[19:00] <+Gareth> Ok. First, here’s the link to the KS: (Link: http://kck.st/2av6alQ)http://kck.st/2av6alQ
[19:02] <+Gareth> My name is Gareth Johnson. I started playing RPGs when D&D 3.5 was in its prime, but my first game was actually L5R. I’ve always liked a variety of games and am open to most anything.
[19:05] <+Gareth> I started working on Pythos about 4 years ago. I was playing around with an idea to make simple simultaneous action combat in an RPG work. When I got most of it down, I decided to build my own setting to put it in.
[19:06] <+Gareth> Pythos, the world, is a mythological fantasy setting that takes inspiration from myths, legends, and ancient cultures from around the world. (not just the typical European and not just a single culture)
[19:08] <+Gareth> Some of the sources of that inspiration are incorporated directly (such as the names of some gods and monsters) while other inspirations are more subtle, allowing for the mixing of cultures from Earth.
[19:08] <+Drew> could you explain the basics of your simultaneous combat s
[19:08] <+Drew> (tablet kehboard?ignore me)
[19:08] <~Dan> (Please hold questions until we get a (done) from the guest. Thanks! 🙂 )
[19:10] <+Gareth> I’ll answer questions now (done)
[19:10] <~Dan> Thanks, Gareth! The floor is open to questions!
[19:10] <~Dan> Would you like to cover Drew’s question first, Gareth?
[19:10] <+Drew> sorry about that tablet keyboard entered too soon, could you explain the basics ofyour simultaneous combat system?
[19:11] <+Drew> it seems to be one of your main selling points
[19:12] <+Gareth> Absolutely Drew: Each round (6 seconds) every combatant may perform a single action or maneuver (combo of multiple actions).
[19:13] <+Gareth> Those actions are divided into 4 types: Defensive, Attack, Utility, and Move
[19:14] <+Gareth> During each round, everyone (including the GM) decides their actions and then declares them at the same time. This can be done verbally in a casual game or with action tokens or cards.
[19:15] <+Gareth> Then, the actions are resolved in phases (Phase 1 Defensive, Phase 2 Attack, etc.). All actions of a given phase are resolved before moving on to the next phase.
[19:17] <+Gareth> With only a couple exceptions, an action cannot interfere with another action of the same type. So killing a creature in the “attack phase” does not stop its attack from resolving. This allows for opponents to kill each other sometimes.
[19:17] <~Dan> (Welcome to #rpgnet, Guest47!)
[19:18] <&Doctor> Can you give an example of how a defensive action can be resolved before the attack it is intended to defend against?
[19:18] <+Gareth> I have a video on the KS page (Game Mechanics section) that might explain it a little better. It shows a simple example.
[19:19] <+Gareth> So you and I are in combat. I declared an attack against you and you declared a “Block” action (defensive). Your block is resolved in the defensive phase and grants you a bonus to your defense for the rest of the round. In the next phase, my attack must beat your new defense.
[19:20] <+Drew> what is the scope of each action type? could I for instance have a defensive action that dodges and puts distance between me and an attacker?
[19:21] <~Dan> (Howdy, DracoSilverscar!)
[19:22] <+Drew> just wondering how variable the actions can be
[19:22] <~Dan> (Howdy, GKG_Alan!)
[19:22] <+Gareth> What you are talking about is called a maneuver. Specifically, you are performing an “Evasive Maneuver”. You “dodge” in the defensive phase, then you “move” in the movement phase. The attack would still target you, but you will have a bonus from dodging.
[19:22] <+Drew> ah ok
[19:23] <+Gareth> There is a list of basic actions you can choose from, but if you are trying to do something that doesn’t fit anything on the list, you can work it out with your GM.
[19:24] <~Dan> Do you have a character sheet we can see?
[19:25] <+Gareth> The trickiest part of the game for new players is understanding that movement always resolves last in the round, so you have to think ahead a little and know that you can’t avoid an attack by moving in the same round it targets you.
[19:25] <+Gareth> Dan: I have a pdf of the most recent version. What’s the best way to show people?
[19:26] <~Dan> Via URL, if you have it posted somewhere.
[19:26] <&GKG_Alan> (hey)
[19:27] <+xyphoid> how does this work with larger brawls
[19:27] <+xyphoid> let’s say i’m the GM and have 6 enemies – I’m putting down 6 cards vs 1 for each player?
[19:27] <+xyphoid> and am i specifying ‘attack’ or ‘attack Bob’?
[19:29] <+Gareth> Dan: I use Google Drive for playtesting purposes. I can post a sharing link in a minute.
[19:30] <~Dan> Cool.
[19:31] <~Dan> What is the game’s core mechanic?
[19:32] <~Dan> (Howdy, MonkofLords!)
[19:32] <+Gareth> xyphoid: For larger combats with lots of enemies, there are some shortcuts the GM can use, such as grouping similar monsters and declaring them as say “attacking closest enemy”. As the GM you have a lot more flexibility to make up for the extra work.
[19:35] <+Gareth> Here’s the link to the current character sheet. It’s not perfect and isn’t prettied up, but it’ll give you an idea for it: (Link: https://drive.google.com/file/d/0B4M0hJ4ZtG2_YllkOTBaWW9DVEk/view?usp=sharing)https://drive.google.com/file/d/0B4M0hJ4ZtG2_YllkOTBaWW9DVEk/view?usp=sharing
[19:37] <+Gareth> Dan: The game’s core mechanic is for checks and attacks is d10 + “number” vs target. “number” = base attribute + bonuses (such as expertise/weapons/etc.)
[19:37] <+Gareth> Higher numbers are always better.
[19:38] <+Drew> when does magic resolve in combat? during the phase attached to its intent (attacking, defending, utility) or does it all resolve during a particular phase?
[19:38] <+Gareth> The only die you need for the game is a d10. Multiple d10s come in handy in some cases (i.e. heavy hitters get multiple d10s for damage)
[19:38] <~Dan> Does degree of success matter?
[19:40] <+Gareth> Dan: Yes! A lot of the mechanics incorporate scalable effects and beating a target by 5 sometimes results in additional benefits. In the case of damage, you get an additional d10 of damage for each 5 higher you beat the defense by.
[19:41] <+Gareth> Drew: Spells are actions. They resolve during the phase they are assigned to. Some spells are defensive, some attacks, etc.
[19:42] <~Dan> The attributes seem pretty holistic. How do you determine a character’s brute strength, for example?
[19:44] <+Gareth> Dan: If you are doing a brute strength action, you make an Athletics check, which is your Combat attribute + bonuses you have to the Athletics talent
[19:45] <~Dan> Ah, I see.
[19:45] <~Dan> (Howdy, JamesGillen!)
[19:45] <+JamesGillen> Hi
[19:47] <~Dan> Can you tell us a bit more about the setting?
[19:47] <+Gareth> On the character design side of things, I went with holistic over detailed for the purposes of making it simple and easy to understand. I didn’t want folks to be confused over the difference between say Intelligence and Wisdom, if you know what I mean.
[19:47] <~Dan> I do.
[19:48] <+Gareth> Dan: Sure, I’ll start with magic in the world…
[19:50] <+Gareth> Magic is mysterious in Pythos, but not particularly rare. 99.9% of people cannot use magic, but 99.9% of people have seen it used.
[19:52] <+Gareth> The first use of magic a commoner might see is that of a shaman performing healing magic or a trickster performing telekinesis on the street for coin.
[19:52] <~Dan> (Howdy, KJ!)
[19:54] <+Gareth> When someone learns magic, it is usually a set of closely-related spells, like a school of magic. Examples include: Enchantment, Telekinesis, Xi, Sorcery, Elementalism, and so on
[19:55] <+Gareth> So a character that learns Telekinesis gets a defensive spell (telekinetic armor), an attack (telekinetic throw), and a utility spell (move object)
[19:55] <+JamesGillen> hm
[19:57] <~Dan> Does that hold true for all forms of magic?
[19:58] <+Gareth> The resource for casting spells is “mana”. Every character has a mana pool (even if they don’t know any spells), though primary casters have more than others. And sometimes you can pump more mana into spells with scalable effects.
[20:00] <+Gareth> Dan: Some forms are better for attacks, and some are more utility, but there are several with a variety of spells. Xi is so far the only one that grants a spell of each type (Defense, Attack, Utility, and Move).
[20:00] <~Dan> (Howdy, SteveD!)
[20:00] <+SteveD> Sup
[20:01] <+SteveD> Heyoo. Are peeps rping?
[20:01] <~Dan> Nope! Having a Q&A.
[20:01] <~Dan> Gareth: What does Xi mean?
[20:02] <+SteveD> ah then I won’t poach, I’ll come back late tonight, like +12 hrs!
[20:02] <+Gareth> Check out my KS before you go! (Link: http://kck.st/2av6alQ)http://kck.st/2av6alQ
[20:02] <+SteveD> will pimp
[20:04] <+Gareth> Dan: Xi is the magic of “the perfected self”. It’s like what monks do in D&D.
[20:04] <~Dan> Gotcha.
[20:04] <~Dan> I see “class” mentioned on the character sheet. What are the classes?
[20:06] <+Gareth> Dan: Crusader, Hunter, Magus, Monk, Sage, Shaman, Trickster, Warrior
[20:06] <~Dan> What is the affect of class choice?
[20:08] <+Gareth> Classes give you the framework for your characters features. They give you some flat bonuses, some special features, and then your choice for Powers and talent bonuses.
[20:09] <+Gareth> If you are a Warrior, you probably won’t be using any magic, because you don’t get any features that grant you spells.
[20:09] <+JamesGillen> What do you get with warrior, then?
[20:11] <+Gareth> You get armor and weapon proficiencies, Combat and Endurance bonuses, and your choice of Combat Powers, which allow you to customize your fighting style. There are a few Powers that grant you special actions (like spells but without the magic).
[20:12] <~Dan> (Howdy, Viktyr!)
[20:12] <+Gareth> Powers work like feats do in D&D. But they are categorized by the attribute they are associated with (Combat, Skill, Will, and Endurance)
[20:14] <+JamesGillen> hm
[20:15] <+Gareth> So to create your character: you start with a race, then a class, then choose specific powers based on what your race and class gives you. (Will Powers are the ones that give you spells)
[20:15] <~Dan> What races are available to play?
[20:16] <+Gareth> Races…
[20:18] <~Dan> (Howdy, GeekEclectic!)
[20:19] <~Dan> (Howdy, AndChat-453921!)
[20:19] <+Gareth> Achaean: Based loosely on the Greeks. You might call them vanilla human. Islussean: Based loosely on Atlantis. Magic-focused. Khanati: Based loosely on the Mongols. Tech-focused. Nomadic. Pygmy: Based loosely on pygmies. Small & tinted green skin. Nature-focused.
[20:21] <~Dan> Tech-focused? What sort of tech is available?
[20:22] <+Gareth> Solan: Based loosely on Polynesians. Trade-focused. No hair on their bodies. Xian: Based loosely on Chinese. Empire civilization. Yngvar: Based loosely on the Norse. Tough. Sea-fairing warriors.
[20:24] <+Gareth> Dan: On average, the tech level is “Iron Age”, but some civiliations are still beating sticks and stones together. The Khanati is the first race to use crossbows and other mechanical devices, but even then, those technologies are rare.
[20:27] <+Gareth> These civilizations developed mostly independently, in a very similar way to how Earth developed, with occasional invasions/trade/diplomacy. It was only in the last couple centuries that they started mixing. This was the result of the “Acragaia”…
[20:29] <+Gareth> The Acragaia is a great citadel that was built to protect powerful artifacts and stones of power. But when it finished, the citadel suddenly came into existence in multiple places at the same time throughout the world…
[20:29] <+JamesGillen> whoops
[20:30] <+Gareth> Now you can step in the gate in the Claws of Hell mountains, and step out a different gate into the Dragonfrost Tundra.
[20:30] <+Gareth> And so on…
[20:30] <~Dan> (Howdy, Lin_Chong!)
[20:30] <+Gareth> And the cultural ramifications of this are still being worked out by the civilizations of Pythos.
[20:31] <+Drew> so we can expect culture shock/culture clash to be a big theme in the setting and thus adventures?
[20:31] <~Dan> Are there any obvious bad guys in the setting?
[20:32] <+Gareth> Drew: Yes
[20:34] <+Gareth> Dan: Some gods fill that niche, as well as horrific monsters (think Grendel and his mother). Bigger even than the gods are the titans, which have existed since the dawn of time. Colossal embodiments of nature, Titans are viewed as mindless destroyers.
[20:36] <~Dan> How common are monsters in general?
[20:37] <+Gareth> You have to watch out for evil villains and gods attempting to wake titans and guide them to do their dirty work (though it doesn’t usually work out the way they plan)
[20:38] <+Drew> how are the gods portrayed in the setting and how might players generally interact and deal with them over the course of a adventure or campaign?
[20:38] <+Gareth> Dan: Monsters are aplenty. Of course, in civilized areas there are less than in the unknown wilds.
[20:40] <+Gareth> Drew: Each god has his or her own agenda. They often meddle in the affairs of mortals, and are far from infallible. There are legends of gods being defeated or even killed by clever mortals. A very high level campaign might culminate in a fight against a god.
[20:40] <~Dan> Are your monsters fantasy standards, or more of your own invention?
[20:42] <+Gareth> Most of them come right out of mythology, close to the source. I try to avoid influences from other works that have changed them into something else.
[20:43] <+Drew> what mythologies did you mainly use as inspiration?
[20:44] <+Drew> so we have a base understanding of the type of monsters one could expect
[20:47] <~Dan> How large is the game’s bestiary?
[20:48] <+Gareth> Drew: I draw primarily from the same cultures I used for the races, such Greek, Chinese, Norse, Polynesian, etc. But I’m sampling from all over. So Gorgon, Roc, Zombie (different types), Skin-Walkers, Spirits (different types), Banshee, Ghoul, etc.
[20:49] <+Gareth> Did you know that the Ghoul actually came from Middle Eastern folklore. I didn’t know that until I started doing research for Pythos.
[20:50] <+Gareth> For creature types, I separate them into the following categories: Mortals, Beasts, Spirits, Unliving Creatures, Mythical Creatures, Gods, and Titans
[20:53] <+Gareth> Here’s one I added more recently: Tikoloshe (South African) which is a dwarf-like sprite that can become invisible by drinking water.
[20:53] <~Dan> How many entries does the bestiary have?
[20:55] <+Gareth> Dan: Right now, it’s around 80-100. But that may change between now and the final version.
[20:56] <~Dan> That’s pretty impressive.
[20:56] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:56] <+Gareth> Take into account that a good chunk of that is Beasts (a.k.a. animals). It was important to include a lot of those for summoning purposes.
[20:58] <+Gareth> whew…uhh…I’d like to point out that the game is in Beta. Meaning that backers will get to participate in the final playtesting of the game and provide feedback.
[20:58] <~Dan> (Howdy, NiTessine!)
[20:59] <~Dan> Quick aside — my tip jar is here, if anyone is so inclined: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[20:59] <~Dan> Thanks very much for joining us, Gareth!
[20:59] <+Gareth> Thank you for inviting me Dan!
[21:00] <~Dan> No need to run off, by the way. Just give me a moment, and I’ll log the chat and link you.