[19:01] <+caleb> I’m Caleb Riley and I’m here to talk about my game Remember The Storm: (Link: https://www.kickstarter.com/projects/1364690924/remember-the-storm-roleplaying-game)https://www.kickstarter.com/projects/1364690924/remember-the-storm-roleplaying-game
[19:03] <+caleb> It is a science fantasy game set in the early 22nd century (i.e. 100 years from now), with heavy elements of technology and magic. The world is recovering from turmoil, and there is great unrest among the population.
[19:06] <+SirGene> Caleb it seems like a mixture of Fantasy and SciFi
[19:07] <+caleb> I wanted the setting to be intentionally vague because lots of systems kind of shove lore down your throat which forces you to either incorporate it into your world or make your own. I wanted it more to be a starting point, with a technology level set and general unrest.
[19:07] <+SirGene> Oops see your comment I was over at KS looking at it.
[19:07] <~Dan> (Just a reminder to give us a (done) when you’re ready for questions, caleb.)
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[19:08] * +Motulev gently prods caleb
[19:09] <+Motulev> did we lose him?
[19:09] <+SirGene> No Saving Throw?
[19:09] <+caleb> In terms of mechanics it is very modular, similar to Numenéra and Dungeon World, with abilities being the main way of interacting with the world. For any action requiring a roll you roll a skill dice (d2 – d12+2) and a luck dice (d20) and compare the total to a target number.
[19:09] <+caleb> (done)
[19:11] <~Dan> Thanks, caleb!
[19:11] <+caleb> (Being a programmer I really should be a faster typist. But in my defence it is 1 am here (BST))
[19:11] <~Dan> The floor is open to questions!
[19:11] <~Dan> What is the tech level of the setting? Can you give us some examples of cutting-edge technology?
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[19:14] <~Dan> (Welcome to #rpgnet, RocketPigGames!)
[19:15] <+caleb> The tech level is such that some non-projectile based ranged weaponry has started to come in, but most of it is still fairly experimental. There is a definite class divide with the technology level, with the poor being 20-30 years behind. Fossil fuels are also non-existent now, with thorium reactors being the most prominent power source
[19:16] <~Dan> Is there space travel?
[19:17] <+GenoFoxx> are there mecha?
[19:18] <+caleb> They have been to mars, but no further as stasis ftl has not been developed
[19:19] <+caleb> I haven’t actually decided on mecha yet. Certainly no plans for player character mechas, but there will be robot/drone/ai enemies
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[19:20] <+caleb> Although currently the bestiary section is the least developed section of the book
[19:20] <+Motulev> whats the core mechanic?
[19:22] <+caleb> For any action requiring a roll you roll a skill dice (d2 – d12+2) and a luck dice (d20) and compare the total to a target number. The skill dice changes as you advance, and is pushed up or down when you have a situational advantage or disadvantage.
[19:22] <~Dan> caleb: Do you have a character sheet that we can see?
[19:23] <+caleb> In the case of attacks you target one of three defences: Toughness for melee attacks, Reflexes for ranged attacks and Will for mental attacks (including social interaction)
[19:23] <+caleb> The current character sheet: (Link: https://drive.google.com/file/d/0B5YBi7n-l9PsYS1rQ3lZQl9KSWc/view)https://drive.google.com/file/d/0B5YBi7n-l9PsYS1rQ3lZQl9KSWc/view
[19:24] <~Dan> So let’s see here…
[19:24] <~Dan> Are those attributes across the top?
[19:25] <+Will> I assume this is a mainstream ‘declare attempt, resolve attempt’ style RPG?
[19:26] <+caleb> So toughness, reflexes and will are defences (determining target numbers for attacks targeting you) and hit points, stamina and concentration are resource pools
[19:27] <~Dan> Ah, I see.
[19:28] <+xyphoid> you mention ‘similar to .. dungeon world’ – does that mean you’re using stuff like GM moves on failure here?
[19:28] <+caleb> Will – you assume correctly. In addition when you roll, the skill dice also determines the degree of success (eg damage), with abilities having outcomes for skill dice rolls of 1-3, 4-6, 7-9 and 10+, as well as criticals (which is a roll of 20 on the luck die)
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[19:29] <~Dan> How broad are the skills, and to some of them cover what would normally be considered attributes, like strength?
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[19:31] <+caleb> xyphoid – I decided against codifying strict GMing rules for failure. In my experience GMing and being a player failures usually have consequences organically which are cool or funny etc. One of my favourite was an npc who was with a party tripped over a plant pot whilst being stealthy, but threw his machete which KO’d someone.
[19:34] <+caleb> Skills are reasonably broad. I’ve divided them up into 3 categories, knowledge skills, physical skills and social skills. Knowledge skills work by the GM making secret rolls and telling you information so you don’t know the true accuracy of it. Social skills work by making will attacks against people are trying to intimidate/persuade.
[19:35] <+caleb> Physical skills are a bit of a mixed bunch. I still haven’t settled on a good stealth/alertness system, but it will still work off the core rolling mechanic
[19:36] <+caleb> Basically if you are taking the action you roll.
[19:37] <~Dan> What if you don’t have a given skill?
[19:38] <+caleb> You roll with disadvantage, meaning you roll 1 dice size below your normal skill die
[19:38] <~Dan> What’s the normal skill die?
[19:41] <+caleb> You start with a d4 at 1st level. You roll a d20 + a d4 when using abilities or skills you are trained in. If you are not trained in a skill, or a situation is affecting you then you roll a d20 + d2. Similarly if you have advantage then it becomes a d20 + d6. The gap isn’t as big as D&D where there ±3.5
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[19:44] <~Dan> So this is a level-based system?
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[19:46] <+caleb> Yeah, level and class. Although to a certain degree there is some flexibility with advancement, so you could switch it to a Numenéra style advancement, and classes could be removed to give you more choice.
[19:47] <~Dan> What are the classes?
[19:49] <+caleb> There are 5 classes, Bard, Druid, Enforcer, Martial Artist and Wizard. The classes are split into 5 tiers, each being a list of abilities to choose from, with multiclassing possible. You unlock a tier at 1st, 5th, 9th, 13th and 17th level.
[19:50] <+caleb> When gaining a new class tier you can either choose the next highest tier in a class you already have, or the tier one in a new class. So a progression could be Bard 1, Bard 2, Enforcer 1, Bard 3, Enforcer 2 for example
[19:51] <+caleb> Bards are pretty similar to the classic rpg idea, with abilities focusing on party buffing and enemy debuffing.
[19:52] <+caleb> Druids have two aspects to them – battlefield control from elemental manipulation, and out of combat utility due to their interaction with spirits. (very much A:LA and LoK inspired)
[19:54] <+caleb> Enforcers are kind of a fighter/barbarian mix. They can wade into close quarters fighting if need be, but they mostly focus on ranged weaponry. They are heavily equipment dependent.
[19:55] <+caleb> Martial artists are a kind of monk/ninja/rogue mix. I deliberately avoided naming any specific martial arts due the intentionally vague setting not stating who the dominant powers are now. Their abilities are focused on mobility and melee attacks.
[19:56] <+caleb> Wizards are pretty classic, with a split between utility and battle magic
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[19:57] <~Dan> (Howdy, MonkofLords!)
[19:57] <+SirGene> It is tough when you try to work in martial arts. or any hand to hand combat. So many different styles.
[19:58] <&Doctor> * Virgil is tall and lean somewhere on the edge of lanky with the look and air of a stray dog; not necessarily civilized but probably house broken. He wears leather chaps over denim, a button down shirt, and a vest that once belonged to a three piece suit. His Stetson hat has seen better days, as has his leather Duster. He carries some sort of shortened rifle
[19:58] <&Doctor> , worn in a quick draw holster and tied to his leg.*
[19:58] <&Doctor> Balls, sorry
[19:59] <~Dan> Is the supernatural commonly known?
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[20:01] <+caleb> Magic has always been part of society, but fell out of fashion a few hundred years ago, but now times are tough people believe again so spell casters can practice more openly
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[20:05] <~Dan> Are supernatural creatures running around?
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[20:09] <+caleb> Spirits are the most prevalent, with the spirits of the departed being more common than nature spirits now. There are also daemons who come from elsewhere. The spirits tend to only appear to people they want to, or to people specifically looking for them. Daemon activity is much more limited (you wouldn’t see them walking around in broad daylight).
[20:10] <+caleb> As there is the technology side of it, drones and security robots are pretty common since they are cheaper than employing people
[20:10] <~Dan> So there aren’t goblins or dragons or the like?
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[20:11] <~Dan> (Howdy, egyptian!)
[20:11] <&egyptian> (hi!0
[20:12] <+caleb> No, it is more fantasy in the kind of last airbender sense. Or in game of thrones, that it was more magic, then it wasn’t, then magic is on the rise again
[20:13] <~Dan> Gotcha.
[20:14] <~Dan> How powerful is magic in this setting? What sorts of things can it accomplish on the high end of the scale?
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[20:17] <+caleb> On the high end, mind wiping, local time reversal, fortress building, teleportation, foresight, posession
[20:18] <~Dan> How “flashy” is magic? Are there fireballs and lightning bolts?
[20:18] <+caleb> But they are very much 1-2 times per day stuff
[20:20] <+caleb> Fireballs were such a classic that I felt the had to be included. Also thematically they worked quite nicely with the magic vs technology thing that they can each accomplish things the other struggles to do
[20:21] <+caleb> There is one spell actually designed to be flashy as a signal
[20:21] <~Dan> How does magic work in terms of the system?
[20:24] <+caleb> Generally magic requires either time or mental focus to gather the energy and manipulate it to cast a spell. Low-level utility spells tend to have a time cost, but faster magic uses up points from the concentration pool to cast the spell. The time cost can often be reduced also by spending concentration
[20:25] <~Dan> So the concentration pool is akin to magic points?
[20:28] <+caleb> Yes, although concentration is not exclusively used by casting spells. For example martial artists have an ability which allows them to shrug off damage with it, and enforcers use it for sniper abilities
[20:28] <~Dan> I see. Cool.
[20:29] <~Dan> Speaking of damage and sniping, can you walk us through how combat works?
[20:30] <+caleb> With the three pools (HP, Stamina and Concentration) you assign one to be poor, one to be average and one to be good (or all three to be average) at character creation.
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[20:32] <+caleb> The combat system is heavily ability based. As with most combat systems you start by rolling for initiative. However when you roll initiative it does not determine your place in terms of round order, but which order you choose to act in.
[20:33] <+caleb> So the person who rolls highest for initiative may choose to act second so that the party bard can take the first slot to buff them
[20:34] * ~Dan nods
[20:36] <+caleb> On your turn you get a move action, a standard action and counter action which may be used any time between the start of your turn and the beginning of your next turn. Move actions include normal movement, standing up, going to ground etc
[20:37] <+caleb> The bulk of abilities are standard actions to use, including attacks. Attacks specifically target one of the three defences.
[20:38] <+caleb> Counter actions are typically shields, counter attacks etc. You may only take them when the triggering condition is met.
[20:39] <+caleb> done
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[20:39] <~Dan> How is damage determined, and how does armor function?
[20:42] <+caleb> As it stands, armour functions as bonuses to your defences against specific types of attack. So you may be wearing armour that gives you a bonus to your toughness defence against melee attacks, but it has no effect when your toughness defence is targeted by poisonous gas.
[20:42] <~Dan> (Howdy, Crazy-Cabal!)
[20:44] <+caleb> Damage is determined through the main roll. If you hit with a roll, then you look at the skill die, the result of which determines the outcome. Abilities have outcomes for skill die results of 1-3, 4-6, 7-9, 10+ and critical hits (roll of 20 on luck die)
[20:44] <+willows> What factors led to this “unrest” you mention in your setting?
[20:45] <+caleb> Obviously as you get higher level your skill die improves, and so the possible outcomes you can achieve changes
[20:47] <~Dan> Your classes seem fairly fantasy-focussed. How would you create a character who’s more technologically-inclined?
[20:48] <+caleb> I think the main factor for the unrest is due to corruption in governance, resulting in a large wealth gap, with the poor struggling to survive, and the rich living in luxury. The re-emergence of magic is also having an impact upon society, as it may be the saviour technology was supposed to be
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[20:51] <+caleb> The Enforcer is probably the most technology focused so multiclassing into it may be a good way to introduce a tech streak to a character since it opens up access to a lot of equipment. There are also technology and science skills, and you could weave it into your backstory, with traits, goals and regrets
[20:52] <~Dan> (Welcome to #rpgnet, Guest44!)
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[20:52] <~Dan> (Oh, howdy, Doctor!)
[20:52] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:53] <+caleb> Maybe a little on character backstory stuff
[20:53] <~Dan> Sure!
[20:54] <+caleb> Traits are kind of personality or physical descriptor (similar to Numenéra’s adjectives) which come along with mechanical changes. They are divided into positive & negative, and major & minor.
[20:55] <+caleb> Your character starts with one major or two minor positive traits, and one major or two minor negative traits.
[20:56] <+caleb> Goals and regrets are more about fleshing out a character as they don’t affect the game mechanically, but may come into play in the story, with regrets representing the past and goals the future.
[20:56] <+caleb> (done)
[20:57] <+caleb> Is there anything anyone wants to ask me before I go to bed? (it is 3 AM in the UK right now)
[20:57] <~Dan> I think I’m good!
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[20:58] <+smarttman> Hello hoomans
[20:58] <+Will> Interesting stuff, sleep well!
[20:58] <~Dan> Just a reminder that my virtual tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[20:58] <~Dan> If anyone’s enjoyed the chat. 🙂
[20:58] <~Dan> And if you’ll give me just a moment, I’ll get the log posted and get you the link!