[19:56] <+Derek_Chappell> Hello everyone! I’m Derek Chappell and I’m here pushing the upcoming WW1 expansion to my military roleplaying game PATROL, called The Trench Raiders!
[19:56] <+Derek_Chappell> (Link: https://scontent-lga3-1.xx.fbcdn.net/v/t1.0-9/16003202_1827888590868572_7250358593525541737_n.jpg?oh=1ef9ecd6582eb735e6c435c5c1b1a13c&oe=592106F9)https://scontent-lga3-1.xx.fbcdn.net/v/t1.0-9/16003202_1827888590868572_7250358593525541737_n.jpg?oh=1ef9ecd6582eb735e6c435c5c1b1a13c&oe=592106F9
[19:57] <+Derek_Chappell> It recasts the sandbox military action as a smaller-scope game of clashing personalities and lethal danger over a short timeframe
[19:58] <+Derek_Chappell> (done)
[19:59] <~Dan> Thanks, Derek_Chappell!
[19:59] <~Dan> The floor is open to questions!
[19:59] <~Dan> First off, awesome cover.
[20:00] <~Dan> So is this a supplement or a complete game?
[20:00] <+Derek_Chappell> this is a supplement. Its sort of a combination expansion, sourcebook, and hack into a different sort of game.
[20:01] <+Derek_Chappell> Focused on high-intensity action in brief and terrifying missions across no-man’s land instead of multi-day patrols, so it has a lot of unique elements and new rules governing movement, awareness, and intraparty conflict
[20:02] <+Derek_Chappell> In particular, it has a totally different character creation system and psychological systems based on creating unique objectives and mindsets towards the mission itself, instead of the party slowly falling apart in worsening circumstances
[20:02] <~Dan> Can you give some examples of the new rules?
[20:02] <+Derek_Chappell> sure!
[20:04] <+Derek_Chappell> the biggest one in regular play is a new movement system based around an action called Pathfind. Basically, during the First World War it was very easy to get super super lost in No-Man’s Land, because not everyone was issued compasses, the line was irregular, there was no landmarks, and the land dipped and meandered so much
[20:04] <+Derek_Chappell> stuff like rolling barrages were a godsend to troops simply because they could follow the sound of the falling artillery to the enemy lines
[20:05] <+Derek_Chappell> this goes double at night
[20:05] <+Derek_Chappell> so every turn when you move through no-man’s land, you make this special pathfinding roll to see if you get lost and to see what you find in the mud and darkness
[20:06] <+Derek_Chappell> in this way, the game writes these desperate little vignettes every time you cross no-man’s land using a random generator chart and by asking simple questions like “how fast are you moving” and “how good is the ground here?” and “do you poke your head up to survey the land first?”
[20:07] <+Derek_Chappell> in a game i ran recently for the Party of One podcast, the player ran into unexpected allies, wounded soldiers, an enemy bombing team, and even a tank! I hadn’t planned a single event for the game, my only prep was to roll a d6 to find out how many hundreds of meters no-man’s land was across
[20:08] <+Derek_Chappell> the other thing is the new class system for the game
[20:09] <+Derek_Chappell> because there were no official military specializations at the time in infantry regiments
[20:09] <+Derek_Chappell> because equipment and roles were mostly uniform
[20:09] <+Derek_Chappell> there is a series of personality archetypes instead
[20:10] <+Derek_Chappell> these are based on animalistic stereotypes designed to give the game a feeling like a fable, sort of the way that a lot of poets and writers used analogy and metaphor to try to express to the civilian population the realities of this new sort of war
[20:10] <+Derek_Chappell> (Link: http://i.imgur.com/zx0KGDK.jpg)http://i.imgur.com/zx0KGDK.jpg
[20:11] <~Dan> Hmm… Interesting.
[20:11] <+Derek_Chappell> so for example, this character is The Lion, and has a seperate playbook from the other characters. They have their own special advancements, special rules, personal objectives, ways of interacting with other characters, and mindset when pushed into desperate circumstances
[20:11] <+Derek_Chappell> every character has their own little two-sheet playbook like this
[20:13] <~Dan> Is that a complete character or just a template?
[20:14] <+Derek_Chappell> this is essentially a complete character. You just fill in your name and personal info and check off the appropriate boxes for what you want to start with
[20:14] <+Derek_Chappell> there’s about a dozen of these and will be more in the future; they come in a seperate free PDF so you can print them off and I can easily update them with new content
[20:16] <+Derek_Chappell> (done)
[20:16] <~Dan> Looks like the skills are pretty specific. Not rifle, but bolt action?
[20:17] <+Derek_Chappell> Yes. As per regular PATROL, you need to be individually skilled with specific weapons and at specific ranges, as a way of controlling roles in different engagements in a game where most characters carry the same weapons
[20:18] <+Derek_Chappell> when everyone carries assault rifles, being skilled up close with your assault rifle, as opposed to your friend who is skilled with them at long range, makes a big different in when and how you choose to engage
[20:18] <+Derek_Chappell> this goes double for the first world war, where 99 out of a hundred soldiers carries a bolt action rifle and a bayonet
[20:18] <~Dan> Oh, I missed the (Close) bit there. Hmmm… I see what you mean.
[20:18] <~Dan> What is a swagger stick?
[20:18] <+Derek_Chappell> skills are very simple in this game though. It simply allows 5s and 6s to be a success on a dice roll instead of just 6s
[20:19] <+Derek_Chappell> a swagger stick is a sort of short walking stick officers would carry to direct men, and as a badge of office.
[20:20] <~Dan> Ah, gotcha.
[20:20] <+Derek_Chappell> It was used in both the UK and the US, and it’ll basically provide a bonus when other people carry out actions which you command. IE: “Shoot that target”, and anyone that does gets a good ol’ +2 on it
[20:20] <+Derek_Chappell> it also makes it really obvious you’re in charge, tho, so like… sniper bait 😛
[20:20] * ~Dan chuckles
[20:21] <~Dan> What is a Bounty?
[20:21] <+Derek_Chappell> The Bounties is this game’s unique objective system
[20:22] <+Derek_Chappell> Trench Raids didn’t really have concrete objectives, because they were usually fairly ad hoc and didn’t stand a chance of actually doing lasting harm to the enemy
[20:22] <+Derek_Chappell> instead, they were missions designed to raise the fighting spirit of men who would otherwise gladly sit in the trenches opposite their enemies without shooting until the war ended
[20:22] <+Derek_Chappell> so what “success”: means varies from person to person, and in this game, archetype to archetype
[20:23] <+Derek_Chappell> the bounties become measures of gauging the success of a raid, and thus ways of gaining advancement
[20:23] <+Derek_Chappell> and they reflect the characters who have them
[20:23] <+Derek_Chappell> everyone benefits from everyone’s bounties, so it becomes about deciding whose bounties are going to matter
[20:23] <+Derek_Chappell> The Lion has a lot of bigger-picture objectives, and a few self-aggrandizing ones
[20:24] * ~Dan nods
[20:24] <+Derek_Chappell> fitting his larger-than-life idealistic nationalistic figure thing
[20:24] <+Derek_Chappell> but The Fox, for instance, has bounties revolving around theft from the enemy, leaving traps, capturing officers, and so forth
[20:24] <+Derek_Chappell> while The Wolf simply wants to kill the enemy and break his stuff.
[20:25] <+Derek_Chappell> and The Dove wants to help the wounded and avoid direct confrontation, which can be a win too
[20:25] <+Derek_Chappell> and though everyone benefits from everyone’s bounties when they are achieved, you benefit double from your own
[20:25] <+Derek_Chappell> so you can see how this can create delicious intraparty conflict
[20:27] <~Dan> Indeed.
[20:27] <~Dan> Do you provide rules for vehicle combat?
[20:28] <+Derek_Chappell> yes. The game inherets the vehicle combat rules from regular PATROL, with stateful armour and crew position stuff, but also expands these rules to cover the nature of early vehicles
[20:29] <+Derek_Chappell> and it has rules to adapt the playsheets to be vehicle drivers; I may make modified versions of the sheets which are for the most part the same, but change the perks and advancement to be relevant to tankers
[20:29] <+Derek_Chappell> (after all, I don’t have to print these out, so i can make as many as i need)
[20:29] * ~Dan nods
[20:29] <+Derek_Chappell> tanks have a building unreliabilty system that causes them to break down frequently, but in a way that is controlled and you can do something about
[20:30] <+Derek_Chappell> there’s special rules for spalling, the way metal would detach and recochet around these early vehicles from rifle impacts
[20:30] <+Derek_Chappell> and rules to govern the unique ways these vehicles were armed and armoured
[20:30] <~Dan> (brb)
[20:30] <+Derek_Chappell> (Link: https://pbs.twimg.com/media/C16xnezXAAApgqD.jpg:large)https://pbs.twimg.com/media/C16xnezXAAApgqD.jpg:large
[20:30] <+Derek_Chappell> (see also: this adorable little diagram)
[20:34] <+Derek_Chappell> (done)
[20:35] <~Dan> (back)
[20:35] <~Dan> Are aircraft beyond the scope of the game?
[20:35] <+Derek_Chappell> Mostly. As players can’t really contact them, there’s little place for them as allies
[20:36] <+Derek_Chappell> they /are/ present as an atagonistic force, however, because they can threaten players with strafing runs and such, and players can meaningfully respond given their low altitudes and speed
[20:37] <+Derek_Chappell> i actually didn’t need to do anything to my existing aircraft rules to make it work, which is cool! helicopters and biplanes are strangely similar in practical ways
[20:37] <+Derek_Chappell> at least for this ruleset
[20:39] <~Dan> Do any of the archetypes start with more exotic weapons, like submachine guns?
[20:39] <+Derek_Chappell> none of the archetypes start with any weird guns, because of the era, but they are well within reach of most characters, and different characters have different options
[20:40] <+Derek_Chappell> several characters can get early light machine-guns, and the assault-oriented Wolf can get a submachine-gun
[20:40] <+Derek_Chappell> the biggest variety is in melee weapons, though
[20:40] <~Dan> Oh? How so?
[20:40] <+Derek_Chappell> everyone starts with a bayonet and shovel; they are skilled in the bayonet, but its of limited use in a small trench, and not skilled with the relatively more useful shovel
[20:41] <+Derek_Chappell> but with upgrades, they can either take up the shovel as their main melee weapon, which is very useful, or grab some of the melee options avaliable to them
[20:42] <+Derek_Chappell> the lion, for example, has access to an officer’s sabre, which is an excellent all-around melee weapon
[20:42] <~Dan> (brb, sorry)
[20:43] <+Derek_Chappell> some characters can carry a lethal steel mace (great for cracking open heavily armoured sentries), improvised trench knives (light, easy to hide, and disposable), or clubs, for less-lethal attacks when you want to capture people alive
[20:46] <~Dan> (back)
[20:46] <+Derek_Chappell> there’s hatchetes, long axes, hammers, icepicks, machetes, knuckledusters, long knives, italian-style bucklers, and so forth
[20:47] <+Derek_Chappell> you can even hit people with stick grenades, if you are brave 😛
[20:47] <~Dan> Heh. 🙂
[20:47] <+Derek_Chappell> because there was a shortage of pistols, and silence was vital to a raid, melee weapons of all sorts made a huge comeback in the first world war
[20:47] <+Derek_Chappell> and units still had attached blacksmiths, so they got very, very creative
[20:48] <~Dan> Huh. I didn’t realize that. Interesting.
[20:49] <+Derek_Chappell> there’s also a variety of period body armour. This is a bit of a historical stretch, as outside of Italy armour was mostly only employed by snipers and sentries
[20:49] <~Dan> (Howdy, DayTripper! Long time no see!)
[20:49] <+DayTripper> Hiya Dan!
[20:50] <+Derek_Chappell> but you can tool up in a full set of WW1 era steel plate, or chainmail, or even just the simple layered cloth vests which could stop small pistol rounds and some shrapnel
[20:50] <+DayTripper> Saw your post and I’m curious about Neomancer, so I am here!
[20:50] <~Dan> DayTripper: Ah! That’s tomorrow. 🙂
[20:51] <+DayTripper> don’t let me interrupt.
[20:51] <~Dan> No worries.
[20:51] <+DayTripper> 🙂
[20:52] <~Dan> Derek_Chappell: Can you remind me of the game’s core mechanic?
[20:52] <+Derek_Chappell> the core dice mechanic is you roll a huge pile of d6s (equal to your attribute) for most actions
[20:52] <+Derek_Chappell> 6s are successes, 5s are if you are skilled, and 1s are failures
[20:53] <+Derek_Chappell> beat the difficulty, you do the thing. roll more failures than successes, even if you beat the difficulty, something Fun happens
[20:53] <+Derek_Chappell> though this is often still a success as well
[20:53] <+Derek_Chappell> in terms of regular play, the core mechanic is that there is a time advancement feature; the game is always in “combat time” with turns, but these turns represent as much as half an hour
[20:54] <+Derek_Chappell> this system allows for things like exhausion, hunger, thirst, blood loss, etc, to organically unfold
[20:55] * ~Dan nods
[20:56] <+DayTripper> Derek that’s a cool dice mechanic. More fails = “something fun”, how is that “Fun” determined?
[20:56] <+Derek_Chappell> Everything in the game that matters mechanically has an “action” framework associated
[20:56] <+Derek_Chappell> this sounds intimidating but most of them are very simple and straightforward
[20:56] <+Derek_Chappell> so the something fun is predetermined to a degree
[20:56] <+Derek_Chappell> the mechanic for Something Fun is called FUBAR and, for example
[20:57] <+DayTripper> 🙂
[20:57] <+Derek_Chappell> with firing a gun, the gun jams. with throwing a grenade, you drop it or it gets thrown back (target your own unit instead) (DO NOT USE GRENADES UNLESS YOU ARE SKILLED)
[20:57] <+Derek_Chappell> with observing a scene, the GM gets to lie to you as many times as excess failures!
[20:58] <+DayTripper> is that a table, list, or just GM adjudication?
[20:58] <+Derek_Chappell> the game breaks down all these things into something like a PBTA move
[20:58] <+Derek_Chappell> so there is a specific Suppressive Fire action
[20:58] <+DayTripper> oooh
[20:58] <+Derek_Chappell> and it tells you what to do with successes, failures, and FUBARs
[20:58] <+Derek_Chappell> for example, that Suppressive Fire Action
[20:59] <+Derek_Chappell> Successes matching or exceeding To-Hit difficulty inflict a Suppression point, limiting their ability to move and return fire
[20:59] <~Dan> That’s a spiffy mechanic.
[20:59] <+Derek_Chappell> Successes which are a multiple of the To-Hit difficulty (ie: to hit difficulty is 2, so 2, 4, 6, etc) hit a member of the enemy unit for 1d6-1 Injury
[20:59] <+Derek_Chappell> each of those is a potential outright kill!
[20:59] <+Derek_Chappell> (lethal system!)
[21:00] <~Dan> As is fitting.
[21:00] <+DayTripper> cool
[21:00] <+Derek_Chappell> every failure, straight up, deducts a point of ammunition, which you blaze off at the enemy
[21:00] <+Derek_Chappell> and if you fubar, on top of that, your gun jams up
[21:00] <~Dan> DayTripper: This is a WW1 setting, btw.
[21:00] <+Derek_Chappell> its possible to kill a ton of dudes with your machine-gun and not expend any ammo points, so presumably you had some very effective short bursts
[21:01] <+Derek_Chappell> and likewise wiff everything and spend a ton of ammo doing it
[21:02] <+DayTripper> yeah i’m clear. 🙂
[21:03] <~Dan> I take it that the game focuses on the Western Front?
[21:03] <+Derek_Chappell> Yes. The focus of this expansion is deliberately pretty narrow
[21:04] <+Derek_Chappell> i had a hard time cutting what i wanted from Vietnam into 200 pages, like heck i was gonna fit the entirety of the Great War into a hundred half-size pages
[21:04] * ~Dan nods
[21:04] <~Dan> Any plans to expand into other fronts?
[21:05] <+Derek_Chappell> not at the moment. It’s difficult to find english-language sources for the Italian and Eastern front, and i have a lot of other games to move on to
[21:05] * ~Dan nods
[21:05] <+Derek_Chappell> i think this’ll give an excellent mechanical springboard for people hacking that stuff together, though
[21:06] <+DayTripper> Derek can you give me the URL please?
[21:07] <+Derek_Chappell> this expansion comes out on Feburary 14th, but until then
[21:07] <+Derek_Chappell> (Link: http://www.drivethrurpg.com/product/163068/Patrol–A-Vietnam-War-Roleplaying-Game)http://www.drivethrurpg.com/product/163068/Patrol–A-Vietnam-War-Roleplaying-Game
[21:07] <+Derek_Chappell> the core game is here
[21:07] <+DayTripper> ty
[21:07] <+Derek_Chappell> and the print version just became avaliable a few days ago!
[21:08] <~Dan> Is there anything we haven’t covered that you’d like to bring up?
[21:09] <+Derek_Chappell> not really, i think that’s really the basics
[21:10] <~Dan> Cool.
[21:10] <~Dan> Well, thanks very much for joining us, Derek!
[21:10] <+Derek_Chappell> thank you for having me!
[21:10] <~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/
[21:10] <+Derek_Chappell> follow my twitter i guess! (Link: https://twitter.com/open_sketchbook)https://twitter.com/open_sketchbook
[21:11] <~Dan> If you’ll give me a moment, I’ll get the log posted and link you.
[21:11] <+Derek_Chappell> thank you!