[20:04] <+CraigCampbell> Hi all. I’m Craig Campbell. I’ve been doing part-time freelance RPG design for several years. I’ve written for D&D, Pathfinder, Gamma World, and Iron Kingdoms.
[20:05] <+CraigCampbell> About two and a half years ago, I started working on my own game, Murders & Acquisitions.
[20:05] <+CraigCampbell> M&A is a game of subterfuge, espionage, theft, intrigue, and murder in an absurd corporate world. It’s a world where people literally backstab their way to the corner office.
[20:06] <+CraigCampbell> The players portray characters who seek to climb up the corporate ladder through whatever means necessary.
[20:06] <+CraigCampbell> The world is like our own, but over the top, cut-throat, and tinged with exaggeration and hyperbole. Plenty of humor to the game world.
[20:07] <+CraigCampbell> The core game is what I’ve described above. Several chapters worth of optional, add-on rules have been developed that allow players to inject a variety of fantastic elements into the M&A game.
[20:07] <+CraigCampbell> Magic, monsters, future tech, cosmic horror, and the apocalypse. These chapters are being unlocked as stretch goals. We’re well on our way to hitting the fourth stretch goal with about four days to go in the Kickstarter.
[20:08] <+CraigCampbell> Everything for the game is written, playtested, and edited. The text is in layout now. The artists will receive contracts and art orders the day after the Kickstarter ends.
[20:09] <+CraigCampbell> Tight schedules, short turnaround. Everyone involved knows it. The goal is to have the game in backers’ hands by the end of the year.
[20:09] <+CraigCampbell> This is the first game from NerdBurger Games, which I founded last year. There are future plans for NBG, but M&A is the first thing ont he docket.
[20:09] <+CraigCampbell> (Link: https://www.kickstarter.com/projects/1582756696/murders-and-acquisitions-rpg)https://www.kickstarter.com/projects/1582756696/murders-and-acquisitions-rpg
[20:09] <+CraigCampbell> Done.
[20:10] <~Dan> Thanks, CraigCampbell!
[20:10] <~Dan> The floor is open to questions!
[20:10] <~Dan> Would you compare the tone of the game to, say, Paranoia?
[20:10] <+CraigCampbell> Dan, there’s definitely some similarity there. There are eight companies provided as backdrops for stories in the game.
[20:11] <+CraigCampbell> One of them, SuperMegaHappyCorp, is an homage to Paranoia. They use drugs, hypnosis, and subliminal suggestion to keep their employees productive and happy.
[20:11] <+DaneAsmund> Hey Craig, would this be your first Kickstarter? It was well put together, and clearly interesting enough that you have backed it quite successfully.
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[20:11] <~Dan> (Howdy, TobiasWhite!)
[20:11] <+TobiasWhite> Hey!
[20:12] <~Dan> ( TobiasWhite: (Link: https://www.kickstarter.com/projects/1582756696/murders-and-acquisitions-rpg)https://www.kickstarter.com/projects/1582756696/murders-and-acquisitions-rpg )
[20:12] <+CraigCampbell> Dane, yes this is my first Kickstarter. I started studying Kickstarters a year ago. I spent a LOT of time making sure this thing runs as smoothly as possible. Plus building a fan base with demos at cons and playtest groups.
[20:12] <~Dan> Is the assumption that all of the characters work for the same corp?
[20:13] <+DaneAsmund> (Very cool, you did great work!)
[20:13] <+CraigCampbell> Dan, yes that’s the assumption. Makes for easier game play to have the group working in proximity. An experienced GM could run sub-groups with people at different locations part of the time, though.
[20:13] <+CraigCampbell> Thanks, Dane.
[20:14] <~Dan> Does the game put the PCs at cross purposes by default?
[20:15] <+CraigCampbell> Dan, it’s cooperative play is assumed as the default. The idea is that everyone wants to rise up the corporate ladder, but you need to have some people to watch your back. PvP is certainly possible, though, it that’s what the group wants.
[20:15] <+CraigCampbell> There’s a middle-ground with “intra-party conflict” rules where the PCs can mess with each other a bit. Allows for a bit of back and forth without full PvP..
[20:15] <+CraigCampbell> Those rules are presented as optional.
[20:15] <+CraigCampbell> Done.
[20:16] <+DaneAsmund> That’s cool, I guess I wasn’t completely clear that it was cooperative. Do you think it has the possibility of being a good one-shot style game, as well as multiple session game?
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[20:17] <+CraigCampbell> Dane, the world is straight-forward. The game system is quite simple and easy to pick up. Very good for one-shots. You could run a campaign as long as twenty or so sessions.
[20:17] <~Dan> (Howdy, Lee!)
[20:17] <+CraigCampbell> But, given the nature of the game, I feel the sweet spot for a campaign is about ten or twelve sessions.
[20:17] <+CraigCampbell> Done.
[20:17] <~Dan> (CraigCampbell, meet Lee Garvin, author of Tales from the Floating Vagabond. π )
[20:17] <+Lee> Hi Craig!
[20:17] <+CraigCampbell> Hello, Lee. Whattya see?
[20:18] <+TobiasWhite> Can you blackmail your way up to the top? Like you record an NPC or PC in the act of murder or sex and use it to get ahead? Are there mechanics to cover that and possibly intimidation or seduction?
[20:18] <+CraigCampbell> There are twelve skills in the game. They’re all very broad “umbrellas” of related capabilities. You can do all of that stuff.
[20:19] <+CraigCampbell> It’s just a matter of how the PCs want to approach their “conquest” of the company.
[20:19] <+Lee> Heh. Have you seen the movie “Bloodsucking Bastards”?
[20:19] <~Dan> Is the game over when someone takes over the company, or does it become a game of “King of the Hill”?
[20:19] <+CraigCampbell> Lee, nope. I love the title, though.
[20:20] <+Lee> Or “:Drones”?
[20:20] <+Lee> It’s a mash-up of corporate politics and a vampire story.
[20:20] <+CraigCampbell> Dan, depends on the group. You could have the PCs rise to the top in, say, ten sessions, and then have to spend a few sessions defending themselves from the next up and comers.
[20:21] <+TobiasWhite> OK, so lets say you or your group makes it to the top of the company? Does it branch off into taking on other corporations?
[20:21] <+CraigCampbell> Lee, you are full of cool stuff today.
[20:21] <+Lee> That actually sounds a bit like my game, Control! π
[20:21] <~Dan> CraigCampbell, Lee is generally full of cool stuff. π
[20:21] <+CraigCampbell> Tobias, there’s nothing in the game that prohibits that. It’s one of the reasons there’s a variety of companies provided in the book.
[20:22] <+CraigCampbell> I once considered the idea of a follow-up supplement called “Hostile Takeover” that would concern taking over other companies. But that’s not really in the pipe anymore.
[20:22] <+Lee> You should definitely check out “Bloodsucking Bastards” and “Drones”. (“Drones” is a Corporate Politics/Alien Invasion story.)
[20:23] <+CraigCampbell> Lee, I’m making a note of it.
[20:23] <+Lee> Are there rules for weird stuff like that?
[20:23] <+TobiasWhite> I am reminded of the animated show of Dilbert of that one episode where an alien corporation comes to the company and says “We Bring you Synergy”!
[20:24] <+CraigCampbell> The add-on rules provides info on magic, a variety of monsters, near future tech. You could cobble together your own variant, re-skin a few things. Yeah.
[20:24] <+CraigCampbell> You could play at Wolfram & Hart from Angel. Some magic. Demons and vampires. A cosmic horror as the senior partner. Voila.
[20:24] <+Lee> Sweet!
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[20:25] <~Dan> Where do the PCs start out on the corporate ladder? Lower-level execs, or all the way down in the mail room?
[20:25] <~Dan> (Howdy, Geek2theRight!)
[20:25] <+TobiasWhite> (Link: http://chickgeek.org/wp-content/uploads/2014/01/936full-cthulhu.jpg)http://chickgeek.org/wp-content/uploads/2014/01/936full-cthulhu.jpg
[20:26] <+CraigCampbell> Dan, it’s relative. I always envisioned brand new hires, but there’s nothing to say you couldn’t start with a little authority/responsibility and some minions to do your dirty work.
[20:26] * ~Dan chuckles
[20:26] <+CraigCampbell> There are guidelines for “minions.” NPCs you can get to do stuff for you. And throw under the bus to save your own butt, when the need arises.
[20:28] <~Dan> How over-the-top and slapstick is the game intended to be? Are there firefights between cubicles?
[20:28] <+CraigCampbell> If you want to see the covers, character sheet, and example artwork: (Link: http://www.nerdburgergames.com/ma-kickstarter-image-sneak-peeks/)http://www.nerdburgergames.com/ma-kickstarter-image-sneak-peeks/
[20:28] <+TobiasWhite> Are there monster creation rules so that you could make “Minions” You know the yellow pill like kind from Despicable Me?
[20:29] <+CraigCampbell> Dan, the game is kind of inherently humorous. You can go as crazy as you want. Knives and guns are fine. But we’ve had fights with staplers, keyboards, UPSs, and that long blade arm from the paper cutter in the marketing department.
[20:30] <+CraigCampbell> Tobias, THAT kind of “minion” could be created pretty easily as a monster. There are guidelines for creating NPCs, spells, monsters, magic items, tech, mutations.
[20:31] <+Lee> I’ve always liked the idea of weaponized office supplies.
[20:32] <~Dan> Nice character sheet! From the looks of it, the system appears to use 100% skills, with some attributes folded in.
[20:32] <+CraigCampbell> Lee, the “weapon illustration” in the book shows a bunch of office supplies alongside a gun, knife, and brass knuckles.
[20:33] <+TobiasWhite> How flexible are the mechanics for players who like to think outside of the box. Like for example, just off the top my head, I wanted to grab someone’ neck tie and feed it into the paper shredder.
[20:33] <+CraigCampbell> Dan, yeah. Each skill is very broad-based. The “Areas of Expertise” give you limited re-rolls on particular types of skill checks.
[20:33] <~Dan> And the skills are step-die-based?
[20:34] <+CraigCampbell> Tobias, this isn’t D&D 3E where there’s a rule for every little thing. Find the appropriate skill and apply it. Grabbing something is Manual Finesse (covering all manner of hand-eye coordination).
[20:35] <+CraigCampbell> Dragging the person to the paper shredder would be Force Application (all manner of strength/power capabilities). And shred!
[20:35] <+CraigCampbell> The skills read like corporate buzz-phrases.
[20:35] <~Dan> Yeah, I like that. π
[20:35] <~Dan> What is the scale for skills?
[20:36] <~Dan> Oh, wait, there it is: d4-d12.
[20:36] <+CraigCampbell> Untrained at d4. Expert at d12. It’s a point-buy system. There are rules for character advancement. Increasing skill die types. Buying new Areas of Expertise. etc.
[20:37] <~Dan> Is the d12 a hard cap, or can the game handle superhuman things?
[20:38] <+CraigCampbell> Dan, d12 is the hard cap for humans and most monsters. The cosmic horrors use d20s occasionally. Muwhahahahahahh….
[20:38] <~Dan> Heh. π
[20:39] <~Dan> Can you describe the core mechanic?
[20:39] <+Lee> Do you get any bonuses for witty one-liners as you make an attack? (ie: “Coffee break!” as you smash the pot over your rival’s head)
[20:39] <~Dan> That’s a good one. π
[20:39] <+CraigCampbell> Core mechanics: Roll the skill’s die type along with a d6 of another color called the synergy die. Add together. Compare to a target number. If you succeed on the check and get a 6 on the synergy die, you get a boon.
[20:40] <+CraigCampbell> You accomplish the skill better. Deal more damage. Hack the computer faster. If you fail the check and get a 1 on the synergy die, you botch.
[20:40] <+Lee> Nice.
[20:40] <+CraigCampbell> There are no +2s and -5s. If you are in an advantageous position for a check you bump your skill die up one die type. If you are at disadvantage, you bump down one die type.
[20:41] <+CraigCampbell> You have a pool of synergy points that you can spend in a variety of ways. The most common way is to gain a second synergy die for your skill check and take the better of the two synergy dice for your check result.
[20:42] <+TobiasWhite> Is there a measure of sanity, like sanity points, when dealing with the before mentioned cosmic horrors or worse yet the Marketing Department?
[20:42] <+Lee> Is there a mechanic for the “Peter Principle”?
[20:42] <+CraigCampbell> Gaining synergy points comes in a variety of ways. Witty one-liners included. So yes, Lee, you could earn a synergy point from a great one liner.
[20:42] <+CraigCampbell> Lee, ???
[20:42] <+Lee> It’s an ’80s-’90s business term…
[20:43] <+CraigCampbell> Oh, yeah. Getting promoted beyond the level of your own competence.
[20:43] <+Lee> Basically, a person is promoted to their level of incompetence.
[20:43] <+CraigCampbell> No specific rule for that.
[20:43] <~Dan> CraigCampbell: I have to say, that’s a pretty slick core mechanic.
[20:44] <+CraigCampbell> Thanks, Dan.
[20:44] <+Lee> Team-Building exercises?
[20:44] <+CraigCampbell> I had fun designing it.
[20:44] <+TobiasWhite> Is there a measure of sanity, like sanity points, when dealing with the before mentioned cosmic horrors or worse yet the Marketing Department?
[20:44] <+CraigCampbell> Lee, you could certainly run such a thing as a roleplaying encounter.
[20:44] <+Lee> We should do a cross-over with Tales From The Floating Vagabond.
[20:44] <~Dan> You totally should. π
[20:44] <+CraigCampbell> Tobias, no sanity points, but you can gain insanities. If you gain too many, you become an NPC.
[20:44] <~Dan> Heck, even the systems don’t seem that far apart.
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[20:45] <+Lee> I can imagine a company retreat where the management encourages everyone to play paintball, but someone replaces the paintballs with acid pellets…
[20:45] <~Dan> (Howdy, MonkofLords!)
[20:46] <~Dan> CraigCampbell: Can you tell us how combat works?
[20:46] <+CraigCampbell> Lee, making a note to write that into a game sometime.
[20:47] <+CraigCampbell> Dan, pretty standard to a lot of games. Everyone rolls initiative (Bodily Grace). Higher goes first. You have an action and movement which you can take anytime. You can delay or prepare an action.
[20:47] <+Lee> π
[20:47] <+CraigCampbell> All melee attacks fall under Force Application. Ranged under Manual Finesse. Each character has a Body score which is the target number to hit them. Successful attack deals one damage.
[20:48] <+TobiasWhite> I could see creating training videos containing subliminal messages that turn those who view it into your own minions to do your bidding.
[20:48] <+CraigCampbell> if you get a boon, you can do an additional damage or impose some sort of condition or other effect. Blinded for a turn. Knocked prone. etc.
[20:48] <~Dan> Do weapons not matter?
[20:49] <+CraigCampbell> Weapons do not matter. This game is wholly unconcerned with tracking tons of modifiers and equipment types. Occasionally you can get hold of exceptional equipment that can give you a slight edge, but nothing too significant.
[20:50] <+CraigCampbell> You are assumed to carry on you everything you need to do your job, live your life, and fill your role in the group. There isn’t even a spot on the character sheet specifically set aside for gear.
[20:50] <+CraigCampbell> Quick and to the point. Roll two dice. Add them up to determine success. Get to the narration of the success or failure. No time spent debating what would be the best weapon for this particular foe.
[20:51] <+CraigCampbell> Not realistic, but very quick and clean.
[20:51] <+CraigCampbell> Done..
[20:52] <~Dan> How much damage can a PC take?
[20:52] <+Lee> I’m having visions of the “Crimson Permanent Assurance” sequence from Meaning of Life.
[20:52] <+CraigCampbell> Max 5 Wellness.
[20:52] <~Dan> So it’s impossible to one-shot someone?
[20:52] <+CraigCampbell> Lee, yep. I used that to describe the game in the earliest days before I developed my elevator pitch.
[20:52] <+CraigCampbell> It’s impossible to one-shot a PC or a tough NPC. There are many NPCs who have less Wellness.
[20:53] <~Dan> Ah, I see.
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[20:53] <+CraigCampbell> And if you come up with a good plan, like an open elevator shaft….
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[20:53] <~Dan> (wb, Dirian)
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[20:54] <+Lee> From the sound of it, a successful employee won’t be good at combat so much as murder.
[20:55] <+CraigCampbell> It’s all based on your point of view.
[20:55] <+CraigCampbell> And when you deal the last point of Wellness damage, you can choose to just knock them out.
[20:57] <+Lee> Tie an extension cord around someone’s neck and toss them down the stairwell. (It worries me how many of these plans I can come up with)
[20:57] <~Dan> (Me too.)
[20:58] <+CraigCampbell> Worries YOU?!? I’ve been working on this game for two and a half years. Yikes.
[20:58] * ~Dan chuckles
[20:58] <~Dan> How does the magic option work?
[20:58] <+Lee> Tamper with the supervisor’s chair so that he falls out an open building.
[20:59] <+Lee> Sorry, window.
[20:59] <+CraigCampbell> Spellcasting is a skill with a die type. You make a skill check with your two dice. Each spell is a series of related spell effects. Five effects at target numbers 7/9/11/13/15. Each one more powerful or more complex than the previous.
[21:00] <+CraigCampbell> Make the check. Check the target number against the effect array. You can choose the effect you hit by target number or any of the ones below it. If you roll less than 7, the spell fails. If you botch, bad things happen.
[21:01] <~Dan> Is there any limit to spellcasting other that the potential for botches? Spell points, fatigue, etc.?
[21:01] <+CraigCampbell> That is, compare the roll against the effect array.
[21:01] <+DaneAsmund> (Craig, this is a really great game! I upped my donation from last week so I can get the PDF. Working now so I’ll probably miss most of the rest of the chat, but great stuff so far!)
[21:01] <+Lee> Craig, it sounds like you’ve got a solid, hilarious game. I’m serious about that crossover adventure; contact me on KickStarter to talk about it sometime.
[21:02] <+CraigCampbell> No spell points. Cast spells all day long. You’ll fail plenty. And eventually you’ll botch.
[21:02] <+CraigCampbell> Dane, thanks.
[21:02] <+CraigCampbell> Lee, thanks. I got lots on my plate right now but I’ll give it some thought.
[21:03] <~Dan> What can magic accomplish on the high end?
[21:04] <+CraigCampbell> Dan, nothing too “high-magic.” No giant fireballs, polymorphing, or teleporting around the world. Create illusions. Create elemental forces to deal a bit of damage. Minor mind control.
[21:04] <+CraigCampbell> Buff/debuff skills. Increase Body score or reduce damage taken.
[21:06] * ~Dan nods
[21:06] <~Dan> What are the monster mechanics?
[21:07] <+CraigCampbell> Monsters work like PCs and NPCs except they have “Powers,” their own special rules that allow them to do cool monster things. Some are always active. Ghosts can fly, for example. Some require a skill check to do.
[21:08] <+CraigCampbell> Particularly power abilities require expenditure of a synergy point, so they’re inherently limited.
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[21:09] <~Dan> How many types of monsters are available?
[21:11] <+CraigCampbell> There are about 45 or so total, spread across multiple add-on chapters. Most of them are in the monsters chapter. Some tech-monsters (cybered up people and robots). Some cosmic horrors and servitors. Some post-apocalyptic monsters.
[21:11] <+CraigCampbell> Though, you could cross many of them over from one “genre” to another.
[21:13] <~Dan> What sorts of high-tech rules are there?
[21:14] <+CraigCampbell> Cybertech – 18 types. Nanotech treatments – 4 types. Rules for hacking cybertech. Robot stats. Synthetic human stats.
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[21:15] <~Dan> (Howdy, XON2000!)
[21:16] <+CraigCampbell> Hey there.
[21:16] <+XON2000> Hello!
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[21:16] <+Catseye> hi
[21:16] <~Dan> (Howdy, Catseye!)
[21:16] <~Dan> (For those just arriving: (Link: https://www.kickstarter.com/projects/1582756696/murders-and-acquisitions-rpg)https://www.kickstarter.com/projects/1582756696/murders-and-acquisitions-rpg )
[21:16] <+CraigCampbell> Wheeeeeeeee…Kickstarter…
[21:17] <~Dan> What are the robot and synthetic human stats like?
[21:17] <+XON2000> Congratulations on a successful first campaign!
[21:17] <+CraigCampbell> XON2000, thanks.
[21:19] <+CraigCampbell> Dan, they’re handled much the same as “monsters.” Normal rules, with some special stuff. Synthetics can “reprogram” themselves to swap die types between skills in a limited manner.
[21:20] <~Dan> And robots?
[21:21] <+CraigCampbell> There are ninjabots that aren’t terribly good at being ninjas. Though they have cool katanas and throwing stars. They’re a bad design. That’s sort of the joke.
[21:21] * ~Dan chuckles
[21:22] <+Lee> How about clones?
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[21:22] <+CraigCampbell> No specific rules for clones.
[21:23] <+XON2000> I see that you’re doing POD via DriveThru. Are you fulfilling PDFs through them as well?
[21:23] <+CraigCampbell> Though I don’t see why you couldn’t include them. They’re just people, right? It’s not like they’re evil dopplegangers who want to take over the lives of their originals.
[21:23] <+CraigCampbell> All fulfillment is through DriveThru.
[21:24] <+CraigCampbell> And the game will be available on DriveThru after Kickstarter rewards have been fulfilled. But the KS is where you’ll get the best price. Just sayin’.
[21:25] <+XON2000> Of course!
[21:25] <~Dan> What cosmic horror rules do you have?
[21:26] <+CraigCampbell> There’s a dark magic spell, artifacts, info on cults, insanity. Incursions, which are areas of the world where the horrors’ influence can be felt. And some cosmic horrors and servitor monsters.
[21:26] <+CraigCampbell> I should also mention that the magic, monsters, tech, and cosmic horror chapters each include a company writeup featuring that thing (magic, etc.).
[21:27] <~Dan> Is the corp the source of the cosmic horror?
[21:27] <+CraigCampbell> Dan, the corporation has made a pact with a cosmic horror. That’s all I’m gonna say.
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[21:28] <~Dan> π
[21:28] <~Dan> What do you have for the apocalypse?
[21:28] <+CraigCampbell> I have a pointy stick and a band-aid. Things will not go well for me.
[21:28] * ~Dan chuckles
[21:28] <+Lee> LOL!
[21:29] <~Dan> Okay… what special rules does the game have for the apocalypse. Smartass. π
[21:30] <+CraigCampbell> Seriously, though, rules for mutations, discussions of different types of apocalypses and how to incorporate them, how the apocalypse changes the game. Post-apocalyptic monsters, plus stats for dangerous wild animals that will certainly escape the zoos during the apocalypse.
[21:30] <~Dan> Are the mutation rules the same as monster power rules?
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[21:31] <+CraigCampbell> They share some things in common. There are minor mutations that just give you a cool thing that is always “on.” More complex mutations have an “always on” thing, a skill check thing, and a “spend a synergy point” thing.
[21:32] <+CraigCampbell> You can give mutations to your PC. The GM can give them to NPCs, monsters, even regular animals.
[21:32] <+CraigCampbell> Gaining spells, cybertech, mutations, etc. is all part of the point-buy system. You gain the cool extra stuff but don’t have as many high regular skills.
[21:33] * ~Dan nods
[21:33] <~Dan> How is a corp supposed to be operating during or after the apocalypse?
[21:34] <+CraigCampbell> The apocalypse might be foretold so it’s ramping up. Certain types of apocalypses (like a slow-moving viral one) can be happening while the PCs are doing their corporate thing.
[21:35] <+CraigCampbell> After a world-shattering apocalypse, things pretty much fall apart. But that doesn’t mean that a new society can’t be forged in the likeness of your company.
[21:35] <+CraigCampbell> Currency and products change. Human nature does not.
[21:35] <~Dan> What apocalypses do you cover?
[21:35] <+CraigCampbell> And sometimes it’s just fun to blow it all up.
[21:36] <+CraigCampbell> Nuclear, viral, and cosmic-horror.
[21:36] <+CraigCampbell> Viral includes disease as well as zombie uprisings.
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[21:36] <~Dan> (Howdy, Silverlion!)
[21:37] <+CraigCampbell> I initially read that as SilverLOIN.
[21:37] <~Dan> Heh. π
[21:39] <~Dan> Do you have rules for social combat? Ruining reputations and such?
[21:40] <+CraigCampbell> No rule subsets that are specifically outlined as such. But the GM can call for the PCs plans, have some roleplaying, ask for some appropriate skill checks.
[21:40] * ~Dan nods
[21:42] <~Dan> Hmm… I’m finding myself tapped out of questions at the moment. Is there anything we haven’t covered that we should know?
[21:43] <+Lee> How about government contracts?
[21:43] <+CraigCampbell> If we hit all of the stretch goals, the book will clock in around 180-ish pages. Completely self-contained. Everything you need to play the game in one book.
[21:43] <+CraigCampbell> Additionally, there are a variety of PDF support materials that are free to all backers at the PDF level and higher. Form-fillable character sheet. Employee rules one-sheet. GM screen pages. Adventures.
[21:44] <+CraigCampbell> Lee, there’s a company in the game called Bidwell Enterprises that is VERY much in bed with the government.
[21:44] <+CraigCampbell> Particularly with the military.
[21:45] <+Lee> That could be fun. Particularly if company employees decide to do QC on some of their products.
[21:45] <~Dan> What do you see the typical (if there is such a thing) M&A adventure looking like?
[21:46] <+CraigCampbell> We’re about $130 from the fourth stretch goal. At the rate we’ve been going, it’s very possible we’ll hit the fourth stretch goal tomorrow. Plenty of time before 9pm Eastern on Tuesday to hit the final stretch goal.
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[21:47] <+CraigCampbell> Dan, an adventure can be whatever you want it to be. Ruin reputations. Get people indicted. Set them up. Kill them and cover it up. The GM is encouraged to build complications into any course of action to make the players work for things.
[21:48] <+CraigCampbell> The introductory adventure has the characters helping their trod-upon boss dig up dirt on a rival so he can take the rival down before riding off into retirement. That adventure has combat, traitors, infiltration scenarios, hacking.
[21:49] <~Dan> Nice.
[21:49] <+CraigCampbell> Chases. Escapes. True love
[21:50] <~Dan> So in the time remaining, is there anything else you’d like to mention that we haven’t covered?
[21:50] <+CraigCampbell> Is this a kissing adventure?
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[21:51] <+CraigCampbell> There’s an add-on for purchasing additional copies of the book if you wish to do so. Plenty of info at (Link: http://www.nerdburgergames.com/)http://www.nerdburgergames.com/
[21:51] <+CraigCampbell> Podcast at (Link: http://www.nerdburgershow.com/)http://www.nerdburgershow.com/
[21:51] <+CraigCampbell> The podcast is a potpourri of nerdy/geeky discussion. Not just M&A. Lots of humor there, too.
[21:52] <+CraigCampbell> Keep an eye on the Kickstarter. Tell your friends and enemies about it.
[21:52] <+CraigCampbell> That’s about it.
[21:52] <+CraigCampbell> Unless you have another question.
[21:53] <~Dan> Well, I’ll just mention that if anyone has enjoyed the chat and is feeling generous, my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ π
[21:53] <~Dan> And thanks very much for joining us, CraigCampbell!
[21:53] <+CraigCampbell> Thanks for having me by. Thanks for all the great questions.
[21:53] <+XON2000> Thanks, Craig!
[21:53] <+CraigCampbell> Now go out and murder and acquire
[21:53] <+CraigCampbell> !