[20:31] <+Ian> Hi all. Thanks for having me here. I am the owner of Applied Vectors. We are currently running a Kickstarter for our newest product. (Link: https://www.kickstarter.com/projects/applied-vectors/worlds-of-adventure-fantasy-realms)https://www.kickstarter.com/projects/applied-vectors/worlds-of-adventure-fantasy-realms
[20:33] <+Ian> The game is the second edition of Synergy Fantasy with a re-brand, a new world to explore and some additions to the game mechanics as well as a revised magic system. A PWYW Test Drive of the rules can be found here: (Link: http://www.rpgnow.com/product/188068/Worlds-of-Adventure-Fantasy-Realms)http://www.rpgnow.com/product/188068/Worlds-of-Adventure-Fantasy-Realms
[20:35] <&GKG_Alan> (we good to ask questions Ian?)
[20:35] <+Ian> GKG_Alan cetainly
[20:35] <&GKG_Alan> Great! So what’s the dice system like?
[20:37] <+Ian> GKG_Alan its ten sided dice. you’ll need a maximum of three dice for the game. Target numbers are normally your skill plus your attribute – the number of dice you roll depends on your aptitude in a given skill group (like Close Combat, Liberal Arts etc)
[20:38] <&GKG_Alan> Ok, so you roll the dice, total ’em and apply that against the TN?
[20:39] <+Axiomatic> Huh, so the entire thing takes place on a single island?
[20:40] <+Ian> GKG_Alan you take the lowest result. If this result is equal to or lower than the target number, the character succeeds. If the die result is higher than the target number, it indicates the character fails. The difference between the number rolled and the target number represents the character’s degree of success or failure, called the Action Value.
[20:41] <+Ian> Axiomatic No, Skye Island is the starting point for the campaign. Other countries wqill be detailed as time goes on.
[20:41] <&GKG_Alan> ooh. Ok, I see. I like it.
[20:41] <&GKG_Alan> So can you describe the components that make up a character?
[20:41] <+Ian> GKG_Alan Its the same game system as Blue Planet v2.
[20:42] <&GKG_Alan> I’ve never played BP v2
[20:44] <+Ian> GKG_Alan Characters are made up of of a concept, a power level, attributes, origin packages, background packages, and professional training packages at the most basic level.
[20:45] <+Ian> GKG_Alan I only mentioned BPv2 in case some were familiar with it. The system when adapted to Fantasy has had quite a few changes. Not least of which is the addition of a magic system.
[20:46] <~Dan> Given the roll-under mechanic, can the system handle scores in excess of 10?
[20:49] <+Ian> Dan yes. The degree of success or failure becomes more important when scores over 10 are involved. In a contested roll whomever passes by the most or fails by the least is deemed the winner.
[20:50] <&GKG_Alan> Ian, how does Magic work? Both in flavor and mechanically?
[20:52] <+Ian> GKG_Alan Magic is the use of Aetheric energy (or Mana) to affect the world around you – either through turning flesh to stone, summoning otherworldly creatures, or cloaking an area in darkness. It is mechanically graded by Spell Strength, requires a skill roll to use. This skill roll is modified by the parameters of the spell (range, duration etc), high skill
[20:54] <+Ian> can result in some tremendous effects; want to turn a hundred soldiers into terracotta for a 1000 years? Not a problem – pick the parameters, gather the soldiers, make the roll and its done.
[20:54] <&GKG_Alan> so are there set spells? Or do you build this formula everytime
[20:56] <+Ian> fail by an action value of -5 or worse though, and that Mana will burn. There are set spells in the Players Guide and planned for The Grimoire – the Moderators Guide gives the formula for generating new spells
[20:57] <&GKG_Alan> Ok, interesting
[20:57] <&GKG_Alan> is magic divded by “traditions or schools”?
[20:57] <&GKG_Alan> or is it just all one type
[20:59] <+Ian> GKG_Alan Magic is divided by the Occult Skill it is used with Alchemy, Divination, Enchantment, Evocation, Illusion, Transmutation, and Thaumaturgy.
[21:02] <&GKG_Alan> Ok
[21:02] <&GKG_Alan> makes sense
[21:02] <&GKG_Alan> so can you tell us about the setting?
[21:02] <&GKG_Alan> (anyone else can ask questions too:))
[21:03] <~Dan> Does the game include a bestiary, and if so, how extensive?
[21:05] <+Ian> GKG_Alan the setting begins on Sky Island, however there is a whole world to explore. From the Pearl Islands, Vaqeon to the far off places of Klahis, Tivrias and many others.
[21:07] <+Ian> Dan the Moderators Guide will include two or three dozen entries – the Bestiary will have many many more.
[21:07] <&GKG_Alan> Ian, can you give more detail about those places? What is special and unique about Sky Island
[21:08] <+GenoFoxx> what’s the most advanced handheld weapon available?
[21:10] <+Ian> GKG_Alan Skye Island is the remnants of a long dead volcano, the caldera is largely filled with dense jungle, surrounded on three sides with the steeply sloped caldera walls, the north eastern side of the walls have collapsed somewhat over the preceding centuries, leaving odd pillars and sections of rocky walls along that stretch of the jungle
[21:11] <+Ian> GKG_Alan The communities of the island exist built onto/into the caldera wall, as well as surrounding the islands two lakes.
[21:13] <+Ian> GenoFoxx The most advanced handheld weapon would be the Muskets and Pistols of the Human communities.
[21:14] <&GKG_Alan> how common are firearms
[21:15] <+Ian> <GKG_Alan Not very. Mostly they are owned by the military of the human cities and larger towns.
[21:16] <&GKG_Alan> are these flintlocks?
[21:16] <&GKG_Alan> or matchlocks
[21:17] <+Ian> GKG_Alan flintlocks or the older wheel-locks.
[21:17] <&GKG_Alan> ok
[21:17] <&GKG_Alan> what sorta monsters are there
[21:20] <+Ian> GKG_Alan The monsters on Skye are mostly normal animals, as the island is quite well populated. However the southern part of the interior jungle is full of giant insects, spiders and similar creatures. Away from the islands there are Elementals, Dragons, Giants, Ogres and so forth.
[21:20] <&GKG_Alan> any sort of monsterous cultures?
[21:22] <+Ian> GKG_Alan Yes. There are several monstrous; races detailed in The Companion. Although many of these races can be found on Skye Island, the4y have lands of their own across the seas.
[21:22] <&GKG_Alan> so why do they come to Skye Island
[21:23] <&GKG_Alan> (anyone else? I am running low on questions)
[21:25] <+Ian> A lot of the time Skye is a stopping off point after a long sea journey from the western continent; however the Library in Starcross (the capital) is a great draw for scholars from across the world.
[21:26] <+slyphic> is there any chance you have a recording or writeup or session report of a good session?
[21:27] <+slyphic> also, any support planned for adventures or modules?
[21:28] <+Ian> slyphic I’m afraid not. We don’t record our sessions, just play them. never thought it may be needed to be honest. Adventures and modules are certainly planned.
[21:28] <&GKG_Alan> can you give a hint as to what you’re planning?
[21:30] <+slyphic> I really like to see (hear) a system in action. Ideally with a group that has a good grasp of the system.
[21:30] <+slyphic> I also like to see what kind of game the designer was running with it.
[21:31] <+Ian> GKG_Alan well, there will be Tales of Skye which will be multi volume collection of adventures on the Island. Also the intention is to make a larger questline which will take characters far from home and into lands across the world.
[21:31] <+Ian> slyphic that is certainly a fair point, and something I didn’t consider.
[21:32] <+slyphic> are the Tales based of your own sessions? Or commissioned?
[21:32] <&GKG_Alan> what sort of transportation methods are there? anything unique or cool?
[21:32] <&Moxiane> Kaor
[21:34] <+Ian> slyphic both. I am writing adventures for my own sessions which will appear there, the results of the Kickstarter will determine how much commissioned work there will be.
[21:35] <+Ian> GKG_Alan Transport is generally the standard fare, though there are are magic based airships produced by some of the wealthier nations.
[21:35] <+slyphic> do you have a mediography for the game? list of important influences, both other RPGs and other forms of fiction. If someone wanted to read or watch something to get in the proper mood for Worlds of Adventure, what would you recommend?
[21:39] <+Ian> slyphic I would say Excalibur, Shaintar, Dragon Age, Cthulhu Dark Ages, Game of Thrones etc it is a dark fantasy game at its heart (at least to me), though it all really depends on the approach an individual Moderator takes.
[21:40] <+Ian> slyphic if you wanted to play it as a heroic high fantasy that is certainly possible, as is a swashbuckling pirate extravaganza.
[21:41] <&GKG_Alan> (i’m running low on questions, does anyone have any)
[21:41] <+GenoFoxx> how common is magic
[21:42] <+GenoFoxx> does everyone know a spell or two or is it the just wizards and shamans?
[21:45] <+Ian> GenoFoxx Quite common. To learn magic you need to have a Mana score of 1 or higher, and take a training package that offers those skills. You can, however spend custom skill points on magic skills, though you are likely to be at a disadvantage to a ‘trained’ caster
[21:50] <+slyphic> when you say common, is that common for characters, or the populace in general?
[21:50] <+slyphic> and how do you maintain the dark fantasy aesthetic if magic is commonplace? does it have consequences, or is it common but reviled?
[21:55] <+Ian> slyphic common for characters mostly. magic is powerful and thus seen in awe/feared by most. In my own games magic is quite rare – hence the dark fantasy approach. There are consequences to magic – failing casting TN by 5 or more produces injury to the caster
[21:55] <+Will> Ok, this looks like the right place. Whew. New computer set up. 😉
[21:56] <&GKG_Alan> (hey will, we’re having a QA)
[21:56] <&Doctor> Im late to the party, can I get a link?
[21:57] <+Ian> Doctor (Link: https://www.kickstarter.com/projects/applied-vectors/worlds-of-adventure-fantasy-realms)https://www.kickstarter.com/projects/applied-vectors/worlds-of-adventure-fantasy-realms
[21:59] <&GKG_Alan> We’ve got about 30 minutes left
[22:00] <&GKG_Alan> So Ian, if magic is easy to achieve what are the benefits of being a dedicated caster
[22:02] <&Doctor> This may have been asked, but why 2 books? What is the anticipated page count for each?
[22:02] <+Ian> GKG_Alan proper training, access to new spells and a degree of safety among other casters
[22:03] <+Ian> Doctor Two books were decided upon, as players do not necessarily need or want the content of the Moderators Guide. The Players Guide is 166 pages, and the Moderators Guide will be about the same page count.
[22:04] <+scya> In return the question. If magic is easy to archive, what about those concepts that do not want to use it, How unviable are they?
[22:08] <+Ian> scya those without the need or desire for magic are just as viable a character as a mage.
[22:09] <+scya> Well do you evade the usual trap then to give them also less other stuff , like for example the part where fighter clases tend to have effective less skills etc ? to give a example as caster being weaker on a whole tends to happen much more rare then mundanes having problems.
[22:15] <+Ian> scya Characters are built equally mechanically (depending on power level), however the otherwordly nature of magic does give such characters an edge. This is in turn balanced by the use of enchanted items by non-magic using characters
[22:16] <&GKG_Alan> hm
[22:16] <&GKG_Alan> so magic users cna’t use magic items?
[22:17] <+Ian> GKG_Alan anyone can use a magic item.
[22:17] <&GKG_Alan> so how does it balance out magic yes?
[22:18] <+scya> Yeah but then you run into the problem that D&D had where the martial classes needed the items to stay concurent with the mages, while the casters where able to use there items to do new stuff that expanded there capabilitys sideways.
[22:20] <+Ian> GKG_Alan well enchanted items are built like spells … so characters with them can be as effective as a mage. scya thats potentially true – however a Moderator can and should limit both the capabilities of mages and enchanted items as befits the style of their game.
[22:21] <&GKG_Alan> hm
[22:21] <&GKG_Alan> So basically, Magic is just better?
[22:22] <+willows> What rules/guidelines are there for limiting those capabilities as you describe?
[22:25] <+Ian> GKG_Alan Magic is the use of otherworldly energies to affect the physical world. It is therefore by extension better than the norm. willows There are guidelines in the Moderators Guide forlimiting magic in a campaign.
[22:26] <+scya> GKG_Alan Magic is the use of otherworldly energies to affect the physical world. It is therefore by extension better than the norm.|That is a a design decision there not a given as one could try to balance the opportunity cost of becomming a caster with the one for the other professions.
[22:27] <&GKG_Alan> zhm
[22:27] <&GKG_Alan> We’re running low on time, Ian is there anything else you’d like to end/wrap up with!?
[22:29] <+Ian> GKG_Alan I’d just like to say thank you for the opportunity to come along and have the Q&A session, and I hope to return in the future with other projects. Thank you to everyone for your questions.
[22:30] <&GKG_Alan> Awesome!