller coins? (Do avoid handfuls of coins needed to be flipped)
<+FaerieGodfather> With the Tempering process being part of play, does the game support starting play at higher development levels?
<+CosmGareth> TheAntipodeand20 Yes, except we just use higher denomination coins to represent that
<+CosmGareth> Faeriegodfather Absolutely! You can jump into a game at any tempering level, and the selection of Tenets and Legacies up to that point should be pretty much plug and play
<+CosmGareth> And we don’t want to avoid handfuls of coins! Shaking and throwing 10 coins feels awesome. Try it yourself with small change!
<+CosmGareth> The custom coins we’re designing for the game, though not necessary to play, are designed to fit the hand as well as the world.
<+CosmGareth> We have a How To guide on the KS page
<+CosmGareth> They’re all about the size of an Aussie dollar coin, give or take, an 10-12 of those should fit most people’s double cupped hands for shaking. Failing that, a foam can holder works too
<~Dan> Cool. 🙂
<~Dan> Thanks very much for joining us, CosmGareth!
<~Dan> Give me just a moment, and I’ll post the chat log and get you the link. 🙂
<+CosmGareth> Thank you!
<~Dan> And just a quick reminder that my tip jar is now active at my blog, should any readers be so inclined. 🙂