[19:32] <+Paul-Itherverse> Good evening, I’m Paul Haigh, Creative Director at the Itherverse (a Kickstarter project)
[19:33] <+Paul-Itherverse> (Link: https://www.kickstarter.com/projects/112107051/itherverse-multi-genre-rpg-adventure-ezine-for-any)https://www.kickstarter.com/projects/112107051/itherverse-multi-genre-rpg-adventure-ezine-for-any
[19:33] <+Paul-Itherverse> We are attempting to create a monthly subscription ezine
[19:33] <+Paul-Itherverse> that will include numerous pre-written, play-tested scenarios
[19:34] <+Paul-Itherverse> while doing all that we can to make sure they work in any given game setting
[19:34] <+Paul-Itherverse> and more importantly easily adaptable to any game system (aka dice systems, skill system, etc).
[19:34] <+Paul-Itherverse> (done)
[19:34] <~Dan> Thanks, Paul-Itherverse!
[19:34] <+Paul-Itherverse> At least that’s the short version…
[19:34] <~Dan> The floor is open to questions!
[19:35] <~Dan> Will you be focusing on any particular genre?
[19:35] <+Paul-Itherverse> Not in particular. Research seems to show a huge propensity toward medieval fantasy
[19:36] <+Paul-Itherverse> at least as far as players go and active game settings but much of that is driven
[19:36] <~Dan> What sort of research have you done on the subject?
[19:36] <+Paul-Itherverse> by the “big three” in the industry. Still we want to cater to EVERY setting, even the bizarre.
[19:36] <+Paul-Itherverse> As for resent research, we have done of lot of playtesting to make sure our systems are in fact workable
[19:37] <+Paul-Itherverse> we have also researched months of kickstarters and the number of funded RPGs coming out is quite daunting
[19:37] <+Paul-Itherverse> considering our desire is to keep up with the constant changes to dice pools and other system mechanics
[19:37] <+Paul-Itherverse> We spend a lot of time researching games via YouTube if we don’t have a copy to make sure we can adapt
[19:38] <+Paul-Itherverse> and a lot of time on Roll20 or other online game tabletops (done)
[19:39] <~Dan> How many adventures will you offer each month?
[19:40] <+Paul-Itherverse> The intent is to offer at least six in any given monthly issue. We were originally targeting two “low level” two “mid level” and two “high level”
[19:40] <+Paul-Itherverse> granted we know, not all systems work with standard / classic level systems, but the complexity is the focus.
[19:40] <+Paul-Itherverse> (done)
[19:41] <+Paul-Itherverse> Dan, I should quickly clarify that the word “adventure” to us does not mean a complete campaign.
[19:41] * ~Dan nods
[19:41] <+Paul-Itherverse> It may be a single location and a scenario that revolves around that one location or it may span across multiple maps.
[19:42] <~Dan> Do you plan on featuring campaigns that stretch from issue to issue?
[19:42] <+Paul-Itherverse> These scenarios are designed to be inserted into any given existing campaign. (no that one’s done)
[19:42] <+Paul-Itherverse> Yes, we do plan to have the scenarios linked from issue to issue (emphasis on optionally).
[19:43] <+Paul-Itherverse> Each scenario will be able to be easily played as a stand alone without utilizing the hook or link that would bring them together
[19:43] <+Paul-Itherverse> and in any order. If you start in the middle you can jump around, you don’t have to follow along our pre-written path.
[19:43] <+Paul-Itherverse> (done)
[19:43] <~Dan> Interesting… Sort of a “sand box” approach?
[19:44] <+Paul-Itherverse> Yes, research within online forums and discussions has shown us that players like that open-world approach
[19:44] <+Paul-Itherverse> and GMs sometimes lack the tools to be able to adapt and adjust on the fly to the whims of players who don’t
[19:44] <+Paul-Itherverse> want to be forced into a linear story, but like to choose their own path. As such, we give the GM both, and if clever
[19:45] <+Paul-Itherverse> they can even take a relatively linear design and make it at least appear open world. (done)
[19:46] <~Dan> How do you make your adventures adaptable to any system?
[19:46] <+Paul-Itherverse> Oh, that’s been the biggest challenge and continues, but so far we haven’t found a system we can’t work with.
[19:46] <+xyphoid> do you have any example adventures you’ve done?
[19:46] <+Paul-Itherverse> The key was understanding that any dice combination, be it a simple 1D6, 2D8 type formula or the more complex
[19:47] <+Paul-Itherverse> pools of dice that explode or include what we’re calling “K” dice or keeper dice that are kept while others are discarded
[19:47] <+Paul-Itherverse> can be reduced to a percentage chance of occurance.
[19:47] <+Paul-Itherverse> I was asked just last night a tough one… Fate Core
[19:48] <+Paul-Itherverse> As you probably know this system uses dice that include D6’s that on 2 sides are +, 2 sides are minus, 2 are blank
[19:48] <~Dan> Right, right.
[19:48] <+Paul-Itherverse> but the resulting roll of 4 dice will always range from a -4 through ZERO to +4
[19:49] <+Paul-Itherverse> I dont’ recall the exact % here ….
[19:49] <+Paul-Itherverse> but I think there’s like a 2% chance to get +4 or -4, and a 6% chance to roll a +3 or -3,
[19:49] <+Paul-Itherverse> 20% for a +2 or -2, etc… In essence, every die roll can be turned into a percentile (done)
[19:49] <+Gyrfalcon> Odds of either a +4 or -4 are ~1.2%.
[19:50] <+Paul-Itherverse> Yes, we have adventures that have been written, and we’re putting the final touches on them to make them customer facing
[19:50] <+Paul-Itherverse> and plan to go ahead and release them as examples. That will likely happen in the next week.
[19:50] <+Gyrfalcon> So two questions relating to ‘convert die rolls to percentages’, if I may.
[19:50] <+Paul-Itherverse> (done)
[19:50] <+Paul-Itherverse> Thanks Gyrfalcon, I knew it was close to 2%, couldn’t recall the exact #
[19:51] <+Paul-Itherverse> Sure, go ahead
[19:51] <~Dan> How many writers do you have?
[19:51] <+xyphoid> like looking at your writing/ideas is the #1 thing i’m looking for on the KS – mechanical system conversion isn’t terribly valuable but straight capsule adventures i can mine for components are gold
[19:51] <+Paul-Itherverse> (Dan first) current we have 5 writers. Some contribute a lot more than others. We will encourage contributions from
[19:52] <+Paul-Itherverse> the public as well and quite possibly publish material submitted. (done)
[19:53] <+Paul-Itherverse> xyphoid, it’s coming. We should have had them ready ahead of time but didn’t predict that. I guess there was a fear of having the
[19:53] <+Paul-Itherverse> idea stolen by someone with more resources so we held back and didn’t put those final touches on but will do so .. I think
[19:53] <+Paul-Itherverse> these will make great updates.
[19:54] <+Paul-Itherverse> (done)
[19:54] <+Paul-Itherverse> Gyrfalcon did I miss your questions?
[19:55] <~Dan> Hmm… He may have wandered off.
[19:56] <~Dan> Can you tell us about the adventures that you have ready to go?
[19:57] <+Paul-Itherverse> The first will be the one we had started typing up and have thrown into the video and powerpoint.
[19:58] <+Paul-Itherverse> Entitled the Hidden Temple of Eternal Waters. We have long had this written but not put into the
[19:58] <+Paul-Itherverse> format that will be used in the eZine and if we’re going to release it we want it to look like the final product
[19:58] <+Paul-Itherverse> or at least what we currently envision that final product to look like at least.
[19:59] <+xyphoid> why $25,000? is there a breakdown of what you’re planning with that?
[19:59] <+Paul-Itherverse> It’s written in fantasy and involves the discovery of a reclusive and long hidden cult of
[20:00] <+Paul-Itherverse> cannibals. Of course, this can be converted to a temple in any setting and it does not have to
[20:00] <~Dan> (Welcome to #rpgnet, Guest81! Is that you, Chris? 🙂 )
[20:00] <+Paul-Itherverse> include magic or undead but can include brainwashing, chemical dependencies and similar effects.
[20:00] <+Paul-Itherverse> (done)
[20:00] <+Paul-Itherverse> Yes, Xyphoid, we have broken it down. Unlike most kickstarters which are trying to start a single publication
[20:01] <+Paul-Itherverse> or a single object, maybe a single add-on supplemental book to an existing system – we need to work ahead and
[20:01] <+Paul-Itherverse> be on task to release monthly publications with sincere hopes to produce at the 50 page per issue level.
[20:02] <+Paul-Itherverse> Of course there are other operational expenses, when I say we – we need to formalize the company, we need
[20:02] <+Paul-Itherverse> to engage our illustrators who are poised and ready. We want full color covers. We are also VERY likely to
[20:03] <+Paul-Itherverse> end up printing and mailing. At first, I never thought that would happen but there seems to still be a strong calling
[20:03] <+Paul-Itherverse> for print media, at least in this format.
[20:03] <+Paul-Itherverse> We’re being careful, I guess. We don’t want to promise something we can’t deliver.
[20:03] <+Paul-Itherverse> (done)
[20:04] <~Dan> That somewhat surprises me as well regarding the print thing. Interesting.
[20:06] <~Dan> Is this your first gaming gig?
[20:07] <+Paul-Itherverse> Hmmm… No, I’ve been gaming for a long time. As for doing it professionally, I can’t really say No their either.
[20:07] <+Paul-Itherverse> It is my first attempt at releasing a physical “retail” product, if you will.
[20:07] * ~Dan nods
[20:07] <+Paul-Itherverse> I’m hesitant to say so, but I have long been hired to be a GM, and I know how that’s frowned upon in this day
[20:08] <+Paul-Itherverse> and age, but I wouldn’t have done it if not approached and offered the opportunity.
[20:08] <+Will> Personally, I feel if you can swing it, good!
[20:08] <+Paul-Itherverse> So, the only Gaming Gig I’ve had, for pay would be paid GM. (done)
[20:08] <~Dan> You must be a pretty darned good GM! 🙂
[20:09] <+Paul-Itherverse> Will, thanks. I would have never expected it, but people have trouble finding GMs and see me running a game.
[20:09] <+Paul-Itherverse> Ask if they can join and have to tell them I don’t have room, and well – it happened (but getting off topics, I guess)
[20:10] <+Will> I’m having this fatigue-driven concept of a Playboy Forum letter but it’s a gaming magazine…
[20:10] <+Will> don’t mind me
[20:10] <+Paul-Itherverse> Thanks Dan.. If anything, it’s just a LOT of experience. But I’m about to show my age… so I’ll stop there. LOL
[20:10] <~Dan> What are your thoughts on the market for published adventures? I’ve always liked them, but seems like they were frowned upon not too long ago.
[20:11] <+Paul-Itherverse> There has been a trend toward the “RPG in the Box” and there are systems out there that are SO VERY sandbox that they
[20:11] <+Paul-Itherverse> engage the players and GM in roleplaying through character creation and then they even roleplay together to establish the setting
[20:11] <+Paul-Itherverse> and the relationships between characters, and then the mission evolves through storytelling (and I get that)
[20:12] <+Paul-Itherverse> but I think that was when pre-written off the shelf adventure material was frowned upon, if at all. Those of us who prefer
[20:12] <+Paul-Itherverse> a more traditional game (not to detract from storytelling in a game) enjoy the fact that we can spend time concentrating
[20:13] <+Paul-Itherverse> on the game and the players and the role-play and less about the setup, maps, and even the dice. If you buy an adventure
[20:13] <+Paul-Itherverse> you have all that done, and you’re good. Problem is, finding a catalog of material to draw from and that’s what I’ve missed
[20:13] <+Paul-Itherverse> without having a drawer full of adventures that were released fast and furious enough to meet my needs (which looks a lot
[20:13] <+Paul-Itherverse> like your calendar Dan, gaming all that time!)
[20:13] <+Paul-Itherverse> Done
[20:14] <+xyphoid> so why the focus on system conversion rules
[20:14] <+xyphoid> that’s been something that people have tried a lot over the years but in practice i always found it was easier to just slot in statblocks from the game you’re playing instead of doing any kind of mechanical substituion
[20:14] <+Paul-Itherverse> We, that’s just it, you can search the internet all day long for adventures, and you can buy one here, buy one there, but
[20:15] <+Paul-Itherverse> it may or may not fit your game or your setting. Most likely, it doesn’t – written specific to a system and you have to figure out how to make it work
[20:15] <+Paul-Itherverse> I’ve done it, and it can be done with any system, but the idea here is to make it fast, simple and easy. That way you
[20:15] <+Paul-Itherverse> again get to spend your time enjoying the interaction and roleplay. Having said that, we can’t forget the dice and if we don’t
[20:16] <+Paul-Itherverse> give you a system to make our game work in your setting, you probably won’t buy it. I’m not convinced that MOST GMs (not all)
[20:16] <+Paul-Itherverse> will be able to take a setting with no structure and make it work. Present company excluded, but that’s what I’ve seen.
[20:16] <+Paul-Itherverse> (done)
[20:17] <~Dan> (Welcome to #rpgnet, TomParks!)
[20:17] <+Paul-Itherverse> Sure, one method is to extract an existing NPC or monster or whatever from your existing system and drop it in. If that’s what you
[20:17] <+Paul-Itherverse> want to do (you obviously see past the mechanics and embrace your power as a GM), then do it. But from a marketable stand point
[20:18] <+Paul-Itherverse> the vast system of games and those playing them, see to want to know that we’ve at least given that concept an honest “go”.
[20:18] <+Paul-Itherverse> You know, and I, that the GM has license to change or adapt any way they want anyway…and likely will. We are just giving suggestions on
[20:18] <+Paul-Itherverse> compatibility and how best to take our creations and make them work (both in description and in mechanics). – DONE
[20:20] <+Paul-Itherverse> (let me back up and add one thing Xyphoid)
[20:20] <+Paul-Itherverse> It’s not so much conversion rules as it is a conversion chart (or series of charts) much like you find on
[20:20] <+Paul-Itherverse> the inside of a fold-out Gm screen, except we’re likely going to publish it in the middle of the magazine (on the staple line if you will).
[20:21] <+Paul-Itherverse> The current version is a series of wheels (like spoked wagon wheels) that show the conversions. They take up space and I don’t
[20:21] <+Paul-Itherverse> like that, but they are aesthetically pleasing to the eye and just look neat. The rules will be very short, and perhaps a single page
[20:22] <+Paul-Itherverse> of explanation – maybe inside the cover. Keywords like tactics, features and abilities will be used … so that we’re compatible
[20:22] <+Paul-Itherverse> with systems that needs “aspects” for instance and trigger phrases on which to base bonuses or advantages, etc.
[20:22] <+Paul-Itherverse> (now done)
[20:24] <~Dan> (wb, Silverlion)
[20:25] <~Dan> Will all of your adventures be systemless, or do you have any thoughts about working with game companies?
[20:25] <+Paul-Itherverse> Ah, yes, of course, there is that option. If we were to do that we would simply publish that game systems numbers (already converted)
[20:26] <+Paul-Itherverse> in the information block for that particular NPC, enemy, etc… We have not yet been asked to do so, and
[20:27] <+Paul-Itherverse> I’m not sure I would do it for any one system arbitrarily. We all have our favorites, but who? (done)
[20:27] * ~Dan nods
[20:28] <+Paul-Itherverse> I half expected a flurry of requests. LOL (this game, no that game, etc)
[20:28] <~Dan> 🙂
[20:28] <+Motulev> we tend to be quiet during the Q&A
[20:29] <+Paul-Itherverse> Ah, well don’t feel like you have to.
[20:29] <+Paul-Itherverse> at least not on my part.
[20:29] <~Dan> What time length do you shoot for with your adventures?
[20:29] <+Paul-Itherverse> I’m sure a question has to be lurking somewhere…
[20:30] <+Paul-Itherverse> It varies. We’ve created some that would easily be done in a single 3-4 hour game session while others stretch over 12 hours or more.
[20:30] <+xyphoid> with your current stats you probably won’t fund – what’s the next step? are you going to relaunch or do something else with the idea?
[20:30] <+Paul-Itherverse> It’s not so much a design feature we’ve restricted ourselves to. Having said that we are trying to make sure those that do extend
[20:31] <+xyphoid> or will you go ahead without KS?
[20:31] <+Paul-Itherverse> over a longer period of time have logical points of stop for those who are looking for single encounter/session type of drop in.
[20:31] <+Paul-Itherverse> We have one major marketing push coming. We made the mistake of launching during a bad week for KS (right after Christmas)
[20:32] <+Paul-Itherverse> so we will give it one major push and if it doesn’t launch – yes, we’ll try again. Depending on how that marketing goes, we will consider
[20:32] <~Dan> Yeah, that’s part of the reason my schedule is so open right now. Not many gaming Kickstarters.
[20:33] <+Paul-Itherverse> if we want to change the format a bit (e.g. reducing the initial $$ target, but immediately engaging in subscription processing). And other ideas….
[20:33] <+Paul-Itherverse> There is a lot to consider, obviously (done)
[20:33] * ~Dan nods
[20:33] <+Paul-Itherverse> Dan, we thought that would work to our benefit. The same seemed to be true last year, so we would be one of the only ones there
[20:34] <+Paul-Itherverse> but it turns out that pockets are empty and people are not engaging in social media (except to post pictures of their gift-giving) during
[20:34] <+Paul-Itherverse> that week, so it cost us a good 10 days right up front.
[20:34] <+Paul-Itherverse> (done)
[20:34] <~Dan> Yeah, that’s rough.
[20:35] <+Paul-Itherverse> Well, no harm, no foul. The best part of KS is ALL or nothing. No one will be out anything… if it doesn’t fund (except us) and we
[20:35] <+Paul-Itherverse> don’t care. This will happen, one day…. regardless. We have too much invested in time, sweat and tears anyway.
[20:35] <+Paul-Itherverse> (done)
[20:36] <~Dan> Good for you!
[20:37] <~Dan> What are some of your favorite games?
[20:38] <+Paul-Itherverse> My all time favorite are the OpenD6 and variants. MiniSix being my go-to-favorite. Simple, but flexible and adaptable to anything I want to do.
[20:38] <+Paul-Itherverse> I, of course, cut my teeth of every version of D&D, and I’m one of the few that fell in love w/4th Edition, but I used my own house rules to make it
[20:39] <+Paul-Itherverse> fun and play outside the box when it came to restrictions that others didn’t like. I played a LOT of Palladium back in the late 80’s early 90’s…
[20:40] <+Paul-Itherverse> Dragon Age is fun, but too steeped in the lore, so I’m glad they did the generic version.
[20:40] <+Paul-Itherverse> (done)
[20:41] <~Dan> (Howdy, Monochrome_Tide!)
[20:41] <+Paul-Itherverse> (waves)
[20:42] <~Dan> Let’s see… I’m running out of questions here, to be honest. Is there something we haven’t covered that you’d like to bring up, maybe?
[20:42] <+Paul-Itherverse> Well, there is the player side of things too. I too tend to forget that part, and it’s because I’m the perpetual GM (always my role)
[20:43] <+Paul-Itherverse> The idea was posed early on that we need to keep our options open and make sure the magazine is marketable
[20:43] <+Paul-Itherverse> not only to game masters but also to the players (there are far more players than GMs out there). So we have for a very long
[20:43] <+Paul-Itherverse> time been coming up with content for the players to chew on. This is much more difficult to do than one would think when you
[20:44] <+Paul-Itherverse> are not writing to a specific genre, setting or lore… but trying to keep your material open to all of the above.
[20:44] <+Paul-Itherverse> Having said that, we will have approx. 3 sections or articles per issue specifically targeting the player and how they can improve
[20:45] <+Paul-Itherverse> their game outside of must scenarios, maps and information blocks with dice and numbers in them. (done)
[20:45] <~Dan> What sort of player-targeted content are you talking about?
[20:45] <+Paul-Itherverse> Our classic, is our crafting, which will be objects, devices, contraptions, that your can aspire to possess in game play
[20:46] <+Paul-Itherverse> along with the technical drawings and specifics on how to pull them off. We’ve already written a few articles on character
[20:46] <+Paul-Itherverse> archtypes that one can consider (including personality quirks, lists of advantages and disadvantages to make the character
[20:47] <+Paul-Itherverse> more well rounded), physical and otherwise. We have been working on a section that details trap making making the concept
[20:47] <+Paul-Itherverse> of disarming or setting traps far more interesting than just rolling dice and saying “I did it”…. but knowing the mechanics and
[20:48] <+Paul-Itherverse> finding ways to improve upon or overcome them in gameplay with more player knowledge. We have on section in development
[20:48] <+Paul-Itherverse> that takes the maps from the scenarios and offers tactical ideas and strategic approaches to how one might best handle
[20:48] <+Paul-Itherverse> each of those rooms, encounters. It’s like taking the adventure, after you play it, and being told a few other ways you might
[20:49] <+Paul-Itherverse> have approached each challenge – that you didn’t think of (but we did, during playtesting).
[20:49] <~Dan> Huh. That’s an interesting approach.
[20:49] <+Paul-Itherverse> I’m sure there’s more to come, and I plan to spend a lot of time on Reddit asking for input.
[20:49] <+Paul-Itherverse> (done)
[20:49] <~Dan> You’re welcome to seek input in here as well, if you like. 🙂
[20:50] <+Paul-Itherverse> I will, thanks. Off line, I had hoped to find out when peek times are to get the best response levels. Plus some
[20:50] <+Paul-Itherverse> questions about functionality. (e.g. are all those people in “idlers” actually lurking, or no?) but we can address later.
[20:51] * ~Dan nods
[20:51] <+sendoshin> I’m *always* lurking.
[20:51] <+sendoshin> For the record.
[20:52] <+Paul-Itherverse> LOL, sneaky!
[20:52] <~Dan> Do you plan on sticking with Itherverse, or do you have any further ambitions in the gaming industry?
[20:52] <~Dan> (And howdy, sendoshin! 😀 )
[20:52] <+Paul-Itherverse> Yes, ultimately, Itherverse is just a domain name that has become the “marketing” name for this project, but we may likely create a
[20:52] <+sendoshin> (Hey, Dan! Just got back from dinner; gonna read back through and get caught up real quick.)
[20:53] <+Paul-Itherverse> corp entity with a diffferent name and work on releasing products under that name, or vice versa and name the company Itherverse and
[20:53] <+Paul-Itherverse> actually the name of the magazine be something different (I doubt the latter, or if so, it may be Itherverse – the Magazine). – done
[20:54] <~Dan> What sorts of products do you have in mind?
[20:54] <+Paul-Itherverse> We haven’t given a lot of thought to retail product like complete campaigns books, but it has been thrown around. It could always
[20:55] <+Paul-Itherverse> be possible to do something like that to complement the magazine. We love the concept of complementary products like an online
[20:55] <+Paul-Itherverse> app that would convert the numbers for you simply by picking your game system, issue # and page # or title from a drop down
[20:56] <~Dan> Oh, that would be cool.
[20:56] <+Paul-Itherverse> for the scenario you want to convert. We love the idea of a tri fold or quad-fold GM screen with all the goodies on the inside and
[20:56] <+Paul-Itherverse> beautfuil cover art. Then there are the online aspects of possibly creating an entire network or forum on which we can offer
[20:57] <+Paul-Itherverse> updates. Let’s face it, when issue #1 rolls out, there is inevitably going to be a system that comes out that combines rolling a D60
[20:57] <+Paul-Itherverse> with a D30 to come up with something, and we won’t have addressed that – so we’ll need to let our readers access an online
[20:57] <+Paul-Itherverse> platform to take an issue #1 scenario and still use it for that wacky game. Plus I find my players like to play in Movie settings,
[20:58] <+Paul-Itherverse> portalling through time and space to suddenly be in a universe unlike any I have given thought to. The last one was
[20:58] <+xyphoid> isn’t trying to convert to every possible system just going to eat your brains? like if you have generic stats and convert to D&D4 it’ll produce very bad 4e monsters because you need those powers
[20:58] <+Paul-Itherverse> a setting much liek the waterworld movie. You know that became an EXTREME conversion on the part of changing to
[20:58] <+Paul-Itherverse> a setting with no land to speak of, and an overabundance of sunlight.
[20:58] <+Paul-Itherverse> (done)
[20:59] <+Paul-Itherverse> 4e is a great example. And if you let it, yes, it could eat your brain. The monster descriptions give you enough information that you should be able
[21:00] <+Paul-Itherverse> to adapt. We tend to give all our monsters powers, in a very 4e like information block so that you have the information you need, but if your
[21:00] <+Paul-Itherverse> system doesn’t care about the keywords, you ignore them. You will continue playing your game, and only taking what you need. So yes, we
[21:01] <+Paul-Itherverse> have the task of providing you more information that you will likely ever need. Does your game use static defenses or an opposed defense?
[21:01] <+Paul-Itherverse> This means we give you both… and you use the one you need. Does your system use a reduction of hits from a pool of points or do you take
[21:02] <+Paul-Itherverse> wounds that reduce function as you are hit? We have to address both. Again, as much as possible we give you either a percentage of
[21:02] <+Paul-Itherverse> or a multiple of… statistic, which handles most systems.
[21:02] <+Paul-Itherverse> (done)
[21:04] <~Dan> What is the most difficult genre for you to write adventures for?
[21:05] <+Paul-Itherverse> For me, personally, I’ll have to say post-apocalyptic. Every other genre seems to have an abundance of relatable or reference material
[21:06] <+Paul-Itherverse> such as books, movies, existing games, and there is so much room for creativity you can create something out of thin air. For some
[21:06] <+Paul-Itherverse> reason, maybe it’s must me but Post-A seems restrictive. The creations, if too far fetched, seem like I’m reaching… and I have a hard
[21:07] <+Paul-Itherverse> time believing in my own creations. Hard to describe, but other Science Fiction tends to WANT you to create the most amazing
[21:08] <+Paul-Itherverse> technological idea or advancement, so it’s easier.
[21:08] <+Paul-Itherverse> (done)
[21:09] <+Paul-Itherverse> Clarification – not that I would copy any of those games, movies, books – but they offer inspiration and it reminds me of Roddenberry
[21:09] <+Paul-Itherverse> surrounding himself with little trinkets and baubles that sparked the imagination. (done)
[21:10] <~Dan> Do you know of anyone else doing something similar to this concept?
[21:10] <+Paul-Itherverse> I haven’t searched a lot recently. I did a year or so ago. The only thing I know that might be close (and I haven’t seen his
[21:11] <~Dan> (Howdy, Acenoid!)
[21:11] <+Paul-Itherverse> final product) is Kobold Press. It seems to be a subscription based eMagazine – but I’m not 100% sure of the frequency of the issues or content.
[21:11] * ~Dan nods
[21:11] <+Paul-Itherverse> (done)
[21:11] <~Dan> (brb)
[21:14] <+sendoshin> (Caught up… Question formulating now…)
[21:15] <+Paul-Itherverse> (Answer Predicted. “Yes”) LOL
[21:17] <+sendoshin> You mentioned some of the scenarios will be designed with an aspect of optional interlinking between each other. With the system-agnosticism, which I love by the way, will this mean you also have a setting agnostic approach, or will there be a handful of common settings that are explored gradually over the course of several adventures?
[21:17] <+sendoshin> Or both?
[21:18] <+Paul-Itherverse> Hmmm… It would be possible, and could either be done one of two ways. Clearly, I haven’t written one this way yet, but I will,
[21:18] <+Paul-Itherverse> I can already see the value. But either we write the compilation to a single setting, consistently giving sidebars to how to
[21:19] <+Paul-Itherverse> convert to others, which allows you to decide that each itteration be something different, or I could (and I think I will) write
[21:19] <~Dan> (back, sorry)
[21:19] <+Paul-Itherverse> some that change setting through the progression and the sidebars would put it back to the a single setting if you so choose.
[21:19] <+sendoshin> (wb; I found a question while you were out, so no harm!)
[21:19] <+Paul-Itherverse> That is clearly the more complicated way to do it, but i find the idea intriguing.
[21:20] <+Paul-Itherverse> Great idea. That is exactly the input i love to get from forums and now IRC — that can improve upon our offering.
[21:20] <~Dan> That is an interesting idea, yup!
[21:20] <+Paul-Itherverse> (done)
[21:20] <+sendoshin> I have a setting that needs a release platform. I could see submitting adventures over time that slowly reveal more and more of that setting through the adventures themselves, is why I ask. 😀
[21:20] * ~Dan gives sendoshin a cookie.
[21:21] * +sendoshin happily munches said cookie.
[21:21] <+Paul-Itherverse> I’m sure it’s something we could collaborate on. I’ve created a few “mini-settings” nothing huge, that were based on moving
[21:22] <+Paul-Itherverse> between dimensions and allowing a mangle of interesting characters from various timelines and universes to co-exist and visit
[21:22] <+Paul-Itherverse> worlds. So, I can imagine what it is you are suggesting (at least on the surface) and would enjoy exploring it more. (done)
[21:23] <+sendoshin> It’s a single world, but it’s pretty diverse, so there’s a lot to work from. 🙂
[21:24] <+Paul-Itherverse> Even more interesting. I love it. (wheels turning).
[21:24] <+sendoshin> (Not the least of which is the overly complicated history. But I digress from the topic, which is *your* project. :D)
[21:24] <~Dan> (Welcome to #rpgnet, JoeWetzel!)
[21:24] <~Dan> Paul-Itherverse: In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:25] <+Paul-Itherverse> (thinking)…
[21:26] <+Paul-Itherverse> I think we covered the concept thoroughly and I think everyone can better envision what it is we are proposing.
[21:26] <+Paul-Itherverse> I clearly need to release some material and soon to help those who want to see it in print, so that’s the focus…
[21:26] <+Paul-Itherverse> All that’s left is the call to arms… and the hope that those lurking, see the value and support the KS.
[21:26] <+Paul-Itherverse> (done)
[21:27] <+Paul-Itherverse> (Link: https://www.kickstarter.com/projects/112107051/itherverse-multi-genre-rpg-adventure-ezine-for-any)https://www.kickstarter.com/projects/112107051/itherverse-multi-genre-rpg-adventure-ezine-for-any
[21:27] <~Dan> Thanks for joining us, Paul-Itherverse!
[21:27] <+sendoshin> I know I have a bad habit of pledging to the KSes that come up in here…
[21:27] <~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/
[21:27] <+Paul-Itherverse> It has been a pleasure. I would promise to be online a lot more in the week to come, but I have been told to get busy writing and releasing… after that, I’ll be back.
[21:27] <~Dan> Excellent.
[21:28] <~Dan> If you’ll give me just a moment, I’ll get the log posted and link you.