[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.
[19:02] <+WillDonovan> <done>
[19:02] <~Dan> Thanks, WillDonovan!
[19:02] <~Dan> The floor is open to questions!
[19:03] <~Dan> What is the premise of the game?
[19:03] <+WillDonovan> Folklore’s heart is in its stories. Very strong narratives, full of choice-driven events.
[19:04] <+WillDonovan> The premise is that you are a diverse group of individuals who have been drawn into the land of Kremel (Folklore’s fictional setting) becaue the evil has led you there.
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[19:05] <+WillDonovan> Each story (1.5-2 hrs each approx.) will take the group through a an investigative journey, battling creatures, solving puzzles and discovering clues, in order to find the Affliction that is the basis on the story and is causing all the trouble.
[19:05] <+WillDonovan> Afflictions are basically creatures (for the most part) that are the source of the trouble…the “bosses” so to speak.
[19:05] <+WillDonovan> <done>
[19:05] * ~Dan nods
[19:06] <~Dan> Does the game have a GM analog?
[19:06] <+WillDonovan> No.
[19:07] <+WillDonovan> It is 100% cooperative, 1-5 players. Although if somebody creates their own story, they certainly can act in that fashion and give the creatures and such their own AI.
[19:07] <+WillDonovan> As part of the kickstarter, we give you the tools to do this.
[19:07] <+WillDonovan> i.e. create your own cards, characters, creatures, events, etc.
[19:08] <+WillDonovan> <done>
[19:08] <~Dan> Really? Now that’s interesting…
[19:08] <~Dan> But perhaps we should wait on that angle before we cover the rules as written.
[19:08] <+WillDonovan> Yes, absolutely,
[19:09] <+WillDonovan> It is recommened that you have a good handle of the game before you create your own content.
[19:09] <~Dan> Did I read correctly that the players create characters?
[19:09] <+WillDonovan> That is optional, i.e. a kickstarter stretch goal.
[19:10] <+WillDonovan> The base game comes with 6 characters. There are 6 other characters that have been unlocked through stretch goals.
[19:10] <+WillDonovan> Arcanist, Archeologist, Witch Hunter, Avenging Madman, Telepath, Exorcist
[19:10] <~Dan> Ah, I see.
[19:11] <+WillDonovan> Each are very customizable.
[19:11] <~Dan> Are those the stretch goal characters or the base game characters?
[19:11] <+WillDonovan> there are almost 70 unique abilities, and each character has a skill tree in which they can grow and make decisions in who to advance their character.
[19:12] <+WillDonovan> Those characters I mentioned are in the base game.
[19:12] <+WillDonovan> The expansion characters are: the Courtesan, the Butcher, the Scientist, the Slayer, the Illusionist and the Woodsman.
[19:13] <+WillDonovan> <done>
[19:13] <+WillDonovan> There are seven creature types, and various specific creatures that call under them: Mortal (not really a creature), Demonic, Spirit, Undead, Shapeshifer, Nature and Occultist.
[19:14] <+WillDonovan> And to fight them, there are both encounter combat (with minis on maps) and Skirmishes (dice-based).
[19:14] <~Dan> Based on the character types, I’m guessing that the setting is… Victorian, maybe? Or perhaps 1700s?
[19:15] <+WillDonovan> Early modern, which ranges from later 1500-1700’s. We tried to keep things a little open. But definitely not medieval fantasy.
[19:16] <+WillDonovan> So you will find gunpowder and the like, but it is not “common”.
[19:16] <+WillDonovan> Let’s see…types of cards…
[19:18] <+WillDonovan> Abilities (learned by characters), Creatures and Afflictions, Characters and Ghosts, Prayers (used by certain characters…powerful effects), Rituals (like prayers), Tarot cards, Road events, Offroad Events, Companions, items, Artifacts, Heirlooms….think that is it.
[19:19] <+WillDonovan> Rumor cards too…a kickstarter stretch goal.
[19:19] <+WillDonovan> <done>
[19:20] <~Dan> Do you by any chance have a character writeup we can see?
[19:20] <+WillDonovan> Give me a sec! 😉
[19:22] <+WillDonovan> These are short snips:
[19:22] <+WillDonovan> Archeologist: The Archeologist is an explorer and scholar focused on the ancient and the unexplained. He has become convinced that our history has been shaped by beings and forces beyond nature and science. He has traveled far and wide in his quest for knowledge and now explores the depths of the supernatural to gain his answers.
[19:23] <+WillDonovan> Avenging Madman: The Avenging Madman has a soul driven mad by loss. At the end of a hard day’s labor, he fell asleep in the barn among bails of hay. When next he awoke, the sun shining brightly overhead, the sight the greeted him will forever torment his memories. His entire family, massacred night by something clearly inhuman. But the body of his wife was
[19:23] <+WillDonovan> Witch Hunter: The Witch Hunter is a fanatical bounty hunter who adheres to a strict code of honor and is sworn to purge the world of evil. He is a member of a sect of inquisitors that have hidden behind those in power for centuries, advising and influencing. He is an accomplished huntsman and tracker, using his skills as a weapons specialist and marksman to h
[19:24] <+WillDonovan> Think some of those were cutoff due to length! What is the char limit? I did a cut/paste.
[19:24] <~Dan> Hmm. I forget what the limit is, but yeah, there is one.
[19:24] <+WillDonovan> ,,,please excuse any typo’s!
[19:24] <~Dan> No worries!
[19:25] <~Dan> Are you able to post them somewhere online that we could see them, maybe?
[19:25] <~Dan> Dropbox or the like?
[19:25] <~Dan> I’m actually mainly curious about how the characters look in game mechanics terms.
[19:27] <~Dan> I’m not sure if it would apply in this case, but I find that when it comes to RPGs, a character writeup helps guide discussion of the system.
[19:27] <+WillDonovan> I can post a image of a character card, but I because we are making tweaks here and there, I would prefer to hold off on that for now…
[19:27] <+WillDonovan> It’s a board game, so it is pretty straight forward.
[19:27] <+WillDonovan> Each character has a set of Attributes (Might, Defense, Stride, Power Points and Vita.)
[19:28] <~Dan> Sure, I understand, re: posting.
[19:28] <+WillDonovan> And a set of Skills (Awareness, Archeology, Occult, Faith, Nerve, Speech)
[19:28] <+WillDonovan> A special ability or immunity.
[19:28] <+WillDonovan> Each starts with two abilities and starting items.
[19:29] <+WillDonovan> One cool thing is that each character has a ghost form.
[19:29] <+WillDonovan> If you die, you live on as a ghost and use ghost points as your health and to use various ghost powers.
[19:29] <~Dan> Heh. That IS cool. 🙂
[19:30] <+WillDonovan> You can also fight in this state, but you have to be careful as if you get hit (as you can attack spirits in life, creatures can attack you as a spirit).
[19:30] <+WillDonovan> If you lose all your ghost points, you go to Limbo.
[19:30] <+WillDonovan> The gypsies can bring you back, for a price. You have to draw a tarot card when you get to their encampment. each tarot is a bad thing that is attached to your character for the duration, although there are ways to change or get rid of them.
[19:31] <+WillDonovan> If you “fail” as story, i.e. do not successfully defeat the main affliction or achieve a particular objective, it can impact stories in the future.
[19:31] <+WillDonovan> ..fail A story..
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[19:32] <+WillDonovan> <done>
[19:32] * ~Dan chuckles
[19:32] <~Dan> What is the game’s core mechanic?
[19:34] <+WillDonovan> Well, as I said, it is story-based. You are told what needs doing, although there are choices on that can change what you do. You travel from place-to-place as a group on a world map to adventure locations, where you zoom in to tactical maps. There you fight creatures, solve puzzles and the like. There are many locations you visit during a story.
[19:34] <+WillDonovan> You move on the world map based on your Stride as a character. Leadership passes from one player to the next, so strides can be different.
[19:35] <+WillDonovan> There are 20 10×10 maps in the base game (10 double-sided).
[19:35] <+WillDonovan> So there is a lot of variety.
[19:35] <+WillDonovan> As you travel the road, you draw road events each turn. But you can travel off-road, which is faster, but much more dangerous.
[19:36] <~Dan> Off-road is faster? That seems counter-intuitive.
[19:36] <+WillDonovan> When you do this, you draw off-road cards. It sets up a senario, or a situation. Each one has 2-3 choice. Once you choose how you want to approach this situation, you flip the card over and it tells you what happens.
[19:36] <+WillDonovan> Well, the road is not a straight shot.
[19:37] <~Dan> Ah, I see.
[19:37] <+WillDonovan> You can go off-road, take a short-cut through the landscape.
[19:37] * ~Dan nods
[19:37] <+WillDonovan> Sometimes you HAVE to go off-road.
[19:37] <+WillDonovan> You maybe searching for something or someone and have to wander the countryside until you find it.
[19:38] <+WillDonovan> The game can be dangerous.’
[19:38] <+WillDonovan> When you arrive at an adventure location (i.e. when you use “adventure maps”), the story journal tells you how to set things up and what your main objective are.
[19:39] * ~Dan nods
[19:39] <+WillDonovan> Not everything is required, such as investigating search locations, examining a strange map feature.
[19:39] <+WillDonovan> Combat is fully automated. To keep things interesting, creatures can deviate from the standard AI depending on their powers and such.
[19:40] <+WillDonovan> Also, with Environments, Seasons and Dark Festivals (an add-on), AI can change, things you do in town may differ, etc.
[19:40] <+WillDonovan> <done>
[19:40] <~Dan> How does combat work?
[19:41] <+WillDonovan> There are two type.
[19:41] <+WillDonovan> On the road/off-road, you usually run into skirmishes.
[19:41] <+WillDonovan> There are pretty simple, but can be just as dangerous as regular encounter combat.
[19:42] <+WillDonovan> Basically, depending on the number of characters, you determine the skirmish strength by rolling a die.
[19:42] <~Dan> What kind?
[19:42] <+WillDonovan> Each has a skimish counter…the higher the strength of the skirmish, the longer it is and the more powerful the effects of the creature, i.e. modifiers are added along the counter.
[19:43] <+WillDonovan> Creature attacks all characters (rolling attack dice, d100’s and adding modifiers…must beat characters defense).
[19:43] <+WillDonovan> They have a special power that is used on a hit.
[19:44] <+WillDonovan> Then the characters go. On successful hits, the skirmish counter is reduced until it reaches 0.
[19:44] <+WillDonovan> Characters get a reward and can search the bodies for loot.
[19:44] <~Dan> Of course. 🙂
[19:44] <+WillDonovan> That is a very simple explanation. You can also skirmish against other characters.
[19:45] <+WillDonovan> Such as if they are lycanthropic and loose control.
[19:45] <~Dan> Why would a player do that?
[19:45] <~Dan> Oh, gotcha.
[19:45] <+WillDonovan> Lycanthropic is a negative status (there are 10 in the game, and 10 positive statuses).
[19:45] <+WillDonovan> Encounter combat is more involved as you would expect.
[19:45] * ~Dan nods
[19:46] <+WillDonovan> Characters go first, unless darkness is affecting the map and you don’t have a light source.
[19:47] <+WillDonovan> Characters can move, attack, use items, abilities, prayers/rituals, exchange things with other characters, interact with the map (map features).
[19:47] <+WillDonovan> The is of course limits what you can do in a turn.
[19:47] <+WillDonovan> Attacking, you roll your attack dice (percentile), add modifiers and try to beat a creature’s defense.
[19:48] <~Dan> What determines the modifiers on an attack?
[19:48] <+WillDonovan> You can sometimes augment attacks with abilities, or use them independently.
[19:48] <+WillDonovan> Might is basically the attack modifier.
[19:48] <+WillDonovan> Weapons, skill trees, abilities, bonuses earned during the story can all influence what this is.
[19:49] <+WillDonovan> and statues, both positively and negatively,.
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[19:49] <~Dan> (Howdy, DayTripper!)
[19:49] <+WillDonovan> If you have two 1H weapons equipped, you can spend a power point to use the second one.
[19:49] <+DayTripper> hey wassup danno
[19:49] <+WillDonovan> power points are also used to activate abilities (although there are passive ones as well).
[19:49] <~Dan> DayTripper is one of your fellow game authors.
[19:50] <+WillDonovan> Once you finish you turns (all characters), the creatures go.
[19:50] <+WillDonovan> Hey Dan Tripper.
[19:50] <~Dan> As time permits, you might find his work of interest. As you are pulling together board games and RPGs, he is pulling together standard RPGs and storygames.
[19:50] <+DayTripper> sorry late, guys. Will, hit me with a URL?
[19:50] <+WillDonovan> Nice.
[19:51] <+WillDonovan> The kickstarte? (Link: https://www.kickstarter.com/projects/gbg/folklore-the-affliction-0)https://www.kickstarter.com/projects/gbg/folklore-the-affliction-0
[19:51] <+DayTripper> 🙂
[19:51] <~Dan> It’s a very cool setting, DayTripper. Almost like… fairytale ghostbusters, WillDonovan?
[19:52] <+WillDonovan> Without the containment units!
[19:52] <~Dan> Well, yes. 🙂
[19:52] <+WillDonovan> Or the phase streams or whatever they are called 😉
[19:52] <+WillDonovan> It is dark fantasy, modern era, so not like D&D.
[19:53] <+DayTripper> rpg boardgame: nice. fantasy ghostbusters: nice again. and the product looks beautiful
[19:53] <+WillDonovan> Day Tripper Thanks.
[19:54] <~Dan> So how do weapons work in the game? Just as a bonus to the attack roll?
[19:54] <+WillDonovan> The spirit world plays a significant role in the game. Stories will take you beyond the veil to the spirit world, where the party has to encounter things as ghosts.
[19:54] <+WillDonovan> But without actually dying.
[19:54] <+WillDonovan> Like you would if you became a ghost in the living world.
[19:55] <+WillDonovan> Some characters are stronger in ghost form than other characters who were stronger then them in living form.
[19:56] <+WillDonovan> Any questions I can answer?
[19:57] <~Dan> Did you see my weapon question?
[19:57] <+WillDonovan> Now I did!
[19:58] <+WillDonovan> So weapons AUGMENT attacks. So it is possible to attack without one. The thought process is that you would use improvised weapons in attacking. Not ideal, but it can happen.
[19:58] <+WillDonovan> You can exhaust certain weapons for do something special, or you can lose or break your weapon.
[19:59] <~Dan> Do you keep track of ammo and reloading times for black powder weapons?
[19:59] <+WillDonovan> If you have a critical fault (rolling a 0 on d100), you break your weapon and must take it to town to be repaired.
[19:59] <+WillDonovan> Weapons requiring ammo are tracked with a counter on the weapon card itself.
[20:00] <+WillDonovan> There are ways to reload, but it is restrictive. It is advisable to have more the one on your person.
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[20:01] <~Dan> How is damage determined?
[20:01] <~Dan> (Howdy, Ettin!)
[20:02] <+WillDonovan> Each creature as a base damage (most have 1d4, although the avenging madman has a 1d6). Weapons can augment damage. As players grow, this damage dice can increase.
[20:02] <+WillDonovan> Creatures do not have base damage. Each power specifies the damage done.
[20:02] <+WillDonovan> It’s not just damage that plays a roll.
[20:03] <+WillDonovan> Each creature can do all sorts of different things. Characters can use abilities to also dramatically change combat.
[20:03] <+WillDonovan> It can get pretty tactical. and sometimes there are time limits to do certain things.
[20:03] <~Dan> By “abilities”, are you talking about magic spells and the like?
[20:03] <+WillDonovan> No.
[20:04] <+WillDonovan> Each character can learn abilities by earning skill points. Each start two two abilities.
[20:04] <+WillDonovan> For example, the madman starts with Environmental Slaughter.
[20:05] <+WillDonovan> When a creatures dies while adjacent to him, he rips off their limb and gets an auto hit against against a target up to 2 squares away. He has to spend a power point to make that happen.
[20:05] <+WillDonovan> Some are magic-like, especially with the Arcanist, Telepath and Exorcist.
[20:06] <+WillDonovan> Magic is a little different.
[20:06] <+WillDonovan> Occultists use magic, not characters.
[20:06] <+WillDonovan> Characters use Rituals (and prayers), which act like powerful incantations. They are found…pages from various mystical tomes.
[20:07] <+WillDonovan> they are used and then discarded. In order to use a Ritual, you must pass an Occult skill roll (target listed on the card). If you succeed, the ritual works and is discarded. If you fail, you keep it until next time. Prayers work the same way, but using Faith.
[20:08] <+WillDonovan> You cannot attack and use one of these on the same turn.
[20:08] <+WillDonovan> It is one or the other.
[20:08] <+WillDonovan> <done>
[20:09] <~Dan> What sorts of things can Rituals and Prayers accomplish, and can you contrast that with the magic of Occultists?
[20:11] <+WillDonovan> They are usually big-bang effects because of their rarity. Heal the entire group a certain amount. Cause all non-affliction creatures to be case into oblivion (roll required for each creature). Give the whole group a specific positive status. Things like that.
[20:11] <+WillDonovan> Force a werewolf to return to their human form.
[20:12] <+WillDonovan> Is another one.’
[20:12] <+WillDonovan> There is a little different flavor between Prayers and Rituals, but they are balanced the same.
[20:12] <+WillDonovan> Some must be used in a combat, others not.
[20:12] <+WillDonovan> <done>
[20:13] <~Dan> So what is the magic that Occultists use like?
[20:14] <+WillDonovan> Well, their magic is embedded into the powers they use, i.e. there is lot a spell listing or anything. Every creatures as very unique powers, with Occultists leaning more on the magical effects, like auras and effects.
[20:14] <+WillDonovan> Occutlists can also form covens.
[20:15] <+WillDonovan> When you have 3 or more occultists in combat, they form a coven. While in this form, they are more powerful.
[20:15] <+DayTripper> oh that’s *cool*
[20:16] <+WillDonovan> The rulebook is quite large. However it is a very intuitive game. Very easy to learn. The first story in the game is a tutorial. It walks you through things.
[20:16] <~Dan> You know what would be even cooler? If they were more powerful when in numbers of mystical significance. 🙂
[20:17] <~Dan> Like 3, 7, 13, etc. 🙂
[20:17] <+DayTripper> ha!
[20:17] <+WillDonovan> The intent is to have it so that you can just read the beginning section of the rules and jump right into the story. It will tell you what to do or refer you to specific sections.
[20:18] <~Dan> How does interaction work with NPCs?
[20:18] <+WillDonovan> That is interesting. The only problem is that because this is a board game, you had to keep number minimal. Really hard to have 13 creature minis on the map. 😉
[20:18] <~Dan> Well, yeah. 🙂
[20:18] <~Dan> I’m assuming such interaction happens, given a skill called Speech.
[20:18] <+WillDonovan> So, there are various story moments that occur that allow for choice interaction.
[20:18] <+WillDonovan> Yes
[20:19] <+WillDonovan> So, for example, you are approached by a street urchin in town who comes to you with info. He give you the high-level.
[20:20] <+WillDonovan> But if you choose to give him some coins, you get a Story Marker and he tells you some additional things.
[20:20] <+WillDonovan> The Story Marker can be good or bad…you don’t know until later.
[20:20] <+WillDonovan> But the point is, if you don’t he also tries to pickpocket you.
[20:21] <~Dan> Heh. 🙂
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[20:21] <+WillDonovan> Or you can use speech skills to talk down a bar fight.
[20:21] <~Dan> (Howdy, egyptian!)
[20:21] <+WillDonovan> Or choose to initiate it.
[20:21] <~Dan> And all these events are determined by… card draws?
[20:21] <+WillDonovan> Certain creatures can be dealt with via skills as well.
[20:22] <+WillDonovan> Some events, especially off-road ones, have these type of things, but it is random.
[20:22] <+WillDonovan> Stories have them embedded.
[20:23] <+WillDonovan> There are also rumor cards (not in base game) that send you on mini adventures. Totally optional. These have some of that as well.
[20:23] <~Dan> So how does that work? The players decide to go to a town, and… what actually happens in terms of play?
[20:23] <+WillDonovan> There are a number of town services that characters can take part in. There are also unique things each character can do.
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[20:24] <+WillDonovan> Most of the roleplaying happens via the story, but you can visit town and test your luck at various things.
[20:25] <+WillDonovan> Intersted in having a drink at the inn (positive and negative things happen), gambling up your alley?
[20:25] <+WillDonovan> make a speech check to hear a rumor.
[20:25] <+WillDonovan> There are dozens of things that can be done.
[20:26] <+WillDonovan> However, roleplaying interations are limited due to the fact that there is no DM. But stories have NPC interactions in towns, and a player can create his stories this way as well.
[20:26] <+WillDonovan> <done>
[20:26] <~Dan> I’m still not clear on what’s physically happening at the game table as a character, say, goes to the tavern and tries to hear rumors. How is the rumor conveyed?
[20:26] <~Dan> (brb)
[20:27] <+WillDonovan> So…
[20:28] <+WillDonovan> the core of the game is the story. It is linear, but the path to get to where you are going can very depending on your decisions. And the end result can be different depending on if you win or lose.
[20:28] <+DayTripper> How are those Story Markers used?
[20:28] <~Dan> (back)
[20:28] <+WillDonovan> For rumors, the mechanic is that you can choose to go to the inn, and make a speech check (one per visit) to see if you hear a rumor. If you do, you draw a rumor card.
[20:29] <~Dan> Okay, I follow you now.
[20:29] <+WillDonovan> Story Markers are one of several choice mechanics.
[20:29] <+WillDonovan> We want replayability. Some stories can vary dramatically depending on what happens.
[20:30] <+WillDonovan> Story Markers are used to represent a choice or event that happens. later in a story, if you have a particular story marker (there are 3 in the game…red, blue, green), something happens. Good or bad, you don’t know.
[20:30] <+WillDonovan> Another choice mechanic are Story Moments. Kind of like a choose your own adventure. You make a decision and are asked to read a specific story moment in the back of the story journal.
[20:31] <+WillDonovan> <done>
[20:31] <~Dan> Is there a limit on character growth?
[20:33] <+WillDonovan> In the base game there is. However, we have plans for expanding that. Also, we have TERRIFYING CREATURES (which will be in the base game) that are more dangeous variations of certain creatures. Totally different in function and power, but you can use the same minis.
[20:33] <~Dan> Speaking of creatures, can you give us an idea of the scope of creatures encountered?
[20:33] <+WillDonovan> So if you are powerful now and want to start another campaign with the same story or different ones, you can use these in place of the default.
[20:34] <~Dan> I’m assuming that they’re, well, of a folkloric sort?
[20:34] <+WillDonovan> We have 28 creatures in the base game.
[20:35] <+WillDonovan> Many are very folklore’ish, others are not really creatures but mortals, like watchmen and human mobs.
[20:35] * ~Dan nods
[20:35] <+WillDonovan> There are mad druids, dark oaks, dryads, werewolves, vampires, stregha (witches), flesh eating ghouls, etc.
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[20:36] <~Dan> (Howdy, Monochrome_Tide!)
[20:36] <+WillDonovan> One thing that is exciting is the novel line.
[20:37] <+WillDonovan> The plan is for 40 Folklore novels over the next 10 years.
[20:37] <+WillDonovan> Ed Greenwood is leading this with his consortium of creatives.
[20:37] <+WillDonovan> The first novel is coming out October 2016, written by him.
[20:38] <+WillDonovan> Not all of these will be in print form, all will be in e-book. What formats each one is in will be determined by Ed.
[20:38] <+WillDonovan> <done>
[20:38] <~Dan> Nice!
[20:39] <~Dan> So now that we’ve covered the boardgame basics, can you touch on how the game can be played in a more RPG-like fashion?
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[20:39] <+WillDonovan> Sure.
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[20:43] *** Topic on #rpgnet is: #rpgnet welcomes Will Donovan (Folklore: The Affliction) 11/17/2015 7:00 p.m. CDT! || Q&A schedule: (Link: http://tinyurl.com/rpgnetschedule)http://tinyurl.com/rpgnetschedule || Q&A logs: (Link: https://gmshoe.wordpress.com/)https://gmshoe.wordpress.com/
[20:43] *** Topic set by Dan (12 hours ago at 9:02 AM)
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[20:43] <+WillDonovan> <done>
[20:43] *** Dan Nickname is already in use.
[20:43] *** Dan_ is now known as Dan
[20:43] <+Dan> Can you copy/paste that for me, WillDonovan? I lost my connection right before you answered the question.
[20:44] <+WillDonovan> So, because it is story-based, it is very easy. We are providing an adventure creation kit, which will include blank cards, guidelines and the like to be able to create your own content.
[20:44] <+WillDonovan> Also, via the Ed Greenwood Group, a series of RPG adeventure modules are going to be written (the first three by me, Ed and Steven Schend).
[20:44] <+WillDonovan> These will be using their upcoming Quickblade ruleset, which is really rules-lite. The intent is to make it so they can be ported into most any system.
[20:44] <+WillDonovan> In “RPG Mode”, one player would be the DM and create his own story using the guidelines given.
[20:45] <+WillDonovan> He would act as the narrator and arbitrator, as any DM.
[20:46] <+WillDonovan> He would control the creatures and the AI as he wills, within the limitations of the creatures.
[20:46] * +Dan nods
[20:46] <+WillDonovan> I keep saying He, but He/She could create story specific events and such and add them to the decks.
[20:48] <+WillDonovan> We are getting close to the top of the hour, so I will provide a couple interview links that give more details about Folklore.
[20:48] <+Dan> Sure!
[20:48] <+WillDonovan> Video Interview: (Link: http://skullbanger.net/2015/10/17/board-game-video-interview-will-donovan-lead-designer-of-folklore-the-affliction/)http://skullbanger.net/2015/10/17/board-game-video-interview-will-donovan-lead-designer-of-folklore-the-affliction/
[20:48] <+WillDonovan> Audio Interview: (Link: http://thequest.geekfeedshow.com/folklore-the-affliction-interview-with-will-donovan/)http://thequest.geekfeedshow.com/folklore-the-affliction-interview-with-will-donovan/
[20:50] <+WillDonovan> The game will be available the later part of next year. We are working to get everything fine-tuned as quickly as possible. But we started with 6 stories and now have 17 that we have to write and playtest.
[20:50] <+WillDonovan> We have collaborators helping out, including Adam and Brady Sadler, who were the designers of Descent and more recently Warhammer Quest Card Game. They are writing 7 of the stories.
[20:51] <+WillDonovan> It’s a very busy time! But fun. 🙂
[20:51] <+Dan> 🙂
[20:51] <+Dan> You’re more than welcome to hang out with us as long as you like, WillDonovan; that said, is there anything we haven’t covered that you’d like to bring up in what remains of “regular time”?
[20:52] <+WillDonovan> I think I gave the highlights.
[20:52] <+WillDonovan> Feel free to ping me with any questions anytime.
[20:52] <+WillDonovan> I will drop when you say…have to get back to Folklore!
[20:53] <+Dan> Alrighty then! Thank you very much for joining us, Will!
[20:53] <+Dan> And please come by any time!
[20:53] <+WillDonovan> My pleasure.
[20:53] <+Dan> If you’ll give me just a moment, I’ll get you a link to the discussion log.
[20:53] <+WillDonovan> Thanks. Signing out.