[19:03] <+AGist> Hello everyone, hope your have a good day, evening or night. I’m Alex Gist the writer, designer, creator and only one working on the Table Top RPG Realm. Happy to say its quickly coming together to be a finished project. About a week ago I launched the projects Kickstarter, (Link: https://www.kickstarter.com/projects/125782340/realm-0?ref=nav_search)https://www.kickstarter.com/projects/125782340/realm-0?ref=nav_search
[19:06] <+AGist> Additionally, I recently launched a facebook for the project as well. Which can be found here, (Link: https://www.facebook.com/RealmtheGame/?ref=aymt_homepage_panel.)https://www.facebook.com/RealmtheGame/?ref=aymt_homepage_panel. Realm, at its core, is designed to be as easy to learn as possible. This is so, players new to table top and long time veterans can pick it up and play almost right away.
[19:08] <+AGist> Lets face it, no one wants to spend an entire game session arguing about the result of a seduction roll on the bar wench.
[19:09] <+upogsi2> I can get behind that
[19:10] <+AGist> As for the setting, the game takes place in a massive universe where Science Fiction and Fantasy have literally collided. From ancient dragons to a haywire robot, players will face off against mythical creatures and man made horrors. But its universe doesn’t stop with the galaxy at large.
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[19:11] <+AGist> Players can delve into portals that will take them into self-contained universes known as God Planes, many of which hold powerful magical artifacts or monsters thought only to be legend or myth.
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[19:13] <+AGist> Perhaps the dangers of space or the almost certain death of venturing into a God Plane aren’t your groups style. No problem head through one of the many hubs that will transfer you into the Dream Plane, a mysterious digital landscape that is almost an exact duplicate of the known universe but with some drastic changes.
[19:13] <+AGist> *Done*
[19:13] <~Dan> Thanks, AGist!
[19:13] <~Dan> The floor is open to questions!
[19:14] <+upogsi2> How have scifi and fantasy literally colided?
[19:14] <+Gary_Kimzey_QJ> I like the concept. How does gameplay work?
[19:14] <~Dan> (Two very broad questions, so let’s have a question pause after Gary’s question.)
[19:17] <+AGist> @ upogsi2, For the most part I word it that way as a grand way to describe it as a Sci-Fi Fantasy game. However, unlike most games that I have seen rather than try to blend the two genres together I have attempted to balance both futuristic science/technology existing along side fantasy elements not just blending bits and pieces together.
[19:20] <+AGist> @Gary_Kimzey_QJ, Gameplay is designed around a 3D6 system. There are several reasons to roll your dice but you will only ever roll between 1-3 D6 for any given roll. With the exception of a few minor rolls where an unknown difficulty is applied by the GM the result of your roll has clear set success or fail parameters.
[19:21] <~Dan> AGist: Do you have a character sheet we can see?
[19:21] <+upogsi2> Always liked scifi/fantasy mixes. They don’t happen often enough
[19:22] <+AGist> I do Dan, bare with me will I pull up a direct link to it.
[19:22] <~Dan> Sure thing.
[19:23] <+AGist> (Link: https://www.facebook.com/RealmtheGame/photos/pb.1728344784049550.-2207520000.1461284563./1729031953980833/?type=3&theater,)https://www.facebook.com/RealmtheGame/photos/pb.1728344784049550.-2207520000.1461284563./1729031953980833/?type=3&theater, that should lead you directly to the current mock-up of the character sheet. Keep in mind its the first two pages from word doc I edit it in. There is a third page that lists items that is not shown.
[19:23] <~Dan> Let’s ee here…
[19:24] <~Dan> see here, even
[19:24] <+AGist> 😀
[19:24] <~Dan> This appears to be an attribute + skill system of some description.
[19:25] <+Gary_Kimzey_QJ> So what is the difference between attributes & characteristics?
[19:28] <~Dan> (Still there, AGist?)
[19:28] <+AGist> Great question, Attributes are general values that are used to describe how a character generally leans or looks. While characteristics which have the values derived from the attributes are direct character management items such has hit points.
[19:28] <~Dan> (Ah! n/m. 🙂 )
[19:28] <+GKG_Alan> cool
[19:29] <+Gary_Kimzey_QJ> Ahkay. That makes sense. Thanks for clarifying for me.
[19:29] <~Dan> Is this a target number system or a roll-under system?
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[19:30] <~Dan> (Howdy, Vorthon!)
[19:30] <+upogsi2> (Hello! Welcome to Q&A time!)
[19:31] <+upogsi2> Also, is it a point buy system, or are the points on the character sheet for something else?
[19:31] <+AGist> No problem Gary. @ Dan, it is a target number plus system, which if you look at the page on the right, the value listed in Roll Target is the minimum value you are trying to roll. For example, I have a skill with a roll target of 12, when I roll said skill I want to roll 12 or higher to be successful.
[19:33] <+AGist> @upogsi2, indeed it is. Players will gain experince that they can then spend to upgrade skills and characteristics similar to how GURPS or Star Wars Edge of the Empire operates.
[19:33] <~Dan> Hmm… Interesting approach.
[19:33] <~Dan> I don’t think I’m following something, though. Wouldn’t that mean the higher the skill, the harder the roll?
[19:33] <+Vorthon> (Hey)
[19:34] <~Dan> Or is the Roll Target separate from the attribute + skill total?
[19:35] <+AGist> @ Dan, roll target is separate, it is determined by the skill level and receives modifiers based on the attribute value. Example, base level one of a skill costs 1 experince point to learn. At level one the roll target of a skill is 17+ (Not including modifiers)
[19:36] <+AGist> The total points colum is there for an easy reference for the player to see how many points they have spent in a skill. raising the level of a skills gets progressively more expensive.
[19:37] <~Dan> So rather than rolling and adding the attribute and skill together plus the die roll, the attribute and skill reduce the target number for an unmodified die roll?
[19:37] <~Dan> (Lord I hope that made sense…)
[19:37] <+GKG_Alan> (I got it Dan)
[19:38] <+AGist> Yes, that sounds about correct.
[19:38] <~Dan> What was your thinking in going that route?
[19:40] <+GKG_Alan> AGist, what was your biggest influencer when building this game?
[19:42] <+AGist> @Dan, Most of the systems I have played always required a roll of X or higher. So, I designed it that way in order for veteran players to be able to slide into playing a new system that is still familiar. As well to make Realm an easy stepping stone for new players before they transition to a more complicated game system.
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[19:43] <+upogsi2> How involved/time consuming is the character creation process?
[19:45] <+AGist> @GKG_Alan, Honestly, everything has been an influence on the project. Whatever it may be, mechanics, lore, or misc non important npc I have drawn influence from just about everything around me.
[19:46] <+GKG_Alan> AGist, fair enough. So maybe a better question: Is this game a response to something you’ve seen or didn’t like? Or is it just a cool new story you wanted to tell
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[19:48] <+AGist> @upogsi2, As of right now, when we I was running beta playtests it averaged about an hour and a half two hours tops to generate and well thought out planed character. That was with a limited list of skills to work from. But once the skill list is finalized I estimate roughly half hour to hour and half.
[19:48] <~Dan> (wb, GaryKimzey_QJ!)
[19:48] <+GaryKimzey_QJ> Thanx
[19:49] <+upogsi2> Are there classes/archetypes? How are powers and abilities seperated?
[19:50] <+AGist> @GKG_Alan, Originally Realm was three different concepts I had worked on as projects for school assignments back when I was enrolled in game design. Then one day it hit me that each ones missing piece was the other concepts so I blended them together in terms of lore/setting. As for mechanics when I dived into it I wanted to make something simple.
[19:51] <+AGist> I had played to many games where new players get kind of shuned or hate playing because veterans spent that persons first session arguing about this rule or that rule.
[19:52] <+upogsi2> That’s a really admirable goal. I think a lot of established players don’t really think about how overwhelming it is to get into the hobby
[19:53] <+GKG_Alan> AGist, I can support that
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[19:54] <+GaryKimzey_QJ> That’s very true.
[19:54] <+GKG_Alan> So Agist, I have some questions about your funding goal
[19:54] <+AGist> @upogsi2, Rather than classes/archetypes its all free-form skill based. I wanted players to be able to make characters as unique as they are or as far out as some of mine have been over the years. It will be up to them to describe exactly how they are performing the action with said skill roll.
[19:54] <+AGist> GKG_Alan go ahead and shoot
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[19:56] <+AGist> @upogsi2, as that can be daunting, the core book will include premade characters that go with the starter campaign. As well their will be fun starter templates players can reference.
[19:56] <+GKG_Alan> 10k feels like a lot. Especially for a first time publisher. I see you sort of go into explaining your plan for the funds. Do you have distribution plans or a printer already?
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[20:00] <+AGist> Great question, I have set-up a publisher account on Drive-thru rpg and will be using their print services. My current estimate using the tools on their site each book will cost me roughly 30$ USD to print, then excluding alaska and hawai my researched into shipping would cost me between 10-30$ to ship each physical book.
[20:00] <+GKG_Alan> Awesome. 🙂 60$ for a new product is a little over my “wary threshhold”
[20:00] <+GKG_Alan> I like what you’re describing, and I’m glad to hear there’s a good plan
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[20:01] <~Dan> How would you describe the setting’s tech and magic levels, respectively? What can both accomplish on the high end?
[20:02] <+AGist> Thanks, I wish I could have done a lower goal but with my estimate cost in art being 3k I doubled that under the assumption everyone did a physical copy, but then I wanted wiggle room to purchase extra copies so I can go on the road after releasee.
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[20:02] <+GaryKimzey_QJ> I hate when I do that. . . .
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[20:03] <+GaryKimzey_QJ> This is a generic article, rather tha RPG related, but it might be useful: (Link: https://janefriedman.com/self-publish-your-book/)https://janefriedman.com/self-publish-your-book/
[20:03] <+upogsi2> Ah. The programers system for estimating limits/deadlines.
[20:06] <+upogsi2> It’s a good system. What parts are your favourite parts personally?
[20:06] <+upogsi2> Either in the setting or the mechanics
[20:06] <+AGist> @ Dan, they are about equal to each other. Magic can be as powerful and dangerous as technology, short of allowing the caster to fly through space. There is even a form of magic present in Realm that allows the user to control technology. However, where technology is most of the time safe to use. Magic takes a toll on the caster over time.
[20:08] <~Dan> Is that toll in the form of magic points? Fatigue?
[20:09] <+AGist> @upogsi2, mechanically being able to use only 3D6 makes me jump for joy. Setting wise, I would say the fact I have thus far been able to get both sci-fi and fantasy elements to coexisit together in one universe and not dilute either side.
[20:10] <+GKG_Alan> 3d6 mechanics are fun.
[20:11] <+GaryKimzey_QJ> I like sticking to a single die. A little challenging to design for, at first, but it keeps the play cleaner imo.
[20:11] <+AGist> @Dan, magic in Realm has been the biggest nightmare mechanically to put together. Referencing back to the character sheet real quick, a player has Physical Endurance and Mental Endurance, roughly translate to PE being hit points and ME being a sort of mental strain on the person.
[20:12] <+GaryKimzey_QJ> And d6’s are less intimidating to newbies, so that’s an advantage.
[20:12] <~Dan> Ah, the latter being the cost of magic?
[20:12] <~Dan> re: mental strain?
[20:12] <+AGist> When using magic, the caster will either have to draw their power from their PE or the ME depending on the spell.
[20:12] <~Dan> Ah! Interesting.
[20:12] <~Dan> Are there any other sources of power that can be tapped?
[20:13] <~Dan> External to the caster, I mean.
[20:13] <+GaryKimzey_QJ> So, in other terms, casting a spell might use hp *or* manna?
[20:13] <+AGist> Casting spells can either drive you insane or cause physical harm to the caster essentially, I have been playing around with some sort of equipment item that will allow that, such as a power stone or mana stone of sorts.
[20:13] <+AGist> Correct Gary.
[20:13] <+GaryKimzey_QJ> I like it.
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[20:16] <~Dan> What races are available to play?
[20:20] <+AGist> Dan, the core rulebook at this time will feature 4 playable races (Species) to choose from. I am playing with the idea of a 5th but for sure 4. Humans, of course, as is typical through out just about every single rpg. Beastmen of Tor, or just Tor for short, are bull men who originally hail from the God Plane. However, their plane collapsed forcing them to
[20:21] <~Dan> (cut off at “forcing them to”)
[20:22] <+AGist> escape out into the regular universe, better known as mid-realm. Next is the Drae, kind of best described as elves. Drae hail from the Dream Plane and have been apart of it as long as any record shows. They see themselves as the Dream Planes guardians and will up hold the digital worlds laws, regardless of what plane they are in.
[20:22] <+upogsi2> what are the digital world’s laws?
[20:24] <+AGist> Lastly, the Astrali, a robotic race with an unknown origin. As they exist as a collective of various programs each with a unique function. They tend to work in groups on a specific task.
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[20:27] <~Dan> How much of a bestiary are you including?
[20:27] <+AGist> @upogsi2, Killing or causing harm to the inhabitants or to the plane is forbidden. That is there golden rule essentially. The rest I am keeping tight lipped on till full release so there can be some surprises about the Dream Plane.
[20:30] <+AGist> @ Dan, as of right now I have 20 plotted out specifically for mid-realm. I plan to have upwards of at most 80-100 creatures listed in the bestiary section so Game Masters can have a large variety to work with in making custom adventures and campaigns.
[20:30] <+AGist> that 80-100 will include creatures and enemies for all three planes.
[20:31] <~Dan> Are these creatures more akin to aliens or fantasy creatures? Or a mix of both?
[20:32] <+AGist> A mix of both
[20:33] <~Dan> How does combat work?
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[20:38] <+AGist> Dan Combat is set-up to be smooth and quick while being tactical. When combat is started the GM will set the board, once set the players will roll initiative. The GM controlling monsters and players with their respective character will each have a turn based on said initiative results. Each players turn consists of three phases.
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[20:40] <+GKG_Alan> (sorry, internet disconnected)
[20:40] <+AGist> The first phase, or prep phase, can be used to move, aim a ranged weapon to gain a modifier to the skill roll, prepare a defensive action, or for close combat fighters already engaged with the enemy use it to make an additional attack or skill action. The second phase is the action phase, which is where the player will roll a skill to take an action such as
[20:43] <+AGist> attack, set a trap, throw a spear or grenade, quickly address a combat wound, etc etc. The last phase is the closing phase, during this phase, players would use it as an in-character call out to your group mates if you wish or to yell a battle cry, they can also make a perception check as well roll a saving throw against ongoing negative effects.
[20:44] <~Dan> Does armor function as AC or as damage resistance?
[20:45] <+AGist> It will function as a damage resistance, so an armor value of 4 would negate 4 points of incoming damage.
[20:45] <~Dan> How is damage determined?
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[20:48] <+AGist> All weapons come with a predetermined damage value when using said weapon. Weapons may come with special effects that cause on-going damage, destroy armor or cause roll based extra damage. Its designed this way to help speed combat up and not make any particular skill more powerful than another.
[20:48] <+GKG_Alan> oh I like that
[20:48] <+GKG_Alan> static damage is fun
[20:49] <~Dan> Does degree of success affect damage?
[20:50] <+AGist> At this time no, however, with skill roll or triple ones (3) is considered a critical fail while a triple 6 (18) is considered a critical success. Some special effects will have a secondary effect triggered by a critical success.
[20:50] <+AGist> skill rolls of*
[20:51] <+upogsi2> That is a 1/216 chance right?
[20:51] <+GKG_Alan> So AGist, if you had to sell me on your game over another game, why would I choose this.
[20:53] <+AGist> @upogsi2, roughly, I don’t have the exact figure in front of me for that percentage but that sounds about close.
[20:53] <+upogsi2> That seems a bit narrow if dedicated character abilities trigger on crit success. As a player, I would be a bit worried about never seeing them in use.
[20:55] <+AGist> @GKG_Alan, If, you have never played a table top RPG then Realm is for you. You will be able to pick it up and play it within the first hour of reading through the rules section of the book. For veteran players, the simplicity of the rules will allow you and your group to focus on your adventure not having life destroying debates on interpreting rules.
[20:56] <+GKG_Alan> Good sell
[20:56] <+AGist> Right now there are only a few special effects that trigger on crit. Most of which are devastating effects because of how narrow the chance.
[20:57] <~Dan> So quick note, AGist: While you’re welcome to hang out with us and field questions as long as you like, is there anything we haven’t covered that you’d like to bring up in what remains of “regular time”?
[20:59] <+AGist> Nothing comes to mind that I specifically wanted to bring up. I just want to thank everyone for popping in, I will hang out and you can continue to ask away. As a closing comment, even if you don’t back the project any support in spreading the word is appreciated. Getting exposure while working a day job and working on writing can be a bit difficult for just
[20:59] <+upogsi2> Will do, it looks pretty great!
[21:00] <+AGist> one little person to do. I believe in the community table top games in general create and I love being apart of it.
[21:00] <~Dan> Thanks for joining us, AGist!
[21:01] <+AGist> It was a honor and privilege thanks for inviting me Dan, I am humbled to be part of this.
[21:01] <~Dan> And for any of you feeling generous, my virtual tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:01] <~Dan> 🙂
[21:01] <~Dan> You’re very welcome, AGist, and you are always welcome.