[19:04] <+TDE_RPG> I’m Kevin MacGregor, Line Editor for Ulisses Spiele’s RPG, The Dark Eye.
[19:05] <+TDE_RPG> The Dark Eye is a fantasy RPG set in an alternate history world.
[19:06] <+TDE_RPG> It’s been Germany’s most popular RPG for over 30 years, and has fans across Europe.
[19:07] <+TDE_RPG> We are introducing an American English version (the Kickstarter is running currently).
[19:08] <+TDE_RPG> We have plenty of supporting products in the pipeline. Done.
[19:08] <~Dan> Thanks, TDE_RPG!
[19:08] <~Dan> The floor is open to questions!
[19:09] <~Dan> What is the premise of the game?
[19:10] <+TDE_RPG> Explore an incredibly detailed setting, which has the benefit of contributions from the fan base as well as the authors.
[19:10] <+TDE_RPG> This will continue with the English version.
[19:11] <+Motulev> is the main mechanic a D20 roll under? I seem to recall something like for the dark eye
[19:11] <~Dan> How would you characterize its particular brand of fantasy? High fantasy? Dark? Low?
[19:11] <+TDE_RPG> And, of course, there are plenty of monsters to fight! The upcoming Bestiary contains monsters you’ve never seen before. Done
[19:12] <+TDE_RPG> Yes, the main mechanic is a D20 roll under, although for some rolls you roll 3 D20s and compare to 3 different stats. Done
[19:13] <+Motulev> hah, I remembered the 3d20 vs. 3 different stats
[19:13] <+TDE_RPG> The setting is flexible, to allow the brand of fantasy you want to play.
[19:14] <~Dan> Hmm…. Can you go into more detail about that core mechanic? How and when do you roll under three stats, and how do the stats relate to skills?
[19:14] <+TDE_RPG> Magic is present, although not common. Perhaps somewhere between Low and High? 🙂 Done.
[19:15] <+TDE_RPG> For skill resolution, you roll 3 D20 and compare to 3 different stats. This means that stats directly affect your rolls.
[19:16] <+TDE_RPG> You roll 1 D20 for combat. Combat is faster. Done.
[19:16] <~Dan> Do you have a character sheet that we could see?
[19:17] <+TDE_RPG> Both skills and combat allow for critical successes and botches (fumbles).
[19:18] <+TDE_RPG> The character sheet should be available on the Kickstarter. Also, there is a Quick-Start guide available as a link there.
[19:19] <+TDE_RPG> There are 6 pages (3 double-sided sheets) to the character sheet. But not all pages apply to all characters. Done.
[19:20] <~Dan> Hmm… I’m not seeing the character sheet on the KS page. Do you have a link to it?
[19:21] <&Doctor> Can I get the link to the KS page? I must have missed it)
[19:21] <+TDE_RPG> I’m sorry, I do not have a link. It should be up soon if it isn’t there now. Done.
[19:22] <~Dan> Here’s the link to the page itself: (Link: https://www.kickstarter.com/projects/1216685848/the-dark-eye-rpgenglish-edition/description)https://www.kickstarter.com/projects/1216685848/the-dark-eye-rpgenglish-edition/description
[19:22] <~Dan> What are the attributes, and how broad are the skills?
[19:23] <+schokolosch> Any idea yet what the publication schedule for the Aventurian Herald will look like compared to the German version?
[19:25] <+TDE_RPG> Attributes: Courage, sagacity, intuition, dexterity, charisma, strength, agility, and constitution.
[19:26] <+TDE_RPG> Skills: Some are narrowly focused (for example, Horse Faker), and some are very broad, like Impact Weapons. Done.
[19:28] <+TDE_RPG> I don’t know how often the German version of the Aventurian Herald is published, but I think the English one might be quarterly (but don’t quote me on that). Done.
[19:28] <&Doctor> The KS description of the game promises quite a bit, including that the game is flexible enough to be all things to all people. Can you talk a little about how you resolved the tensions between immersive simulation and narrative, storytelling oriented systems?
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[19:31] <+TDE_RPG> Could you provide an example of what you mean by immersive simulation, or clarify that, please?
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[19:33] <+TDE_RPG> Also, I should explain that I am not the author, but I will try to answer.
[19:33] <~Dan> (Welcome to #rpgnet, Guest41!)
[19:33] <~Dan> (Howdy, MonkofLords!)
[19:34] <~Dan> Hmm… Not sure if Doc wandered off, but I’ll try to clarify.
[19:34] <&Doctor> I am here, trying to nail it down
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[19:34] <~Dan> Ah, sorry.
[19:34] <&Doctor> From the KS: “The game system lets your group play any game style they prefer, be it a fun, quick dungeon crawl or a more elaborate storytelling session, or they can play TDE as an immersive simulation game. ”
[19:34] <~Dan> (Welcome to #rpgnet, Guest20!)
[19:35] <+Guest20> Hello!
[19:35] <&Doctor> I interpret that as a highly granular modeling of a large number of components within a given process, accounting for a wide variety of specific attributes. I am, however, interested in what TDE thinks that means.
[19:35] <+TDE_RPG> The game provides basic rules, detailed rules, and plenty of optional rules to let you tailor the game to your group’s preferences.
[19:36] <~Dan> (Guest05, Guest20, Guest41, you can set your names with the /nick command; e.g., /nick Dan 🙂 )
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[19:37] <+TDE_RPG> Even the core mechanics are not set in stone. People I’ve introduced to the game seem to intuitively decide for themselves which rules to keep and which to discard.
[19:37] <~Dan> (Thanks, mal!)
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[19:37] <~Dan> (Thanks, schokolosch!)
[19:38] <&Doctor> So the rules themselves don’t resolve the tensions, but the system provides the ability to dial the “crunch” up or down. Is that an accurate characterization?
[19:40] <+TDE_RPG> Doctor, I’m sorry, but I can’t answer as to exactly what TDE meant by that phrase. I find the rules balanced and playable. I agree you can dial the crunch up or down. Done.
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[19:41] <&Doctor> Thanks, I did have a follow up which might be more within your wheel-house
[19:41] <~Dan> Fire away, Doc!
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[19:42] <~Dan> (Howdy, Lin_Chong!)
[19:43] <&Doctor> Looking over the Quickstarter all of the “classic” fantasy elements are there and I don’t spot any radical departures. While that’s generally a plus, what is The Dark Eye’s unique selling point? How does it, or how does it intend to distinguish itself in a market with no shortage of ways to play an elf?
[19:43] <~Dan> Good question, Doc!
[19:45] <+TDE_RPG> This game provides Old World flavor. You’ll find the setting both familiar and new at the same time.
[19:45] <+mal> I’m interested to hear about the living world aspect of the game. I saw on one of the videos the idea that there will be 6 adventure modules set in a region which will be followed by region module. I’m assuming the region module will then reflect the changes in the area brought about by the campaign. Also we’ve got the aventurian hearld mag.
[19:45] <&Doctor> How so?
[19:46] <&Doctor> As a New World resident, I am not sure I grasp quite what you mean by “Old World flavor”
[19:46] <+TDE_RPG> Keep in mind that this is coming from the folks that gave us elves and dwarves in the first place!
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[19:47] <~Dan> (Howdy, JamesGillen!
[19:47] <~Dan> )
[19:47] <+JamesGillen> howdee
[19:47] <&Silverlion> The Celts? 😀
[19:49] <+schokolosch> As someone who grew up with the game in Germany playing the Dark Eye I can chime in on that. It feels a lot like a setting that could have been plucked from various history books and then ported to a fantasy locale. It has a pervasive feeling of historic realism if that can be a thing in a fantasy RPG.
[19:49] <+TDE_RPG> Old World flavor: European concepts of creatures like elves and dwarves aren’t as well represented in English language RPGs. Done.
[19:49] <~Dan> To follow up on Doc’s question, does the game have any noteworthy twists on elves and dwarves? What are they like in the setting?
[19:49] <&Doctor> I am not trying to harp on this, but they gave us elves and dwarves and no shortage of concepts which have become near and dear to all of us. I suppose what I am asking is what, beyond authenticity (in so far as elves can have authenticity), does The Dark Eye bring to the table?
[19:50] <+TDE_RPG> Living world aspect: The players have direct input through engagement with the company. They can submit ideas and material, and comment on published scenarios.
[19:50] <+JamesGillen> mm
[19:51] <&Doctor> Can you talk about that a little? How does the Dark Eye make the most of it’s vibrant community?
[19:51] <+TDE_RPG> The company will incorporate the best ideas into future material. The Heralds are one way to announce these developments. Done
[19:52] <&Doctor> For those not familiar, I assume the Herald is a regular publication?
[19:53] <+TDE_RPG> The Aventurian Herald is a regular publication, formatted like a newspaper (if Renaissance Italy had produced newspapers).
[19:54] <+TDE_RPG> The Heralds are the main outlet for updates on events, developments in the setting, scenario ideas, new GM material, and so on. Done.
[19:56] <+TDE_RPG> For the Doctor: As schokolosch says, The Dark Eye is more historically rooted, with the added fantasy layer, and other changes.
[19:58] <+TDE_RPG> For example, instead of a single, monolithic religion, the Middenrealm has the Churches of the Twelvegods. Basically, it’s a polytheistic religion with the trappings of a monotheistic religion.
[19:59] <+TDE_RPG> Each church is an entity unto itself, but they are all part of a whole. Done.
[20:00] <~Dan> What are your thoughts on requiring three rolls for skill use? Seems like that would slow things down a bit.
[20:01] <+TDE_RPG> Outside of the churches, there are the Daughters of Satuaria. Witches and warlocks, in other words. Witches are also fairly unique in TDE.
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[20:03] <+TDE_RPG> You distinguish the dice somehow (I use red, white and blue, because it’s easy to remember) and roll them all at the same time.
[20:03] <&Doctor> And you would be checking against all three? two of three? All three but with variant results depending on which passed or failed?
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[20:05] <+TDE_RPG> Then you spend SP (skill points) to turn failed rolls into successes, if needed. Takes no longer than many other systems I enjoy.
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[20:06] <+TDE_RPG> You check against all three (your stats play directly into your skills, and not just when you default to a stat because you don’t have a skill).
[20:07] <+TDE_RPG> Each of the dice corresponds to a stat (though sometimes a stat may be repeated, depending on the skill).
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[20:09] <+TDE_RPG> For example, to make a sailing check, I would roll against dex/agi/str.
[20:10] <+TDE_RPG> There’s also an optional rule to simplify rolling, if desired.
[20:10] <&Doctor> And for “success” you must roll under each.
[20:10] <~Dan> (wb, schokolosch)
[20:10] <~Dan> Oh? What’s the alternate rule?
[20:10] <+TDE_RPG> Yes, success is roll under.
[20:11] <+TDE_RPG> For combat, I roll 1 D20 (roll under my skill). Done.
[20:11] <~Dan> So attributes have no affect on combat?
[20:12] <+TDE_RPG> The alternate rule basically uses the same stats for every skill in a particular group.
[20:13] <+TDE_RPG> The GM can also reassign stats at will, based on conditions.
[20:14] <+JamesGillen> You mean reassign the stat that’s used for a skill?
[20:14] <+TDE_RPG> For example, describing how to climb Mt. Everest is not the same as actually climbing it. Both check against Climbing, but use different stats.
[20:15] <+JamesGillen> ok
[20:16] <~Dan> But in combat, you’re rolling under the skill score with no attribute involved?
[20:16] <+TDE_RPG> Yes, the GM can reassign one or more of the stats used for a skill, if you feel it is appropriate. That’s part of what we mean by flexible. Done.
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[20:18] <+TDE_RPG> Correct. In combat, you use the skill. Combat is meant to be quick. Done.
[20:18] <~Dan> And the skill isn’t based on an attribute?
[20:19] <+TDE_RPG> Give me sec to find an example…
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[20:20] <~Dan> (Welcome to #rpgnet, Thrar!)
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[20:22] <+TDE_RPG> Levels in combat skills are purchased, but your stats contribute to things like your hit points (called Life Points, here), your Dodge, your Move rate, and your Initiative, which all contribute in turn to your success (or failure) in combat.n
[20:23] <~Dan> Ah, I see.
[20:24] <~Dan> So a Dodge roll is a standard 3-attribute skill roll?
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[20:25] <+TDE_RPG> Dodge is 1D20, rolling under a value to succeed. It’s a combat check.
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[20:26] <~Dan> How does magic work, mechanically?
[20:29] <+TDE_RPG> There are different magical traditions, and they work similarly to the priestly traditions.
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[20:31] <~Dan> (Howdy, Lassekk!)
[20:31] <+TDE_RPG> It works like other skills, with three stats, but you spend Arcane Energy points to power the spell.
[20:31] <+TDE_RPG> Some spell effects can be sustained by spending more Arcane Energy.
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[20:32] <+TDE_RPG> Characters purchase spells as they would other skills.
[20:32] <~Dan> (Howdy, Terry!)
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[20:33] <+Terry> Hey Dan. I see I miss the Q&A with James. I’ll read the log.
[20:33] <+TDE_RPG> Priestly magic (called Liturgical Chants) work just like spells, but derive their power from another source (Karma Energy).
[20:33] <~Dan> It’s still in progress. 🙂
[20:33] <&Doctor> How, if at all, does Multi-Classing work?
[20:34] <+TDE_RPG> Priests spend Karma Points just like mages spend Arcane Energy to power their spells.
[20:35] <+TDE_RPG> There are optional rules for magic criticals and botches. Done.
[20:35] <+Terry> OH! Really. He posted on FB that it was posted on your log. I started to read it and then had to go to dinner. Sorry. I didn’t get to play games tonight, so I checked in here.
[20:36] <~Dan> Oh, the one with James, yes, that was earlier today, sorry.
[20:36] <+TDE_RPG> Multi-classing: Players pick a profession, which represents their character’s primary education, and it provides a starting skill list.
[20:36] <~Dan> We’re currently talking with Kevin MacGregor of The Dark Eye.
[20:37] <+Terry> OK. I’ll listen a bit to see what it is.
[20:37] <+TDE_RPG> Once the character starts adventuring, they can acquire many other skills (but not all), provided they can find a teacher or the time to study, or whatever else is required for the skill.
[20:38] <+TDE_RPG> The exception is magic. Characters must start with it and cannot acquire it later.
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[20:38] <~Dan> (Howdy, LW!)
[20:38] <+TDE_RPG> Characters can enter the service of a deity and acquire priestly powers after character creation, however. Done.
[20:39] <~Dan> How extensive is the game’s bestiary?
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[20:41] <~Dan> (Welcome to #rpgnet, Kain!)
[20:41] <+Kain> Hey Dan
[20:42] <+TDE_RPG> Bestiary: In the core book, there are some demons, some elementals (for summoners), some common animals, and some witch’s familiars. Think of the upcoming Aventurian Bestiary as TDE’s Monster Manual.
[20:43] <~Dan> Are there any unusual takes on fantasy standards in TDE? What are dragons like, for example?
[20:43] <+TDE_RPG> Many creatures are also introduced in the various scenarios. The Bestiary will be available later this year (October or November), so you won’t have long to wait!
[20:44] <+Kain> Forgive me if I am asking a redundant question, but are you doing any rules changes or just pure localization?
[20:45] <+TDE_RPG> I’ve been a GM for a long time, and I think the Bestiary has some very cool monsters and some very interesting ideas. Done.
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[20:47] <+TDE_RPG> Kain, if you’re asking if the rules are different from the current German edition, only in minor ways (to suit American expectations). Done.
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[20:48] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:49] <+Kain> Awesome! I played Das Schwarze Auge 4e back when I was stuck in germany in 2007 and loved it, but my german is shite so i had to rely on the other players – ergo – I am excited for this.
[20:49] <+TDE_RPG> Some types of dragons aren’t interested in humans (or elves, dwarves, etc.) at all and actively avoid them.
[20:50] <+Terry> TDE_RPG: Where are you or your company located? Do you have other RPG titles up yet?
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[20:52] <+Eainix> agh finally got in
[20:52] <+TDE_RPG> Terry, I’m in the US, and the company, Ulisses Spiele, is in Germany. They are also bringing out TORG: Eternity (updated and streamlined). Done.
[20:52] <~Dan> (Welcome to #rpgnet, Eainix!)
[20:53] <+Terry> Torg! Great!!! Eainix: I too had trouble getting in.
[20:53] <+Eainix> man i’m so hype for torg
[20:53] <+Terry> When does Torg come out?
[20:53] <+Eainix> I just got my hands on the old stuff and it looks awesome, so new version sounds GREAT
[20:54] <+JamesGillen> “When does Torg come out?” Yes!
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[20:54] <+TDE_RPG> One of the things I really like about the setting is their treatment of witches and warlocks. It’s very Brothers Grimm (the original stories, not the movies).
[20:54] <~Dan> (Howdy, willows!)
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[20:55] <&Doctor> Wait what?
[20:55] <&Doctor> TORG?
[20:55] <+Eainix> the setting being Dark Eye?
[20:55] <&Doctor> >.>
[20:55] <+JamesGillen> sorry thread drift
[20:55] <+TDE_RPG> TORG will be previewed and GenCon and should be out by the end of this year. FYI, I worked on the original TORG.:) Done.
[20:55] <&Doctor> Awesome
[20:55] <+TDE_RPG> Yes, the witches comment was for The Dark Eye.
[20:55] <+Terry> Thanks.
[20:56] <+JamesGillen> So witches are kind of horror figures?
[20:56] <+Kain> TDE is awesome – it’s a LOT of fun and the setting is really moody.
[20:57] <+TDE_RPG> Some witches are, some are not horror figures. Done.
[20:57] <+Eainix> I’m mostly familiar with TDE from one of the video games which I highly enjoy, Demonicon
[20:58] <~Dan> Any final questions before I log the chat, folks?
[20:59] <+Terry> Is there a company web page to log onto?
[20:59] <+TDE_RPG> Thanks, Kain! Yes, for those that asked what makes this game different, there is much more of a Brothers Grimm (moodiness) feel to it.
[20:59] <+Eainix> I guess last question is do you have a release date/timeframe?
[21:00] <+TDE_RPG> (Link: http://www.ulisses-us.com/the-dark-eye)http://www.ulisses-us.com/the-dark-eye
[21:00] <+JamesGillen> awesome
[21:01] <~Dan> Thanks very much for joining us tonight, Kevin!
[21:01] <+Kain> Yeah, what are the planed releases for 5e English – oh and what are the major differences between 4e and 5e that will be in English?
[21:01] <~Dan> And please feel free to stick around as long as you like, by the way.
[21:01] <+TDE_RPG> Yes, the PDF should be delivered when the Kickstarter wraps (beginning of June). The hardcover will be available by GenCon (August).
[21:02] <~Dan> I’ll also mention my tip jar, if any of you enjoyed the chat and are feeling generous. 🙂 (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:02] <~Dan> Give me just a moment, Kevin, and I’ll log the chat and get you the link…