[19:06] <+MattMucci> Ok, Hi everyone, I’m Matt Mucci the creator of Xenoplicity. Xenoplicity is a sci-fi fantasy tabletop rpg
[19:07] <+MattMucci> We currently have a kickstarter campaign going thru Dec22 (Link: https://www.kickstarter.com/projects/xenoplicity/xenoplicity?ref=nav_search)https://www.kickstarter.com/projects/xenoplicity/xenoplicity?ref=nav_search
[19:08] <+MattMucci> When creating the game we had 2 goals:
[19:09] <+MattMucci> The first goal was to create a streamlined game system that was simple to learn, easy to manage for the players, and it needed to play fast. Like really fast.
[19:10] <+MattMucci> As a gamer myself I’ve spent years playing games like Vampire the Masquerade, Exalted, and D&D and though they are all great, any game session worth playing took a good 6 hours or more
[19:11] <+MattMucci> Not to mention the library of books you’d need to reference
[19:12] <+MattMucci> So when developing Xenoplicity I wanted to build a game that solved that problem.
[19:13] <+MattMucci> Xenoplicity allows game sessions to run in only 2 or 3 hours which means your gaming group can get together much more often
[19:15] <+MattMucci> The second goal I had was to develop a game that provided a unique setting. Generic systems are great but we all know they require a whole lot of work on the Gms part of world building
[19:17] <+MattMucci> With Xenoplicity I’ve created a setting that blends elements of sci-fi and fantasy into something original and fun
[19:18] <+MattMucci> In addition, the game provides a pretty diverse selection of races and “classes” (what we call proficiencies) to choose from.
[19:19] <+MattMucci> So the game provides more options than what most games I’ve seen ever allow for, both in how you play and what you play as
[19:20] <+MattMucci> lol I guess that’s it (done)
[19:20] <~Dan> Thanks, MattMucci! The floor is open to questions!
[19:20] <+xyphoid> Do you not offer a PDF option?
[19:23] <~Dan> Do you have a character sheet posted?
[19:23] <+MattMucci> I imagine we will. For the kickstarter campaign I wanted to offer something different in PDF, rather than just a digital copy of the book. So the digital reward you’ll find on Kickstarter is actually a starter kit that comes with sample adventures, shortened rules, and pregen characters to play with
[19:24] <+MattMucci> The character sheet is done but I haven’t posted that as an update yet, was planning to do so in the next few days
[19:25] * ~Dan nods
[19:25] <~Dan> No problem.
[19:25] <~Dan> Can you describe the game’s core mechanic?
[19:25] <+xyphoid> so $26 gets me a PDF quickstart only? ouch
[19:30] <~Dan> Still there, MattMucci?
[19:31] <+MattMucci> well pledge 50$ and get the physical game then, lol. no seriously if backers who pledged enough to get the starter kit want a full PDF version of the book I’d be happy to include that. I just thought they’d want to get something more than just a digital copy of the book itself
[19:31] <+MattMucci> Yes, sorry about the delay
[19:33] <+MattMucci> Core mechanic: the game involves the application of something we call context with every roll. You always roll 2 dice.
[19:34] <+MattMucci> One die is governed by your attribute and the other is your context die. Context is a sliding scale, meaning that the more likely you are to accomplish something the larger that die gets and the smaller your oppositions die size gets in context
[19:37] <+MattMucci> So your dice pool is dynamic not static, it depends on what you’re doing and how you’re doing it
[19:37] <~Dan> Can you give an example?
[19:40] <+MattMucci> Yes happy too: Ok so if my character decides to make an unarmed attack against someone who is wearing no armor this would be what we call “even” context. This means the attacker gets a d8 in context for the roll while the defender gets a d8 in context too.
[19:42] <+MattMucci> But lets say that the defender was wearing light armor, this would “tilt” context in the defenders favor. In that case, the attacker only gets a d6 in context while the defender gets a d10 in context to resist the attack
[19:43] <+MattMucci> There are different stages of context: even, tilt, major tilt, and rigged.
[19:43] <+MattMucci> So while your attribute die is fixed based on how you’ve built your character, the context is always subject to shift from scene to scene and even from turn to turn in a fight
[19:44] <~Dan> Are there skills, or only attributes?
[19:46] <+MattMucci> Both, Xenoplicity has 5 governing attributes and each attribute has 3 skills associated with it. For instance: Physique is an attribute and the skills associated with this attribute are: Grace, Speed, and Strength
[19:47] <+MattMucci> Moxie is another attribute and it’s skills include: Health, Stamina, and Willpower
[19:48] <+MattMucci> Other unique aspects of the game include the “Film Rating”. As we go into on the kickstarter page, Xenoplicity models itself after a TV show. Game sessions are called episodes, the game master is called the Director, etc.
[19:48] <~Dan> So it sounds like the skills are pretty broad, and that they’d be considered attributes themselves in other systems.
[19:51] <~Dan> What is the Film Rating?
[19:51] <+MattMucci> Yes, we really went outside the box when putting this game together. The idea was to make something that we hadn’t seen before. We didnt want to copy what was already out there. We wanted to tackle issues that many great games suffer from by going at it from a different angle
[19:52] * ~Dan nods
[19:53] <+MattMucci> Yes right, The film rating is the difficulty that you can play on. They are modeled after the film ratings used in movies: G, PG, PG13, and R. The players get to set the film rating before each episode starts
[19:54] <~Dan> How does it affect play?
[19:55] <+MattMucci> The higher the film rating goes the harder the game plays but it also increases the amount of experience earned in the episode.
[19:57] <~Dan> How would you describe the setting?
[19:57] <+MattMucci> So maybe the players want to play on “G” and just breeze through the bad guys and focus on progressing the story being told or they can play on harder ratings if they really want to focus on character development and “level up” faster. Players decide the game they want to play
[19:59] <~Dan> (Howdy, Geek2theRight!)
[19:59] <+MattMucci> Its very open-ended, the game presents you with our entire galaxy: The Milky Way. To be more precise the core book focuses on 3 specifics that are all simultaneously
[20:01] <+MattMucci> You have the a Galactic Society of multiple alien races known as the Imperium, you also have Earth (which the present year is 2032). 10 years prior aliens invaded and conquered the planet so it’s pretty much a mess, very post-apocalyptic.
[20:04] <+MattMucci> The third is the planet we call Mythos, it’s where fantasy creatures like dragons, centaurs, dwarves, etc. come from. There are other dimensions too like Sidosia (heaven), Odium (hell), and several more
[20:05] <~Dan> Does magic only work on Mythos?
[20:07] <+MattMucci> Nope, it works throughout the galaxy. Sorcery specifically only functions on worlds or where the elements can be found, as it draws its power from elemental forces. Thus it doesn’t work in the void of space. But the game also has witchcraft and divine magic like: necromancy, holy magic, unholy magic, and nature magic
[20:08] <~Dan> How do sorcery and witchcraft differ?
[20:10] <+MattMucci> Sorcery is the overt channeling of magical energy that is laced through creation while witchcraft is channeled through the spilling of blood. Not only are they different thematically but also the spells available to each are vastly different.
[20:11] <+MattMucci> Sorcery is overt and more fantastical in what can do while witchcraft is more subtle and practical in its applications
[20:11] <~Dan> How powerful is magic? Can you give some examples of what it can accomplish on the high end?
[20:15] <+MattMucci> very powerful. Depends on the type. Some examples include: Destroy a city, curse someone with vampirism or lycanthropy. Transform yourself into a lich, summon God, etc. These are some of the more high-end powerful spells, they don’t all have such extreme effects
[20:16] <~Dan> That’s pretty impressive.
[20:17] <+MattMucci> fantastical is totally not a word, I was typing to fast, lol
[20:18] <~Dan> Actually, I think it is. 🙂
[20:18] <~Dan> How advanced is technology?
[20:20] <+MattMucci> Depends on who you are and where you are. On Mythos, it’s archaic like you’d expect for a fantasy based world. Magic is extremely prevalent and it’s people don’t have the same drive as on other worlds to industrialize
[20:21] <+MattMucci> Still, in remote pockets on Mythos you can find clockwork and steam-powered technology
[20:22] <+MattMucci> On Earth, there are cities that are now uber-advanced with alien tech, only problem is that mankind within those cities are under the rule of the Grey aliens who treat mankind more like lab rats than anything
[20:24] <~Dan> What races are available to play?
[20:24] <+MattMucci> Out in the wastelands of Earth people just struggle to survive and are barely more advanced than what we are today (2016) among alien monsters, fallout landscape, etc.
[20:26] <+MattMucci> The book provides 18 playable races: Angel, Avarti, Centaur, Demon, Dragon, Dwarf, Elf, Fae, Goblin, Grey, Human, Kobold, Krill, Ogre, Pawn, Polliwog, Preterian, and Taukkul
[20:28] <~Dan> What are Avarti, Krill, Polliwog, Preterian, and Taukkul?
[20:28] <+MattMucci> Some of these are original races so the names won’t all be familiar. There are also sup-races like: Djinn, Gnome, Pixie, Nymph, Spriggan, Bugbear, Hobgoblin, Gremlin, Orc, and Troll
[20:30] <+MattMucci> Avarti, Krill, Polliwog, Pawn, Preterian, and Taukkul are all alien races that along with the Grey aliens make up the Imperium
[20:31] <~Dan> You mentioned that the game has something akin to classes?
[20:32] <+MattMucci> To finish the topic of tech. The Imperium is super advanced with technology. Starships, terra-forming worlds, exploring space, plasma guns, power armor, etc.
[20:33] <+MattMucci> Yes we provide 18 “classes” to choose from, they are: Academic, Anarchist, Artisan, Assassin, Business Person, Cultist, Doctor, Investigator, Mage, Martial Artist, Performer, Pilot, Ranger, Rogue, Socialite, Soldier, Thaumaturgist, and Warlord
[20:35] <+MattMucci> There are also the sub-classes of: Mage – wizard or warlock, Rogue – Con-man, Hacker, or Thief, and Thaumaturgist – Paladin, Druid, Diabolist, or Necromancer
[20:36] <~Dan> What effect does class choice have?
[20:38] <+MattMucci> In Xenoplicity every character starts off with 2 of these “classes”, we call them proficiencies. Your proficiencies, these “classes” determine what your character is good at, what they can do, essentially what they are trained in or perhaps do for a living.
[20:38] <+MattMucci> So if you wanted to make the classic “white knight” you might select Soldier/Thaumaturgist- Paladin
[20:41] <~Dan> Does the game include a bestiary?
[20:42] <+MattMucci> During gameplay if you are ever doing something that is outside what your proficiencies allow for, the director calls you out and says “you’re out of your element!”. Being made out of your element means you dice roll result is halved
[20:44] <+MattMucci> yes and no. We don’t provide an actual section of the book called bestiary but we do provide details for misc. creatures such as Elementals, undead, demonic entities, celestial entities, robots, etc.
[20:45] <~Dan> (Welcome, Guest10!)
[20:45] <+MattMucci> We also give advice and guidelines for creating your own unique monsters and NPCs
[20:46] <~Dan> (Howdy, Lassek!)
[20:47] <~Dan> How does the game work as quickly as you’ve described?
[20:50] <+MattMucci> Little or no book referencing needed during gameplay. Attack and damage are combined into a single roll rather than being multiple rolls (this saves a huge amount of time) and no character, no matter how advanced, can ever have more than 5 HP (in a category)!!
[20:52] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:52] <+MattMucci> Each of those 5 Attributes I mentioned above has it’s own HP that you get to “level up”, when a specific HP is reduced to zero than your character suffers a motivation. Motivations are a predetermined way you must role-play your character until the end of the scene. There is also stunt tokens, and so much more.
[20:54] <+MattMucci> I guess I’d just like to ask for everyone’s support on kickstarter and feel free to email or message me with advice or more questions you might have. email@example.com
[20:54] <~Dan> Excellent.
[20:54] <~Dan> Thanks for joining us, MattMucci!
[20:54] <+MattMucci> Me and my gaming group love playing Xenoplicity and we hope everyone else will enjoy it as much we do and the playtesters have
[20:55] <~Dan> As a reminder to folks, my tip jar is here, for those so inclined: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[20:55] <+MattMucci> Thanks for having me, this was great
[20:55] <~Dan> And if you’ll give me just a minute, I’ll get the log posted and give you the link. 🙂
[20:55] <~Dan> You’re welcome!