[19:32] <+Federico> Hello guys! I’m Federico Sohns, an Argentinian games designer, and I’m presenting my upcoming RPG, Nibiru 🙂
[19:33] <+Federico> It’s a sci-fi game set in a huge space station. A game focused on character development, and the recovery of long lost memories!
[19:33] <+Federico> Players take on the role of Vagabonds; people that woke up within this space station without memories of their pasts.
[19:35] <+Federico> The game features a simple system that is designed to give a mechanical edge to your character’s background. In other words; the memories you recover will build your character both from a background standpoint as well as mechanically 🙂
[19:35] <~Dan> (Oh, if I forgot to tell you, please give us a (done) when you’re ready for questions. 🙂 )
[19:35] <+Federico> I think it’s done now 🙂
[19:35] <~Dan> Thanks, Federico!
[19:35] <~Dan> The floor is open to questions!
[19:36] <~Dan> Is there an answer to why the characters are on the space station, and what the station is for?
[19:36] <&Silverlion> What is the system like?
[19:37] <+Federico> Nope! Although there is a setting in place, the bigger questions are left for the players and GM to determine and discover 🙂
[19:38] <+Federico> Silverlion, the system is based on 3d4 rolls, and it has no skills per se
[19:38] <+Federico> You roll 3d4, and if you get a 4 result in any of the dice rolled, you succeed in your action
[19:39] <+Federico> For contested rolls, both you and your opponent roll, and add up and compare instead of looking for Successes. Whoever gets the larger result wins
[19:39] <~Dan> (Welcome to #rpgnet, Guest43!)
[19:39] <+Federico> Although most rolls will be of 3d4, this will change over time, as you start to recover your memories.
[19:40] <~Dan> How do you handle difficulty levels?
[19:40] <+Federico> The GM can easily handle that by adding or substracting dice from the 3d4 pool used by the player
[19:41] <+Federico> If the challenge is greater than normal, he might take a die away from the player, and visceversa
[19:42] <+Federico> The game’s focus though is the Memory mechanic 🙂
[19:42] <~Dan> How do characters recover their memories?
[19:43] <+Federico> Dan, there are several ways in which players can recover their memories, but the main way is by using Memory Points
[19:43] <+Federico> Memory Points can be spent when rolling dice
[19:44] <+Federico> This signifies the idea that our memories come back to us through action, and as we face the challenges of our newfound existence in the station
[19:44] <+Federico> Effectively, using memory points grants you an automatic success in your roll.
[19:45] <+Federico> Your character is inspired by this surfacing remembrance —you then write your memory in your Journal
[19:45] <+Federico> And to finalize, you get a bonus to the action itself —a permanent bonus.
[19:45] <+Federico> To give you an example…
[19:46] <+Federico> Johnny is creeping up behind a security guard in a compound. He holds a metal pole in his hand, and wants to knock the guard unconscious.
[19:46] <+Federico> The GM asks him to roll to see if he is successful however, the player chooses to trigger a Memory
[19:47] <+Federico> He spends memory points, and the player describes how he knocks the guard over
[19:47] <+Federico> Then, he writes a new memory in his journal, that could be something along the lines of…
[19:48] <+Federico> “I remember going to the fair back in my home town, with the girl I liked. Of all the games I could pick, I went for the High Striker. I hit it so hard the disk broke the pole!”
[19:49] <+Federico> Below the description of the memory, Johnny will also write down the bonus, as dictated by the GM
[19:50] <+Federico> In this case, it could be “+1 die to Knocking Enemies Unconscious”
[19:50] <+Federico> That would be an example of how the Memory system works 🙂
[19:50] <~Dan> Hmm… So the memories have to be applied in fairly specific ways, then?
[19:51] <+Federico> Dan, Yes, the bonuses (and penalties) applied through memories are usually quite specific 🙂
[19:52] <~Dan> The application of Memory Points seems awfully powerful, given the automatic success. Are there any limits there?
[19:54] <+Federico> You are limited by the amount of Memory Points your character has 🙂 you can use more or less memory points when triggering a memory (which can make the bonus larger, signifying a more important memory)
[19:54] <+Federico> There’s also the limitation on how to actually gain Memory Points. You gain Memory points through many different ways, but the fastest way is by generating negative memories.
[19:55] <~Dan> That’s cool, but what if the task being attempted is extraordinarily difficult? Like, suppose the character were trying to knock out not a human, but rather a giant monster?
[19:55] <+AnonAdderlan> And if memories are that specific, it could encourage players (like myself) to present more generally useful ones rather than evocative and meaningful ones.
[19:56] <+Federico> Dan, some tasks might be so difficult that there wouldn’t be a roll allowed. The game manual will then explain how to take control of these situations to properly manage daunting challenges 🙂
[19:57] <+Federico> AnonAdderlan, the GM is the one who will dictate what kind of bonus you would get; he is in control of that 🙂
[19:57] <~Dan> Does anything distinguish one Vagabond from another when they’re just starting out and all rolling 3d4 for everything?
[19:57] <+AnonAdderlan> Yes, but the memory you present them will affect that decision.
[19:59] <+Federico> AnonAdderlan, certainly 🙂 though thorough playtest has demostrated that it is quite easy to regulate how specific is the bonus resulted from a memory
[19:59] <+AnonAdderlan> Which is sorta an interesting game in itself actually.
[19:59] <+Federico> Dan, yes indeed! Nibiru does have a series of archetypes, but in this game these are determined by the place from where your Vagabond comes from
[20:00] <+Federico> These archetypes, the places themselves, are called “Habitats”
[20:00] <+Federico> Habitats are very different from each other. They could be a collective dream, a huge machine, a lush jungle, a prison full of horrors
[20:01] <~Dan> A collective dream?
[20:01] <~Dan> (Howdy, Lin_Chong!)
[20:01] <+Federico> Yes
[20:01] <+Federico> I’m referring, in this case, to one of our Habitats which is called “The Dreamlands”
[20:02] <~Dan> (Howdy, scya!)
[20:02] <+Federico> Vagabonds from the Dreamlands remember memories from other people, which gives them the capability of recovering remembrances from almost any character in the story, including fellow player characters
[20:03] <~Dan> What are the Dreamlands like?
[20:04] <+Federico> That is determined by the player. Habitats are designed to give a framework that inspires the player, but that doesn’t constrict his/her imagination.
[20:04] <+Federico> The same habitat might be different for two different players
[20:04] <~Dan> I see… So to what degree is the setting as a whole defined?
[20:05] <+Federico> The setting has several ideas set in place that are important to the game
[20:06] <+Federico> The idea that there is a Core at the centre of the space station. This Core gives energy to the station, allowing it to “work” and for humans to survive there.
[20:06] <+Federico> Thing is, the Core does not feed the entire station
[20:06] <+Federico> The further away you get from the Core, the colder, more inhospitable it gets
[20:07] <+Federico> We have divided the space station in three areas in which action takes place
[20:08] <+Federico> We have the Core Sectors, that enjoy the full power output of the Core, and where most people live. Here you have your big cities and metropoli, and they are more geared towards communal, political and social-centred games.
[20:10] <+Federico> After that, we have the Outer Reaches, where the Core’s energy is barely sufficient, and where colonies and settlements face the harsh consequences of it. Here you have more of a survival, adventure-oriented games.
[20:11] <+Federico> And last but not least, you have the Darkness, where there is almost none / no energy at all. This one is ideal for your exploration and horror-themed games 🙂
[20:13] <~Dan> (Howdy, rpgresearch!)
[20:13] <~Dan> What sorts of creatures exist on the station?
[20:13] <+Federico> Most inhabitants are humans, but the rest of the creatures existing there are what we call bio-electric lightforms
[20:14] <~Dan> (Howdy, StuartYee!)
[20:14] <+Federico> These are life forms that have evolved to harness the power of the Core. Their bodies work like organic circuits
[20:14] <+rpgresearch> greetings Dan
[20:15] <+StuartYee> Hi Dan!
[20:15] <~Dan> (Howdy, Vorthon!)
[20:15] <~Dan> Do you have a bestiary of these creatures?
[20:16] <+Federico> Yep, we do feature a bestiary of these creatures, and we are taking good care of coming up with interesting life forms for the setting 🙂 also, the bestiary includes the different kinds of AIs that feature in the game
[20:16] <+Federico> Artificial Intelligence is an important concept to the setting
[20:17] <~Dan> How so?
[20:17] <~Dan> (brb — please continue)
[20:18] <+Federico> Robots have a role in society by doing some tasks humans just won’t do (as long as said humans have the resources to maintain them). AIs always are named after the purpose they serve, thus you can have “CLEANER AIs”, “HARVESTER AIs”, etc.
[20:19] <+Federico> An interesting thing is also that, with time, AIs start to malfunction —they have what we call a Decay Rate
[20:20] <+Federico> At a certain point, this malfunction in their system makes them uncapable of accomplishing the tasks they were designed to.
[20:20] <+Federico> When this happens, AIs are labeled as “Rogue AIs”
[20:20] <+Federico> The problem comes with certain AIs, and with certain types of malfunctions
[20:21] <+Federico> A huge AI that goes out of control due to this is a very dangerous thing, and in many parts of the station, long lost rogue AIs pose very high threats to humans
[20:21] <+AnonAdderlan> What happens if players spend their Memory Points too quickly or slowly? Have you found that certain players will just hoard them?
[20:21] <+StuartYee> This is pretty cool
[20:22] <+StuartYee> KS link?
[20:23] <+Federico> AnonAdderlan usually all players spend their memory points, since the objective of the game is, in a way, to recover your lost past. However, some players tend to write more memories than others 🙂
[20:23] <+Federico> StuartYee, KS is not launched yet 🙂 it’ll launch next year!
[20:23] <+Federico> Oh, we do have a Facebook Page 🙂 (Link: https://www.facebook.com/NibiruRPG/)https://www.facebook.com/NibiruRPG/
[20:24] <+Federico> We have some of the artwork for the game there, of which we are quite proud!
[20:24] <+Federico> Coming back to you, AnonAdderlan
[20:24] <+Federico> An interesting thing is that some players will prefer to just generate good memories, avoiding penalizers
[20:25] <+Federico> This is possible (building a sort of “Mary Sue” character) but doing so makes it way slower to develop than a normal character
[20:25] <+Federico> Who will have positive, but also negative memories 🙂
[20:25] <~Dan> (Howdy, Catseye!)
[20:25] <+Federico> It’s all down to the character you wish to create
[20:26] <+Federico> There are also rewards for writing more memories, and for throwing in some bad ones too!
[20:26] <~Dan> Has everyone on the space station lost their memories?
[20:27] <+StuartYee> Nice Federico!
[20:27] <+AnonAdderlan> And more about ‘negative’ memories. Why would one want to take those?
[20:27] <+StuartYee> Sorry everyone, have to step out for a bit. Thanks for posting the FB link Federico!
[20:27] <+Federico> Dan, Nope! Most inhabitants in the space station are born and raised there as any human would be on earth. Vagabonds are a very rare thing
[20:27] <~Dan> ttyl, StuartYee!
[20:27] <+Federico> Thanks for coming StuartYee!
[20:28] <+Federico> AnonAdderlan negative memories are the fastest way of getting Memory Points
[20:28] <+Federico> You get a permanent penalty, and fail a roll, but you get Memory Points that you can later use to your advantage
[20:29] <+Federico> It all comes down to managing your odds sometimes 🙂
[20:30] <+Federico> Also, writing more memories, whether positive or negative, gets you closer to unlock Revelations!
[20:31] <+Federico> These are special “powers” that alter the way in which you interact and write memories 🙂
[20:31] <~Dan> How do those work?
[20:32] <+Federico> Basically, we have what we call the Journal, which is the sheet in which you write your memories
[20:32] <+Federico> When a journal sheet is full you can buy a Revelation with memory points
[20:33] <+Federico> Revelations are powers that can be passive or active
[20:33] <+Federico> most of these interact with memories
[20:33] <+Federico> for example, you could buy the Revelation of the Poet
[20:34] <+Federico> That’s a passive Revelation that says that, if you write memories in rhyme, you get a memory point after writing it!
[20:34] <+Federico> They can also be active, such as the Revelation of the Mourner
[20:34] <+Federico> Which creates a poison, the potency of which is determined by the amount of negative memories you have written in your last journal page 🙂
[20:35] <+Federico> There are many Revelations and we have tried to make each one as unique as possible!
[20:35] <~Dan> Huh. Interesting.
[20:35] <+Zaleramancer> So besides these Revelations and taking negative memories, what are the primary methods of gaining memory points?
[20:36] <+Federico> You get a memory point at the end of each session
[20:36] <+AnonAdderlan> And what’s to stop a player from spamming negative memories?
[20:36] <+Federico> Also, you can get Memory Points by triggering your Beacon
[20:36] <+Zaleramancer> I would think the crippling negative penalties, AnonAdderlan.
[20:37] <+Federico> Taking a negative memory is a risky move. It does not only give you a permanent penalty, but you fail the roll in which you trigger it
[20:37] <+Federico> One has to be careful with that 🙂
[20:37] <+Federico> your Beacon is a certain condition determined by your Habitat
[20:38] <+Federico> As each habitat is unique, the nature of the habitat facilitates certain ways to access the memories
[20:38] <+Federico> If you came from a countryside village, and you are suddenly lost in this cold, metallic space station, finding the smell of freshly cut grass again might give you memory points
[20:39] <+Federico> that could be a Beacon 🙂
[20:39] <+Federico> It’s something that is associated with your Habitat
[20:40] <~Dan> If you answered this, I missed it — has everyone on the station lost their memories?
[20:41] <+AnonAdderlan> So the GM controls when a Beacon is triggered?
[20:41] <+Federico> Dan, Nope! Most inhabitants in the space station are born and raised there as any human would be on earth. Vagabonds are a very rare thing
[20:41] <+Federico> AnonAdderlan, no 🙂 the Beacon comes as a rule for each habitat, so the character will know how to seek to trigger their beacon 🙂
[20:43] <~Dan> How does combat work?
[20:43] <+Federico> Though depending on the game and the situations presented, at some times triggering a certain beacon might be harder or easier 🙂
[20:43] <+Federico> Dan, combat is fast and deadly in Nibiru
[20:43] <+AnonAdderlan> How would that happen in the example you presented?
[20:44] <+Federico> Characters have basically 4 status levels. Either you are “OK”, “Somewhat beaten”, “Gravely Wounded” or “Dead”
[20:44] <+Federico> Combat is a contested roll, and if you lose, you go down a level. If you loose by twice or more though, you go down two levels, and so on.
[20:45] <~Dan> What effect do weapons have?
[20:46] <+Federico> AnonAdderlan depending on the story you are telling, grass might be easier to find or harder to find, though Beacons are usually not very dependant on story progression, so it might not be the best example
[20:47] <+Federico> To give you a real example, there is an Habitat called the “Dreadlands”, which is kind of like a prison full of dread and horror. The Beacon for Dreadlanders is that they gain memory points if they have suffered physical damage or mental damage during the session, for example.
[20:47] <+Federico> Pain would bring back memories of the place
[20:48] <~Dan> “Ah, home sweet home.”
[20:48] <+Federico> Dan, weapons simple grant a fixed bonus to your combat roll. As combat is a contested roll, you are just adding numbers. If you roll 3d4 and have a baseball bat that gives you +2, you would get a final result of 3d4+2.
[20:49] <~Dan> I see. What about armor?
[20:49] <+Federico> The good thing is that adding up and comparing d4 results is extremely quick, and allows for a very narrative and fast paced combat
[20:50] * ~Dan nods
[20:50] <+Federico> It would also give bonuses —the game is not necessarily focused in combat, thus the system is kept quite simple. Both armor and weapons give an edge to both sides in a clash, thus there are no big tables or complex mechanics involved.
[20:51] <+Federico> One cool thing to add to combat though, is that there is a special mechanic that involves Memories and combat, wherein when you trigger a memory during combat, the amount of memory points you spend in it determine the damage you deal 🙂
[20:51] <~Dan> Cool. 🙂
[20:52] <+Federico> Spending the maximum amount would allow you to 100 to 0 any oponent
[20:52] <~Dan> But does this mean that armor helps you offensively, effectively?
[20:52] <+Federico> This would also entail a most-epic description of the victory.
[20:53] <+Federico> There is no concept of offensive, that’s the thing 🙂 just of factors that can help you achieve victory, which is determined by whoever gets the biggest result.
[20:55] * ~Dan nods
[20:56] <~Dan> What’s the tech level of the space station?
[20:57] <+Federico> The tech level of the space station is far greater from the technology of the peoples of Nibiru 🙂
[20:57] <+Federico> Humans in Nibiru have a disparity between their levels of tech. On the one hand, they can produce AIs but their medicine is quite sub-par
[20:58] <+Federico> The biggest thing is, though, the fact that Nibiru’s technology is nigh impossible to understand for them. They might be inspired by it to some degree, but they have a really hard time understanding it, let alone operating it.
[20:59] <+Federico> With Nibiru’s technology we refer to the station’s doors, the technology of the Core, the life support systems, etc.
[21:00] <+Federico> It’s an ignorance that works, in a way, in favor of humanity, since whoever would get the knowledge of how to control these factors would probably have a clear way to domination of the rest of humanity
[21:03] <~Dan> How high-tech does weaponry get?
[21:04] <~Dan> (Welcome to #rpgnet, Guest40! Howdy, Lassekk!)
[21:04] <+Federico> Dan, high-tech weaponry is extremely rare, due to the fact that the settlements in the Core sectors (which have the power to produce them) live in relative peace.
[21:05] <+Federico> However, high tech weaponry does exist (it usually involves big bursts of electrity)
[21:05] <~Dan> Cool.
[21:05] <+Federico> Outside of that, most violent encounters happen in the Outer Reaches, and there people tend to use whatever they have at hand
[21:05] <+Federico> 😛
[21:05] <~Dan> In the time we have left, is there anything we haven’t covered that you’d like to bring up?
[21:07] <+Federico> Yes! If you guys are interested in the project, do not hesitate to hop by our Facebook page, we have great art and regular updates coming up, and we love to interact with the community 🙂 also stay in tune for our QSG coming up later this year!
[21:07] <+Federico> (Link: https://www.facebook.com/NibiruRPG/)https://www.facebook.com/NibiruRPG/
[21:07] <~Dan> Awesome. 🙂
[21:08] <~Dan> Thanks very much for joining us, Federico!
[21:08] <+Federico> Thanks for having me here, Dan 🙂 and thanks to everyone else!
[21:08] <~Dan> And thanks again for your patience this evening. 🙂
[21:08] <+Federico> 😉
[21:08] <~Dan> As a reminder to folks, my tip jar is here, if you’re so inclined: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:09] <~Dan> And now, if you’ll give me just a minute, I’ll log the chat and get you the link!
[21:09] <+Federico> Yep!