[19:02] <+Izak_Tait> Hello all! I’m Izak Tait, creator and lead writer for Stormforge Productions and I, along with the help of my co-developer, created The Runed Age
[19:03] <+Izak_Tait> The Runed Age is a d100 game set in the grimdark city of Middelburg, where the players take on the roles of “footmen”, criminal mercenaries doing what the rich and powerful can’t be seen doing
[19:03] <+Izak_Tait> One of it’s main features is its unique runic magic system, which allows the players to create any sort of magical effect that they can think of
[19:04] <+Izak_Tait> All the other mechanics are set forth in order to give a gritty, fatalistc and punk-esque feel to the game
[19:04] <+Izak_Tait> (done)
[19:04] <~Dan> Thanks, Izak_Tait!
[19:04] <~Dan> The floor is open to questions!
[19:05] <~Dan> Can you say a bit more about the setting? How would you describe the genre?
[19:05] <+xyphoid> is the game out, or upcoming, or kickstarting?
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[19:06] <+Izak_Tait> @Dan, the setting takes a lot from the post-renaissance, early modern period and mixes this with the class-struggle themes from the punk genre. So a more grim look on the pirate-era
[19:06] <+Motulev> why does that pitch remind me of shadowrun?
[19:06] <+Izak_Tait> @xyphoid, the game is already out and can be found on DriveThruRPG: (Link: http://www.drivethrurpg.com/product/165870/The-Runed-Age-Corebook)http://www.drivethrurpg.com/product/165870/The-Runed-Age-Corebook
[19:07] <+Izak_Tait> @mutolev: well Shadowrun is the most popular punk styled RPG out today, although it is cyberpunk rather than steam/fantasy punk
[19:07] <+Izak_Tait> A huge part of the punk genre is the class struggle between the haves and have-nots
[19:08] <~Dan> (Howdy, Plas-tablet!)
[19:08] <~Dan> Aside from rune magic, what are some of the fantasy elements of the setting?
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[19:10] <+Izak_Tait> The main “fantasy element” would be the last of the Inhuman species which survived the Great Purge. The Ogres are the only surviving non-human sapient species. This ties in with another theme of the game, in that it is fantasy to us, but the “magic” has gone out of the world
[19:10] <+Izak_Tait> Like they have magic, but they don’t see it as magic. There used to be 6 other sapient species, but they are long gone (perhaps). It is almost a gotterdammerung story
[19:11] <~Dan> Can you explain what that means?
[19:12] <+Izak_Tait> It is a world with magic that has moved past the “mentality” of magic. The wonder of the ancient times where magic was a novelty has now passed, surplanted by a rise in technology and human avarice
[19:12] <+Izak_Tait> (Link: http://i.imgur.com/sHjjYjx.jpg)http://i.imgur.com/sHjjYjx.jpg And for the curious, here is an ogre
[19:13] <~Dan> Holy crap.
[19:13] <~Dan> Big fella.
[19:13] <+Izak_Tait> Average out at 12 feet, but the largest known ogre is 25ft tall
[19:14] <~Dan> Are they playable?
[19:14] <+Izak_Tait> Not in the base corebook because they are so different from humans (and they are 12 feet tall), but we are releasing rules for them soon on our social media pages and in a campaign book out in December
[19:15] <~Dan> Are there non-sapient monsters?
[19:16] <+Izak_Tait> None that the world knows of. Although the main setting for the corebook is the grand city of Middelburg, so animals of any sort (other than horses and pets) are a rare thing for the PCs to encounter
[19:17] <+yooba> other classes?
[19:17] <+Izak_Tait> What do you mean, yooba?
[19:17] <+yooba> what classes are on the game?
[19:18] <+dormouse> rats
[19:18] <+Izak_Tait> Oh, that sort of classes. The Runed Age (and the Sigil System that forms its core) is a classless game where you roll and level up each skill individually
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[19:18] <~Dan> (Howdy, Frankto!)
[19:18] <+Izak_Tait> In saying that, we do provide 10 “archetypes” which are starting skill blocks so if you want to start of tailored in some way (scholar or military for example) you can
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[19:19] <~Dan> Can you describe the tech level of the setting?
[19:19] <~Dan> (Howdy, Geek2theRight!)
[19:20] <+Izak_Tait> The tech level is a bit all over the place, because the runic magic has given them a leap forward in some areas while holding them back in others. Broadly speaking it would be early 18th century tech, although they have had firearms for the better part of a century and airships became the fashion 2 years ago in setting
[19:20] <+Izak_Tait> better part of a millennium*
[19:21] <~Dan> What are the airships like?
[19:22] <+Izak_Tait> Because they just came out in the setting, they are still literal airships, ie: ships that can fly. They have merely put jet engines onto sailing ships and hoped for the best
[19:22] <~Dan> O.o
[19:22] <~Dan> That seems… insane.
[19:23] <+Izak_Tait> The airships and firearms came about from the same runic magic: creating a lot of air in a confined space and pushing it outwards, so the mentality thus far is the same
[19:23] <~Dan> So the firearms are all magical pneumatic weapons?
[19:24] <+Izak_Tait> In a sense yes, with trade routes opening to the orient, gunpowder has started to become a “thing”, but a lot of firearms are pneumatically operated
[19:24] <+Izak_Tait> Or, from a certain point of view, magnetically operated
[19:25] <~Dan> How advanced are firearms?
[19:25] <~Dan> Revolvers? Semi-auto? Full auto?
[19:25] <+Izak_Tait> Single shot, breech loading is the most advanced (if I am remembering my gun terminology correctly)
[19:26] * ~Dan nods
[19:26] <~Dan> I believe that’s correct.
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[19:27] <~Dan> Are there any other supernatural powers involved other than the runes?
[19:27] <+yooba> what does the magic look like? all scribbles or??
[19:28] <+Izak_Tait> Religion forms a large part of the setting as it is a tension point between cultures, and many do believe in the esoteric powers of priests and shamans, however from a meta perspective there is no evidence of “magic” in the game, only the runes. We leave the gods up to the players and GMs
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[19:29] <+Izak_Tait> @yooba, not quite scribbles, but they were created to look primitive in an advanced sort of way
[19:29] <+Izak_Tait> (Link: http://i.imgur.com/aTcusGL.png)http://i.imgur.com/aTcusGL.png here is a look at a defensive runic array meant to transmute metal into light
[19:29] <~Dan> I notice you say no magic, only runes. Are runes treated as a sort of metaphysical science, like Lovecraftian “magic”?
[19:30] <+Izak_Tait> Perhaps not quite Lovecraftian, but because they have existed in the setting for the better part of two thousand years, they have become just another piece of engineering to the people of the Runed Age
[19:31] * ~Dan nods
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[19:32] <~Dan> Can you walk us through how runes are applied?
[19:32] <~Dan> (Howdy, TigerWolfe!)
[19:32] <+Izak_Tait> (Link: https://www.youtube.com/playlist?list=PLWMm8DhWwdf8Fish_AIU6soxnFEChz1U8)https://www.youtube.com/playlist?list=PLWMm8DhWwdf8Fish_AIU6soxnFEChz1U8 I actually created a four video process of it but I’ll go over it quickly
[19:33] <+Izak_Tait> You start with the biggest rune in the centre, that is what you want to affect, like in the array I posted above it was light, then every other rune in the array works to modify or affect the rune in the centre
[19:34] <+Izak_Tait> In this case, transmuting metals into light. So this runic array would be put on clothing and armour and if a metal hits it (like a sword or bullet) that metal would turn into light, protecting the wearer from harm
[19:35] <~Dan> I see… So I’m assuming that runes require too much preparation to be of use in combat? At least, directly?
[19:36] <+Izak_Tait> Yes, while a group can protect someone long enough in combat to draw and activate a runic array, they are meant to be placed on weapons, armour and clothing (and odd misc items) in preparation for when the proverbial hits the fans
[19:37] <+BrunoCarvalho> Question: Whats the main difference between your runes and standard “command word magic”, like the one from Ars Magica?
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[19:38] <~Dan> (Howdy, egyptian!)
[19:38] <+Izak_Tait> I have to speak from memory here, because I haven’t looked at Ars Magica in years, but from what I remember the Ars Magica way of doing things was modular, correct? Similar to Mage? In The Runed Age, you can mess and tinker with every single part of the runic array to create as complex and accurate an effect as you need
[19:40] <~Dan> So clearly, runes can accomplish any number of things, but is there an upper limit to their sheer power/
[19:40] <~Dan> ?
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[19:41] <~Dan> (Welcome to #rpgnet, TritonWolf!)
[19:41] <+Izak_Tait> The power for the runes comes from three sources 1: energy, like heat and kinetic, 2: orichalcum, a metal as rare as gold and can only be used once, 3: human blood. So the power of the runic arrays comes really from how much time, effort and money you want to invest in there
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[19:42] <~Dan> (Howdy, jeffszusz!)
[19:43] <~Dan> So is there really no upper limit, then, giving sufficient heat/kinetic, orichalcum, or blood?
[19:43] <+TigerWolfe> (Sup, Dan!)
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[19:44] <+Izak_Tait> Not at all, I have actually created a runic array that creates a supernova really easily, I will never release it because it’s too easy to make
[19:44] <~Dan> Yikes.
[19:45] <+Izak_Tait> However, luckily there isn’t enough human blood or orichalcum in the world to do that
[19:45] <~Dan> That being the case, I’m surprised that technology isn’t a lot more advanced.
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[19:45] <+Izak_Tait> Necessity is the mother of all invention and the runes took a lot of necessity away from life, they made life easy, so there was never a drive to innovate
[19:46] <+xyphoid> so wait, runic array creates supernova
[19:46] <+xyphoid> is this a mechanical result?
[19:46] <+Izak_Tait> It can, also a black hole
[19:46] <~Dan> That would just rune everything.
[19:46] <+Izak_Tait> Not by default, but you can make one specifically for that purpose
[19:46] <+Izak_Tait> What you did, I see it 😉
[19:46] <~Dan> 😉
[19:46] <+xyphoid> i mean how do you resolve that at the table as a GM
[19:47] <+xyphoid> is that a mechanical result of ‘i pick these runes’ ‘okay it looks like this happens – you all die’ or is it more a GM interpretation thing once you get to cases like that
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[19:48] <+Izak_Tait> Reason and patience would be my advice. One of the sideeffects of making a magic system that you can do literally anything with means that it is 99% narrative and only 1% mechanical. So a lot of the responsibility falls on the GM to use common sense and see what is realistic or not
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[19:49] <~Dan> (Welcome to #rpgnet, Guest71!)
[19:49] <~Dan> Mind if I explore that a bit further, Izak_Tait?
[19:49] <+Izak_Tait> Of course
[19:49] <+Izak_Tait> Go right ahead
[19:49] <+xyphoid> ah cool, so there’s a heavy GM layer in terms of managing the rune results
[19:49] <~Dan> Okay, so let’s go back to your example rune. Sorry, what did you call it? The metal-to-light one?
[19:49] <+Izak_Tait> In a non combat sense, yes, xyphoid.
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[19:50] <+Izak_Tait> It’s called the Armour of Light array
[19:50] <~Dan> (Welcome to #rpgnet, Guest32!)
[19:50] <~Dan> Gotcha.
[19:50] <~Dan> Okay, so…
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[19:50] <+xyphoid> we found that one of the pain points of ars magica was that it absolutely required the GM to be up on all the spell design stuff since it was a large and complex mechanical space
[19:50] <~Dan> …is its effect absolute and narrative, or is it limited and mechanical?
[19:50] <~Dan> To be more specific…
[19:51] <+Izak_Tait> @xyphoid, while that is true of the Runed Age, the system is easy to learn, its just the Runes themselves which can be tricky. Once you know what a curved line does, you are away laughing
[19:51] <~Dan> …does it simply mean that any and all metal turns to light, period, or does it give armor points (or whatever)?
[19:51] <~Dan> (Any metal that touches the target, I mean.)
[19:52] <+Izak_Tait> In combat, there are mechanical aspects which in plain terms resolve whether you take damage or not if you have a defensive array. However, the amount of metal that gets transmuted would be up to the GM to decide
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[19:53] <~Dan> So let’s say an ogre uproots a metal flagpole and rams you with it while you’ve got Armor of Light. Is the outcome narrative?
[19:54] <~Dan> (You there, Guest71? 🙂 )
[19:55] <+Guest71> I’m just observing sorry. I’m at work and looking over every now and then 🙂
[19:55] <+Izak_Tait> If you are having an unlucky day, yes. There are Sigils in The Runed Age which act like Fate points from Dark Heresy or Experience from Numenera. You can spend them to make your life easier. One of the ways you can spend them is to declare, after an attack against you hit, that your defensive arrays stopped it (if the arrays can according to their design)
[19:55] <~Dan> (No problem, Guest71! You can set your name with the /nick command if you like; e.g., “/nick Dan”)
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[19:56] <+Izak_Tait> So if you have any Sigils left and the ogre hits you with that flag pole, you can declare your Armour of Light stopped it and nothing bad happens to you while the flag pole is now a wee bit shorter
[19:56] <~Dan> (Oh, hey, TritonWolf! I was wondering if you were another instance of TigerWolfe. 😀 )
[19:57] <~Dan> What would happen if you didn’t have the aforementioned Sigils to use?
[19:57] <~Dan> Would the Array have any effect at all?
[19:57] <+TritonWolf> No I’m not sorry. I’ve just taken up this name recently 🙂
[19:58] <~Dan> 🙂
[19:58] <+Izak_Tait> Mechanically speaking it wouldn’t and that would then translate to you taking damage, meaning that through luck or the will of the gods, the array didn’t work for some reason, or the flag pole hit just the right spot where the array didn’t cover
[19:59] <~Dan> Interesting… So are Sigils required for runes to work at all?
[20:00] <+Izak_Tait> In a combat, or other tense, situation yes. If not in combat or other stressful situation where failing a roll could be hazardous to your health, the runic arrays are entirely narrative and up to the GM to adjudicate
[20:01] <~Dan> Hmm… And are their effects always 100% either/or?
[20:01] <~Dan> As in, the Array stops all metal or else does nothing?
[20:02] <+Izak_Tait> From a certain point of view, yes. The arrays are a type of code. A specific array only does one specific thing to specific parameters and nothing else. They are easily moddable to do other things, but while it is drawn it only does one thing.
[20:02] <+Izak_Tait> So when activated it either does it, or it can’t
[20:02] <~Dan> So if you put an “instant death” rune on a weapon and have Sigils to burn, do you have a weapon that always insta-kills its targets?
[20:04] <+Izak_Tait> For arguments sake, yes. Although there is no instant death rune, and wounds and damage in combat is dealt on a Hit Location basis so you may not get the whole of the human in the array’s effects. However, destroying a limb is very simple
[20:04] <~Dan> Speaking of which, shall we turn to the system?
[20:04] <+Izak_Tait> Of course
[20:05] <~Dan> Cool. First, could you post the link to that character sheet you showed us last night?
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[20:06] <+BrunoCarvalho> You could place a “Transmute Human to Air” array fueled by human blood in a sword and simply evaporate your enemies when you cut them
[20:06] <+Izak_Tait> Of course, one second caller
[20:06] <~Dan> (Howdy, Le_Squide!)
[20:07] <&Le_Squide> (Heya!)
[20:07] <+Izak_Tait> (Link: http://i.imgur.com/AecJjMA.png)http://i.imgur.com/AecJjMA.png Character sheet!
[20:07] <+Izak_Tait> @BrunoCarvalho you can and there is actually one like that
[20:08] <~Dan> (By the way, for the sake of our audience/readers, I will be asking some questions that you already answered last night, Izak_Tait.)
[20:08] <~Dan> (For example…)
[20:08] <+Izak_Tait> Not a problem
[20:09] <~Dan> So this system is 100% skills, no attributes?
[20:09] <+Izak_Tait> All skills, no attributes, talents or traits
[20:10] <~Dan> How do you handle things that would be covered by attributes in other systems, like brute strength?
[20:11] <+Izak_Tait> As in using brute strength to break a door down for example?
[20:11] <~Dan> Sure.
[20:12] <+Izak_Tait> Physical tasks that requires agility or strength is handled by the Athletics Skill, although in saying that each skill has the potential for 4 speciality skills within them, so you can specialise your Athletics into Brute Strength if you want and only level that skill up
[20:13] <~Dan> And this is a percentile system?
[20:14] <+Izak_Tait> Yes, it’s a d100 roll under system. For us it is the best way of modelling any task and obstacle there is
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[20:14] <~Dan> Does degree of success matter?
[20:15] <+Izak_Tait> We had a big think about whether to include that, and decided not to. While we give some direction to the GMs regarding how to handle if a player succeeds a skill roll by a considerable amount, we felt that it was wee bit of a constraint on the system
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[20:16] <~Dan> (wb, Ximni)
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[20:16] <~Dan> (wb, Arcandio)
[20:17] <~Dan> How does combat work?
[20:18] <+Izak_Tait> We made sure that the bulk of combat works the same as the rest of the system so there isn’t too much to remember for both GMs and players. Combat is an opposed test between attacker and defender, where both parties try and get lower below their respective Skill Level than their opponent
[20:18] <~Dan> Ah, so degree of success does matter in combat?
[20:19] <+Izak_Tait> From a certain point of view, yes.
[20:19] <~Dan> What skill(s) does the defender use?
[20:20] <+Izak_Tait> Whichever they feel applicable. In nearly all cases during the playtests we found that Athletics (and to specialise within that: Dodge) always works to evade an attack, and Fight works equally well in melee combat
[20:21] <~Dan> How is damage determined?
[20:22] <+Izak_Tait> By how far the attacker wins the opposed test, that is then translated into either a Minor, Significant or Grievous Wound, each of which has different levels of penalties for the character. At the worst, it can directly go to Hit Location Destroyed
[20:23] <~Dan> And clearly, this is a hit location damage system?
[20:23] <+Izak_Tait> Yes, 6 hit locations for the body
[20:23] <+Izak_Tait> Each with their own Wound tracking
[20:24] <~Dan> What determines how many wounds someone can withstand?
[20:25] <+Izak_Tait> The first digit of their Constitution Skill. So a character with 30 Constitution has 3 Wounds per Hit Location. Use them all up and the next damage dealt to that Hit Location ends up with a Hit Location Destroyed
[20:27] <~Dan> So accuracy matters greatly when it comes to damage, but does force? How would you simulate the effect of an ogre’s strength in a melee attack, for example?
[20:29] <+Izak_Tait> That would come down to their Skill Levels used. The Skill Levels don’t just simulate accuracy, but everything that is involved in using that Skill. So an Ogre would have a Smash specialisation in Fight which would be enormous and would simulate its strength but would be useless to defend against another melee attack
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[20:30] <~Dan> On a related note, does the system allow for skills in excess of 100%?
[20:30] <+Izak_Tait> Not for humans *ominous noises*
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[20:31] * ~Dan chuckles
[20:32] <+Izak_Tait> The 0-100 is built around the human body and what it can do
[20:32] <~Dan> Does weapon damage just add to the success margin?
[20:32] <+Izak_Tait> So a Skill Level of 100 is the best that a human could ever hope to attain
[20:32] <+Izak_Tait> Could you elaborate on that point please
[20:33] <~Dan> Well, basically, I’m asking about the effect that weapons have on damage.
[20:34] <+Izak_Tait> Ah right, weapons are entirely narrative. It is up to your Skill with the weapon that determines damage. A 1 inch knife can kill just as easily as a 10 pound warhammer, it all depends on who is wielding it
[20:35] <~Dan> What about armor?
[20:36] <+Izak_Tait> Armour on the other hand does. Because the arrays are so incredibly lethal, we found that we had to give a little something to the players that could help them should they run out of Sigils. At the end of the day, arrays are still stronger than armour, but armour helps you to survive
[20:36] <+Izak_Tait> Armour works as damage reduction rather than adding to chance to miss
[20:39] <~Dan> So it really doesn’t matter if someone’s using a pea shooter or a cannon? Or would the latter be narrative and a one-shot kill?
[20:40] <+Izak_Tait> Yes, it’s all narrative. While a cannonball to the chest will kill you in one hit, you could by poor luck only give the defender a glancing blow. It all comes down to the roleplay which is what we want to put at the forefront of the system
[20:41] <+yooba> is the Runed Age your only game?
[20:41] <+Izak_Tait> For now, yes, although we have five other games in preproduction that we will be releasing from next year
[20:42] <+Izak_Tait> We are also working on a four part campaign for the Runed Age that will come out in June this year
[20:42] <+Izak_Tait> And we will be releasing the Sigil System as its own book in September
[20:42] <+Izak_Tait> We will be very busy
[20:42] <+yooba> oh ok
[20:43] <~Dan> Is there an adventure included in the core rules?
[20:43] <+Izak_Tait> There is a sample adventure included in the back of the corebook that shows you the ropes of the game and the world. And we are tying it in to the campaign that is coming out soon
[20:45] <~Dan> Can you say a bit more about what the PCs do in the setting?
[20:46] <+Izak_Tait> Although the players and GM can choose to have their PCs do anything they want, we certainly don’t constrain them, the PCs as per the book are mercenary criminals which is part of a long standing tradition in the city of Middelburg called “footmen”. They do things that the rich and powerful can’t be seen to do. So assassinations, robberies, burglaries,
[20:47] <+Izak_Tait> kidnappings, arson, that sort of thing. The players in the adventures wil always have an employer that will almost always be of the shady variety. It adds to the theme of the game where the characters always end up working for the people who in broad day light manipulate and use them
[20:47] <~Dan> Sounds pretty bleak. 🙂
[20:48] <+Izak_Tait> It is intentionally so, as the class struggle theme gives a very obvious drive the PCs so there will never be a moment where the players don’t know what to do
[20:49] * ~Dan nods
[20:49] <~Dan> In what remains of regular Q&A time, is there anything we haven’t covered that you’d like to mention?
[20:50] <~Dan> (And please know that you’re welcome to hang out with us as long as you like.)
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[20:51] <+Izak_Tait> Not that I can think of, we have covered most of the game. However, I do want to say that our doors are always open to anyone who want to ask anything about the game, the setting, the system or the magic. We are gamers first and foremost and we believe that giving you the best experience possible is the best thing we can do
[20:51] <+Izak_Tait> So if we can ever help you in any way, we will definitely do so
[20:52] <~Dan> Excellent.
[20:52] <~Dan> Thanks very much for joining us, Izak!
[20:52] <+Izak_Tait> 🙂
[20:52] <+Izak_Tait> It was my absolute pleasure!
[20:52] <~Dan> I hope you’ll hang out with us in the future. 🙂
[20:52] <+Izak_Tait> Thanks very much for having me
[20:52] <+Izak_Tait> I will definitely come again in the future. For now, I have to get back to the lab before something explodes
[20:52] <~Dan> If you’ll give me just a moment, I’ll get the log posted and give you the link.
[20:53] <+Izak_Tait> Of course
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