[20:05] <+Stephanie> Hello, everyone! I’m Stephanie Bryant, creator of Threadbare RPG! It’s a fun tabletop roleplaying game about being a broken toy in a broken world, trying to build stuff and make friends on the way. It’s on Kickstarter right now ((Link: http://kck.st/24zKjjv)http://kck.st/24zKjjv).
[20:05] <+Fraser> and she’s a punk
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[20:06] <~Dan> (Welcome to #rpgnet, FictionalbeingGuest!)
[20:06] <+Stephanie> Yes, the aesthetic/genre is “stitchpunk,” similar to the movie 9, Little Big Planet, and Sid’s toys in Toy Story. The game uses the Powered by the Apocalypse engine for its basics, but more or less does away with combat.
[20:06] <+Stephanie> (done)
[20:06] <~Dan> Thanks, Stephanie!
[20:07] <~Dan> The floor is open to questions!
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[20:07] <+Fraser> What inspired this originally, Steph?
[20:08] <+Stephanie> Good question! I used to write and publish a comic book for knitters called Handknit Heroes. In the unpublished script for Issue 8, the heroes enter this kind of underworld/afterlife. I wanted it to be kind of dark and creepy (the original version of this game was much more grim), and also tie into some crocheted dolls I’d commissioned of the main characters.
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[20:09] <~Dan> (Howdy, Nicotine!)
[20:09] <+Stephanie> So they entered this world where the hard-plastic toys and the soft-sided fiber ones were at war.
[20:09] <+Stephanie> Mekka vs. Softies. It percolated for a few years from there until I started making it into a game setting.
[20:09] <+Stephanie> (done)
[20:10] <+Fraser> cool!
[20:10] <~Dan> What is the relationship between the setting and the real world?
[20:10] <+Stephanie> (I don’t have to say done at the end of every answer, I know. But I was rambling….)
[20:10] <+Fraser> I think it’s helpful anyways lol
[20:10] <+QTGames> It’s a neat idea. How developed is the setting concept?
[20:11] <+Stephanie> Well, what we now about the Threadbare world is that there used to be humans, but they are long, long gone. And the toys, somehow, awoke. Some were awake before the humans were gone. Some try really hard to remember, but can’t. But they are awake now, and the world is always breaking and falling apart. Nobody’s left to fix things but the toys… so they do.
[20:11] <+Stephanie> There’s a big Wall-e influence, too. LOL.
[20:11] <+Stephanie> (done)
[20:12] <+Fraser> So it’s pretty AW in that it’s meant to be pretty sandboxy, eh?
[20:12] <~Dan> Are toys the only things that are “awake”?
[20:12] <+QTGames> Loved Wall-e. What is their main drive to fix anything and do they also fix themselves, swap out parts, etc.?
[20:12] <+Stephanie> The core setting concept is pretty strong out in my head, but it’s the one area where I haven’t put too many words on paper yet.
[20:13] <+Stephanie> It’s very sandboxy. I don’t have adventures– just “adventure starters.” A scene or scenario that gets the players going– they usually bring their own ideas to the table, and the group is encouraged to run with them.
[20:14] <+Stephanie> Dan, that’s a good question. In the original concepts, there were also animals, and I kind of want that to be an option. But animals are hard for toys to “talk” to and convince to not, say, eat them. In Threadbare, one of the GM principles is, unless you’re playing a more violent game, you don’t present the players with an adversary they can’t reason with.
[20:14] <+Stephanie> (done)
[20:14] <+TIO-Preston> Would you say the game is combat light or combat absent?
[20:15] <+Stephanie> I’d say combat absent if you are playing the “Fluffy” tone, and combat light if you’re playing the “Scruffy” or “Dented” tones. The group decides at the beginning of the game which tone they want to use.
[20:15] <+Stephanie> (done)
[20:16] <~Dan> How do you restrict combat in the “Fluffy” tone?
[20:16] <~Dan> Do you just say that combat is flat-out impossible?
[20:16] <+QTGames> I wouldn’t think animals would actually eat any of them, but certain kinds of animalsβlike cats, would indeed mess with them. Some dogs would too. Likely, as long as they aren’t moving, many animals would not really notice them at all, kind of like how my dog doesn’t notice a dog on tv. It’s like it’s a different reality, one my dog’s not aware of.
[20:17] <+TobiasW> Stephanie, so humans are gone from the world. Is it broken toy vs broken toy factions or is there some other opposing threats? What is the main types of conflict that players face?
[20:17] <+Stephanie> Yep. It’s not an option. Everyone knows that going in.
[20:17] <+Fraser> well if it is, then their hit points are their appendages though, right? I think I read that. So that could be pretty intense as well – should you go that direction.
[20:18] <+Stephanie> QTGames: The very first knitted thing I made was a stuffed kitten for my cat. He promptly attacked it viciously. I’d say for plastic/metal toys, animals wouldn’t notice. But stuffies, man. The dogs and cats love those things!
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[20:19] <+TimDKiwi> You’ve got Softies and Mekka, any thoughts on a faction of combined toys?
[20:19] <+QTGames> Stephanie, ah, yes, you are correct. It does indeed depend somewhat on what it’s made of.
[20:19] <+Stephanie> TobiasW: Conflict can vary by game. Most of the time when I run the game, there is a threat of danger– there are adversaried who don’t like the characters, and the players might throw some factions in there. For example, in my last game, the players brought batteries to an island populated mostly by broken robots.
[20:20] <+Stephanie> The robot toys were “enslaved” by a king mekka who wanted them to build him a tower. The players had options and ultimately freed the robots *and* negotiated with the king to not re-enslave them.
[20:20] <+QTGames> I know you are being inundated, but I asked awhile back regarding building (or did I just miss it?) Why are they driven to build, and do they modify/fix themselves and if so, can they use other toy parts
[20:21] <~Dan> (Actually, question pause after TimDKiwi’s question so that Stephanie can catch up. π )
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[20:21] <+Fraser> I just love the idea of bringing AW to kids – and having them work out their own problems through the avatar of their toy. That’s really, neat. People in general always seem to express more when there is a avatar or buffer for them to do so. As well as kids learning how to tell stories in a fashion like AW. Super neat. Do you have parents buying this
[20:21] <~Dan> (Howdy, Terry!)
[20:21] <+Fraser> for their kids and what not? or not really? (yet)
[20:22] <+Stephanie> Oh, I missed that! Thanks, QTGames, and it’s a great question. So, as Fraser pointed out, every “hit point” on your character sheet is a named part of their body. So, when you take damage, you cross off, say, your arm. Or your leg. Or an eye. And when you want to repair it, there are a few quick moves to do so.
[20:22] <+Stephanie> Or you can replace that part with something else, maybe building something new for your arm (and gaining a move. This is the “level up” process for the game.)
[20:22] <+QTGames> π
[20:23] <+Stephanie> Every adventure starts with something broken, so the players have to think of something to build. And adventures usually start, before the action begins, with the whole group meta-creating something together (like a machine, or a place.)
[20:23] <+QTGames> Personally, I don’t see combat as a make or break for this sort of game. I think it’s always good to have options, but they can become broken further, and that’s nice. And you have other sorts of conflict.
[20:24] <+Stephanie> TimDKiwi asked about combined toys– yes! It’s entirely possible to say your character is already a hybrid of softie and mekka. When I started writing the game, softies and mekka were separate factions, but it turned out that nobody *played* that way at the table. So I scrapped that, and now softie/mekka/sock is really just part of your background.
[20:25] <+Terry> High Dan. It dawned on me about 30 mins ago that by 8pm you meant Eastern Time. Sorry if I missed much. I looked over the Kickstarter and I like the idea for the game. A very unique concept for a game. Kind of reminds me of Toy Story movies meets Island of Miss Fit Toys in Rudolf the Red Nose Reindeer.
[20:25] <~Dan> (Questions may resume!)
[20:25] <+Stephanie> Fraser: I definitely have parents buying the game to play with their kids. And I didn’t even mention the Avatar rule yet! If you bring an “avatar” (toy) that looks like your character, especially if you keep it up to date, you get a reroll once during the session.
[20:26] <+Stephanie> (done, I think?)
[20:26] <~Dan> (Yup, I think you’re caught up!)
[20:26] <~Dan> No problem, Terry! Although actually, I meant Central Time. π
[20:26] <+Stephanie> So, there’s a bit of arts-and-crafts available that is rewarded in the game for players.
[20:26] <+QTGames> I like the tie-in with bringing a look-a-like toy, heh.
[20:26] <+Stephanie> Thanks!
[20:27] <+QTGames> Any time you can reward players for “getting into it” it’s a good thing.
[20:27] <+Stephanie> Exactly!
[20:27] <~Dan> Stephanie: How much of a role does toy… symbolism, maybe?… play in toy functionality?
[20:27] <~Dan> For example…
[20:27] <+TobiasW> Stephanie, I know the setting is a post apocalyptic world, but where does it take place? Where do the character hunt to gain new parts? I imagine family neighborhoods, junk yards and abandoned toy factories.Β Did I guess right? But it occurs to me there would be territory that is part absent unless they can use non-toy parts.
[20:27] <~Dan> …if a rag doll has button eyes, does she really see with those buttons?
[20:28] <+Terry> Good.
[20:28] <+QTGames> Love that question, Dan!
[20:28] <~Dan> Heh. Thanks. π
[20:28] <+Stephanie> Yes. You see with what you say you see. You always perceive the world around you. You could be a toy without eyes. If you say you can see, then you can see– you just might have to say more explicitly what your “eyes” are.
[20:29] <+QTGames> Yes, how are abilities determined (movement, etc. I know they need legs or treads or something, but how is it played out and mechanics)?
[20:29] <+Stephanie> TobiasW: A lot of the world is just filled with broken junk.
[20:29] <+Stephanie> So, think junk yards, abandoned toy stores. Just look at a playground critically and you’ll see enough litter to fix up a really determined broken toy.
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[20:30] <~Dan> (Welcome, Guest! You can set your name with the /nick command; e.g., /nick Dan π )
[20:30] *** Guest is now known as Steve
[20:30] <~Dan> (Howdy, Steve!)
[20:31] <+Stephanie> Abilities are very abstract. Everyone can run away. Everyone can face down a bully– even if you don’t have a “face” per se. These are all basic moves, and everyone has them, along with 4 stats that let them do those moves: Smarts, Skeedaddle, Scrounge, and Slam-bam.
[20:31] <~Dan> (Steve: Here for the Q&A?)
[20:31] <+Steve> Hi Dan, Hi Stephanie. I’ll lurk a little bit but yes: love what I’ve seen of Threadbare so far.
[20:31] <+Stephanie> Thanks, Steve! Welcome!
[20:31] <+Stephanie> (done?)
[20:32] <+Fraser> So, when you run a session, Steph. What does the usual goal become..like is there a lesson in each session for kids, or like is it just play to find out and have fun and see what these characters do? Is there an overarching objective?
[20:32] <~Dan> You mentioned batteries earlier… Are they really necessary for awakened toys?
[20:32] <+Stephanie> It’s absolutely play to find out. The players usually bring what they want to do to the table.
[20:33] <+QTGames> So, I see there are some stats. Is the game mostly roleplayed or are there skills or other challenges requiring dice or other resolution system for possibly failing at something outside of storytelling?
[20:33] <+Stephanie> In fact, one of the questions in the adventure starter establishes why the characters are doing what they’re doing.
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[20:34] <+Stephanie> Batteries: They are not necessary. But if you are a “Batteries not included” toy, you of course want your mechanical bits to work! Whether it’s your light-up headlights or a voice box or kung fu grip– it matters to the toy. And fictionally, to the robots, it mattered.
[20:34] <+Fraser> neato
[20:35] <+Terry> I heard your mention, Stephanie, that you could play as a plastic Toy Soldier. Is that one or a whole unit of soldiers that you play? How is a plastic Toy Soldier broken and can fix itself like the other toys? Or did I miss-under stand the Toy Soldier bit of the video?
[20:35] <+Stephanie> The game is primarily role-played. When success is uncertain, (or failure is really interesting), you roll 2d6 and add your modifier to the result. Rolling a 6 or less means something interesting and more challenging happens (could be failure, or it could be a “success” that lands you in hot water!)
[20:35] <~Dan> Well, I mean, if stuffies are moving and talking, I was just wondering if batteries would be required for electronic toys to do the same. π
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[20:35] <+Stephanie> 7-9 means a success with a cost. And 10 or more means it happens exactly how you wanted it to.
[20:35] <~Dan> (Question pause after Terry’s question.)
[20:36] <+Stephanie> Batteries aren’t required for electronic toys to do the normal stuff. Usually, batteries power something they’ve said is a “part.”
[20:36] <~Dan> (And by the way, you’re doing great, Stephanie. π )
[20:36] <~Dan> Gotcha, re: batteries. Sorry — I can’t help but poke and prod at interesting settings. π
[20:36] <+QTGames> Kids keep getting mentioned and I know it would be more appealing to kids, but I’m sure it could be very appealing to grown ups too, just as some grown ups played the Toon RPG (and I have my own cartoon rpg in the works, among other things). As long as you present enough emotional or other sorts of challenges that can appeal to adults, I see no reason why not
[20:36] <+Stephanie> Toy soldier! Terry, this is one of my favorite character forms! The Toy Soldier can be a whole platoon! They’re called “Buncha little guys” and they have kind of a cool hivemind.
[20:36] <+Fraser> I think that’s a good choice, I wouldn’t want some toys to use batteries like barter. I’m not really interested in it as an adult, with a shorter attention span- no way!
[20:37] <~Dan> That’s really cool about toy soldiers, Stephanie. π
[20:37] <+Stephanie> So, basically “Buncha little guys” gets to be a group of about a dozen small toys that are more or less alike. Could be toy soldiers, could be a barrel of monkeys. I had one guy play a collection of rubber duckies in one of my games.
[20:37] <+Stephanie> (done)
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[20:37] <+Fraser> Oh, yeah. I don’t mean to imply it’s only for kids, either. I’m gonna be playing this for sure. A bunch of adults in a toy story is super interesting to me, too. I am just super intrigued with bringing the apocalypse to kids, too.
[20:37] <+QTGames> I like the whole toy soldier bit and the hive mind. π Yeah, I’m glad not all toys need batteries and that the player is given a decent measure of creativity for how it works.
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[20:38] <+TobiasW> Stephanie would some toy abilities that are mechanical require the assistance of another character to activate? I remember as a kid that the kungfu action grip required a lever in the back to be depressed or the zip cord pulled like Woody from Toy Story.
[20:38] <~Dan> (Howdy, FGF!)
[20:39] <+QTGames> Fraser – yeah, kids don’t have enough death in their lives, heh. (Just kidding, I think it’s healthy for them to think on various levels to become more well rounded, and since the focus isn’t on fighting, all the better)
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[20:39] <+Fraser> it’s just such a cool outlet for kids while learning about collaborative story telling
[20:39] <+Stephanie> TobiasW: Do you want it to? Then yes. If not, then no. When you have something like that, the players often want to rely on other characters, just so they have a reason for why they’re such good friends.
[20:40] <+Fraser> what’s the neatest session with adults you’ve run? Like the elevator pitch of the session they did, that you found most interesting.
[20:40] <+Stephanie> During character creation, I would end up asking if the character could reach their own button, or if it’s something someone else does.
[20:40] <+Stephanie> Fraser: Oh, give me a second on that one!
[20:41] <+Terry> Toy Soldiers were one of my favorite toys as a kid. Are there the larger GI Joe Dolls in this game. Like I had as a kid in the 60′ and 70’s?
[20:41] <~Dan> (Yup, question pause while Stephanie addresses that question.)
[20:41] <+Fraser> haha, poor lady. So many questions, sorry!
[20:42] <+Stephanie> Terry: Yes. That would be a mekka form called “Dollface.” They get to repair stuff more easily.
[20:43] <+Vorthon> …I grew up with Lego as my main focus re: toys. Anything like that? And sorry if that’s already been asked.
[20:43] <+Stephanie> Fraser: OK. It’s a toss up between the game with the buncha ducks. That was with a group of game designers at a convention. 2 players had stuffed animals they’d brought to the con, so they brought those out as their avatars. The group was bringing refugees to an island, so they were over water, when Pirate Barbie and her pirate lego guys chased them!
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[20:44] <~Dan> (Howdy, willows!)
[20:44] <+Stephanie> The other one was an online game where the players decided that a lot of the setting was made of candy! It was like Candyland Threadbare! Very different and also quite fun. A friend of mine ran that, so I just observed while they made this bounce-house castle on a syrup lake.
[20:44] <+Stephanie> Vorthon: Did pirate legos help answer?
[20:44] <+Fraser> hah awesome
[20:44] <+Stephanie> (done)
[20:45] <+Vorthon> Kinda, yeah. Was kinda curious as to how the modular nature of lego’d be handled in terms of mechanics, though, TBH.
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[20:46] <+QTGames> You just said that the “players decided” regarding the setting. So do the players decide the setting ahead of time, or does a GM layout the world, is it already laid out, but the players can change some things, or?
[20:46] <~Dan> Going back to functionality for a moment, do toy items do what they look like, or just what they can do in real life? For example, does a light-up ray gun shoot an actual ray, or does it just work like a flashlight for the toy?
[20:46] <+Stephanie> It’s a good question. I’m working on a “building block” kind of form, but haven’t really got it figured out yet.
[20:46] <~Dan> Likewise, does a Lego pirate’s sword work like a sword, or like a piece of plastic?
[20:46] <+Fraser> @dan, that’s a super neat question
[20:47] <+Stephanie> The light up ray gun works like a flashlight. The character would need some kind of upgrade (make something!) to turn it into something functional.
[20:47] <+Stephanie> It works like plastic.
[20:47] <+QTGames> Yeah, love Dan’s questions tonight. Spot on!
[20:47] * ~Dan blushes
[20:47] <+Fraser> that guy – he knows the things
[20:47] <+QTGames> π
[20:47] <~Dan> Well… Not my first rodeo. π
[20:47] <+Terry> Who are the bad guys again, if I missed it? I’m thinking Toy Story stuff for bad guys. How long did you play test the game and where did the play testing take place? Where the play testers pro gamers some and not so pro others? These questions may just have been answered I see now. Anything else to add there?
[20:47] <+Stephanie> That said– if you convince another toy that it’s fully functional, then that other toy might behave as if it were a functional weapon and act accordingly (probably by doing what you tell them to do!).
[20:48] <+Stephanie> The bad guys tend to be other toys, and in the basic versions of the game, they’re never completely unreasonable.
[20:48] <+Fraser> hey, so why did you decide to exclude humans for the world?
[20:48] <+Stephanie> I started work on the game about 4 years ago. It has undergone a LOT of changes since then. Some of the playtesters were game designers, but most have been people at conventions, my family and friends, and online groups.
[20:49] <+Fraser> was it something that was there before and playtesting axed it?
[20:49] <+Stephanie> My most recent playtest was with my niece and her friends. They’re 13 years old.
[20:49] <+Stephanie> We had humans in one playtest, and it just didn’t work out. They’re more powerful than the toys.
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[20:50] <+Fraser> gotcha
[20:50] <+Stephanie> Plus, there are a lot of people working on games with toys-as-companions for humans. I’m happy to cede that space, creatively.
[20:50] <+Stephanie> (done)
[20:50] <~Dan> Do you have any concerns about the “humans are gone” aspect being too upsetting for young kids?
[20:50] <+Fraser> it’s crazy it’s been in development for 4 years and I’d never heard of it. But then again I just joined the designer community for my kickstarter so I guess it’s not THAT left field. Or is it?
[20:51] <+Fraser> was this something people knew was coming and were excited and knew about it in the community, or was it like WOA steph is doing this thing now never heard of this!
[20:51] <+Stephanie> Dan: I do have concerns about that. And yet– kids watch all kinds of movies where the humans are gone. Zootopia?
[20:51] <~Dan> (Fraser: If you have an RPG in Kickstarter, we should set you up for one of these as well. π )
[20:51] <+TobiasW> Stephanie can you play toy vehicles like a Tonka Truck or remote control helicopter?
[20:51] <+Fraser> it seems pretty intense
[20:51] <+Fraser> can steph answer for me lol
[20:52] <+QTGames> I had jumped straight to the question, not noticing who asked it and was seriously going to say great question (about the no humans), then I noticed that Dan fellow asked it and I didn’t want it to go to his head!
[20:52] <~Dan> Well… are humans really “gone” in Zootopia, or just not a thing? (I haven’t seen it.)
[20:52] <+Fraser> that, dan guy – right? lol
[20:52] <+Stephanie> Fraser: I have been working the network behind the scenes for about a year, especially with playtesting. I started posting on my own G+ that asked for playtesters a while ago, but I’ve kept the game a little quiet for a while.
[20:52] * ~Dan chuckles
[20:52] <+Fraser> I think they’re gone in that movie
[20:52] <+Stephanie> Dan: They just aren’t a thing. My note on humans in Threadbare is “they’re gone and nobody really asks where they went.” Most players are pretty comfortable with that.
[20:53] <+Fraser> ah, so I just missed the boat. One day I’ll have to jump into a game of it, I’m super interested
[20:53] <+QTGames> You could always put a blurb in the game to guide adults into saying something like, “There are humans, but not in this area. They are far away” or something. That way young ones that seem like they might be affected are comforted.
[20:53] <+Stephanie> I think that would be good advice for playing with very young players.
[20:53] <+Fraser> Well, if you never bring it up in the setting, do people ask about it ?
[20:53] <+Stephanie> To be honest, though…. very young players don’t need a rulebook to role-play. LOL.
[20:53] <+Vorthon> TBH, one of the big stress/panic triggers for ‘humans are gone’ hinges on a ‘except for you’ qualifier, at least in my experience.
[20:53] <+Fraser> Maybe they would just never ask about humans if it’s never introduced?
[20:54] <+Stephanie> Adult players sometimes ask. Once I say “nobody really wonders much,” they either let go or decide to be The One Who Believes In People!
[20:54] <+Vorthon> Because the only time it bothered me as a kid was when I couldn’t find anybody and managed to convince myself I was the last person on earth despite how silly that is. >_>
[20:55] <+Fraser> Did you have any luck looking for those stretch goal peeps?
[20:55] <+QTGames> They can believe in people, but that doesn’t mean they’ll find them. π
[20:55] <+Fraser> I totally would have done the Rudloph misfit toys action if I’d done a setting before
[20:55] <+Stephanie> Vorthon: I still have that panic.
[20:55] <+Terry> Don’t know if this has been asked yet, but how are adventures to be laid out? Separate books from the core books, modules, perhaps some sort of box set up? What do you use as minis in your games, if any, or is it all strictly role play in the mind, no minis, no maps?
[20:55] <+Stephanie> Fraser: I do have some good stretch goals laid out. Shoot me your pitch, though.
[20:56] <+Stephanie> Terry: Adventures are a page of questions to get started. They’ll start out in the core book. There’s no box. There are no minis. The closest thing you have to minis is the avatar the players bring to the table. It’s RP in the mind, almost 100%
[20:57] <+Stephanie> I want to keep it simple and easy to pick up and go.
[20:57] <+Fraser> it’s not tactical so I wouldn’t imagine you’d need it
[20:57] <+Stephanie> Exactly
[20:58] <+Fraser> What are the major departures from AW for people like me?
[20:58] <+Stephanie> Besides no combat, no levels, and every hit point counts?
[20:58] <+Fraser> hit points is body parts, light to no combat. Anything else?
[20:58] <+Fraser> yeah
[20:58] <+Fraser> lol
[20:58] <+Stephanie> Adversaries can always be reasoned with.
[20:58] <+Stephanie> No “fronts” or countdown clock.
[20:58] <+Fraser> is there like, reading a situation and people etc
[20:59] <+Fraser> more role playing “tool” moves?
[20:59] <+Stephanie> There is kind of a read-a-situation move, but it breaks from AW, too.
[20:59] <+Stephanie> There’s a “Think it Through” move. You tell the GM something that you want to present as a fact. You roll+smarts. On a hit, you’re correct.
[21:00] <+Stephanie> This is how my sister established in the game that “If we hold our breaths, our truck can fly!”
[21:00] <+Fraser> So, information is pretty voluntarily given then, I guess. Makes sense there’s not really that discord between characters hey
[21:00] <+QTGames> Do things the toys collect, aside from parts to fix themselves with, have tangible effects? Like, could a toy find a toy airplane and glide off of a building with it, or would that only work if they believed it could work? Who decides what works?
[21:00] <+Fraser> cool, sort of like a spout game lore, ish , thing!
[21:01] <+QTGames> Oh, my, much typing since I was typing. I see mine has been partially answered then.
[21:01] <~Dan> Stephanie: Your KS page mentions things breaking down. Is entropy unusually powerful in this setting, or are you just referring to the lack of humans around to fix things?
[21:01] <+Stephanie> A toy could find a toy airplane and glide off the building. That could either be established through a Think it Through, or if they, say, spent some time and “stuff” building it or repairing it, their Jury Rig move could give the airplane a move that says “can glide.”
[21:01] <+Stephanie> Entropy is extremely powerful. Every time you roll a 6 or less, a part gets broken. Sometimes more than one.
[21:02] <~Dan> Ouch.
[21:02] <+Fraser> ohhh snap
[21:02] <+Fraser> so see, thats the AW in it, there
[21:02] <+QTGames> Ah, interesting. π
[21:02] <+Stephanie> It keeps the cycle of “break, repair, tinker with it, make it better than before” going.
[21:02] <+QTGames> Sounds good
[21:02] <~Dan> Is it meant to be understood as a kind of supernatural force, and do you see it as tied to what happened to humans?
[21:03] <+Stephanie> It’s how you level up in the game.
[21:03] <+Stephanie> Theoretically, the first thing you could do as a character is get some stuff together to level up your abilities.
[21:03] <+Vorthon> …Sounds like it could to frankentoys given enough time.
[21:03] <+Fraser> Is it meant to be mostly one shots or a couple sessions then?
[21:03] <+Stephanie> Dan: In the back of my mind, I think it’s connected, but I don’t explicitly want to say so.
[21:04] <+Vorthon> And to snark a bit: Not too out of place for Lego, at for the past few years. I swear, the plastic quality took a nosedive somewhere around 2006.
[21:04] <+Stephanie> Fraser: Threadbare works great in a one-shot. I think it works in a campaign, but haven’t had an ongoing group to try that long-term for a while.
[21:04] <+Vorthon> *at least for
[21:04] <+Fraser> Well, it’s kind of like when Vincent did all the playbooks right. It’s kind of like THERE’S NO SETTING. OK, there’s kind of a setting. OK, the playbooks imply some things, make of it what you will
[21:04] <+Stephanie> Vorthon: No kidding. Also, if you leave anything out in the sun long enough, it degrades.
[21:04] <+Stephanie> Fraser: A bit, yeah. There needs to be a lot of space in the map for players to fill in.
[21:05] <+TimDKiwi> I can see people changing their avatars during the game as things happen, have you had people add and remove parts ingame?
[21:05] <+QTGames> What about the setting (sorry, I’m a HUGE setting fan): Who determines what the world is like (or did you answer the bit about players deciding things)? Will your adventures be setting neutral or?
[21:05] <+Fraser> Have people ever used their avatars to breech subjects they otherwise wouldn’t have?
[21:05] <~Dan> (Question pause after Fraser’s question.)
[21:06] <+Terry> I was always a fan of the toy department at stores like TGYΒ in OKC, OK when I was a kid. Would you have as tools/weapons such things as yoyos, slinkies, silly puddy, Squirmal the furry worm, etc… Would you find a place for such things as Sea Monkey and Ant Farms? Maybe pets like turtles and gold fish in a bowl?
[21:06] <+Stephanie> TimDKiwi: Yes! My first sock player brought in his avatar and changed it between sessions to add holes, stitching, unraveled stuff, etc.
[21:06] <+TobiasW> I could see campaigns surrounding toy cults who worship “The Toy Maker” or “The hope that children still exist for toys to live forever.”
[21:07] <+Stephanie> QTGames: The players largely drive the setting through the way they answer questions. But there are assumptions that I make in the adventure starters that sort of steer us towards a particular “feel” if that makes sense?
[21:07] <+Stephanie> Fraser: I am not sure what you mean?
[21:07] <+Fraser> So like, is the avatar a buffer for the player usually or do they see it as a literal representation of themselves
[21:08] <+Stephanie> Terry: I am intrigued and loved sea monkeys. I know on the Jank Cast, one of the characters was a Mr. Potato Head with a real potato body. He had a potato weevil as a little pet.
[21:08] <+Stephanie> Fraser: I suspect the avatar helps players buffer, just as the jargon distinction between “player” and “character” does.
[21:08] <+Stephanie> (done)
[21:08] <+Fraser> oh,could you post the link to that on your G+ Steph? Would love to check that out
[21:09] <+Stephanie> Sure!
[21:09] <+Fraser> Love me some let’s play – it’s addictive lol
[21:09] <+Stephanie> As soon as their AP episode comes out, I will post it on G+ and on the Kickstarter updates.
[21:09] <+Fraser> thanks!
[21:10] <~Dan> Stephanie: Are there built-in perks and flaws associated with the various toy types?
[21:10] <+Fraser> Hey what’s winning for the contest too on the KS?
[21:10] <+Stephanie> Terry: I’m also now thinking that there could be something for tamagotchis.
[21:11] <+Fraser> oh man, mine always died.
[21:12] <+Stephanie> Dan: Every toy type has a move and a “friendship move” associated with being that type of toy– for example, Mekkas have an easier time with repairs, and they can make friends by playing games (in addition to a basic Make Friends move from the basics). Every form in a character type has a “hold” they get when they roll a 6-.
[21:12] <+Fraser> I was the worssssst
[21:12] <+Stephanie> So a Batteries Now Included would get a hold that lets them be very very quiet and unnoticed, even if they are moving slowly.
[21:12] <+Stephanie> Fraser: Contest?
[21:13] <+Fraser> Wasn’t there a voting thing for the KS going on
[21:13] <+Fraser> am I crazy
[21:14] <+Vorthon> …WAIT. What about pets? Like, things like cats and dogs? Are they gone as well, or are they still around? And if the latter: Are they sentient as well, or more just like the equivalent of fantasy megafauna?
[21:14] <+Fraser> the doll or dice bag thing!
[21:14] <+Stephanie> Oh! Whether we get a doll or dice bag!
[21:14] <+Fraser> yeah!
[21:14] <+Stephanie> Yes, thank you! I think the results were clearly for a doll’s head dice bag!
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[21:15] <~Dan> (Howdy, BPIJonathan!)
[21:15] <+QTGames> Vorthon, she said the animals were optional
[21:15] <+Fraser> nice!
[21:15] <+Stephanie> Vorthon: I answered that earlier. Short answer: Animals would be in the kind of “hard core” tone of the game (“Dented”) because they can’t be reasoned with. OR: you could say they can be reasoned with, though that starts looking more and more like Cat: RPG.
[21:16] <+Vorthon> …Oh. Sorry, trying to divide my attention between this, tabletop homebrew, and Stellaris modding.
[21:16] <+Stephanie> No problem. I don’t mind repeating a bit.
[21:17] <~Dan> Oh? In that case… Stephanie, what is this game about, again?
[21:17] <~Dan> (j/k π )
[21:17] <+Stephanie> You play a broken toy in a broken world, Dan. Thanks for asking!
[21:17] <+Stephanie> π
[21:18] <~Dan> (Sorry. It’s Friday night, and I’m in a goofy mood. π )
[21:18] <+QTGames> π
[21:18] <+Stephanie> Me too.
[21:18] <+QTGames> Wait, this is about toys?
[21:18] * ~Dan chuckles
[21:18] <+Stephanie> LOL!
[21:18] <~Dan> Stephanie: Is this your first published game?
[21:19] <+QTGames> Sounds like a fun game for all ages. I’ve run both combat heavy and combat lite games and as long as there is intrigue and adventure, a lot of times even adults don’t always notice there isn’t combat. Lots of fun stuff you can do in this game.
[21:19] <+Stephanie> I’ve released a few games on my blog, and I’ve contributed to several other published games: Night’s Black Agents, Epyllion, Timewatch, and Mythic Mortals.
[21:19] <+Fraser> oh man, love me some night’s black agents
[21:19] <+Stephanie> I won the 200-word RPG contest last year.
[21:19] <+Fraser> oh cool!
[21:19] <~Dan> Congrats on that!
[21:19] <+Fraser> is that the game chef thing?
[21:19] <+Stephanie> Me too! I wrote Day of the Wehrwolf, which is in The Edom Files.
[21:20] <+Stephanie> No, Game Chef is a different thing, coming up in June, I believe.
[21:20] <+Fraser> ohh ok
[21:20] <+Fraser> I’m super new to the community, excuse my ignorance haha It’s all bright and shiny and new to me
[21:20] <+Fraser> so whats down the pipe for you?
[21:20] <+Stephanie> No problem.
[21:21] <+Fraser> A supplement for this, or not related to this project?
[21:21] <+Stephanie> I’m mostly focusing on Threadbare for a while. I love contributing to stuff, but the big push between now and the end of the year will be getting this project done and out. I don’t want to let down my backers!
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[21:21] <+Fraser> and also! Congrats on how well it’s doing if I hadn’t said already.
[21:21] <+Fraser> That’s awesome!
[21:21] <+Stephanie> I have a day job, so my time for extracurriculars is limited, and I pay attention to that.
[21:21] <+Stephanie> Thank you!
[21:22] <+Fraser> I hear ya
[21:22] <+QTGames> I so hear that. Quite challenging trying to put out an rpg while nurturing day job, family life, etc.
[21:22] <+Stephanie> Exactly.
[21:23] <+Stephanie> I was lucky to have just finished writing a big adventure for Mythic Mortals. It was a stretch goal, and it got delayed for various reasons (bronchitis… twice).
[21:23] <+Fraser> yikes!
[21:23] <+QTGames> Sorry to hear about that!
[21:23] <+Stephanie> But it’s a good, meaty adventure set in space. It will be hitting backers’ inboxes fairly soon.
[21:23] <+Fraser> It’s nice that threadbare just needs to basically be wrapped up in a bow and shipped out now, though
[21:23] <+Stephanie> Yeah, me too.
[21:23] <+Stephanie> HAHAAHAHAAH!!!!
[21:24] <+Fraser> Just copy editing and layout and such?
[21:24] <+Stephanie> Nah, there’s a lot of setting to write, more forms to write, and then all the art, editing, stretch goals, layout. I never underestimate how much needs to be done in a writing project.
[21:24] <+Fraser> The mechanics are done, though eh
[21:25] <+Fraser> also, I loathe copy editing.
[21:25] <+QTGames> Heh, copy editing and layout alone is quite a task! You’ll have your hands full, but it sounds like you’ve got neat ideas. I’ll back you!
[21:25] <+Stephanie> The mechanics are done, yes. And stretch goals help fundraise for extra pieces that I don’t have to write.
[21:25] <+Stephanie> Thank you, QTGames!
[21:25] <+Terry> I know it is about broken toys, but might there be adventures where a toy might not be broken or broken toys find other toys that are not broken? I suppose a creative GM can create just about any scenario or do you recommend adventures you yourself will develop? I’m really down with the possibilities for creative adventure building here.
[21:25] <+Fraser> Yeah, I’m not worried about it at all
[21:26] <+Stephanie> Terry: I have had some folks suggest a “shrinkwrapped” scenario, where toys awaken still in the box. Do they leave the box? Do they stay? Do other toys try to get them to come out? Etc.
[21:26] <+QTGames> My pleasure. Creators need to stick together and frankly it sound fun. π
[21:27] <+Stephanie> In the core book, there is advice for what kinds of questions to ask in an adventure starter, and why you want those answers.
[21:27] <+Stephanie> Basically, it’s like a recipe for making your own adventures.
[21:28] <~Dan> Stephanie: Do you address differences in scale between various toys?
[21:28] <+QTGames> Sounds good. And lots of things you can do in a game like this. As for combat, humans, pets, etc. there’s really no keeping anyone from doing what they want. No one has ever let it stop them. Not in D&D or elsewhere. No big.
[21:28] <+Stephanie> Not really. “Buncha little guys” are assumed to be pretty small. The Carnival Prize toy is assumed to be “huge” (even if it isn’t).
[21:29] <~Dan> No mechanical effect, though?
[21:29] <+Stephanie> Aside from that, I just ask the players if they’re big enough or small enough.
[21:29] * ~Dan nods
[21:29] <+Stephanie> There is, actually. Push/pull is a move that triggers when you try to move something bigger than yourself.
[21:29] <~Dan> Ah, I see.
[21:30] <+Stephanie> If you didn’t know if the move triggered…. you would ask the player if they’re bigger or smaller than the thing.
[21:30] <~Dan> Does the game include any sort of “bestiary” of toys?
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[21:31] <+QTGames> How big/approachable would you say the game is? How long does it take to create a character – just long enough to say what the player wants and get some stats and moves?
[21:31] <+Stephanie> Aside from the toy forms, not yet. There will be writeups of some NPCs people can use in the setting stuff. Honestly, most of the time when I say the name of a character, like “Mayor Murderbaby,” the players already have an idea of who that is.
[21:32] <+Stephanie> I’d say character creation is about 20 minutes, a little longer if the players haven’t done an AW game before.
[21:32] <+Stephanie> It’s very approachable. I’ve yet to sit down at a table with players who didn’t immediately glom onto a favorite toy or a concept that they want to play.
[21:32] <+QTGames> Ah, I see. Thanks.
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[21:33] <~Dan> (Howdy, Silverlion!)
[21:33] <+Terry> How big is the core book? Will it retail at a hefty price? PDF versions? A book of monster/bad guy types? What is your gaming background again if I missed it? What Is your favorite game to play if you haven’t already said?
[21:33] <+QTGames> Yes, that’s one nice thing. We all have favorite toys from our youth (and of course some of the players are young besides)
[21:33] <&Silverlion> Dang it did I miss most everything?
[21:34] <+Stephanie> Terry: The core book will be about 100-120 pages. The kickstarter prices are what I’ll be setting for retail: $9 for the color PDF, $15 for a black and white softcover, $25 for color softcover, and $40 for color hardcover. They’re fulfilled through DriveThruRPG.
[21:34] <+TimDKiwi> Stephanie, what do you think was the most difficult aspect of the whole project?
[21:35] <+Stephanie> Gaming background: I have been playing D&D since I was 4, and GMing since I was in high school. Favorite RPG to play right now…. probably The Whispering Road, FATE, or Inverse World (DW).
[21:36] <&Silverlion> Cool stuff…
[21:36] <+Stephanie> TimDKiwi: The 2 years I took a break from writing the game. I needed space from it, and I learned a lot of game design in the meantime, but it was hard because I felt like I had made a promise to myself that I wasn’t fulfilling. I don’t regret it, though– the game is so much better now!
[21:37] <+Stephanie> (done)
[21:37] <+TimDKiwi> Nice, thanks
[21:37] <~Dan> (brb)
[21:37] *** Dan is now known as Dan-brb
[21:37] <+Stephanie> Hey, I need a quick bio-break. Can I pause for a second, folks? Sorry– I drink a lot of water, living in the desert!
[21:37] *** Stephanie is now known as Stephanie-brb
[21:38] <+QTGames> Taking a step back and reviewing your work can only help. You gain new perspective, fresh energy, and see problems you didn’t notice before. Always makes for a better game/novel, etc.
[21:38] <+QTGames> I live in the desert too (Las Vegas) – Totally understand!
[21:39] <+Stephanie-brb> QTGames: I live in Las VEgas, too!
[21:39] <+Fraser> ha, dan this is great, neat idea
[21:39] *** Stephanie-brb is now known as Stephanie
[21:39] <+QTGames> Small world!
[21:39] <+Fraser> how long has this been going on
[21:39] <+QTGames> People spontaneously living in deserts?
[21:39] <+TimDKiwi> lol
[21:39] <+QTGames> Could that be a new rpg? Um, nah. Ah well.
[21:39] <+Stephanie> LOL! I think he was asking Dan about the nightly chat.
[21:40] <+MonkofLords> ((Desert? AZ?))
[21:40] <+Stephanie> MonkofLords: QTGames and I both live in Las Vegas, as we’ve discovered.
[21:40] <+Fraser> yep lol sorry, I’ll supply context next time lol
[21:40] <+MonkofLords> ((Mah gerd))
[21:40] <&Silverlion> It is never a desert, because I am here.
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[21:40] <+QTGames> Ah!
[21:40] <+Stephanie> It is never a dessert… because I ate it already.
[21:41] <+Fraser> I live in Canada…there’s like not as much stuff here? lol
[21:41] <+QTGames> No deserts? How sad!
[21:41] <+Fraser> It gets cold
[21:41] <+QTGames> What’s that?
[21:41] <&Silverlion> Isn’t everything after having eaten that you eat, a dessert?
[21:42] <+Stephanie> But if it’s what you eat after you eat, then it’s something you’re already eating. Is it not a dessert until after you are done, then?
[21:42] <+Stephanie> *mind blown*
[21:42] *** Dan-brb is now known as Dan
[21:43] <~Dan> I’ve been doing these for several years now, Fraser.
[21:43] <+TimDKiwi> ssshh Dans back
[21:43] <+QTGames> Now I know why there’s no eating in Threadbare. It’s so complicated!
[21:43] <+QTGames> What if all the toys realize they are really living in the Matrix?
[21:43] <&Silverlion> I guess not..:D
[21:43] <+Stephanie> That could totally happen.
[21:44] <+Stephanie> Roll+Smarts to Think It Through.
[21:44] <+QTGames> Do you have any ideas on possibly doing cards in the future for things like moves or special things the toys can do (a card character sheet so to speak?) Everyone loves cards. (As an option)
[21:45] <+Stephanie> Funny you should ask that. One of the incarnations I tried out was a card game.
[21:45] <+Terry> My Aunt had a doll. A tall, almost 4ft tall, girl doll with long hair and a white dress that was called something like “My Big Sister”. It was huge. Back in the late 50’s and 60’s. Is there a size limit to PC toys, NPC toys and baddies in the game? Could you play a blow up Bozo that you sock in the nose? I had one of those as a kid.
[21:45] <+QTGames> Think it Through – was that so you didn’t have to get into drugs – the whole red or blue pill thing, Stephanie?
[21:45] <+Stephanie> QTGames: I doubt I’d do cards, but perhaps make a game aid for print-and-play.
[21:46] <~Dan> Stephanie: Will you be at GenCon this year?
[21:46] <+Stephanie> Terry: There is no size limit.
[21:46] <+QTGames> A toy that big would scare me, Terry.
[21:46] <&Silverlion> Good. I can be a mammoth sized stuffed teddy! GRAAAH
[21:46] <+Stephanie> Dan: I am not going to GenCon this year. I plan to go in 2017. I have to alternate years, financially.
[21:46] <+Stephanie> Yep! The Carnival Toy softie form is described as “huge.”‘
[21:46] <+QTGames> Yes, that’s what I was thinking – a print and play. But DrivethruCards might be an option. I haven’t tried it yet, but I probably will one of these days.
[21:47] <+Stephanie> That might be on the back burner for a bit, but it’s a neat idea.
[21:47] <&Silverlion> Awesome.
[21:47] <+QTGames> I’ve been alternating decades for GenCon. Pricey! But hope to go before long. Maybe I’ll see you there since we live in a big, barren desert and never see anyone.
[21:48] <+QTGames> I think cards would be a neat feature for your game.
[21:48] <+Stephanie> I actually have a card game that’s similar in theme– it’s a co-op tower defense game where the players are kids trying to keep the monster under the bed from getting them.
[21:48] <+Stephanie> I’m still working on it, though.
[21:48] <+Fraser> sounds cool!
[21:48] <+Stephanie> QTGames: Or maybe I will see you locally!
[21:49] <+QTGames> Keep going! I’m working on a few games myself. Takes time to do ’em right! Locally? Sounds good. π
[21:49] <+Stephanie> Yaay! More local gamers!
[21:49] * +Stephanie throws confetti.
[21:49] <~Dan> Stephanie: While you’re welcome to hang out with us as long as you like, in the regular time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:49] <&Silverlion> Lots and lots of games. and lots..and LOOOOTS
[21:50] <+QTGames> More confetti! Oh drat. Brb. Son’s just home from UNLV. Gotta help unload (Sorry, Dan, can’t recall how to do that)
[21:50] <~Dan> “/nick QTGames-brb” :
[21:50] <~Dan> π
[21:51] <+Stephanie> Let’s see.
[21:51] *** QTGames is now known as QT
[21:51] <+QT> Ah well. I’ll try again next time π
[21:51] <+Stephanie> If you back the game on Kickstarter, you get immediate access to the playtest rules, and a demo kit. The demo kit has pre-gens and a short adventure called “Toynado!” and should take about 30 minutes to play.
[21:52] <~Dan> Cool!
[21:52] <+Stephanie> So, basically, you can back the game for $1 and get to play right away. Which I think is really good for backers. I’ve backed a lot of games Kickstarters– the ones I remember are the ones I could start playing right away.
[21:53] <+Stephanie> But I obviously hope people will back for more than $1 so they can get the full game! π
[21:53] <&Silverlion> Cool.
[21:53] <&Silverlion> I’m hoping I can kick in some later..
[21:53] <+Fraser> yeah playing right away is great I think
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[21:53] <+Stephanie> Also, seriously: TOYNADO!
[21:53] <~Dan> π
[21:53] <+TimDKiwi> It sounds like an excellent game
[21:53] <+Stephanie> The adventure starter in the playtest rules is “Furry Road.”
[21:53] <+Stephanie> I like puns.
[21:53] <~Dan> Oh?
[21:53] <+Stephanie> Thank you, TimDKiwi!
[21:53] <~Dan> You’ve come to the right place. π
[21:54] <+Stephanie> I am terrible at making them. But they amuse me.
[21:54] <&Silverlion> Hehe.
[21:54] <~Dan> This is the beginning of a beautiful friendship. π
[21:54] <&Silverlion> Dan considers himself a punny guy..
[21:55] <+Stephanie> LOL!
[21:55] <+Terry> Wow! I hadn’t realized that two hours had passed, that went fast.
[21:55] <+Stephanie> Whew! Awesome!
[21:55] <+Fraser> yeah!
[21:55] <~Dan> Thanks very much for joining us tonight, Stephanie!
[21:55] <+Stephanie> Does anyone have anything else they’d like to ask?
[21:55] <+Fraser> you did a great job keeping up
[21:55] <+Stephanie> Thank you so much for having me on!
[21:55] <~Dan> Yes, any final questions before I log the chat?
[21:55] <+TimDKiwi> Thanks for the insights Stephanie
[21:55] <+Stephanie> I type fast. Occupational necessity!
[21:55] <+Fraser> This is such a neat idea I like it a lot
[21:55] <+Stephanie> Thank you!
[21:56] <+QT> Thanks, Stephanie and best of luck with your Kickstarter and beyond!
[21:56] <~Dan> Oh, and I should mention that if you’ve enjoyed the chat and are feeling generous, my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:56] <~Dan> π
[21:56] <+Stephanie> Thank you very much, Dan and everyone! This was a blast!
[21:56] <~Dan> Give me just a moment, and I’ll log the chat and get you the link!
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