[19:03] <+PaulLell> Hello! My name is Paul Lell and I am an author, game designer, fashion designer, husband and father.
[19:03] <+PaulLell> I live in the Denver area, and have done for most of my life, where I went to school for engineering and graphic design (and never finished either degree).
[19:03] <+PaulLell> now make a living working for ‘a little known but major telecom company’ and write and play games in my ‘spare time’.
[19:03] <+PaulLell> I own and operate a small publishing company, Kalijor Press, that I use to do business and house my various creative endeavors.
[19:04] <+PaulLell> I currently have 8 novels in the SolSpace/Kalijor universe available in eBook and dead tree formats, plus one novella and three stand-alone short stories, all from Kalijor Press.
[19:04] <+PaulLell> I also have numerous SolSpace/Kalijor short stories in anthologies from Dragon Roots publishing.
[19:04] <+PaulLell> I have half a dozen novels in various stages of production (and post-production) for release over the next couple of years, including a couple that are not in the SolSpace/Kalijor universe (something new for any fans out there).
[19:04] <+PaulLell> Also, my publishing company, Kalijor Press, will be picking up and publishing stories from a couple new authors here in the next 18-24 months as well.
[19:04] <+PaulLell> As for games, I have the Kalijor RPG, the Kalijor: Kids RPG (which is really more of an RPG for beginners of all ages), and the most recent RPG, ‘Falling Stars’, published by Lock ‘n Load Publishing.
[19:05] <+PaulLell> ‘Falling Stars’ is a collaborative effort between myself and Chris McCown, a fellow local designer, and is a much more tactically focused RPG than my others, but that’s what LnL asked us to build for them.
[19:05] <+PaulLell> I have multiple games in development as well, including two different and new RPG’s (one of which is just an engine waiting for a good setting), a couple card games, and a couple board games.
[19:05] <+PaulLell> I don’t know which, if any, will ever see the light of day, but several have seen some limited alpha testing and at least look/sound promising.
[19:05] <+PaulLell> Okay. I think that’s it!
[19:06] <~Dan> Thanks, PaulLell!
[19:06] <~Dan> The floor is open to questions!
[19:06] <~Dan> So what is Kalijor about?
[19:06] <+PaulLell> We describe Kalijor as ‘Firefly meets Middle Earth via the Matrix’.
[19:06] <+ChadDubya> Hi PaulLell, are you currently promoting an upcoming release or just the Kalijor line generally?
[19:07] <~Dan> (Howdy, Guest26, DebraHP!)
[19:07] <+DebraHP> (Hey, Dan)
[19:07] <+PaulLell> It’s a sci-fi setting in which people log in to this high-fantasy virtual world via VR equipment to play the game as a full-sensory experience.
[19:07] <~Dan> (Guest26: you can set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:07] <+DebraHP> (Thanks, Dan)
[19:08] <+PaulLell> I promote Kalijor RPG sort of secondarily at the moment, as I’ve been really busy with the new novel and the LnL RPG we just released at GenCon.
[19:08] <+ChadDubya> Intrigued by your description. If it’s VR, do the actions of the characters in VR have any consequences in the meatspace?
[19:09] <+PaulLell> Good question ChadDubya!
[19:09] <+PaulLell> Really it’s going to depend upon your player group.
[19:09] <+PaulLell> The game is designed to allow players to choose how they want to approach the game.
[19:10] <~Dan> (wb, Guest26)
[19:10] <+PaulLell> You can play just in the fantasy setting, just in the sic-fi setting, or back and forth across both.
[19:10] <+PaulLell> If you do the latter, then yes, there can be any number of meatspace consequences for actions taken in VR.
[19:11] <+PaulLell> Since the future setting is so integrated with technology, things like money and data have ‘physical’ representations or avatars in the game and thus, can change hands, be stolen, etc. by folks in the game world.
[19:11] <+PaulLell> It’s all designed to be fluid across those two spaces.
[19:11] <+ChadDubya> That makes sense. So do players make a meatspace character, then make fantasy/sci-fi avatars for the VR space?
[19:12] <+PaulLell> In the novels, there is even president for people to physically cross the boundary. Not sure if the RPG will ever go there, but the possibility certainly exists. 🙂
[19:12] <+PaulLell> If players want to play in both ‘worlds’ then it could go either way. They could create a fantasy character then a ‘real world’ character that drives that avatar, or work it the other way.
[19:13] <+PaulLell> The one mechanic I don’t have in place just yet is one that explicitly ties the mental attributes of the meatspace character to those of their fantasy avatar.
[19:14] <+PaulLell> I went in thinking that the game is an RPG and it should allow the players to make whatever kind of character they want. Bu the overwhelming feedback from players of the game is that those attributes should be linked somehow, so I am working on that for second edition. 🙂
[19:14] <+PaulLell> but*
[19:14] <~Dan> What sort of system does the game use?
[19:14] <+ChadDubya> What component of your 1) setting and 2) rules are you really excited about as a game designer?
[19:15] <+PaulLell> Kalijor RPG has two basic die mechanics. One for combat, and one for skill usage.
[19:15] <+PaulLell> Combat is 2D10 (additive, not percentile), plus bonuses from attributes/skills.
[19:15] <+PaulLell> Skill usage is a number of D10’s equal to skill rank. The higher the outcome, the better.
[19:16] <~Dan> Do you have a character sheet we can see?
[19:17] <+PaulLell> For the setting, I love the sort of universal playability of it. The versatility of being able to play ski-fi if you want, or fantasy if you want, or mash them together if that’s your thing is something I’ve not seen a lot of in other RPGs.
[19:18] <+PaulLell> Rules-wise, I love that the combat system is engineered for more of a story-telling approach to combat than one that is designed for super-fast play.
[19:18] <~Dan> (Howdy, Jezibel1!)
[19:19] <+PaulLell> I have a character sheet pdf. Any way I can post it here?
[19:19] <+JP> (link it)
[19:20] <~Dan> If you have it posted somewhere online, you can give us the URL, yes.
[19:20] <~Dan> (Howdy, Lin_Chong!)
[19:20] <+PaulLell> Oh sure! Be all logical. 😛
[19:20] <+PaulLell> (Link: https://www.dropbox.com/s/1uva20etixu831f/Kalijor-Character-Sheet.pdf?dl=0)https://www.dropbox.com/s/1uva20etixu831f/Kalijor-Character-Sheet.pdf?dl=0
[19:21] <+PaulLell> There’s also a ‘character sheet’ for spacecraft, as there are rules for creating and operating your own ship.
[19:22] <~Dan> Cool… So I see a space for Class. Are both the VR and meatspace settings class-based?
[19:22] <+PaulLell> (Link: https://www.dropbox.com/s/njhb291f6i09in0/Kalijor-Spacecraft-Sheet.pdf?dl=0)https://www.dropbox.com/s/njhb291f6i09in0/Kalijor-Spacecraft-Sheet.pdf?dl=0
[19:23] <+PaulLell> Yes, the game is class based. But it is any-race-any-class, so it’s still pretty open-ended.
[19:23] <~Dan> Are the classes distinct in the two settings?
[19:23] <+PaulLell> They are, yes.
[19:24] * ~Dan nods
[19:24] <+PaulLell> While there are some obvious class archetypes that exist in both places, they are all pretty distinct across the two in terms of flavor and feeling.
[19:24] <~Dan> Now, before we go too much further, I’d like to give you a chance to describe Falling Stars, which I think was the game we discussed at GenCon.
[19:25] <~Dan> I think I saw Kalijor on your business card and got confused. 🙂
[19:25] <+PaulLell> No worries. I do both, after all. 🙂
[19:25] <~Dan> Everyone is free to ask questions about either.
[19:26] <+PaulLell> Falling Stars is a game that was commissioned by Lock ‘n Load, a game company that does mostly tabletop war games.
[19:26] <~Dan> I know, but I want to make sure you get a chance to discuss the New Hotness. 😉
[19:26] <+PaulLell> It is a sci-fi RPG with a tactical combat focus to the rules, although we still worked really diligently to make sure it was s solid theatre of the mind RPG as well.
[19:27] <+PaulLell> There is a long Othello about how the game came about, but the basic is that the company licensed the Kalijor IP, then kept asking for changes and tweaks until the game wasn’t really Kalijor anymore. So we renegotiated things and agreed to make them their own game.
[19:27] <+ChadDubya> You got a website?
[19:28] <+PaulLell> As a result, Falling Stars has a lot of naming and descriptions in common with the Kalijor RPG, but mechanically it is a very different animal.
[19:28] <+PaulLell> You can see my stuff at: Books/RPGs: (Link: http://www.Kalijor.com)www.Kalijor.com (or on most major booksellers’ websites) Fashion: paullell.daportfolio.com Falling Stars: store.lnlpublishing.com
[19:30] <+PaulLell> Falling Stars combat really shines on a table, with a map and minis. And probably some terrain if you can afford it. We borrowed a lot from D&D 4th ed, Infinity, Warmachine, etc. to develop our mechanics for line of fire, return fire, combining fire and so on.
[19:30] <+PaulLell> It really tries to encourage team work and tactical thinking.
[19:30] <~Dan> What sort of sci-fi is it?
[19:31] <+PaulLell> It is hard-ish sci-fi. *laughs*
[19:31] <~Dan> What are the -ish parts? 🙂
[19:32] <+PaulLell> We tried really hard to make sure anything we did in that space was not so amazing as to invoke ‘any sufficiently advanced technology would seem as magic’ sort of thinking.
[19:32] <+PaulLell> But we do have super-luminal travel, lots of directed energy weapons and shields, etc.
[19:32] <+PaulLell> Some of the staples of more fantastic sci-fi.
[19:33] <+PaulLell> But we worked to ground as much of it as possible in current understanding of, and projected understanding, working physics.
[19:33] <~Dan> Are there aliens?
[19:33] <+PaulLell> It’s still generally cheaper and more efficient to use a slug-thrower as a gun instead of a beam of columnated plasma, for example.
[19:34] <+PaulLell> There is, at present, one alien species in the setting, yes.
[19:34] <~Dan> What are they like?
[19:35] <~Dan> (Howdy, Viktyr!)
[19:35] <+PaulLell> We have their origins, evolution, and designs all figured out. Only the barest basics of which are currently known to the Humans of the setting, and to players of the game.
[19:35] <+PaulLell> They’re very Vulcan-like in their approach to dealing with Humans. They think we have potential, but we need guidance.
[19:35] <+PaulLell> They see us as young, and impressionable.
[19:37] <+PaulLell> They share much of their technology with us (not all of it though), and want to help us reach out into space. But they are also very careful about what they expose us to, and deftly divert our attention from some things without any real explanation as to why.
[19:37] <+PaulLell> So there are those that do not trust them, or want anything to do with them.
[19:38] <+PaulLell> Which compounds the pre-existing conflict brewing between the old corporate Human regime and the new Colonial Government.
[19:38] <~Dan> What’s the story there?
[19:39] <~Dan> Cyberpunkish megacorps?
[19:40] <+PaulLell> Basically, a corporate Hegemony has been ruling humanity for about 500 years, all through its early expansion into the galaxy, from the early generation ships out through the advent of FTL technology.
[19:40] <+PaulLell> But just before First Contact, humanity rose up and overthrew the old guard, setting up the Colonial Government in its place.
[19:41] <+PaulLell> So the setting has this fledgling new government trying to assert itself, with the old corporate Hegemony still trying to call the shots in the background.
[19:41] <+PaulLell> All while this new race is trying to ‘help out’.
[19:42] <+PaulLell> Of course, everyone wants to benefit from what they have to offer, except the Outsiders, who have sort of given up on Human governments and are attempting to live on their own, outside the Colonial Government, the Hegemony, and the Psy’Ryllion’s influence.
[19:43] <+PaulLell> The major companies the make up the Hegemony are very much like Cyberpunk mega-corps, yeah.
[19:43] <+PaulLell> They all have these, 5 and 10 century histories for where they came from. How they rose to power. How they all worked to take control of the Earth from the old governments.
[19:44] <~Dan> What sorts of things do PCs do in the game?
[19:45] <+PaulLell> Well, player groups can decide id they want to play a particular faction, in which case they will probably get involved int hat faction’s business.
[19:45] <+PaulLell> Corporations are always interested din acquiring tech and data from rivals, so espionage and defense of assets are all quite necessary.
[19:46] <+PaulLell> While the UPCG is trying to keep the peace.
[19:46] <+PaulLell> There are opportunities to help make way for colonists on new worlds.
[19:46] <+PaulLell> Clear out new colony sites of local flora/fauna, deal with pirates in shipping lanes, etc.
[19:47] <+PaulLell> Players who wish to avoid all of that can play as Outsiders trying to make it on their own, which is very Firefly-like.
[19:47] <+PaulLell> Build a ship and run cargo missions for corporations or the UPCG. Whoever will pay them.
[19:47] <~Dan> Yes, but then the game will end after only one adventure.
[19:48] <+PaulLell> Then they have to deal with pirates and other dangers to make ends meet and keep themselves fed.
[19:48] <+PaulLell> LOL, and before the end of that one, too, right?
[19:48] <+PaulLell> 😛
[19:48] <~Dan> 🙂
[19:49] <~Dan> What’s the core mechanic of Falling Stars?
[19:50] <+PaulLell> Falling Stars uses a single mechanic throughout. Which was actually pretty difficult to make happen.
[19:51] <+PaulLell> With the only exception of an occasional table roll for the GM, all rolls are made on 2D10, added together, then the player adds a bonus for the total Rank in the skill they are rolling on, and a bonus from a relevant attribute to the task at hand.
[19:52] <+PaulLell> And any table rolls that may be needed (and there aren’t many of those), are made exclusively on percentiles, so the entire game can be played with two ten-sided dice.
[19:53] <~Dan> Why do you say that was difficult? Unified mechanics seem pretty common these days.
[19:54] <+PaulLell> It was difficult because making combat and skills work on the same die mechanics but still keeping them feeling like they have their own unique flavor was not an easy task.
[19:55] <+PaulLell> For a while we had a mechanic where you would drop a D10 when making an unskilled challenge, and it functioned really well mechanically, but players really had trouble wrapping their heads around it.
[19:55] <+PaulLell> So we had to figure out how to sort of keep that mechanic but not change the overall die-rolling mechanics of the game, so it was easier and more fluid for players to use.
[19:56] <~Dan> Yeah, I can see that
[19:56] <~Dan> Does the game feature psionics?
[19:57] <+PaulLell> Yeah, there are three major areas where players can take their characters to really customize them. Cybernetics, Genetic modifications, and Psionics.
[19:57] <+PaulLell> Here’s a link to the Falling Stars Character Folio, by the way: (Link: https://www.dropbox.com/s/71fbuxl4pzpxndc/Character%20sheet%20folio%20Rev%203.pdf?dl=0)https://www.dropbox.com/s/71fbuxl4pzpxndc/Character%20sheet%20folio%20Rev%203.pdf?dl=0
[19:58] <+PaulLell> Only the first two pages are needed for every character. The rest are pick-and-choose as needed for your particular build.
[19:59] <+PaulLell> Psionics was another tricky area to get folded into the die mechanics. Making the one mechanic function across all of these areas was the source of many intense design meetings over the course of a few years. lol
[20:00] <~Dan> What sorts of things can psionics accomplish?
[20:01] <+PaulLell> We hav the basic range of ‘physical effects’, telekinesis, pyrokinesis, hydrokinesis, etc.
[20:01] <+PaulLell> These allow characters to use psionic abilities in lace of, or in addition to, weapons, in combat.
[20:01] <+PaulLell> Then we have a suite of other abilities with more esoteric and story-driven effects to them.
[20:02] <+PaulLell> Telepathy, empathy…
[20:02] <+PaulLell> The ability to heighten or deaden senses.
[20:02] * ~Dan nods
[20:02] <+PaulLell> Clairvoyance gives characters a sort of far seeing ability.
[20:02] <+PaulLell> Again, creating a workable balance around many of these was pretty challenging.
[20:03] <+PaulLell> Lots and lots of play testing sessions at cons and such where people would do the craziest things with these powers and then we’d have to break down how and why they did it and find a way to make it work within the rules, or comfortably disallow it.
[20:05] <~Dan> What sorts of genetic modifications are available?
[20:06] <+PaulLell> Genetics and Cybernetics were a challenge largely because we wanted to make sure that people could do similar things with both, thus having some parity between them, but not make them feel like the same thing with nothing more than a prosaic flourish to separate them.
[20:06] * ~Dan nods
[20:06] <+PaulLell> So, in Genetics, we have a lot of crazy bio weapons and bio defenses. Things like chitinous armor segments, compound eyes, antennae, and so on.
[20:07] <+PaulLell> Fangs, horns, spikes, bony plates.
[20:07] <+PaulLell> Binaural compound glands in the mouth that allow characters to breathe fire.
[20:07] <~Dan> O.o
[20:07] <~Dan> Pretty exotic.
[20:07] <+PaulLell> Bio-plasma glands in the forearms to let them fire blasts of burning sludge from their arms.
[20:07] <+PaulLell> Yeah.
[20:08] <+PaulLell> It was fun to cut loose with some of those. 😀
[20:08] <~Dan> 🙂
[20:08] <+GenoFoxx> do you have vehicle construction rules? and if so do you allow for mecha?
[20:08] <+PaulLell> There’s some crazy stuff in there too. Like, “Tremendous Strength”
[20:08] <+PaulLell> Makes you super strong, sure, but you also break like, 70% of the items you touch.
[20:09] <~Dan> (Howdy, Doctor!)
[20:09] <+PaulLell> We have rules for creating spacecraft. There will be mecha in future source material if the game does well enough. We had several giant robots in the original material but we had to cut them from the core book for space reasons.
[20:10] <~Dan> Heh. The giant robots were too big.
[20:10] <+PaulLell> It’s true.
[20:10] <+PaulLell> 🙂
[20:10] <+PaulLell> We actually cut somewhere around 30% of the equipment and vehicles originally in the source material.
[20:11] <~Dan> You mentioned flora and fauna. How much space do you devote to them in the rules?
[20:11] <+PaulLell> It’s all waiting for new books, so the more copies of the core book that move, the more likely they are to be seen again. lol
[20:12] <+Doctor> (Q&A?)
[20:12] <+PaulLell> At present, again due to space constraints, there are something like 15 or 16 solar systems described in the book.
[20:12] <~Dan> (Yup.)
[20:12] <+Doctor> (link meh)
[20:12] <~Dan> (Want to make with the links again, PaulLell? 🙂 )
[20:13] <+PaulLell> We worked to make sure they were all real systems, based upon known information about them by science today, then took a couple liberties with how they might be.
[20:13] <~Dan> Do you have examples of alien creatures?
[20:13] <+PaulLell> You can see my stuff at: Books/RPGs: (Link: http://www.Kalijor.com)www.Kalijor.com (or on most major booksellers’ websites) Fashion: paullell.daportfolio.com Falling Stars: store.lnlpublishing.com
[20:13] <~Dan> (Howdy, Abstruse!)
[20:14] <+PaulLell> That said, we do not have any creatures in the core book, but there are some descriptions in the setting area.
[20:14] <+PaulLell> The publisher plans to release a bunch of this as free content on their page though.
[20:14] <+PaulLell> So players will be able to visit their site and grab stats for creatures, structures, plants, etc. to use in their games.
[20:14] <+PaulLell> It’s all just getting spun up though.
[20:15] <+PaulLell> (Link: https://www.dropbox.com/s/71fbuxl4pzpxndc/Character%20sheet%20folio%20Rev%203.pdf?dl=0)https://www.dropbox.com/s/71fbuxl4pzpxndc/Character%20sheet%20folio%20Rev%203.pdf?dl=0
[20:15] <+Doctor> Hm, lack of bestiary could be an issue. What system?
[20:16] <+PaulLell> It’s called ‘Opposed D10’.
[20:16] <+PaulLell> There are stats for many generic soldiers, pirates, automated defense systems, etc, in the core book.
[20:17] <+Doctor> Hm. So there isn’t an extensive existent bestiary to draw from… I can’t say I’m wild about that. Tell me about the system?
[20:17] <+PaulLell> But the decision to put creature stats from colony worlds in the core book was overruled for space reasons, given that there was already material for basic ‘bad guys’ in there.
[20:18] <+PaulLell> That said, we have a pile of creatures and such started out. They’re gong into the ‘GM Book’ that is to be put out first quarter 2017.
[20:18] <+PaulLell> The system uses 2D10 for essentially all rolls.
[20:18] <+PaulLell> Characters have a pool of Action Points that are essentially the currency of combat.
[20:18] <+PaulLell> Every action you take, for the most part, has an Action Point cost associated with it.
[20:19] <+PaulLell> Attacking, defending, using skills, etc.
[20:19] <+PaulLell> In your active turn you can take one Long Action, or Two short Actions, with a couple of exceptions.
[20:20] <+PaulLell> In your Reactive Turn (pretty much any time that is not your Active Turn), you can do pretty much whatever you want in response to other people’s actions, as long as you have Action Points to support your activities.
[20:21] <+PaulLell> Action Points refresh at the top of the Round, which ends when everyone has either used up all of their Action Points, or forfeited whatever they have left for the Round.
[20:21] <+PaulLell> And, you can earn additional Action Points during combat, which allows you to get more done.
[20:21] <+PaulLell> But most of the time people will average 3-5 Action Points in a Round.
[20:22] <~Dan> How do you earn more of them?
[20:22] <+PaulLell> Rolling doubles on the 2D10 combat rolls results in a critical.
[20:22] <+PaulLell> 6’s and up are success, 5’s and lower are failure.
[20:22] <+PaulLell> The closer you are to the extremes, the more severe the critical.
[20:23] <+PaulLell> On a critical success you can choose to either take the automatic success, or you can take a point of Adrenaline (an extra Action Point), and add your bonuses as normal, treating it like a normal roll.
[20:24] <~Dan> (Howdy, egyptian!)
[20:24] <+PaulLell> With the odds on the dice, criticals come up quite a bit.
[20:24] * ~Dan nods
[20:24] <+Doctor> Okay so I noticed you have a VR component to the setting. How do you avoid “the Decker Problem”
[20:24] <+Doctor> ?
[20:25] <+PaulLell> Hackers can do a bunch of cool stuff, but it is all in sync with the rest of the players and combat.
[20:25] <~Dan> (Howdy, Monochrome_Tide!)
[20:26] <+PaulLell> So, they can use their Action Points to mess with a target’s Individual Network, fouling their computer aim, pulling their attacks off by messing with the synthetic muscles in their armor, etc.
[20:26] <+PaulLell> Or they can hack into the facility systems and use environmental systems or defensive systems to change the terms of the engagement, re-purpose defenses, etc.
[20:26] <+PaulLell> But it’s all done in real time, with their own Action Points, so there is no, “and now we go deal with this hacker for twenty minutes” problem.
[20:28] <+PaulLell> Some of their special abilities allow them to offset a target’s Action points with their own. Essentially pinning a target down so team mates can pick them off.
[20:28] <+PaulLell> Or one that allows them to overload their gear and create a local EMP that wreaks havoc with surrounding people’s kit. Although that one means they can’t use their own hacking gear until they can reboot it, which must be outside the current encounter.
[20:30] <~Dan> Going back to Kalijor for a moment, are there aliens in that setting?
[20:30] <+PaulLell> Not at present.
[20:31] <~Dan> What races are available to play in the VR setting?
[20:31] <+PaulLell> I have plans for that down the road, but I got swamped in production of other things, like Falling Stars, so I haven’t got to it as yet.
[20:32] <+PaulLell> The VR setting is kind of interesting because it is at its essence a video game, so it has mostly the stereotypical high fantasy races. Elves, Dwarves, Humans, etc.
[20:32] <+PaulLell> There are a couple added playable races though, Minotaur, Ogre, Troll, Goblin
[20:32] <+PaulLell> And my favorite, they Lycantropes. 🙂
[20:33] <+PaulLell> Lycanthropes, even.
[20:33] <+PaulLell> I can spell, I swear!
[20:34] <+Doctor> Lycantropes seems legit 🙂
[20:34] <+PaulLell> It kinds of is, isn’t it? lol
[20:34] <+PaulLell> kind of* yes.
[20:34] <+PaulLell> yeesh*… Okay, autocorrect is killing me here. *sighs*
[20:34] <~Dan> 🙂
[20:35] <~Dan> How does magic work, and what kinds of magic exist?
[20:35] <+PaulLell> You’ think if they implemented universal OS autocorrect/spell check, they would implement a universal system-wide customizable dictionary…
[20:36] <+PaulLell> Magic in Kalijor is broken down into schools, Fire, Air, Water, etc.
[20:36] <+PaulLell> Casting a spell costs Mental Health, but is otherwise limited only by the spells the character has acquired.
[20:37] <+PaulLell> Otherwise they work much like skills, rolling xD10 where X is the Rank of the character’s spell.
[20:38] <+PaulLell> Or, if it is a combat spell, then it’s rolled just like a normal attack and the target can roll to defend against it as normal.
[20:39] <~Dan> How powerful is magic? What sorts of things can it accomplish on the high end?
[20:40] <+PaulLell> The cost of ranking up spells (and skills) is a geometric progression, so while a spell can do some serious damage at really high ranks, the cost of getting it there sort of necessitates a crazy amount of specialization.
[20:41] <+PaulLell> It isn’t a high-lethality game, although it is possible for strong magic users to have enough power to one-shot some low to medium level targets.
[20:41] <+PaulLell> But again, they’d force themselves to be sort of one-trick ponies to do so.
[20:41] <~Dan> Speaking of lethality, what happens to someone dying in the VR environment?
[20:42] <+Doctor> (afk)
[20:42] <+PaulLell> Groups can make a collective call on that one, or GMs can decide before play. The rules outline a few different possibilities for death in VR ranging from respawn in town and try again, to res-wan in town and do a ‘corpse run’ to retrieve your kit, and on through, ‘character is dead forever, make a new one’.
[20:43] <+PaulLell> re-swan=respawn *sigh*.
[20:43] <+PaulLell> See, I can’t even replicate my autocorrect misspellings properly. lol
[20:44] <~Dan> 🙂
[20:44] <~Dan> Does Kalijor have a bestiary?
[20:44] <+PaulLell> This is why I have an editor!
[20:44] <~Dan> 😀
[20:44] <+PaulLell> It does! 🙂
[20:44] <~Dan> How extensive?
[20:45] <+PaulLell> In the core book, I think maybe a dozen or so creatures, plus some environmental stuff, and then some ‘real world’ bad guys as well.
[20:45] <+PaulLell> Plus, I posted creatures and bad guys on the web site pretty regularly for a while before I got wrapped up in doing Falling stars and everything else went on hold for a while.
[20:46] <+PaulLell> Looking forward to getting back to it though.
[20:46] <+PaulLell> I have like, 22 source books in various stages of completion for Kalijor. 🙂
[20:46] <~Dan> Are there any twists on fantasy standards in Kalijor?
[20:46] <~Dan> Wow, that’s a lot. O.o
[20:46] <+PaulLell> Yeah. lol
[20:46] <+PaulLell> Sometimes I just can’t stop myself.
[20:47] <+PaulLell> Oh look, a new idea…. but wait, whats’ that over there? Another new idea!!
[20:47] * ~Dan chuckles
[20:47] <~Dan> (Howdy, willows!)
[20:47] <+PaulLell> As far as twists…. Well, Dwarves and elves do NOT hate one another in Kalijor! lol
[20:48] <~Dan> Heh. 🙂
[20:48] <+PaulLell> Many of the creatures that are typically considered to be evil in classical fantasy settings are kind of just average Joe’s in Kalijor.
[20:48] <+PaulLell> Trolls, Ogres, Goblins.
[20:48] <+PaulLell> THey’re all just folk, trying to get along in the world.
[20:49] <+PaulLell> So, I’ve set out creating a lot of new and interesting creatures to fill out the rest of the world (read: the beastiary).
[20:49] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:50] <+PaulLell> I’m not sure.
[20:50] <+PaulLell> We have four more books coming for Falling Stars.
[20:51] <+PaulLell> A module before Christmas, and and two more modules, plus the GM book/beastiary combination in first quarter 2017.
[20:51] <+PaulLell> For Kalijor, I’m trying to decide if I want to do a second edition to shore up the mechanics now that I’ve learned so much more in doing Falling Stars, or if I want to forge ahead with it as is and work on source books.
[20:53] <+PaulLell> One of the new game engines I’m working on might make a great system for Kalijor, but it would require me essentially throwing the old system out entirely. Which may be good thing in the long run. I’m not sure.
[20:53] <+PaulLell> Designing game mechanics that work is not easy, I tell you! 😛
[20:54] <~Dan> I’m quite sure you’re right. 🙂
[20:54] <+PaulLell> Any questions from any burgers out there?
[20:54] <+PaulLell> I don’t want to run-on at the ‘mouth’ if I could actually do something useful, like answer a question. 🙂
[20:55] <~Dan> Heh. 🙂
[20:55] <+PaulLell> Well then, look for me, or my partner, Chris McCown, in event catalogues int eh Colorado area, or at GenCon.
[20:56] <~Dan> Thanks very much for joining us, PaulLell!
[20:56] <+PaulLell> We’re always running games, often new stuff to try and get feedback from players. 🙂
[20:56] <+PaulLell> Thank you for having me! 😀
[20:56] <~Dan> No need to run off, btw. I’m just going to log the chat and get you the link.
[20:56] <+PaulLell> Much appreciated.
[20:56] <~Dan> And as a reminder to the readers, my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂