[19:02] <+LarryGameWick> Intro… I’m Larry from GameWick Games; creator of WEGS Old Skool Fantasy RPG (pub 2007)
[19:02] <+LarryGameWick> And also Shuffling Horror: Pittsburgh 68 (2012)
[19:03] <+LarryGameWick> P68 is a spawn of one of the mechanics from the WOSF system, and is a card-n-dice game. rpg lite really.
[19:05] <+LarryGameWick> Both WEGS and Shuffling Horror are systems; WEGS traditional fantasy genre with six stat characters. Shuffling Horror has 4 stat characters, but again, more like a card game that plays in about 90 minutes
[19:06] <+LarryGameWick> WEGS is a four dice game: 2d6, 2d10 (percentile driven), whereas SH is 2d6 only.
[19:06] <+LarryGameWick> done
[19:06] <~Dan> Thanks, Larry!
[19:06] <~Dan> The floor is open to questions!
[19:07] <~Dan> So what is the premise of Shuffling Horror?
[19:08] <+LarryGameWick> Shuffling Horror is a game that plays a horror movie, for 3 to 13 players
[19:08] <+LarryGameWick> One player is the Director (a la GM) and there can be 12 players/survivors
[19:09] <+LarryGameWick> The card deck runs the movie; in P68, the first movie, we have made a 1960s zombie flick
[19:10] <+LarryGameWick> In a 12 player game, should you have that many players, every one gets a single character to play. In lower player count games, a player can play multi pcs
[19:10] <+LarryGameWick> If a player is eliminated they are not out of the game, they start playing on the zombie side of the table (the director’s side)
[19:11] <+LarryGameWick> Just like in a zombie flick, one by one, characters go to the dark side and turn against the living.
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[19:13] <~Dan> What elements make up a character in the game?
[19:13] <+LarryGameWick> Hi Lassekla
[19:14] <+LarryGameWick> Characters have four key stats: Muscle, Speed, Brains and Guts. These range from 4 to 8 values.
[19:14] <+LarryGameWick> To do any action, players roll 2d6 versus the stat score, attempting to roll at/under their mark. If so, success.
[19:16] <+LarryGameWick> Speed is used to run away from a zombie or fend off attack; if this test fails, the character perishes.
[19:16] <~Dan> Are there skills as well, or is it all stats?
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[19:18] <+LarryGameWick> Character actions are Attack (Muscle), Flail/Shoot (Speed), Think/Outwit (Brains) and Hold it Together (Guts) sim to a Sanity test in Cthulhu
[19:19] <+LarryGameWick> There are cards that give enhanced actions or require certain tests, too
[19:19] <+LarryGameWick> And there are weapons/items that enhance a character’s actions, too
[19:21] <~Dan> Can you compare/contrast game play with an RPG?
[19:23] <+LarryGameWick> The Director controls the action of the game, like a GM. The more personality they bring to the movie/story, makes each game unique. But the Director is playing by same rules as the others. All open rolling, no covered rolls
[19:24] <+LarryGameWick> The deck randomizes the flow of the plot; you never know when the zombies are showing up or how many. You never know when items will appear. But the more the players react to what’s playing on the screen (a center field of three face-up cards) the more happens in the film
[19:25] <+LarryGameWick> There are also plot device cards that spin the action in other directions.
[19:25] <~Dan> How does the Director run things if the flow of the plot is determined by the cards?
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[19:26] <~Dan> (Howdy, Le_Squide!)
[19:27] <+LarryGameWick> The Director is encouraged to embellish/read what the cards mean as they appear, and then explain the scene to the players. If the field has an AXE and two zombie cards, the Director might say, one of you sees an axe outside the back door, near the shed. But there are some shamblers wandering about…
[19:28] <~Dan> How does combat work?
[19:28] <+LarryGameWick> If an action of a player triggers an unfortunate series of events, the Director might embellish why this has happened.. “The Waitress tries to sneak out of the house, unable to take the pressure. Unfortunately, when she opens the door, several zombies get in”.
[19:29] <+LarryGameWick> Players also bring a ton of fun in as they explain the actions of their characters and argue over best strategies…
[19:30] <+LarryGameWick> Combat based on each characters MUSCLE score. Some are better at bashing zombies than others. So, the Waitress has a Muscle of 7; she needs to attack and roll 7 or less to hit. Damage is a single d6.
[19:30] <+LarryGameWick> Spoints… we need to chat about them in a bit…
[19:30] <~Dan> Spoints?
[19:31] <+LarryGameWick> When you damage a zombie, you need to roll that zombies card value or GREATER to kill it. Rolling less does nothing to the zombie (as per head shots in films)
[19:31] * ~Dan nods
[19:32] <+LarryGameWick> Zombies will have values from 2 to 7 points. Rolling a d6 for damage. Not all zombs can be wiped out by the die roll. You need items to amp up damage or spoints… there’s that word again…
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[19:33] <+LarryGameWick> Spoints – Survivor Points. It’s the games heroic currency; represents extra effort/ammo/food whatever the players/directors want it to mean.
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[19:33] <+LarryGameWick> Players start with 7 spoints in a typical game. Limited resource they can share with one another.
[19:34] <+LarryGameWick> Each spoint can add to your base stat score to increase odds of success; always expended prior to roll.
[19:35] <+LarryGameWick> “The Waitress is taking an extra moment to let the zombie get closer…” throw in a spoint to embellish your dramatic actions
[19:36] <+LarryGameWick> It’s that type of use the moves the game from survival card game to movie. Things get tense when all spoints are out of the game.
[19:36] <+LarryGameWick> Players start happy and healthy, that doesn’t last forever.
[19:38] <~Dan> How is the game won?
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[19:39] <+LarryGameWick> The game is played over the course of 4 reels. First reel of the movie is 10 cards off the deck for the “first 10 minutes of the film”. When that is played out, the discard pile is shuffled and dealt. 20 cards for Reel 2
[19:39] <+LarryGameWick> 15 for Reel 3, and 10 for Reel 4. The final reel of the movie.
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[19:40] <~Dan> (Howdy, egyptian!)
[19:40] <+LarryGameWick> Games mostly end in Reel 3 or 4, when the Turning Point is triggered or if there is a Last One Standing (two special end game rules)
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[19:43] <+LarryGameWick> Like a movie/rpg, there is no defined winner. Players must survive the horror. Games can end with everyone zombified.
[19:44] <+LarryGameWick> Turning Point explained: when the number of zombie players equals or exceeds survivor players. For example, in a game where the Director is playing against 4 survivors. Once two survivors are eliminated, the end game begins. I.E. 3 zombie players vs 2 survivors
[19:45] <~Dan> What is the end game?
[19:48] <+LarryGameWick> End game is the final round of actions; that allows every zombie player one final attack. Keep in mind, by end game, survivors are usually spread thin. They may no longer be together or hiding in Sanctuaries. Strategically, the players can go after the weak, low hanging fruit.
[19:49] <+LarryGameWick> End game is more strategic from Directors standpoint.
[19:50] <+LarryGameWick> Keeping in mind that we don’t encourage zombie players to strategize; we limit just how much they can say! 🙂
[19:50] * ~Dan chuckles
[19:50] <+LarryGameWick> That little house rule keeps in flavor of movies and gives the survivors a little edge.
[19:50] <~Dan> How are they limited?
[19:52] <+LarryGameWick> As a team, the zombies could coordinate their efforts against the living; we tend to say that this isn’t allowed. Zombies must do what seems right to them. But the story kicks in by the end and “zombies” remember how other players let them die in an earlier scene…
[19:53] <+LarryGameWick> You can’t take that away from the players 🙂
[19:53] <+LarryGameWick> A cooperative card game until its not.
[19:53] * ~Dan nods 🙂
[19:54] <~Dan> What other versions of the game do you have planned?
[19:54] <+LarryGameWick> In one convention game a young lady had the choice to attack strangers or her dad. we let her know this. and she said “nope. i’m going after dad”…
[19:54] <~Dan> Heh. 🙂
[19:55] <+LarryGameWick> Roswell 51 is in its final edits; 1950s space invasion with a mash-up of all sci fi monsters.
[19:56] <+LarryGameWick> Plot for R51 is that the aliens return for Roswell with reinforcements after their initial landing party went missing
[19:56] <+LarryGameWick> Then we have Innsmouth 32 and Baltimore 94 (Poe mash up).
[19:57] <+LarryGameWick> Game changes with each deck; not just a re-skinning of cards. R51 took a while to fine tune, but its in great shape now.
[19:58] <+LarryGameWick> The Shuffling Horror Shuffle Board is what we are kickstarting now; which is the official playing board for the game (the backstory on this is over on the KS page): (Link: http://kck.st/1me0uSf)http://kck.st/1me0uSf
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[20:00] * ~Dan chuckles
[20:00] <+LarryGameWick> We’ve enhanced some of the original P68 rules; so the interim between the game’s initial 2012 launch and now provided me great opportunities to improve things. I’m really excited by this new direction.
[20:01] <~Dan> Cool. 🙂
[20:02] <~Dan> So, question for you… Do you think we’ve pretty much covered Shuffling Horror?
[20:02] <+LarryGameWick> I think so – but anyone could shout out questions if they have ’em 🙂
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[20:03] <~Dan> Well, that being the case, would you like to discuss some of your previous work as well? 🙂
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[20:04] <~Dan> (Howdy, Monochrome_Tide!)
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[20:05] <~Dan> (Howdy, Acenoid!)
[20:06] <+LarryGameWick> Sure thing and that would be WEGS Old Skool Fantasy rpg. It’s a dungeon crawler with a six-stat percentile system. Like Holmes D&D from a character standpoint, but with AD&D attitude.
[20:07] <~Dan> Do you have a character sheet that we can see for that?
[20:07] <+LarryGameWick> Simple character creation, rolled. Each class has a set of skills. No levels per se, as that’s handled by the percentile growth.
[20:07] <+LarryGameWick> give me a sec to link the char sheets up
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[20:08] <+LarryGameWick> (Link: http://www.gamewick.com/wegs-character-sheets/)http://www.gamewick.com/wegs-character-sheets/
[20:09] <~Dan> Can you describe the core mechanic?
[20:11] <+LarryGameWick> Premise is Old Skool; we’re getting together to roll up characters for first time just like we all did the first time we played D&D
[20:12] <+LarryGameWick> Instead of 3d6 for stats… we roll 2d6 +2d10, rerolling all 1s…
[20:12] <+LarryGameWick> End result is that you start with between 8% and 32% for any given stat, right out of the box.
[20:13] <+LarryGameWick> Rolling 32 is god like, as you need to roll two sixes and two tens. Not very likely.
[20:13] <~Dan> That seems pretty low on the face of it. Is there another factor at play that I’m missing?
[20:14] <+LarryGameWick> This score goes on your INI line on your char sheet; then you assign ranks.
[20:14] <~Dan> Ah, I see.
[20:14] <+LarryGameWick> You can see on the char sheet there are two lines for any stat INI + Rank (which is training). So, what you are born with and what you strengthen.
[20:15] * ~Dan nods
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[20:16] <+LarryGameWick> You get a 100 point spread: 30, 20, 20, 10, 10, 10. So, say you rolled a 18 for your Prowess. You put your 30 point rank there and you have a 48% chance to hit anything with your sword/ax/hammer.
[20:16] <+LarryGameWick> Plus race bonuses (also found on that linked page above)
[20:18] <~Dan> What are the Strengths?
[20:18] <+LarryGameWick> Chargen might take you 8 minutes after you’ve done it once. And you have big bold heroes right out of the gate.
[20:18] <+LarryGameWick> Strengths…
[20:19] <~Dan> Warrior, Ranger, Move, etc.?
[20:19] <+LarryGameWick> Last thing on chargen… I love rolling up characters and the fate of the dice… So, all my con games begin with chargen. Side bonus is that you aren’t really messed up too much as you get ranks.
[20:20] <+LarryGameWick> Strengths are how much damage you do with sword/spell/move
[20:20] <+LarryGameWick> So, let’s say you are creating a Goblin Warrior above who had 48% Prowess. He also gets +6 Prowess rank, starting him at 54% to hit.
[20:20] <~Dan> So Ranger is damage from ranged combat?
[20:21] <+LarryGameWick> His strength is simple: the first digit of his Prowess is 5. His strength is 5. He does 5xd6 with his axe.
[20:22] <+LarryGameWick> Say his Ruggedness is 33. This gives him a 3 Ranger Strength. So, 3xd6 with throwing axe.
[20:22] <+LarryGameWick> The stronger he gets, in whatever stat, the more damage.
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[20:22] <~Dan> (wb, Le_Squide!)
[20:23] <~Dan> So do weapons not have their own damage ratings?
[20:23] <+LarryGameWick> Not at the WOSF basic level. There are skill cards that enhance weapons to master weapon use.
[20:25] <+LarryGameWick> A fork in the hands of an assassin can do as much damage as the axe. The rules add complexities to this statement, as do the dice.
[20:25] <~Dan> Can you give an example of such a complexity?
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[20:26] <~Dan> (Howdy, MonkofLords!)
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[20:27] <~Dan> (Howdy, LW!)
[20:27] <+LarryGameWick> Thieves (in WEGS these are Tricksters) have access to a skill called Skorp. Skill lowers foes AC rating and amps up damage with a +4 strength. But trickster must be directly behind foe.
[20:28] <~Dan> So this is a class-based system?
[20:28] <+LarryGameWick> Dungeon tactics/battle mats are key for old skool play.
[20:30] <+LarryGameWick> Class based, no. You can take the skills of any class, but you won’t be as strong in them. So, a Gandalf is possible wielding sword proficiently. We have multi-class rules that limit the number of skills you can pull.
[20:30] <+LarryGameWick> However, if you are a spellcaster, you begin with every spell in the game (there are 11 of each for starters).
[20:30] <+LarryGameWick> You can cast as much as you want, but spoints…
[20:31] <~Dan> How do skills work? I don’t see a space for them on the character sheet.
[20:31] <+LarryGameWick> Skills are on a deck of cards; you deal the Warrior every warrior skill, Ranger every ranger…
[20:32] <+LarryGameWick> This came out of our convention play; to get players into the game with every skill at their beck/call
[20:33] <+LarryGameWick> Making a wizard pick three spells for a dungeon where anything could happen just didn’t sync. We wanted big dungeon crawl fun, not inexperience characters
[20:33] * ~Dan nods
[20:33] <~Dan> Do the skills stack on top of stats?
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[20:34] <~Dan> (Howdy, jeffszusz!)
[20:34] <+LarryGameWick> Yup. Stats+skills stack. You can use one skill per inning/round.
[20:35] <~Dan> How broad are the skills?
[20:35] <+LarryGameWick> The system is built for face-to-face con play, four hour sessions. Perfect for one shots. But the system is also built with easy rules to remember
[20:37] <~Dan> Speaking of which, what are the good shots/bad shots/wicked scores about at the bottom of the character sheet?
[20:37] <+LarryGameWick> A Warrior has several skills that do specific things; three are Attack Forms. AF#1 increases chance to hit; AF#2 increases damage; AF#3 decreases foes AC (this is all in D&D speak, not WEGS).
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[20:37] <+LarryGameWick> When a warrior goes in for an attack, they assess what’s best. They can even stack two skills for a spec manuever
[20:38] <+LarryGameWick> Or a Gandalf can take the AF#2, so Glamdring has a better bite.
[20:38] <~Dan> AF#2?
[20:38] <+LarryGameWick> Warriors also have skills to Charge (Move + Attack), Blind Fight, Resist Fear, etc.
[20:38] <~Dan> Oh, n/m
[20:39] <+LarryGameWick> Sorry… AF#2 is not the real name; just was easier to type… Attack Form: More Damage 🙂
[20:39] <~Dan> No, you’re fine — I just missed a line. 🙂
[20:40] <+LarryGameWick> You may see that we replace Charisma with Sanity… dungeon crawl necessity lol
[20:41] <~Dan> What are the shots/scores at the bottom of the character sheet?
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[20:42] <+LarryGameWick> Circling back to spoints. In Shuffling Horror, these are Survivor Points. In WEGS, these are Spell Points. Think mana; every hero has a store of these (wizards more than others). These are spent to cast spells, maintain spells, or increase any stat score
[20:42] <+LarryGameWick> yes – dan – good point. will cover Wicked Score next.
[20:43] <~Dan> No problem. 🙂
[20:43] <+LarryGameWick> So, percentile system – roll at under your score to succeed. BUT… there are Good Shots, Bad Shots and Wicked Scores to twist the action.
[20:44] <+LarryGameWick> Good Shots – anytime you succeed and the score is 11, 22, 33, 44, etc. Adds a cumulative point of strength for atttack +1, +2, +3, +4 respectively
[20:44] <+LarryGameWick> So, if your Goblin Warrior who has an…
[20:45] <+LarryGameWick> 54% to hit, rolls a 44… His strength of 5 is now +4, or 9. So damage is *temporarily* 9xd6.
[20:45] <~Dan> Pretty slick, that.
[20:45] <+LarryGameWick> Good Shots allow you to fell a foe in one shot.
[20:46] <+LarryGameWick> Bad Shots do the opposite. 10, 20, 30, 40… -1. -2. etc
[20:46] <+LarryGameWick> So the game action combusts/deflates based on dice rolls that everyone can remember
[20:47] <+LarryGameWick> Wicked Scores are crit hits/misses. Roll a 01, 02, or 03 get an extra action. Roll 97+, fail and suffer a lost action (its more defined than that in the rules)
[20:48] <~Dan> Can the system handle scores in excess of 100, or is that a hard cap?
[20:48] <+LarryGameWick> All this is boiled down for the Shuffling Horror: Pittsburgh 68 game, too.
[20:49] <+LarryGameWick> Yes, dan. But not for basic. I love the 100%+ stuff. Most beginning heroes often have over 100% to succeed, once they layer in their skills.
[20:50] <+LarryGameWick> Again, this is for con play where I want folks to succeed.
[20:50] * ~Dan nods
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[20:50] <~Dan> (Welcome to #rpgnet, Marshall!)
[20:50] <+LarryGameWick> The Wicked Scores spin the action. Nothing is ever certain.
[20:50] <~Dan> Does the game have a bestiary?
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[20:51] <+LarryGameWick> The Wicked Scores allow the DM to open up reason for failures/wicked success. Embellish the story.
[20:52] <+LarryGameWick> Bestiary – oh yes. But its not huge. I was saving all that for a proper Monster Manual. I’ve always encourage folks to play their old modules but with this system.
[20:52] <+LarryGameWick> The monster level system is also something that doesn’t play like other games.
[20:53] <+LarryGameWick> I was originally releasing free modules with some monster info and done in that TSR style: (Link: http://www.gamewick.com/wegs-adventure-modules/)http://www.gamewick.com/wegs-adventure-modules/
[20:54] <~Dan> What is the distinction between magic and mystic?
[20:55] <+LarryGameWick> Magic is the realm for Mages/Wizards; Mystics for Sages/clerics. So, spells are restricted based on the character’s realm.
[20:55] <+LarryGameWick> This sets Elves against Dwarves pretty much
[20:56] * ~Dan nods
[20:56] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:56] <+LarryGameWick> Creatures may be defined by this as well; undead are magic; demons are mystic.
[20:57] <+LarryGameWick> Just that if folks enjoyed what we’ve discussed here that they check out the kickstarter page: (Link: http://kck.st/1me0uSf)http://kck.st/1me0uSf
[20:58] <+LarryGameWick> This is our first kickstarter and we really are hoping for the support of friends and fans who like indy games.
[20:58] <~Dan> Cool. 🙂
[20:58] <~Dan> Thanks very much for joining us, Larry!
[20:58] <~Dan> If you’ll give me just a moment, I’ll get the log posted and get you the link.
[20:58] <+LarryGameWick> This was great fun, Dan! Thanks for the invite.