[19:04] <+Anson> Hi everyone. Thanks for having me here. My name is Anson Tran. I’m the creator of Unity a new epic fantasy tabletop RPG that’s currently on Kickstarter right now: GENERATE URL (Link: http://www.kickstarter.com/projects/215931791/unity-tabletop-rpg/?utm_source=qa&utm_medium=m&utm_campaign=media)http://www.kickstarter.com/projects/215931791/unity-tabletop-rpg/?utm_source=qa&utm_medium=m&utm_campaign=media
[19:04] <+Anson> Unity is set in a crubmling world where the four major races that exist there have been punished by their Creator and are now left for dead. It’s a game about setting aside differences and coming together to face a threat that transcends their existing animosity with each other.
[19:05] <+Anson> To this end, the unique combat system promotes linking you abilities together with your party members to overcome difficult encounters. Turns and grids have been removed so that the tactical focus is on working together and finding creative ways to utilize your powers.
[19:06] <+Anson> The core mechanic of the game is using 2d10 versus a target number to determine success. There are mechanics in play that promote a richer narrative/storytelling experience such as a story based skill system and meta currencies (Spark points) for cinematic scene painting.
[19:06] <+Anson> Oof.. I think that’s it for the elevator pitch 🙂 *done*
[19:06] <~Dan> Thanks, Anson!
[19:06] <~Dan> The floor is open to questions!
[19:06] <~Dan> Let’s see here…
[19:06] <~Dan> Do you think it would be easier to cover the setting or the system first?
[19:07] <+Anson> I think either or is fine – they both intertwine and support each other so we’ll probably be ping ponging around them anyways.
[19:08] <~Dan> Alrighty then. So what genre do you consider this game?
[19:08] <+GenoFoxx> how much fantasy is in the setting?
[19:08] <+GenoFoxx> and is there any ultratech?
[19:09] <+Anson> I consider Unity mainly ‘epic fantasy’ with a dosage of steam/magictech.
[19:09] <+Anson> When you say ultra tech – do you mean super high tech? like warp drives and the like?
[19:10] <+Anson> There are sentient robots but that’s more a product of the mystical events of the world than sheer technology
[19:10] <&Doctor> Okay, so, first up; super impressed with the polish and packaging. Now I am going to launch into the Jared Sorensen questions. 1) What is your game -about-… not the setting or the history but what is the core philosophical concept at play (I have a feeling I know , but I do this to everyone).
[19:12] <+Anson> Thanks Doctor. Before I dive into the question, just for clarification are you asking about the intent of the system design?
[19:13] <+GenoFoxx> yes, super high tech…beam weapons/shields, jet/rocket powered flight, anti-gravity
[19:13] <&Doctor> I am asking… when you sat down to make a game, you said “I want to make a game _about_ [X]”… the theme, the idea, the overarching concept.
[19:14] <&Doctor> Honor, Division, Struggle, Cooperation… the “Big word with capital letters”
[19:15] <&Doctor> The one word pitch: it’s a game about ____
[19:16] <+Anson> Ah gotcha. Ok sweet. Haha I just deleted my sentences. In one word the game is about Cooperation 🙂
[19:16] <+xyphoid> so that leads into: tell us about the co-op / linking mechanics
[19:16] <&Doctor> I figured, what with Unity in the title. Now the follow up: _How_ is it about cooperation?
[19:17] <+xyphoid> because they sound unique
[19:17] <&Doctor> Xyphoid and I are part of the rpg hive mind…
[19:17] <~Dan> 🙂
[19:17] <+xyphoid> (co-op mechanics are so often a half-ass late add-on to the system, haha)
[19:17] <+Anson> And GenoFoxx, the tech has some beam weapons and shields but they are more a function of the arcane magic powering the tech rather than the science of the tech.
[19:17] <+Anson> But no anti-gravity, warp drive, rocket powered flight (there are airships though!)
[19:17] <&Doctor> (“We are Forge, resistance is futile?”
[19:18] <+kvltjam> Yeah, I noticed the theme of cooperation in the teaser, what with the combat synergies and communal Spark pool. Are there any other systems that foster this theme of the party being greater than the whole of its constituent parts?
[19:18] <+Anson> Unity from the premise of its lore/history along with many of the mechanics I’ve either implemented or stripped all have the overarching goal of facilitating and encouraging cooperation and a dialogue of teamwork at the table.
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[19:19] <+Anson> I can break these mechanics and the lore down to a more granular level if you’d like as well.
[19:19] <~Dan> (Howdy, SirGene!)
[19:19] <~Dan> SirGene: Topic: (Link: https://www.kickstarter.com/projects/215931791/unity-tabletop-rpg?ref=category_newest)https://www.kickstarter.com/projects/215931791/unity-tabletop-rpg?ref=category_newest
[19:19] <&Doctor> Nuts and bolts though: I mean technically D&D 5e could say the same thing with a straight face
[19:19] <+SirGene> Hey Dan sorry I am late. Can someone link the game so I can catch up.
[19:19] <~Dan> See above. 🙂
[19:19] <+SirGene> You read my mind
[19:20] <+xyphoid> yeah i’m mechanically interested in the co-op mechanics
[19:20] <~Dan> Not my first rodeo. 😉
[19:20] <+xyphoid> er that was redundant
[19:20] <+Anson> I’ll try to answer xyphoid/kvtljam/Doctor’s question here as one
[19:20] <~Dan> Unity! 🙂
[19:21] <&Doctor> *now has OperationIvy stuck in his head*
[19:21] <+Anson> I’m glad you brought up 5e. I can use it as a contrast point and explain the philosophy behind some of my design decisions that move Unity towards fostering cooperation and teamwork.
[19:21] <&Doctor> *chuckles* I do my best to set people up
[19:22] <+Anson> Simultaneous Turns in Unity: You -can- work together in 5e. You can get some strategy and tactics going but usually your turns are silo’d affairs. Dealing with a 1 to 1 interaction with the GM and having your turn isolated from the rest of your party. You guys might have this great plan you want to pull off, but the system doesn’t do much to help you get
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[19:22] <~Dan> (Howdy, Lin_Chong!)
[19:23] <+Anson> there. Between the turn of Player A and Player B having decided to try and pull something off together, Goblin 1,2,3,6,8 might in between them and muck everything up. There’s a lot of unpredictability that can make trying to combo or enact a plan a real pain.
[19:24] <+Anson> Simultaneous Turns does another thing in Unity which is elevate engagement at the table. By having an active dialogue with your party members, there’s less tuning out and “let me know when it’s my turn to go”.
[19:25] <~Dan> Can I stop you there for a moment?
[19:25] <+Anson> Sure.
[19:25] <~Dan> When you say Simultaneous Turns, are you talking about one side at a time taking actions?
[19:26] <+SirGene> Do you have a link to Character Record Sheets?
[19:26] <+Anson> That’s correct Dan. All the players go at once. Then the monsters go.
[19:26] <+Anson> SirGene gimme one sec
[19:27] <~Dan> Hmm. See, I get why you’d do that, given the premise of Unity, but such a system seems to wash out the differences in individual reaction time.
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[19:28] <+Anson> SirGene here’s a link to a sample character sheet. For my players, we usually sit down and create them together using my InDesign template and they get exported (sans picture and verbose background story) (Link: http://www.unity-rpg.com/images/SampleCharacter.jpg)http://www.unity-rpg.com/images/SampleCharacter.jpg
[19:28] <+Anson> (Link: http://www.unity-rpg.com/images/SampleCharacter.jpg)http://www.unity-rpg.com/images/SampleCharacter.jpg
[19:28] <+Anson> Woops sorry. The link appears blank on my screen.
[19:28] <~Dan> I clicked on the second one, and it works.
[19:29] <&Doctor> (Link: http://www.unity-rpg.com/images/SampleCharacter.jpg)http://www.unity-rpg.com/images/SampleCharacter.jpg
[19:29] <&Doctor> hm
[19:29] <+Anson> Dan, when I was designing Unity I found that I had to make some compromises – initiative was one of them. But there’s still a form of pseudo initiative that does take into account character speed
[19:29] <~Dan> Oh? How does that work?
[19:30] <+Anson> I’ll link you guys a 6 round transcribed combat example from an earlier iteration of Unity, so you can see how my vision works (later though because it’s 10 pages :)) (Link: http://www.unity-rpg.com/extras/CombatExample.pdf)www.unity-rpg.com/extras/CombatExample.pdf
[19:30] <+Anson> So Dan, usually the narrative dictates which side gets to go first. But there will be times when the narrative isn’t very clear.
[19:31] * ~Dan nods
[19:31] <+Anson> So what we do is we give the monsters the priority in these murky cases BUT, we give players a crack at a BONUS first strike round.
[19:32] <+Anson> This is where they roll 2d10+their speed stat (which is AGILITY + applicable bonuses). Every monster has a static speed stat and in groups with mixed monsters, we have a couple of ways of determining the group’s speed (accurately requires averaging) or simply grabbing the median if you are lazy.
[19:33] <+Anson> If as the players you meet or exceed the monster group’s speed you get to go first (only the players that did)
[19:33] <~Dan> Ah, I see.
[19:34] <&Doctor> Okay, let me know when you’re ready for a follow up on that
[19:34] <+Anson> Go for it 🙂
[19:37] <&Doctor> So, all of those mechanics indicate how you accomplish cooperation, but how does the system/game reward it? To put a finer point on it, it seems like a party fighting goblins could easily just say “we all whack a goblin.” How is cooperation distinguished from “everyone acting at once” and are there mechanical advantages, collaborative moves, etc?
[19:38] <+Anson> Great question. This answer might get a little verbose and I apologize for it but I get pretty excited about this topic because there’s multiple layers to it.
[19:38] <~Dan> No worries. 🙂
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[19:39] <+Anson> The first layer – Difficulty of the encounter: You are totally right when you say a party encounters a group of goblins and could easily just bash them all willy-nilly and get the job done. As a GM in Unity, you know your players have a lot of toys to play with and also have a system that facilitates a high potential of tactical possibilities
[19:40] <+Anson> which is what simultaneous turns and synergistic powers opens up
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[19:41] <~Dan> (Howdy, Silverlion!)
[19:41] <+Anson> So what does this mean with regards to rewarding cooperation? It means encounters can more often than not be taken up a notch and be played “hard” by the GM. In turn this forces the players to actually pause and talk to each other as those group of derpy goblins might be moving in tandem and have tricks of their own. Enemies designed in Unity have
[19:41] <+Anson> their own set of tactical moves/powers as well. I’ll link this here as an example: (Link: http://www.unity-rpg.com/images/SkulkerPreview.jpg)http://www.unity-rpg.com/images/SkulkerPreview.jpg
[19:43] <+Anson> When players are pushed a little they naturally will find their way towards cooperation. Unity’s design from the monsters to the combat engine encourages this pushing.
[19:45] <+Anson> Next layer – power design: I touched on this a bit earlier but because the powers are setup to be synergistic (and I’m sure players will find many different ways than I dreamed of) it feels satisfying to stumble on cool combos. A really simple one that I think was mentioned here was using a Mystic’s Spark Lance and chaining it with an electric attack.
[19:45] <+Anson> (Link: http://www.unity-rpg.com/images/SimplePowerCombo.jpg)http://www.unity-rpg.com/images/SimplePowerCombo.jpg
[19:46] <+Anson> You could all go whack the goblin, but you stand a chance of missing whereas you could chain in a combo like the sample above and it’s a bit more effective and it feels better in general to have pulled that off over just attacking it as an isolated action.
[19:46] <+Anson> I really hope these links are working they show up as broken pictures on my side
[19:46] <~Dan> What’s the effect of the linking in this instance?
[19:46] <~Dan> They’re all showing up for me, Anson.
[19:47] <+NathanRMaher> I can see them.
[19:47] <&Doctor> (btw, you should totally tell people on your KS comments page where to find the log of this and tell them to come on over)
[19:47] <+Anson> Great. The effect is Spark Lance leaves “Static Residue” on the enemy, which allows the next electric attack to automatically hit that target. The Judge’s Gavel of Thunder is an electric based attack, it’s also an Overdrive ability which means she can’t use too often. So it’s important that it hits. By chaining them together you are being more effective and
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[19:47] <+Anson> efficient.
[19:47] <+SirGene> A couple of thoughts. It sounds like every other RPG in that a combination of skills in the group is good to have as they compliment each other. And in combat do people really have that much time to talk and coordinate. I find this a draw back of many games. Too much time to think.
[19:49] <~Dan> I was wondering about that, myself.
[19:49] <+Anson> SirGene that’s a great point and something I struggled with as well which is why if anyone has had a chance to look at the free 43 page sampler on DriveThruRPG (Link: http://www.drivethrurpg.com/product/186363/Unity–Free-Sampler)www.drivethrurpg.com/product/186363/Unity–Free-Sampler There is the “first tier” of Dreadnought powers available for your perusing. There’s only 10 powers. And of those 10 you pick 3 to start off with
[19:49] <+Anson> I’m very cognizant of overloading a player with too many choices thus causing too much paralysis by analysis
[19:50] <+Anson> The powers themselves stay interesting, relevant and scale through the choice selection of upgrades that you can grab for them. Which keeps the list of things a player needs to digest manageable.
[19:50] <+SirGene> Fair enough.
[19:50] <~Dan> As a follow-up, it seems the game would require players not only to know their own character’s powers, but also those of the other PCs.
[19:51] <+kvltjam> I’ve got a few questions about setting details whenever system discussion dies down. I’m sure I’ll have some system questions too.
[19:52] <~Dan> Fire away, kvltjam! We’ll work it in. 🙂
[19:52] <+Anson> One of the important things when I’m writing Unity is that I get the GM’s Guide right because of points like you guys are making here. You are absolutely correct in your assumption that there will be an adjustment period and a ‘learning’ if you will as the players not only become familiar with their own powers but of their party member’s abilities as well.
[19:52] <+Anson> I want the GM’s Guide to answer these type of questions and address these concerns and provide methods for making the transition to this type of play as smooth as possible
[19:52] * ~Dan nods
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[19:53] <&Doctor> are there collective powers?
[19:54] <+kvltjam> 1) One of the things that drew me into the world you’ve given us is the Afflicted and their constant need to find “spare parts” to keep themselves whole and functional. Do/can other races use machine parts to replace/augment their bodies in a similar fashion?
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[19:54] <+Anson> Doctor could you expand on that a little? Do you mean powers that everyone gets to use? Or a power that can only be activated when a bunch of people channel it?
[19:54] <&Silverlion> (Hi Dan)
[19:54] <+SirGene> It is hard to explain a game system in two hours in a group like this. Not sure I will read 43 pages to understand, but I think the fact you put them out there is good.
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[19:56] <~Dan> (Howdy, MonkofLords!)
[19:56] <+Anson> kvltjam I won’t lie to you, I’ve tinkered with the idea of a cyborg Furian 🙂 I wanted the Afflicted to have that as their ‘thing’ so lore wise I haven’t branched out to include those kind of augmentations to the other races. If we were going by their cultural values, the Valla and the Furians would never stand for it – death might even be a better recourse.
[19:56] <+Anson> Humans though…. there is potential there
[19:56] <+kvltjam> hmm!
[19:56] <&Doctor> Some games with heavily cooperative mechanics have systems which allow combination powers (I have A, other PC has B, together we can produce unique effect C0
[19:57] <~Dan> Actually, while we’re on the subject, what are the races?
[19:58] <+Anson> Ah gotcha. No unfortunately, from a design standpoint I think that might be too much for what I have on my plate right now. I also fear it might open up “MUST HAVE X and Y CLASS to PERFORM Z maneuver!” mentality when group building and my intention was for players to play whatever class they wanted and not be forced to pickup the holy trinity- tank, heal, dmg
[19:58] <+Anson> Dan the races are: The Valla, The Furians, The Humans and the Afflicted. Would you like me to give you a brief overview of each?
[19:58] <&Doctor> *nod* it sometimes simplifies things, which is why I asked
[19:59] <+Anson> And because we hit our second Stretch Goal – the Skulkers are now a playable race
[19:59] <+Anson> along with another playable race to be voted on by backers in the coming weeks
[20:00] <~Dan> Anson: Please do!
[20:02] <+Anson> Sure thing. The Valla: They are the Firstborn of Unity. They were created to be almost perfect. It was the Skyfather’s first attempt at making a people and he thought making them impeccable was the way to go. The Valla are long lived (half a century life spans) and they were all gifted with a physic link that connected them from birth. But where Unity takes
[20:02] <+Anson> place that link has been shattered. They are now learning to reconnect with the world as a newer generation of Valla, more optimistic, more curious and eager emerge.
[20:04] <+Anson> The Furians: They were the 2nd race to be created. Whereas the Valla became content and carefree after they erected their shining cities, the Furians were created to be industrious and hard working. The Skyfather wanted them to shape Unity. To this end they were given incredible physical prowess and endurance. Their culture is one of honour and duty.
[20:04] <+Anson> Think samurai. Like the Valla though, their great strength has been corrupted and now when they tap into their reservoir of power, they stand a chance to go into the “Red Rage” a state of passing madness.
[20:05] <+Anson> The Humans: These guys don’t really need an introduction but they became the favoured children of the Skyfather. He look at what he did with the Valla and the Furians and realized he needed to take a different approach with Humanity.
[20:06] <+Anson> Instead of bestowing them with physic gifts or physical ability he “gifted” them with short life spans. Their short lives instilled in them a tenacious drive to constantly live life and seize the day. They drove themselves to new heights constantly and were the ones that unlocked the power of combining metal, steam and magic. They created the automatons for
[20:06] <+Anson> the sole purpose of doing the mundane and menial things in life so they could live and pursue higher things.
[20:07] <+Anson> Lastly the Afflicted. They weren’t so much created like the other races were but they still originated from an act of the Skyfather. The curses he sent forth to the Valla and Furians were straight forward. But for Humanity, he robbed them of their brightest stars. The forward thinkers, innnovators, scientists and philosophers. Anyone with a brilliant mind was
[20:09] <+Anson> “afflicted” with the Phage a deadly disease that slowly eats away at their bodies. The only way they can stem the atrophy is by replacing lost organs and limbs with technology. They leveraged their brilliance to fight the Phage. There was eventually a civil war as fear replaced empathy and the Humans ousted the Afflicted which became their own faction.
[20:09] <+Anson> *done*
[20:09] <~Dan> Huh. Cool. 🙂
[20:10] <~Dan> So what’s the opposition in the setting? Are there obvious big bad guys?
[20:10] <+kvltjam> Second question, and this is a little in-the-weeds: one of the enemy factions listed on the KS page is the Risen, which I take to be the undead. How different are they from standard D&D fare like zombies and wights?
[20:10] <+kvltjam> (ha! unity again!)
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[20:10] <~Dan> ^5
[20:11] <+Anson> Definitely. There are actually 4 NPC factions: The Children of Steel (sentient automatons), The Risen (undead), The Crimson Horde (think of your standard fantasy fare orcs, gobin types) and finally the the boogeymen of boogeymen The Fell (demons). The Fell are just straight up evil and 2D bad guys. The rest there are shades and complexities to them.
[20:13] <+Anson> kvltjam great question. The Risen I didn’t want them to be mindless undead. They were a product of the Great Calamity when the Skyfather sundered the world and let the emotional, psychic and spiritual energies of the Drift spill forth into reality. The Undead are actually an aristocracy ruled by the “Undead Princes”. There motivations are shrouded in mystery
[20:13] <+Anson> But they have recollections of the memories of their former lives. Along with most of their subjects
[20:13] <+kvltjam> oh nice!
[20:13] <+Anson> Their*
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[20:14] <~Dan> In addition to these factions, are there “wild” monsters running around?
[20:14] <~Dan> (Howdy, Janus!)
[20:16] <~Dan> Do there be dragons, for example?
[20:16] <+Anson> The “wild” monsters would probably be remnants of the Crimson Horde. Most of them retreated into the Wilds after they were beaten back by a united taskforce of Valla, Furian and Humans. But there are pockets of maurauding monsters that dot the land still. But I think that could be easily said for any of the other factions as well.
[20:16] <+Anson> The Fell can actually spill through “breaches” that randomly appear where the fabric of reality is weak.
[20:17] <+kvltjam> which leads me to another question…
[20:17] <+Anson> Ha dragons. I’ve actually been sitting on this for awhile. While Unity borrows a lot of tropes and draws upon familiar fantasy aspects I wasn’t sure if I wanted dragons in Unity as we have some colossal monsters for you to fight already.
[20:18] <+kvltjam> I saw something on your dev blog talking about how breaches can happen when the party rests or atrocities are committed. can you go into a little about how the rules reflect this?
[20:19] <+Anson> For sure. So the Breach mechanic was created as a tool to create tension, provide a sense of impetus for achieving goals and to alleviate the “15 minute workday”.
[20:20] <+Anson> There’s a Breach track that gets moved up every time a group takes a rest. The track represents the coalescing of burgeoning energies from the Drift (a parallel world) that press up against the fabric of reality. As it continues to swell and press, that part of reality grows thinner and weaker and eventually breaks allowing the Drift to pour through this
[20:21] <+kvltjam> (as an aside, I think that tying Breaches to evil acts also gives an in-game system to model alignment to a degree. Instead of “Chaotic Evil”, it’s “causes a lot of Breaches and makes a general mess of reality”)
[20:22] <+Anson> breach. We then roll to see what comes through the breach. Sometimes it’s a blast of spiritual energy, sometimes it’s a handful of Fell spawn or sometimes it’s a giant Terrorfiend. There’s some tuning to be done here but abusing your rests or burning up too much time can cause bad things to happen. Events to unfold that might lead to interesting situations.
[20:22] <~Dan> What’s a Terrorfiend? (I’m assuming it’s not a happy thing.)
[20:22] <+Anson> That’s a really cool idea kvltjam, and it makes a lot of sense thematically with the lore.
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[20:23] <~Dan> (Howdy, XON2000!)
[20:23] <+XON2000> (Hey there!)
[20:23] <+Anson> Haha it’s the analogue of a dragon that you asked about earlier Dan 🙂 But one that can’t be reasoned with.
[20:23] <~Dan> 🙂
[20:24] <~Dan> So is there a “typical” adventure? What do the PCs do, generally speaking?
[20:24] <+Anson> A colossal sized demon. Usually you fight a terror fiend in a Titan Rig which is a giant mech that you and your party commandeer.
[20:24] <~Dan> (You hear that, GenoFoxx? There are mechs!)
[20:24] <~Dan> (GenoFoxx is our resident mech nut. 🙂 )
[20:25] <+Anson> I wrote Unity to be fairly open and modular. It’s one of my design philosophies. I present the default way I intended the game to be played and how I like to play it of course but you can always change things around and tune things up and down and that’s ‘officially’ supported. Like the “Breach” mechanic I was just talking about. If you want your players to
[20:25] <+Anson> just enjoy a sandbox style experience you can take the Breach out or tune it really low so the track builds up to a Breach much slower
[20:26] <~Dan> So, like, a smaller version? Sort of a son of a Breach?
[20:26] <+Anson> You can play Unity as a bunch of mercenaries wandering the lands and out for yourselves if you’d like or you could take on an epic campaign that slowly leads you to stopping some terrifying evil and saving a kingdom somewhere. There are dials in place to let you tailor the feeling of the campaign to the type of game you want to play.
[20:26] <+Anson> LOL
[20:27] <+Anson> Yeah you can make a son of a breach 🙂 Instead of a war party of Fell Spawn, it might drop off one runt of the litter that you can pummel and interrogate.
[20:27] <~Dan> 🙂
[20:28] <~Dan> How much of a bestiary does the game include?
[20:28] <+kvltjam> do rest-based Breaches always happen near the party or can they happen “off screen”?
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[20:29] <~Dan> (Welcome to #rpgnet, Bladekaiser!)
[20:29] <+Anson> Dan the Core Rulebook has about 40+ pages dedicated to foes and fiends. Page real estate is a premium and i’d like to squeeze more in if I can 🙂
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[20:30] <+kvltjam> stretch goal!!
[20:30] <+Anson> kvltjam Breaches can happen near the party or off-screen. Off-screen very interesting things can happen. A village might get wiped or someone stolen away creating a new plothook or questline.
[20:31] <+Anson> 😉
[20:31] <+Bladekaiser> Hello Anson. So i’ve been following since you started your journey on this project of yours. I Just wanted to know more about the classes if i may ask.
[20:32] <+Anson> Ha that’s what I’m here for 🙂
[20:32] <+Anson> What would you like to know? a brief rundown of them?
[20:33] <+Bladekaiser> Yes please 🙂
[20:33] <+Anson> Ok.. there’s 9 of them.. so I’ll try to be as concise as possible.
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[20:34] <+Anson> 1. Sentinel: The perfect soldier. Born and bred for the defense against the unending tide of Fell that spill through the permanent portal known as the Tempest of Terror. Think of a Spartan soldier. Their main weapon is their shield.
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[20:35] <~Dan> (The Tempest of Terror would be a great roller coaster name.)
[20:35] <+Anson> 2. Phantom: A slippery rogue-type. They embrace the shadows and are notorious for their quick and lethal fighting style. These guys don’t fight fair, nor do they care to. They originated from the Afflicted as they were forced to hide from shadowy place to shadowy place during their exile.
[20:37] <+Anson> 3. Judge: These guys are the enforcers of the realm. They are selected by divine decree (think Paladin). They are given authority as judge, jury and executioner. Heavily armored and well trained in the martial ways, they are further bolstered by being empowered by a divine will. Think Judge Dredd but with a giant hammer.
[20:37] <~Dan> (Shouldn’t that be a giant gavel? 🙂 )
[20:38] <+Anson> 4. Fell Hunter: Usually born from some tragedy involving the Fell. Fell Hunters are the premiere ranged class in Unity. They favour guns and crossbows and are expert trackers. If you like playing dark and brooding types, these guys usually fit the bill.
[20:38] <+Anson> Touche Dan 😉
[20:40] <+Anson> 5. Mystic: The arcane magic users of Unity. Born with a sight beyond sight they would have glimpses of the very constituents of reality and with time and practice would learn to bend them to their will. If you like slinging fireballs and lightning bolt or creating gravity wells these are your guys.
[20:40] <+Bladekaiser> Phantom class sounds like my type of class so far 😀
[20:41] <+Anson> 6. Dreadnought: This class is a blend of warrior + barbarian. Where the Sentinel is cool poised and practiced and the Dreadnought is a wild wrecking ball on the battlefield. They are all about big cleaving swings, charging in headfirst and thriving in the chaos of battle. The live on adrenaline and fury.
[20:43] <+Anson> 8. Primalist: In tune with the Primal Spirits (nature) they don’t “command” the elements the way a Mystic manipulates them but instead they are in constant communion with the Primal Spirits and their dialogue manifests itself in terrifying thunderstorms, and raging twisters. They also have ability of taking on aspects of certain beasts, making them a bit of
[20:43] <+Anson> hyrbid caster.
[20:44] <+SirGene> and number 9?
[20:44] <+Anson> 9. Driftwalker: The Driftwalker bargains with the dark forces from beyond the Drift. They do not fear the darkness and see it as a source of power to use against itself. They are grisly casters, trading their life force for potent effects. Their playstyle is quite unique compared to others. Over bargaining with the evil forces sometimes manifests itself as
[20:44] <+Anson> physical mutations, twisting the Driftwalker’s body.
[20:45] <+Anson> I think I got them all there….
[20:45] <+SirGene> Sounds like the Driftwalker is the bad guy?
[20:46] <+kvltjam> They sound more like the grimdark necromancer type. Which means about half of my table will want to play them!
[20:46] <+Anson> He sounds bad for sure. In order to integrate him properly into a party, we have to look at the perspective he’s coming from. He’s trying to fight darkness with darkness. As a party member that’d probably be your shtick going in. Of course I’ve had plain evil Driftwalker NPCs before who drank a bit too much from the cup and lost themselves.
[20:47] <+GenoFoxx> so a Dark Jedi
[20:48] <+Anson> Yeah. without the lightsabers. The Driftwalker was mean to be Unity’s analogue to a warlock type caster. But as I got deeper into designing it I explored this whole “blood/vitality” as a resource.
[20:49] <~Dan> I don’t see skills on the character sheet. Am I missing something?
[20:50] <+Anson> Not at all Dan.. in my intro I mentioned “story based skill system”
[20:50] <+Anson> Where it says Core Paths
[20:50] <+Anson> those are you skills
[20:50] <+Anson> without writing a huge essay here, if anyone’s interested in how the Core Paths work
[20:50] <+Anson> Check out this video I made
[20:50] <+Anson> (Link: https://www.youtube.com/watch?v=dxENHdX8YLc)https://www.youtube.com/watch?v=dxENHdX8YLc
[20:50] <~Dan> Ah, I missed that, sorry.
[20:50] <+Anson> For Character Creation in Unity
[20:51] <+Anson> No problem. It’s easy to miss when we’re use to be skills lists 🙂
[20:51] <+kvltjam> they remind me a lot of 13th Age’s Background system
[20:52] <&Doctor> Just a comment: I have been reading. This product is both structurally sound and artfully rendered. Anson, I am officially expecting big things from you in future
[20:53] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:53] <+Anson> kvltjam you are correct sir, 13th age, Barbarians of Lemuria and AW were strong inspirations for the Core Paths. Everyone thinks Unity is so focused on combat but I absolutely love the storytelling and emotional component of our hobby and I hope it shows through the use of these Core Paths.
[20:53] <+Anson> Doctor thanks, that’s incredibly humbilng. I really appreciate it. One thing at a time for me 🙂
[20:55] <+xyphoid> Yeah, game looks great. How much of it is written at this point?
[20:55] <+xyphoid> like, what is left to do before delivery?
[20:56] <+kvltjam> it looks like Unity’s combats will be really quick, which solves the 4E “combats take 75% of the game time so why should we even bother with non-combat stuff” issue. (I loved 4E, but the length of combats really did drown out deep role-play in my gaming and GMing experience)
[20:57] <+Anson> The Bestiary is killing me (financially and brain power wise) The Primalist and Driftwalker were added after conferring with the community recently so those are getting cranked out right now. The Lore – I can’t stop adding to it but I know I have to stop soon because I’m running out of pages 🙂 GM’s Guide is about halfway finished.
[20:57] <+Anson> The Core Rules are done, 7 of the 9 classes are also in a great place.
[20:57] <+Anson> We’re releasing an Early Access packet to backers Nov 2016 or earlier.
[20:58] <+Anson> After that it’s just incorporating their feedback and polishing
[20:58] <~Dan> Quick reminder: If anyone has enjoyed this Q&A 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/ 🙂
[20:58] <+Anson> then I get to fire this badboy off to the printers 😀
[20:58] <+Anson> sorry editor first than printers.
[20:59] <~Dan> Thanks very much for joining us, Anson!
[21:00] <+Anson> Thank you everyone for the interest and questions. I hope this was helpful.
[21:00] <+Anson> And a huge thank to you Dan for setting this up and letting me a part of this 😀
[21:00] <+NathanRMaher> Brilliantly done Anson.
[21:00] <~Dan> Definitely. And please know that you’re always more than welcome to hang out with us here. 🙂
[21:00] <~Dan> Give me just a moment here, and I’ll get the log posted and link you.