[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.
[19:04] <+MarkRichardson> (done)
[19:04] <~Dan> Thanks, MarkRichardson!
[19:04] <~Dan> The floor is open to questions!
[19:05] <~Dan> (Here for the Q&A, Jagash?)
[19:05] <~Dan> Aside from the shared conciousness aspect, what else makes this game stand out from other cyberpunk settings?
[19:06] <+MarkRichardson> The game doesn’t have physical attributes, you only have emotional ones that show your control of the emotions.
[19:07] <+MarkRichardson> The characters in this game are all very actively working against the corporations, you each have a dark regret from your work in the past and our trying to redeem yourself through your actions.
[19:07] <+Jagash> Yup, here for the Q&A, but also for Mark. 🙂
[19:07] <+MarkRichardson> (done)
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[19:09] <+MarkRichardson> For those who have played alot of Powered by the apocalypse games it does deviate a fair ways, the 7-9 space is mostly about adding an Emotional Complication into your actions and the 6- the Players adds 2 instead of the usual GM tells you what happens
[19:09] <+MarkRichardson> This mostly leads to more heavy lifting on the part of the players and a few less moves by the GM.
[19:09] <+xyphoid> does it still use a shared moves / playbook moves format?
[19:10] <+MarkRichardson> Not exactly.
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[19:10] <+MarkRichardson> So each character has 3 skills, when you want to do something that would use those skills you make a move.
[19:10] <+MarkRichardson> There are 3 types of Moves.
[19:11] <+MarkRichardson> Professional Moves – Use one of your 3 skills, say what you want and it happens. No dice, but a bit of the emotion the skill is related goes to stress track (tracks the 5 emotionals for the party).
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[19:12] <+MarkRichardson> Headspace Moves – Use any skill of any other party member, roll + your emotional rating of the skill (each skill has an emotion tied to it during creation). 10+ You do what you want, 7-9 Add 1 emotional complication based on the skills emotional baggage
[19:12] <+MarkRichardson> 6- 2 emotional complications or the GM tells you what happens
[19:13] <+MarkRichardson> Improvised Moves – You don’t have a skill and you improvise, this is the closest to “act under fire”
[19:13] <+MarkRichardson> This allows a minimal amount of memory space vs. sharing a bazillion specific moves.
[19:13] <+MarkRichardson> (done)
[19:14] <~Dan> Why just 3 skills?
[19:14] <&Le_Squide> How are characters created?
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[19:16] <+MarkRichardson> The 3 skills represent the broad strokes of these skills and your character is considered best in the world (failure rarely in question). So 3 skills actually covers a fair bit of material, Ronin has for example Firearms, Explosives and Tactics.
[19:16] <+MarkRichardson> With a 5 person party that gives you 15 skills total (well actually 16 because of a ghost operator)
[19:16] <+MarkRichardson> The game is designed for 3-5
[19:17] <+MarkRichardson> There are 6 operators, each one not taken is a ghost, an operator who died in the field and whos consciousness is stuck in your headspace. The group gets one of their skills.
[19:17] <~Dan> Ah, so the classes provide the skills to round out the party?
[19:17] <+MarkRichardson> (done)
[19:18] <+MarkRichardson> Basically yes, so in a 3 party game there are 3 dead ghosts you get 1 skill from each allowing you to fill out your niches
[19:18] <+MarkRichardson> The ghosts are effectively NPC’s stuck in your head, this is also what happens to a player if and when they die.
[19:18] <+MarkRichardson> Re Le_squide, character creation
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[19:19] <+MarkRichardson> Each Operator has a leading question for each of their skills, that you ask to the group, Ronin says has Explosives and says “Who got hurt by the one bomb you didn’t get to?”
[19:19] <~Dan> (Welcome to #rpgnet, JimMcClure!)
[19:19] <+MarkRichardson> The party decideds together who was involved in the story, you and the other PC come up with some fiction as to what happend.
[19:20] <+MarkRichardson> The GM then asks you how that story made you feel and you pick an emotion that becomes the Emotional Baggage for the skill, Emotions are: Rage, Grief, Fear, Need, Ego
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[19:21] <~Dan> (Howdy, Feylands!)
[19:21] <+MarkRichardson> So if you pick Grief because you accidentally wounded a team mate let’s say, than Explosives is Grief, if someone uses your Explosives they are using the Emotion of Grief for any complications that may come into play
[19:21] <+MarkRichardson> Characters also tie themselves to one corporate dirty secret, you were key in this activity and this is your regret.
[19:22] <+MarkRichardson> A few other picks for Edges (gear/contacts) and a fancy Cybernetic upgrade.
[19:22] <+MarkRichardson> (done)
[19:22] <+MarkRichardson> Hey Jim!
[19:22] <~Dan> A friend of yours? 🙂
[19:22] <+JimMcClure> Hi
[19:22] <+MarkRichardson> ya, Jim runs a podcast which interviewed me last month
[19:23] <~Dan> Ah, excellent! Glad to have you here, Jim. 🙂
[19:23] <+JimMcClure> I am here to support Mark, I have gotten to play Headspace and it is amazing!
[19:23] <+MarkRichardson> thanks!
[19:23] <~Dan> Cool. 🙂
[19:24] <~Dan> So it sounds like this is less of a morally ambiguous setting than many cyberpunk worlds.
[19:25] <+MarkRichardson> Well the world is certainly in a bad place, it’s slightly less ambigous in that you have done something terrible and are working amends admittedly those amends could be fairly ambiguous
[19:25] <+MarkRichardson> But its very much a “us” vs. “the man” type vibe
[19:25] * ~Dan nods
[19:25] <+MarkRichardson> Objective Clocks for example have Corporate Sides and Operator Sides
[19:26] <+MarkRichardson> which certainly strikes a specific tone
[19:26] <~Dan> Is that your take on an Apocalypse World mechanic? I’m only vaguely familiar with the system, sad to say.
[19:26] <+MarkRichardson> This is less about doing a run for company x, than acting against company x and trying to stop them.
[19:27] <+MarkRichardson> Speaking of settings, there are quite a variety in Headspace, 2 in the core game and each stretch goal is a new one
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[19:27] <+MarkRichardson> Each setting adds 3,000 words of fiction, defining a seperate world with 4 corporations. Some are based in cities and other regions of the world
[19:28] <+MarkRichardson> Core Game: Vancouver Aftermath – post tsunami vancouver (also in the Quickstart)
[19:29] <+MarkRichardson> Core Game: Zero Hour in the Promised Land – UN occupied, corporate managed, drought stricken Israel and the UN pulls out in the next week.
[19:29] <+MarkRichardson> We’ve funded 4 stretch goals
[19:29] <+MarkRichardson> Adam Koebel (co-author of Dungeon World) is doing Neo-Tokyo
[19:29] <+MarkRichardson> Encho Chagas is doing South America
[19:29] <+MarkRichardson> Hamish Cameron (The Sprawl) is doing New Zealand
[19:29] <+MarkRichardson> and Emily Care Boss is doing Undersea Arcologies
[19:30] <+MarkRichardson> up next is Jesse Scoble doing a US/Mexican border conflict zone
[19:30] <+MarkRichardson> (done)
[19:31] <~Dan> Is there a standard tech level across the settings?
[19:31] <+MarkRichardson> Yes, although loosely defined in the quickstart the core game will have a full chapter talking about the limits and types of technologies available.
[19:32] <+MarkRichardson> Its 70 years in the future so mostly augmented reality, cyber augmentation is commonplace, flying cars. Blade Runner, Neuromancer, Akira, Ghost In the Shell are all good media touch stones for tech levels
[19:33] <&Le_Squide> So, does the game assume that violence will be a prominent part of problem solving? I’ve noticed that most cyberpunk games go in that direction.
[19:33] <+MarkRichardson> Some of the settings will likely have a few deviations, for example the Under Sea arcologies have uplifted species
[19:34] <+MarkRichardson> Violence can certainly be a solution, and I run an action heavy game. But that being said one can go at this from a lot of different angles and you could even actively choose to have “firearms” as a skill that you can use forcing you to solve your problems in other ways without improvising
[19:35] <+Leviathan> I may be coming into this Q&A late. What game is this?
[19:35] <+MarkRichardson> I tend to run a very Mission Impossible type feel to the game. But I have a friend who has tried more social/intrigue elements with good success.
[19:36] <+MarkRichardson> Hi Leviathan, this is for Headspace a shared consciousness cyberpunk game.
[19:36] <+MarkRichardson> (Link: http://www.headspacerpg.com)www.headspacerpg.com
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[19:37] <+MarkRichardson> A big component that doesn’t have a lot of mechanics is what Shared Consciousness means to play
[19:37] <+Leviathan> Perusing now.
[19:38] <+MarkRichardson> All character knowledge is player knowledge, you always know what is going on, can always communicate. You can even talk to each other across vast distances while someone else is in an action scene
[19:38] <~Dan> No range limitations?
[19:38] <+MarkRichardson> This tends to make the game less “scene” focused. With the narrative flowing around quite quickly
[19:39] <+MarkRichardson> Functionally it is handwaved although one could place some limits.
[19:39] <+Leviathan> Hrmm. So, how do you preserve character differentiation and niche protection in a game where you can use the stats on other players’ sheets?
[19:40] <+MarkRichardson> There is certainly some loss of absolute niche elements, there are some protections. The one with the skills never rolls dice and therefore never deals with emotional complications when they use their own skills. You also have a series of Edges (key contacts/tech/resoureces).
[19:41] <+MarkRichardson> The lines blur though, and that is certainly intended and part of the game play.
[19:41] <~Dan> So someone with the Firearms skill never misses?
[19:41] <+MarkRichardson> Basically yes. If it’s their skill the say what happens when they get in a fire fight. You are one of the best in the world, but you are only one person.
[19:42] <+MarkRichardson> If another player used the Ronin’s Firearms and rolled well they would get much the same effect but most often they would get 1 or 2 emotional complications that they would have to work into their actions.
[19:43] <+MarkRichardson> The game is trying to represent the feel of a Jason Bourne level of character skill.
[19:43] * ~Dan nods
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[19:44] <~Dan> (Howdy, Ettin!)
[19:44] <+MarkRichardson> This of course donesn’t mean your always up against mooks, there are Corporate Agents on the same playing field as the players
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[19:45] <~Dan> I’m curious to hear how that works. One beef I’ve always had with PbtA games is that NPCs don’t seem to have skills at all.
[19:45] <+MarkRichardson> (done)
[19:45] <~Dan> (Howdy, Cassiemouse!)
[19:46] <+MarkRichardson> So the NPCs are acted by the GM, the GM has several moves that denote their actions so I suppose they aren’t all stated out.
[19:46] <+MarkRichardson> Generally speaking if a corporate agent is acting directly against he PCs you’re going to see a lot of hard moves by the GM
[19:47] <+MarkRichardson> Generally the largest difficulty the players have is that they are working against massive corporations and they can only focus their resources so much. This is represented in long play.
[19:48] <+MarkRichardson> If you play Headspace as a one shot, you build an operation together and determine who it went wildly bad then come into “in media res” style just as the shit hit the fans’
[19:48] <+MarkRichardson> Long Play – The PCs work to create positive events in the world that undermine the corporate controls.
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[19:49] <+MarkRichardson> There are details for both in the quickstart but they will get a lot more beef in the final text.
[19:49] <+MarkRichardson> The Quickstart is ~60 pages, has all the major mechanics and playbooks. It’s missing a lot of depth in the explanations and for example Technologies, GM advice etc..
[19:50] <+MarkRichardson> Most of the core text is already written.
[19:50] <+MarkRichardson> It just needs to come together, get edited and bring in some additional art assets.
[19:50] <+MarkRichardson> (done)
[19:50] <~Dan> Can you say a bit about how combat works?
[19:52] <+MarkRichardson> Similar to other PtbA games it’s a bit more free form in terms of declaring when you make a move to do something, weapons do Harm, Armor lowers it. You don’t however have Health levels, any Harm you take is expressed in emotions and when you take damage it goes onto the Shared Stress Tracks. If the harm you take causes a feedback spike (greater than 4 in any
[19:53] <+MarkRichardson> one emotion) than your character is “taken out”
[19:53] <~Dan> Combat hurts your feelings? 🙂
[19:54] <+MarkRichardson> It sounds a little odd, but works quite well. Say you get shot and take 2 Harm, you could raise the RAGE track by 2, this causes you to get angry and for that matter that emotion becomes more prominent throughout the headspace. Stress Tracks don’t dissipate easily.
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[19:54] <+MarkRichardson> So yes 😉
[19:54] <~Dan> 🙂
[19:55] <+MarkRichardson> When the Stress Track hits Feedback it causes 4 Emotional complications to hit the players right away, which even if you weren’t making moves you have to role play through right away.
[19:55] <+MarkRichardson> Emotional complications as some Examples:
[19:55] <+MarkRichardson> GRIEF: You put yourself in harm’s way. You hurt someone you care for. You neglect your responsibilities. You drown in your own sorrows.
[19:56] <+MarkRichardson> RAGE COMPLICATIONS: You ignore something obvious. You inflict collateral damage. You provoke a new conflict. You use excessive force.
[19:56] <+MarkRichardson> EGO COMPLICATIONS: Your false pride puts the team at risk. You become jealous of another. You refuse needed assistance. You insult or berate an ally for being inferior.
[19:56] <+MarkRichardson> NEED COMPLICATIONS: You give up a secret for attention. You give up someone else’s ally/resource for gain. You obsess over something. You ignore a personal risk.
[19:57] <+MarkRichardson> FEAR COMPLICATIONS: You hesitate when it matters most. You avoid an existing conflict. You overestimate the danger. You leave behind an ally or resource.
[19:57] <+MarkRichardson> (done)
[19:57] <~Dan> How do you resolve NPC attacks?
[19:57] <+MarkRichardson> These complications happen for any skill and are incorpated into what you planned on doing, leading to “complicated success”
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[19:58] <+MarkRichardson> It’s still PbtA so the GM makes moves that accelerate up from Threatening to Causing physical harm with no dice on their side of the table.
[19:59] <+MarkRichardson> So more story, less dice. It’s a response to how and what the PCs do, keeping consitent with what has been established in the fiction.
[19:59] <~Dan> So there’s no real variation in the likelihood of an attack succeeding, IIRC?
[20:00] <+MarkRichardson> Well no one rolls to hit if that’s what you mean.
[20:01] <~Dan> Right, but does anything make an attack more or less likely to hit?
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[20:02] <+MarkRichardson> Well if the opposition were say mooks it’s less likely to hit in general and if it did more likley less harm. If say an enemy Ronin was involved you more likely to see hard hits against the players.
[20:03] <~Dan> How does that work mechanically?
[20:05] <+MarkRichardson> Well mechanicaly the GM has several moves they pick: Ask Questions, Make Bargains, Threaten Violence (which is the key one we are discussing here), Seize Control and Foster Emotions
[20:06] <+MarkRichardson> It’s a story game so mechanically the GM is using the opposition to act in turn and sequence with the players.
[20:07] <+MarkRichardson> Inflicting attacks and forcing the characters to react.
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[20:08] <+MarkRichardson> A lot of this comes down to the GM creating story, declaring when undealt with threats inflict harm and allowing the players to react and move the story forward
[20:08] * ~Dan nods
[20:08] <+MarkRichardson> (done)
[20:09] <+MarkRichardson> It’s certainly not a crunchy game like say Burning Wheel when combat happens for example
[20:09] <~Dan> Burning Wheel is, indeed, crunchy.
[20:10] <+MarkRichardson> I love me some crunch (ran Burning Empires for a year) but I really wanted to the focus of Headspace to be heroic/hyper competent and less, “shit I rolled low and die”
[20:11] <+MarkRichardson> It’s certainly a tricky design space
[20:12] * ~Dan nods
[20:12] <~Dan> Okay, silly question…
[20:12] <~Dan> Everything’s run on emotions, correct?
[20:12] <+MarkRichardson> Pretty well.
[20:13] <~Dan> Okay, so… what about robots?
[20:13] <+MarkRichardson> Skills have Emotional Baggage (one of the 5)
[20:13] <+MarkRichardson> Well so everything on the players side runs on Emotions, everyone else in the world is still taking normal harm just plain bleeding to death or blowing up.
[20:14] <+MarkRichardson> And functionally the players still bleed to death just everyone deals with emotions in the meantime.
[20:14] <~Dan> Ah, I see.
[20:14] <+MarkRichardson> Robots would be just like anything else in the world really, the Emotional underpining is the Headspace the PCs are stuck in.
[20:15] <+MarkRichardson> You just wouldn’t have a Robot pc
[20:15] <+MarkRichardson> But you could certainly have something show up and kick there ass 🙂
[20:16] <~Dan> 🙂
[20:16] <+xyphoid> what do you use for GM-side tools here – is there a front-style system?
[20:17] <+MarkRichardson> The 4 Corporations are functionally the “fronts” its sort of similar ish.
[20:18] <+MarkRichardson> Each corporation has a long play objective clock called a “Dystopian Clock”, 3 sides are Operator, 3 Corporate which represent who gets the majority of what they were trying to do in a session. After 3 sessions the clock resolves and creates a permanent event
[20:18] <+MarkRichardson> If the PCs mostly won they would declare what happens, if the Corporate than the GM, if in between you’d have some but statements.
[20:19] <+xyphoid> how much material have you got for the kinds of stuff that the corporations are trying to do?
[20:19] <+MarkRichardson> Each corporation starts with some colour text, a key agent and a initial project goal (the first thing they want to do to change the setting in their favour).
[20:20] <+MarkRichardson> The corporations aren’t all buddy buddy either, their goals can lead to confrontations between them.
[20:20] <+MarkRichardson> Likely a good goal in long play is the players trying to force that to happen
[20:21] <+MarkRichardson> That’s the broad strokes anyways
[20:21] <+MarkRichardson> (done)
[20:21] <+xyphoid> (i’m a big fan of the front stuff from AW / Dogs with the very mechanical way of building opposition, so it’s interesting to see how *world games do that or don’t)
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[20:23] <+MarkRichardson> When the Players “win” against goals they create positive change in the setting and partially do this by creating social movements/building communities that will aid them.
[20:23] <~Dan> How do you handle cybernetics? Is there any sort of drawback to cybering up?
[20:23] <+MarkRichardson> When the Corporations “win” the players rally and get an additional upgrade.
[20:24] <+MarkRichardson> So most cybernetics are flavour elements. However each character gets one UPGRADE a high quality state of the art piece of cyberware with specific game effects. In long play there are options to gain additional ones (list of ~18 or so)
[20:25] <+MarkRichardson> Example: Pain Editor — When you take this implant, pick a Stress Track. You can no longer be Taken Out by Feedback on this Stress Track when you take Harm.
[20:26] <+MarkRichardson> Example: Medical Suite – You can use it to treat yourself or someone else. Once per session, you can use drugs that your medical suite provides to lower any Stress Track to 0.
[20:26] <+MarkRichardson> Example: Wired Reflexes – You always go first in any situation where time is of the essence, and you can ignore the Reload constraint on gear you are using.
[20:27] <+MarkRichardson> Just a few, each Playbook has one at the start. A few can start with an extra depending on player choices.
[20:27] <+MarkRichardson> (done)
[20:27] <+MarkRichardson> There isn’t a drawback to the cyberware in the mechanics.
[20:28] <+MarkRichardson> like say Humanity Loss in CP2020
[20:28] * ~Dan nods
[20:28] <+MarkRichardson> Gear in the game is all +TAG based, that can be used in the fiction to do stuff.
[20:29] <+Vorthon> Okay. This may seem a bit out of the blue, but THANK YOU. That whole ‘cybernetics eat your soul’ thing being embedded in a game’s mechanics has always drove me nuts.
[20:29] <+MarkRichardson> lol np
[20:30] <+MarkRichardson> It would be a strict RP effect, I like that say in Ghost in the Shell a full conversion cyborg doesn’t go nuts inherently but will certainly have some issues.
[20:30] <+MarkRichardson> A simple gear/gun example: Automatic Shotgun (3-harm Close +Loud +Suppressive +Messy)
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[20:31] <~Dan> Messy? Heh.
[20:31] <+MarkRichardson> Messy: the effect is inconsistent in its area, hitting both the target and anything else nearby, and it always leaves a mess behind – property damage, bloody dismemberment and gore abound.
[20:31] <+MarkRichardson> Have the quickstart open for Copy paste when I need it 😉
[20:31] <~Dan> 😀
[20:32] <~Dan> Seems like cyberpunk is a genre that appeals to equipment junkies. Making most cyber abstract seems risky in that regard. Thoughts?
[20:34] <+MarkRichardson> Yes and no, part of it is the style of games many of us grew on which were always pretty list based. I certainly agree that the gear head in us loves to dig deep and build specifics. I think with the overall pitch of a game about shared consciousness and emotional complications it feels right to keep the gear abstract
[20:35] * ~Dan nods
[20:36] <+xyphoid> it’s an interesting case where cyberpunk *gaming* has diverged from cyberpunk *fiction* almost by accident
[20:36] <~Dan> Fill in the following blank: “If you like _______, you’ll love Headspace!” (Insert RPG.)
[20:36] <+MarkRichardson> Sense 8
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[20:37] <+MarkRichardson> Mission Impossible, Blade Runner, Akira (manga)
[20:37] <~Dan> (Howdy, LW!)
[20:37] <~Dan> No RPGs? 🙂
[20:37] <+MarkRichardson> Oh um hmm I was thinking media
[20:37] <+Motulev> abstracting away all the gear might put the punk back in cyberpunk
[20:37] <+MarkRichardson> My take is the punk is societal.
[20:38] <+MarkRichardson> Re question: If you like The Sprawl (another more traditional Cyberpunk PbtA)
[20:38] * ~Dan nods
[20:38] <+MarkRichardson> I’ve oddly never answered that regarding other games.
[20:38] <~Dan> I think I’ve heard of that one.
[20:39] <+MarkRichardson> I’ve certainly been influenced by a great many RPGs in making Headspace.
[20:40] <~Dan> Oh? Any come to mind?
[20:41] <+MarkRichardson> Amber, Mage, Apocylpse World, Penny for my Thoughts, Sprawl, Cyberpunk 2020, Cybergeneration (I was always a 2020 kid instead of Shadowrun)
[20:42] <+MarkRichardson> The shared consciousness idea mostly started with Wyndhams The Chrysallids
[20:42] <+MarkRichardson> which is an old sci-fi book from 1955
[20:43] <+MarkRichardson> and blended into cyberpunk at some point a few years back.
[20:43] <+MarkRichardson> Been working on the game formerly for about 3 years now, and I’m obviously excited about not only the success of the Kickstarter but also about working to a finished product.
[20:44] <~Dan> Your KS is certainly doing well!
[20:44] <+MarkRichardson> The target is to have the Digital PDF out by May and the Print in June, mostly because I’d like to have this at GenCon next summer
[20:44] <~Dan> Will you be at a booth?
[20:45] <+MarkRichardson> I’m a member of the IGDN a collective of Indie Publishers and they will have a booth which I should have my book at all things working out.
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[20:45] <~Dan> Oh, yes. I know those folks. 🙂
[20:46] <+MarkRichardson> Ya you had Eloy on a few weeks back I believe
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[20:46] <~Dan> I’m not sure if this applies to the subgenre, but does your game have any sort of “bestiary”/list of adversaries?
[20:46] <~Dan> (Howdy, Lysus_!)
[20:48] <+MarkRichardson> Hmm I don’t think so really. It’s possible we will add some thoughts on that in Emily Care Boss’s setting as such has some “uplifted” aquatic species that are labour pool. You’re much more likely to run into an attack Drone of some kind and these are both pre-stated and can be fairly easily built from tags/weapons
[20:48] <+MarkRichardson> Heck the Tech starts with a Drone which can include a full on Predator style one.
[20:49] * ~Dan nods
[20:49] <+MarkRichardson> Their are 6 Operators (each unique)
[20:50] <+MarkRichardson> Ronin – solo type skills: Firearms, Explosives, Tactics
[20:50] <+MarkRichardson> Runner – urban operator skills: Pilot, Parkour, Sprawl
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[20:51] <+MarkRichardson> Tech – Engingeer meets hacks, skills: Engineering, Drones, Hacking
[20:51] <+MarkRichardson> Whitecoat – Sherlock meets watson, skills: Medicine, Pyschology, Investigation
[20:52] <+MarkRichardson> Handler – man with the plan, skills: Coax, Contingency, Observation
[20:52] <+MarkRichardson> Infilitrator -tom clancy splinter cell, skills: Stealth, Martial Arts, Security
[20:52] <+MarkRichardson> (done)
[20:53] <~Dan> In the time we have remaining, is there anything we haven’t covered that you’d like to mention?
[20:53] <+MarkRichardson> There’s an extra 7th which is a bonus for backers that will be more about industrial espionage/whistle blowing.
[20:54] *** Lysus_ has quit IRC: Ping timeout: 481 seconds
[20:54] <+MarkRichardson> The Kickstarter is running until November 15th (this Sunday at Midnight), we have several great cyberpunk settings that we can still fund and it would be awesome to have your support doing that!
[20:55] <+MarkRichardson> I think we’ve covered it all, there are some actual play podcasts with links on my kickstarter if folks want to hear how it plays
[20:55] <+MarkRichardson> Thank you very much for having me hear to talk about this!
[20:55] <+MarkRichardson> (done)
[20:55] <&Le_Squide> By the way, were you on the panel on making your first game at Metatopia?
[20:55] <~Dan> Absolutely, Mark! I hope you’ll hang out with us as time permits going forward. 🙂
[20:56] <+MarkRichardson> I was Le_Squide
[20:56] <+MarkRichardson> Metatopia was a hoot
[20:56] <+MarkRichardson> I hope to drop in here periodically for sure
[20:56] <&Le_Squide> I loved the panel! 😀 And it totally was
[20:56] <+MarkRichardson> Thanks I appreciate!