[19:03] <+AndrewSudangnoi> I shall go first
[19:05] <+AndrewSudangnoi> I’m Andrew Sudangnoi, and I created this game Mysteries of the Yokai. I created this game out of my passion for East Asian culture, but specifically Japanese culture.
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[19:07] <&Silverlion> Allo!
[19:07] <+AndrewSudangnoi> I am lead designer on the project, and am in charge of the setting and lore, as well as the general feel of the game
[19:08] <+AndrewSudangnoi> it’s safe to say I’ve had to dig through lots of research to prepare for taking on this game
[19:08] <+AndrewSudangnoi> that’s about it for me there
[19:09] <+AndrewSudangnoi> unless people want to know more about my background
[19:09] <+MattTrussell> You can introduce the world of the game a bit
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[19:09] <&egyptian> Howdy!
[19:09] <+AndrewSudangnoi> Sure. Mysteries of the Yokai is a tabletop RPG set in an lost era of ancient Japan
[19:10] <~Dan> (Howdy, egyptian!)
[19:11] <+AndrewSudangnoi> supernatural incidents are on the rise, and the borders between the moral world and others wears thin
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[19:11] <~Dan> (Welcome to #rpgnet, TBMChristopher! Here for the Q&A? 🙂 )
[19:11] <&Silverlion> Mortal?
[19:11] <+AndrewSudangnoi> Ghostly yūrei haunt the night, hoping to be laid to rest, wily kitsune exploit the politics of a corrupt Imperial Court, and baku sip the sweet dew of dreams and nightmares.
[19:11] <+AndrewSudangnoi> sorry mortal yes
[19:12] <+TBMChristopher> Yup; here for the Q&A – I’m a contributor for MotY.
[19:13] <~Dan> (Excellent. Glad to have you here. 🙂 )
[19:13] <+AndrewSudangnoi> there’s a new emperor on the throne, and he has established a Bureau of Spiritual Affairs to handle the incidents arising as the worlds grow closer
[19:13] <+MattTrussell> (Of all our playtesters who have burned down buildings, Chris may be our favorite playtester who has burned down a building)
[19:14] <~Dan> 😀
[19:14] <+TBMChristopher> (I only burned the one and it was for scientific purposes!)
[19:14] <+AndrewSudangnoi> I think that’s a decent enough overview.
[19:14] <+Vorthon> (That’s not very scientific. S’all about repetition. :V)
[19:15] <+Guest47> who would you consider your target audience?
[19:15] <+TBMChristopher> (The other buildings were the control group)
[19:15] <~Dan> (Please hold questions until we get a “(done)” from our guests. Thanks! 🙂 )
[19:16] <+MattTrussell> I’ll jump in next, Richard might be a bit slow for a bit while he’s in transit
[19:16] <+MattTrussell> I’m Matt Trussell. I’m the systems designer and do a lot of the content and balance. I’ll try to address any mechanics questions.
[19:17] <+MattTrussell> Yokai uses a shared Morale mechanic, where individuals don’t have HP, but each side (players and enemies) take actions to shift a bar, called Tide, against each other. When Tide has been pushed enough, it ‘breaks’ and inflicts a point of Morale damage to the other side.
[19:17] <+MattTrussell> Characters are forced to temporarily leave combat when the Morale damage to their side gets too high, but we have a Rally mechanic so people aren’t sitting around a table doing nothing all night.
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[19:18] <~Dan> (Howdy, JP!)
[19:18] <+MattTrussell> We use 3D6 for our check resolutions. Character creation is a point-buy system, with some options for the equivalent of classes and package deals.
[19:18] <+MattTrussell> In combat, we use Focus Points as an action point system, and have an overheat Ki mechanic for ‘magic’.
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[19:19] <~Dan> (Howdy, Le_Squide!)
[19:19] <+MattTrussell> I can go into any of that in more detail if anyone has questions. I’ll stop there so I’m not spamming too much and turn it back to Andrew to let you know when we’re (done).
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[19:19] <+RichardM> I’m Richard, I’m the producer for moty, which basically means I do a little of everything the other two don’t do
[19:20] <~Dan> (Howdy, AnthonyHoltberg!)
[19:20] <+RichardM> Editing, commissioning art, scheduling
[19:20] <+MattTrussell> (greetings to everyone coming in)
[19:20] <+RichardM> Plus I help out with design and such
[19:21] <+RichardM> That’s it for my intro
[19:21] <~Dan> (done? 🙂 )
[19:21] <+AndrewSudangnoi> We are currently running a Kickstarter Campaign for this game ((Link: http://www.mysteriesoftheyokai.com/kickstarter)http://www.mysteriesoftheyokai.com/kickstarter)
[19:22] <~Dan> (Oops, sorry. 🙂 )
[19:22] <+AndrewSudangnoi> (almost done :P)
[19:22] <+AndrewSudangnoi> on our Kickstarter page we have preview materials, character sheets, and other useful information
[19:22] <+AndrewSudangnoi> (done)
[19:23] <~Dan> Thanks, guys!
[19:23] <~Dan> The floor is open to questions!
[19:23] <~Dan> Would you like to answer Guest47’s earlier question first?
[19:23] <+AndrewSudangnoi> I can answer that, yes.
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[19:25] <~Dan> (Howdy, slyphic!)
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[19:25] <+AndrewSudangnoi> Our game is targeted at RPG players who are fans of Japanese folklore and culture, specifically the culture surrounding the supernatural. Japan is well known for it’s monster and ghost stories. I wanted to make a game that modelled what it was like to deal with such creatures in those stories.
[19:26] <~Dan> Do you have a character sheet that we can see?
[19:26] <+MattTrussell> You can grab one from our downloads section (Link: http://www.mysteriesoftheyokai.com/downloads/)http://www.mysteriesoftheyokai.com/downloads/
[19:27] <+MattTrussell> As well as a lore book with world setting, a character creation book, and a book introducing our combat rules
[19:27] <+MattTrussell> (Link: http://www.mysteriesoftheyokai.com/wp-content/uploads/2015/07/Character-Sheet-Blank.pdf)http://www.mysteriesoftheyokai.com/wp-content/uploads/2015/07/Character-Sheet-Blank.pdf is direct to the sheet
[19:27] <+AndrewSudangnoi> we also are targeting roleplayers who want to participate in narrative driven games that have strong mechanical backbones keeping things balanced and interesting
[19:28] <+MattTrussell> (sorry, forgot to ask what the url policy is here)
[19:28] <~Dan> You’re fine. Link away! 🙂
[19:28] <~Dan> What is the core mechanic?
[19:29] <+AndrewSudangnoi> Any people who are fans of works that deal with the clash between the supernatural and humanity would likely find interest in our game. Princess Mononoke, and especially Mushishi have a huge influence on our game
[19:29] <+AndrewSudangnoi> the core mechanic for me is how we choose to resolve conflict
[19:29] <+MattTrussell> 3D6 for task resolution (vs Difficulty Value, or opposed checks). In combat, you make checks to inflict Tide damage that moves a bar back and forth against each side, in order to inflict Morale damage
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[19:30] <~Dan> (Welcome to #rpgnet, Skitz!)
[19:30] <+AndrewSudangnoi> In a Japanese “exorcism” in the old stories, it was important to understand the nature of the ghost/spirit, but it was even more important to understand why it was there. An exorcist could not just drive a ghost out, or destroy it
[19:30] <&Le_Squide> Is there a particular focus on the historical setting, or is it mostly a backdrop for chasing after/interacting with Yokai?
[19:31] <+MattTrussell> Trivial or plot important stuff you do without a die roll. Skill and Attribute checks are made for quick things. The Tide and Morale system is used for any larger conflict, not just physical fights (for example, a prolonged investigation, exorcism or debate)
[19:31] <+Skitz> How’s it going, guys?
[19:31] <~Dan> Good, Skitz! Here for the Q&A?
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[19:32] <+AndrewSudangnoi> I like to say we are well informed by history, but
[19:32] <+AndrewSudangnoi> Le_Squide I like to say we are well informed by history, but I like to say we are well informed by history, but in the end I want the players stories to be their own
[19:32] <+Skitz> Mainly. 🙂
[19:32] <+AndrewSudangnoi> whoops that was a weird double mention
[19:32] <~Dan> Skitz: Cool. The floor is open to questions. 🙂
[19:33] <+AndrewSudangnoi> I think we should provide resources to those who want to build a historical game, but we intentionally diverged the timeline to allow for greater creativity for people who don’t want to play with history
[19:33] <~Dan> Makes sense.
[19:34] <~Dan> So regarding morale… Does the game not simulate physical injury at all?
[19:36] <+MattTrussell> A lot of our combat is an abstraction. So, physically damaging someone is equivalent to scaring them, bribing them, etc. However, those things exist, so you could use the Weapons skill to do physical damage with a sword, it’s just that the overall mechanical effect could be the same amount of Tide damage as threatening someone’s family or convincing them
[19:36] <+MattTrussell> their cause was unjust
[19:36] <+AndrewSudangnoi> basically injury is generally a story decision
[19:37] <+AndrewSudangnoi> but there’s lots of supported says to model injuries as well
[19:37] <+MattTrussell> The effects on a conflict of Physical injury (and other injuries) would come into play as you were near being forced out of combat, you’d receive less Focus Points each turn, showing your inability to continue at full strength
[19:37] <+Skitz> What cool things (that you can talk about) have you added since I last looked at the system?
[19:38] <+MattTrussell> @Skitz- I’m trying to remember when we last saw you. There’s been a lot of new Ki based things. We’ve slightly changed combat so that the cost of multiple actions in a Round is done through sub rounds that you buy into
[19:38] <+AndrewSudangnoi> we’ve actually added a fair bit of content
[19:38] <+MattTrussell> We have several new ‘ability trees’, and many of our skills have gotten additional abilities built into them
[19:39] <+Skitz> Cool. 🙂
[19:39] <&Le_Squide> What printer are you going through for the hard copies?
[19:40] <+RichardM> We’re planning to use lightning source
[19:40] <+TBMChristopher> As a playtester, one thing that has been a bit shrouded in mystery on my side of the table have been the mechanics and abilities of NPCs, both yokai and human. How are these details going to be provided for game masters, or will GM’s have to build NPCs in the same way that players build their characters?
[19:41] <+MattTrussell> @TBMChrisopher- We have an entire GM section, as well as a bestiary and example NPCs in our adventure hooks section. I’m working on a clean system for threat rating for designing your own Yokai, but we’ll have plenty of them for you to draw from regardless
[19:41] <~Dan> How large of a bestiary?
[19:42] <+MattTrussell> Failing that, you can always use the Potential buy system that players use to make your own threats and know they’re roughly balanced against characters of the same cost
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[19:42] <+AndrewSudangnoi> We are going to be providing lots of examples, and I want to ensure that our GM and Player guides are comprehensive and filled with tools to help them build things
[19:42] <~Dan> (Welcome to #rpgnet, Guest59!)
[19:42] <+MattTrussell> Andrew can talk a lot more about the Bestiary, but we want to get at least most of the ‘well known’ Yokai and some of the really obscure ones that we love. One of our challenges is not having an artist in-house, so we may lack artwork for all of them, but there will be lore and stat entries
[19:43] <&Le_Squide> Fluffy question: Got a personal favorite Yokai?
[19:43] <+Skitz> Are you still finalizing mechanics, or are you done with that already?
[19:44] <~Dan> Yokai Bear!
[19:44] <+RichardM> We’re definitely trying to get as much art as possible but there will need to be done prioritization at some point
[19:44] <+TBMChristopher> (Rats, Le_Squide, that was the next question I had in mind 😛 )
[19:45] <+MattTrussell> That’s a tough one. I think Tanukis are probably the best, but I’ve grown really fond of Kosenjobi during research, and I love the visuals of the more humanoid Tengu
[19:45] <+AndrewSudangnoi> Yokai are a big part of Japanese folklore and we’re going to make sure we can get in as many as we can. That being said, there’s an inordinate amount of even historical yokai, so we might end up having to leave some for later. But you can probably expect a good 30-40 yokai at least
[19:45] <+AndrewSudangnoi> My favorite might not even be a yokai, but I consider it one. I like the Yatagarasu, the three-legged crow
[19:45] <~Dan> Are the PCs all human, or are there yokai PCs?
[19:46] <+RichardM> My favorite is probably tengu, they have an interesting culture and this neat relationship with ascetic monks
[19:46] <+AndrewSudangnoi> Skitz for the most part our mechanics are fairly nailed down.
[19:47] <+AndrewSudangnoi> but matt can probably give more details
[19:47] <+MattTrussell> @Dan- Definitely Yokai PCs (and other mortal and supernatural races). Since it’s point buy, you can simulate whatever you want, and we have several groups of common Yokai abilities (flight, phasing, shapeshifting, etc)
[19:47] <+AndrewSudangnoi> yep people can play yokai
[19:47] <&Le_Squide> So, historically there aren’t accounts of them until I think the Muromachi period…but any chance we’ll see a write up of kasa-obake?
[19:48] <+TBMChristopher> With some yokai being.. out there (for lack of a better term) like the Shrime, have you had to shy away from any that you think might not appeal to players?
[19:48] <+MattTrussell> @Skitz- our core system is in place now. There are still things like Debuffs and AoEs that are being playtested internally before we get them into the hands of playtesters, since so many things are inter-dependant for balance purposes.
[19:48] <+RichardM> PCs are intended to be the mediators between humans and spirits so it only makes sense that they’re a little of both
[19:49] <+AndrewSudangnoi> Le_Squide I’m pretty sure there are going to be Kasa-Obake, there are a lot of yokai that weren’t described until later. But I’m not afraid of anachronism if it is done intentionally and in the service of player enjoyment.
[19:50] <~Dan> How powerful are the PCs right out of the gate?
[19:50] <+AndrewSudangnoi> I usually just lore them as “existed but not documented until later”
[19:51] <&Le_Squide> Excellent. (Link: https://upload.wikimedia.org/wikipedia/commons/0/02/Enshin_Kasa-obake.jpg)https://upload.wikimedia.org/wikipedia/commons/0/02/Enshin_Kasa-obake.jpg :3
[19:51] <+MattTrussell> @Dan- something like low level super heroes. They can perform physical and supernatural feats beyond normal humans, but are still within the realm of physics. Low Wuxia. You can punch through boards or cast spells, but you’re not going to be able to move an ocean or split a mountain with a blade of grass at the average starting point level
[19:52] <~Dan> Interesting. So this is more fantasy than horror, I take it?
[19:52] <+MattTrussell> @TBMChristopher- some of the odder Yokai will probably be left to individual playgroups to create themselves. We want to have a good range without getting too far into dark horror or sophmoric humor
[19:52] <+RichardM> The great thing about point buy is it’s easy to set your starting power level if you want to do something a little more low key
[19:53] * ~Dan nods
[19:53] <+AndrewSudangnoi> I always wanted to make sure that people can play horror, but it isn’t the focus. That being said I’ve had some pretty spooked playtesters during my sessions
[19:53] <+MattTrussell> @Dan- yes, the suggested world setting has a lighter tone. However, there’s nothing stopping a group from simulating horror, and we’ll have some plot hooks for that in the back of the book
[19:53] <&Le_Squide> Do you envision a particular play structure? IE, ongoing campaigns, episodic Yokai/problem of the week play, or is it more general?
[19:53] <+TBMChristopher> (Plus I think some of the Chaotic-Stupid shenanigans have spooked you 😛 )
[19:55] <+MattTrussell> @Le_Squide- we want to enable any way of doing it. We’ve found from feedback that lots of people want to do episodic Yokai, which is why we have a lot of “Bureau Files”, quick one-three session adventures. But we have progression for characters and changing the world for campaign players.
[19:55] <+AndrewSudangnoi> So far we’ve been working with a lot of episodic experiences, but that’s mostly out of practicality for demoing and playtesting. We have good progression mechanics in the works for longer play, I know I’d like some night ongoing campaigns
[19:56] <+AndrewSudangnoi> *nice ongoing campaigns
[19:57] <~Dan> Can you say a bit more about the magic system?
[19:57] <+MattTrussell> The traditional way most people are used to Yokai is also kind of episodic, in that they’re usually short stories or even just really cool paintings and pictures that tell their own stories. It lends well to “meet this Yokai, learn it’s problems, save the day”. On the other hand, there’s an entire open world of magic and questions out there, and we think it’s
[19:58] <~Dan> (cut off at “we think it’s”)
[19:58] <+MattTrussell> a great sandbox to let players build their own worlds, so we want to make sure they don’t feel limited to “Youma of the day”
[19:58] <+AndrewSudangnoi> “who’s that pokemon”
[19:58] <+MattTrussell> (sorry, I tend to be a bit long winded unfortunately, my posts will probably span two)
[19:59] <~Dan> (No worries!)
[19:59] <+AndrewSudangnoi> about Ki
[19:59] <+AndrewSudangnoi> Our “magic system”
[20:00] <+AndrewSudangnoi> since we use ki, most of what would be considered magic is labeled under Kijutsu or Ki Arts. Our game is designed to be flexible so a lot of abilities are multipurpose.
[20:01] <+AndrewSudangnoi> Most of what would be considered magic, will use Ki though. Ki works a bit like an overheat system. Everytime you use a Ki Art the ki cost of that art goes into your pool. Each character has a limit to how much “tainted ki” can be in their pool before it starts impacting them negatively
[20:04] <~Dan> How powerful are the Ki Arts?
[20:04] <+RichardM> It’s a nice system, you don’t have to keep track of spells per day or per scene
[20:04] <~Dan> What can they accomplish on the high end of the scale?
[20:04] <+MattTrussell> @Dan- We wanted to model Ki different than Focus Poins which you get at the start of rounds and spend for action, so we went with an ‘overheat’ system. Abilities that cost Ki put that much into your Ki Pool, representing the strain of imposing your own purposes on the Ki of the world and generating your own Ki
[20:05] <+MattTrussell> You’re fine until you have more Ki in your Ki Pool than your Ki Limit (a stat you can increase). After that, the strain begins to lower your abilities (-1 to all checks for each point over). You automatically release Ki at the end of each Round of combat, and can take an action to release more on your turn
[20:06] <+MattTrussell> We wanted something where players could push their characters in critical situations, using all of their inner strength to go far beyond their normal abilities, at the risk of burning out
[20:06] <+AndrewSudangnoi> Dan in the general lore, Ki Arts are above human level, but not quite superhuman
[20:06] <+AndrewSudangnoi> but because our system has this abstraction of Morale, I’m sure you can lore them to have greater effects narratively
[20:07] <+AndrewSudangnoi> but in terms of combat mechanics, they have a variety of uses, and can be quite advantageous, but must use the ki system
[20:08] <+MattTrussell> At the high end, you have Tanuki shapeshifting into the moon to trick travelers and Kami causing never-ending storms to surround a mountain. Players normally wouldn’t get that high, but you could certainly run a campaign with divine or near divine characters
[20:08] * ~Dan nods
[20:09] <~Dan> I assume Ki powers cover over-the-top martial arts as well?
[20:09] <~Dan> Running on air wuxia style and the like?
[20:10] <+AndrewSudangnoi> correct, if you actually look at many martial arts today, they still discuss ki or chi in techniques
[20:10] <+AndrewSudangnoi> but in our setting ki is more powerful and more prevalent, hence martial artists have their own kind of “magic”
[20:11] <+MattTrussell> Yup. I actually have to reign myself back a bit, I love Wuxia and sometimes I build things that might not be exactly canon for the setting, but I still try to get a lot of those kinds of things into the game in a more appropriate way
[20:11] <~Dan> Is there any bright line between a martial artist and a wizard in the setting?
[20:12] <+MattTrussell> Not so much. You could model a western wizard by having a higher-cost Ki set of abilities that needs to rest more, while a more martial monk would have more physical skills and less ‘nukes’, but there’s no hard class distinctions
[20:12] * ~Dan nods
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[20:13] <+AndrewSudangnoi> those two would generally put excell in different areas stat-wise. Hermetic Style Mages might have more intelligence, shamans may end up in more spiritual stats and have high Zeal. But martial artists might focus more in their body stats
[20:13] * ~Dan nods
[20:14] <~Dan> How broad/specific are skills?
[20:15] <+MattTrussell> We have a range of abilities to try to model all of the possible gameplay mechanics. From there, we let players and GMs ‘re-skin’ them by changing the descriptions/how something is used. So an ability like “Protective Circle” exists, which lets you create an area that (more)
[20:16] <+MattTrussell> gives bonuses to Defend actions and armor. However, you could build an advisor character, take Protective Circle’s rule set, and define it as “I love it when a plan comes together” or just “Defensive Tactics”
[20:17] <+Damien> A lot of systems have problems with Magic users overshadowing Martial characters. Have you taken steps to ensure that magic-using PCs will be on par with non-magic PCs in terms of both combat and narrative influence?
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[20:18] <~Dan> (Welcome to #rpgnet, Theartic1!)
[20:18] *** Damien: ~DamienLun@MagicStar-9ADC643A.hsd1.wa.comcast.net
[20:18] *** Real Name: Rusty Shackleford
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[20:18] <~Dan> (Oh, and welcome as well, Damien!)
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[20:18] <~Dan> (Howdy, Geek2theRight!)
[20:18] <+AndrewSudangnoi> Matt, might have something to add to me, but
[20:18] <+Damien> (thanks)
[20:19] <+MattTrussell> @Damien- very good question. That’s actually something I think about a lot in games I play. The above-mentioned re-skinning helps a bit, you can have a fighter perform magic by defining it as a martial/physical ability. We also worked on our (more)
[20:19] <+AndrewSudangnoi> It’s really that you build your characters as you like, and the in the end what the ability is and what you want to call it is up to you
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[20:19] <+AndrewSudangnoi> like matt’s above description of Protective Circle
[20:19] <+MattTrussell> progression system so that physical type abilities scale up with magic (getting closer to Wuxia without capping out at human norms) and not having magic spells that far outstrip the damage caps on weapons
[20:20] <+AndrewSudangnoi> Similarly Ki Blast can be a forceful palm thrust, or a lightning bolt
[20:21] <~Dan> Speaking of weapons, how do weapons and armor work in the system, given the morale mechanic?
[20:22] <+MattTrussell> We’re playtesting now with a Tide bar that has 7 pips in each direction, with the GM able to change it for more or less important encounters (you’re more likely to fight longer defending your home than just being ambushed by some random monsters when you could run) (more, this will be multi-line)
[20:23] <+Damien> So how much of the mechanics are going to be able to be re-skinned? Will there be abilities that only martial or magical characters will have access to, or is the intent to keep them as close as possible?
[20:23] <+Skitz> Well, best of luck with everything, guys.
[20:23] <~Dan> Take care, Skitz!
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[20:24] <+MattTrussell> Abilities and Attacks generally do a set number, like 2-3, or a small variable (D3 or D6). If you successfully hit, you calculate damage, then reduce it by the target’s armor. Then you increase it by +1 for every 3 points you made the attack
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[20:24] <+MattTrussell> check by (in fact, even non-damage checks receive a +1 for every three points of Margin of Success)
[20:24] <~Dan> (Howdy, DebraHP!)
[20:24] <+DebraHP> Hey, Dan!
[20:24] <+DebraHP> What’s happening?
[20:24] <+MattTrussell> (done. Later Skitz, and greetings to people coming in while I was rambling)
[20:24] <+AndrewSudangnoi> Dan Weapons are tools that allow you deal damage better depending how you are engaging combat, if you want to deal damage to someone via body, you use a weapon which has a damage rating
[20:25] <~Dan> Andrew, Matt, Richard, care to link the lady to your KS? 🙂
[20:25] <+AndrewSudangnoi> We’re talking about this game: (Link: https://www.kickstarter.com/projects/warding-circle/mysteries-of-the-yokai-an-rpg-inspired-by-japanese)https://www.kickstarter.com/projects/warding-circle/mysteries-of-the-yokai-an-rpg-inspired-by-japanese 🙂
[20:25] <~Dan> AndrewSudangnoi: Does strength affect damage?
[20:25] <~Dan> DebraHP is a recent Q&A guest herself. Feel free to post your own link, DebraHP. 🙂
[20:26] <+AndrewSudangnoi> welcome DebraHP
[20:26] <+MattTrussell> Not exclusively Strenght, though it affects weapons. Most abilities have an associated attribute. So magic might be increased with Zeal, damage reduced by Endurance or Resolve, etc. When you first purchase an ability, you define how it works and tag it with one Attribute
[20:26] <+DebraHP> Thank you
[20:27] <+AndrewSudangnoi> Depending on the weapon you choose, different ones use different stats, and strength definitely plays in lots of them depending on what kind of weapon it is
[20:27] <+AndrewSudangnoi> in a debate you might wield evidence or clues as weapons, or your official badge
[20:27] * ~Dan nods
[20:27] <~Dan> Cool.
[20:27] <+MattTrussell> We wanted to avoid the “Agility always makes you dodge so everyone benefits from it, even if it’s against character concept”
[20:28] <~Dan> Right, right.
[20:28] <+MattTrussell> So you could make a character who tanks through Endurance, or even Resolve, fighting on regardles of injuries, instead of avoiding them completely
[20:29] <~Dan> How does morale affect individuals during a conflict?
[20:29] <+MattTrussell> Hi DebraHP, nice to meet you, feel free to throw up your game too, we love seeing what other people are working on
[20:30] <+DebraHP> Nice to meet you and Andrew, too, Matt.
[20:30] <+MattTrussell> Whenever the Tide bar is pushed far enough, it inflicts a point of Morale damage on that side, and then resets to the middle again. Each character has a Morale Threshold, how long they’re willing to fight for. When you’re at your Threshold (say Threshold:2 and 2 damage (more)
[20:31] <+DebraHP> My KS is (Link: https://www.kickstarter.com/projects/1945825895/to-realize-a-dream-everyverse-rpg.)https://www.kickstarter.com/projects/1945825895/to-realize-a-dream-everyverse-rpg.
[20:31] <+MattTrussell> has been inflicted, you no longer receive Focus Points for free at the start of a round, showing your hesitation, wounds, or other factors keeping you from fighting at your peak. When the damage exceeds your Threshold, you have to leave (more)
[20:32] <+MattTrussell> combat. However, each character also has a Rally value; if your side inflicts that much damage on the enemy, you rally and comeback (If you rally on ‘3’, as soon as your side does 3 damage, you get to come back) (done)
[20:32] <+MattTrussell> DebrahHP- hmm, getting a 404 on that
[20:32] <~Dan> Take out the period at the end, MattTrussell.
[20:32] <+AndrewSudangnoi> yeah I was just about to say
[20:32] <+MattTrussell> Gotcha, thanks
[20:34] <+DebraHP> Thank, Dan. My bad for punctuating, I guess.
[20:34] <~Dan> It is impossible for characters to die in a conflict?
[20:34] <~Dan> No problem, DebraHP. 🙂
[20:34] <+MattTrussell> @DebraHP- Oooh, a universal system. I can’t wait to check this out in more depth. Also… very sorry for your loss. I know words don’t mean much in these situations, but I think what you’re doing for him is awesome
[20:35] <~Dan> Isn’t it?
[20:35] <+AndrewSudangnoi> DebraHP Yeah I really admire that you’ve done that
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[20:35] <+MattTrussell> @Dan- if you’ve ever played Fate, we have a sort of similar system. A character forced out of combat has some say in what happens to them, subject to approval of the one who forced them out. Generally this means a GM determines “how bad” it
[20:35] <+DebraHP> Thank you, Matt! 🙂 I’ve wanted to do this for some time and finally have the knowledge and time.
[20:35] <+MattTrussell> is, and then the player writes their own result
[20:36] * ~Dan nods
[20:36] <+DebraHP> Thank you, Andrew!
[20:37] <+DebraHP> How did you guys decide to do Japanese folklore as the basis of your game?
[20:38] <+MattTrussell> *laugh* Andrew had a great idea and I basically shook him and said ‘YOU ARE MAKING THIS GAME WHETHER YOU LIKE IT OR NOT’. He talked with several of us about his ideas, and they were so exciting, we decided we needed to make it happen. His answer is probably more actually useful, but that’s how it happened
[20:39] <+AndrewSudangnoi> heh, yeah Matt wouldn’t leave me alone for a long while
[20:39] <+DebraHP> 🙂
[20:39] <+RichardM> yeah Andrew had an angle on Japanese folklore that had been explored a lot in other mediums but not in tabletop RPGs
[20:40] <+AndrewSudangnoi> I really really wanted to capture a certain experience of Japanese culture, this idea about harmony and balance
[20:40] <+MattTrussell> Yokai were really exciting, especially as a big fan of both mythology and collectable-monster games. When he pitched the idea of a shared-morale mechanic, I thought it would be a really great idea for the setting to show cooperative mechanics in a lore that really supports doing things besides just hacking away
[20:40] <+RichardM> the Eastern idea of an exorcist who’s part healer and part diplomat
[20:40] <~Dan> Do you have any thoughts about applying the system to other settings/genres?
[20:40] <+AndrewSudangnoi> it’s a very taoist idea, to simply observe and respect
[20:41] <+MattTrussell> @Dan- Richard is constantly talking about Yokaipunk, a cyberpunk setting using the rules, he’s really excited. We talked early on about making a universal system, but our thoughts are that the no-HP system has some inherent restrictions that might make it not work with (more)
[20:42] <+MattTrussell> other settings, so we’d need to do some tailoring on each genre. We’d love to do it at some point in the future
[20:42] <+AndrewSudangnoi> I really wanted to capture exorcism, and what it woudl be like to be wandering Japan, in a slightly melancholy world filled with greenery and vistas.
[20:42] <+TBMChristopher> (Matt, don’t forget your football example! 😛 )
[20:42] <+RichardM> the system works well in any system that has a lot of conflicts that the entire team would cooperate to solve
[20:42] <+RichardM> like say a game about sports teams, or a starship crew
[20:43] <+MattTrussell> @TBMChristopher- my heart isn’t ready to talk about Football yet…
[20:43] <+AndrewSudangnoi> I already have got so many ideas about how to make it work in lots of genres, but it really does thrive with this exorcism through investigation sort of setting
[20:43] <+RichardM> the guy diverting power to shields matters as much as the pilot dodging lasers
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[20:45] <+MattTrussell> Basically, we’re putting Richard in charge of branding after we ship because every 5 minutes he has a great idea for a new game (and I sorta really want to make the spaceship game now)
[20:45] <+AndrewSudangnoi> but yeah the abstractions works in so many ways. The medic’s work can be easily as important as the soldiers in our system. An engineer can push against the enemy by sabotaging their mechs, and it all has mechanical meaning in our system
[20:45] <+RichardM> haha
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[20:47] <+AndrewSudangnoi> Oh man I want cooking battles. And our game already does courtroom battle pretty well
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[20:47] <+MattTrussell> There’s certainly places it wouldn’t work. If you had any situation where you’d want to track individual accolades, it might be hard to shoehorn that in. Any place where players compete against each other, or there are multiple sides (you can do more than us-vs-them in our system, but beyond 3 factions it gets murky)
Session Close (#rpgnet): Thu Feb 11 20:50:25 2016 -0600
Session Start (Dan:#rpgnet): Thu Feb 11 20:50:36 2016 -0600
[20:50] *** Dan has joined #rpgnet
[20:50] *** Topic on #rpgnet is: #rpgnet welcomes Andrew Sudangnoi, Matt Trussell, Richard Martija (Mysteries of the Yokai) 02/11/2016 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/
[20:50] *** Topic set by Dan (14 hours ago at 7:18 AM)
[20:50] *** ChanServ sets mode +qo Dan Dan
[20:51] <~Dan> In teh time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:52] <+AndrewSudangnoi> I really want to impress that while we have tried to inform our setting well with Japanese culture, I don’t expect everyone to follow Japanese culture strictly, In the end what matters is good stories and fun times
[20:52] <+MattTrussell> Well, first let me say thanks Dan, for setting it up and running, this has been fun.
[20:53] <+AndrewSudangnoi> I want the information to be there for people who would like to use it, but I think good sessions matter most
[20:53] <~Dan> You’re very welcome! Thank you all for joining us this evening. I do hope you’ll all feel free to hang out with us in the future.
[20:53] <+MattTrussell> Other than that, we love hearing from people. We’ve done our best to get as much into the game as we can (Andrew’s done so much research we worry about his sleep schedule), but we realize that everyone plays games differently, and we want to make sure the system can handle things we haven’t thought of from our own experiences
[20:54] <+MattTrussell> @Dan- I’d love to. Being back in IRC after… *cough*years was fun, and looking through your previous Q&As, there’s lots of great people to chat with here. Time is always hard to come by, but I plan to jump in again whenever I can
[20:55] <+AndrewSudangnoi> We built our system to be flexible because we wanted players to have meaningful decisions in any encounter and any conflict. I really worked to allow for non-violent resolutions to conflict.That exorcising the ghost through talking can be as engaging as going into a battle of sorcery with it
[20:56] <+AndrewSudangnoi> And yes as Matt says, I am super grateful for all of this. It’s a wonderful chance to talk with the people who are interested in our game. Thanks everyone for being great.
[20:56] <~Dan> You’re welcome!
[20:56] <+AndrewSudangnoi> Especially you Dan
[20:56] <+MattTrussell> Thanks to everyone for your questions tonight!
[20:56] <+RichardM> Yes thank you
[20:56] <~Dan> Also, please feel free to stick around after the Q&A if you like.
[20:57] <~Dan> If you’ll give me just a moment, I’ll log the chat and get you the link. 🙂