[20:31] <+StephenFSC> My Name is Stephen Lee and I started FireSideCreations LLC to launch a new game James M. Ward (the author or Metamorphosis Alpha and GammaWorld) and I designed in later 2013 and 2014. The Lost 77 Worlds is a Post apocalyptic game that spans 77 colony worlds.
[20:33] <+StephenFSC> The basic set presented a theme park based on Luna as the starting point for the game. The latest book details the blasted earth where we expand on the basic rules adding the ability to play mutants and other character types.
[20:35] <+StephenFSC> The back story is massive and we are introducing it in segements as we release new game products and anthologies. One thing that makes the game a little different is that James wanted to use a deck of cards to generate the random numbers in the game. So the ward card system was developed. We use the cards for character stats, combat, and attempts to use skill
[20:36] <+StephenFSC> There is a lot I could cover and consume the entire 2 hours. perhaps it would be better to respond to questions and fill out the description as we discuss those questions?
[20:37] <~Dan> Sounds good. Want to open the floor to questions, then?
[20:37] <+StephenFSC> Yes, lets do that
[20:37] <~Dan> Thanks, StephenFSC! The floor is open to questions!
[20:37] <~Dan> How did an apocalypse affect 77 different worlds?
[20:39] <+StephenFSC> Great question. The backstory in brief. about 400 years ago (in game time) Humanity developed the ability to reach other star systems and began to plant small colonies among the stars. 300 years ago they had established 76 colonies most were quite small and only 12 have a significant population. At this point, Humanity development biochips that could
[20:39] <+Doctor> Only half kidding: Are there mutation tables?
[20:40] <+StephenFSC> interface diurectly with the human mind. “Brain chips” which lead to a conflict with three major alien races. These aliens and their allies attacked all of the human worlds at the same time. Humanity was virtually wiped out.
[20:40] <~Dan> Ah, I see.
[20:41] <+StephenFSC> A few pockets of humans survives here and there but the main group of normal humans exist in the Resorts on Luna which escaped the destruction.
[20:42] <+StephenFSC> Yes, there are mutation tables. There are Plant mutants, animal mutants, and alien mutants on the Blasted Earth.
[20:43] <~Dan> How gonzo are the mutations?
[20:43] <+StephenFSC> The Blasted Earth is the new source book we are publishing this spring. It expands the game to detail the Ultimate Apocalyptic Planet, Earth. Which has been blasted by Alien fleets, had a massive volcanic rift carved nearly around the planet and has been subjected to a failed attempt at xeno forming
[20:44] <+StephenFSC> lol, this is not the tongue and cheek Gamma World I played in as a kid but there are some very wild mutations. Most are based on some realistic premise. However, random mutations and genetic changes can occur so anything, in theory, is possible.
[20:44] <~Dan> Lazerbeam eyes? 🙂
[20:45] <+StephenFSC> In the basic set everyone played basicly pure strain humans. On the Blasted Earth you can play mutants of nearly anytype.
[20:45] <+Doctor> Okay, so, maybe we should take a minute and talk about distinctions between this setting and Gamma World.
[20:46] <+StephenFSC> The ability to ignite things and burn things with vision yes, not quite lazerbeams but heat rays certainly
[20:46] <~Dan> I’ll accept that answer. 🙂
[20:46] <~Dan> (Howdy, MaryHarrison!)
[20:47] <+MaryHarrison> Hi
[20:47] <~Dan> ( MaryHarrison: Current topic: (Link: https://www.kickstarter.com/projects/1644549315/the-ultimate-apocalyptic-planet-77-worlds-rpg-jame)https://www.kickstarter.com/projects/1644549315/the-ultimate-apocalyptic-planet-77-worlds-rpg-jame )
[20:47] <+StephenFSC> Well, In 77W mutations are mostly from genetic engeneering and biological retro virus that have specific effects. There are alien and human versions of these things so mutations are not always exotic and wild they tend to have a purpose.
[20:48] <+StephenFSC> Though some alien retro viruses or xenoforming agent does tend to do very weird things to humans
[20:48] <+StephenFSC> We do not have the “radiation zones” with truly random mutations when you happen through them.
[20:48] <~Dan> Xenoforming is a great excuse for mutations, IMO.
[20:49] <+StephenFSC> Thank you. It does make sense and where we could we tried to stay closer to things we may really see in the future with a few exceptions for entertainment value and game play.
[20:49] <~Dan> I would suspect that the presence of aliens would be a key difference from Gamma World.
[20:50] <+StephenFSC> The Aliens are the arch enemy thats consistent in the game. They are in nearly as bad a shape as humanity at this point and many of their ships crashed on the earth when their fleets were destroyed in space.
[20:50] <~Dan> (wb, MaryHarrison!)
[20:51] <~Dan> So the war was a draw?
[20:51] <~Dan> Or rather, everybody lost?
[20:51] <+StephenFSC> With the new source book you can start character on Luna or on the surface of Earth. so it opens up some new options for those wanting more advanced and exotic tech, mutations, and ability to bioengineer their characters.
[20:52] <+StephenFSC> Humanity lost. The Aliens lost their fleets and something happened on a few of their home worlds. While they worked together to attack humanity not every alien race had the same agenda or really got along with the others. So both civilizations had major set backs
[20:53] <+Will> Is the reason for the war known, or a Secret ™?
[20:53] <+StephenFSC> We have three major alien races and their allies for 12 races detailed thus far.
[20:53] <+Doctor> Okay so… Last question on setting before I launch into mechanics. What, precisely, is going on with an amusement park and… you know… why?
[20:54] <+StephenFSC> The biochips and more specifically the brain chip varient allows humans to gain instant skills and knowledge. So you can become nearly anything in a day. Humanity was expanding into the Alien worlds sector and humans new technology gave them an edge over the aliens. So it was a preemptive attempt at genocide.
[20:55] <+Will> Ah, sensible. 😉
[20:56] <~Dan> Sensible Genocide. Great band name.
[20:56] <+StephenFSC> The Earth was the playground of man. On Luna they build a vast Resort with themed domes, much like future world or west world, where people could get away from the hitech world and take a few months to spend ina truly emersive experience. The brain chips made their true memories fad and gave the vacantioners the skills and knowledge of the character they
[20:56] <+StephenFSC> would become in the park.
[20:57] <+Doctor> so… Mega-Larp
[20:57] <+Will> … … Ooooooh.
[20:57] <+StephenFSC> Yes, in a way. 🙂
[20:57] <+Will> So you could be a modern day person who turns out not to be?
[20:57] <~Dan> Sooo… the humans there forgot who they were?
[20:57] <+StephenFSC> I think Scott put it best when he said the Aliens decided to get rid of the pest and came by to mow the grass.
[20:58] <+StephenFSC> Yes and Sort of. Real memories were suppresses and the A.I.s liked it that way and wanted to protect what they saw as the last of humanity so they kept the people there in their illusionary reality.
[20:59] <+StephenFSC> Memories still surfaced and lets face it some people would rather live a dream than face an apocalyptic event.
[20:59] <~Dan> How many settings are there in the park?
[20:59] <+StephenFSC> So, people in the resort on luna kinda know what happened but that is what the first few adventures there set out to discover. The A.I.s use the parks to send people through quest to weed out if you will the ones who can handle leaving the resort
[21:00] <+StephenFSC> and going on missions to Earth, Mars, and other places where they need to start rebuilding
[21:01] <+StephenFSC> We detail 3 domes. Ancient Thebes, Old Chicago The Roaring 20’s, and a Camelot like kingdom. There are other domes for people to populate as they wish and we may do some new ones down the road. Personally, I enjoy the Blasted Earth more but the theme park is fun.
[21:02] <+StephenFSC> Will, you could play a modern day person, someone who grew up in one of the resorts, or someone who was in cryosleep from the time of the great war.
[21:04] <~Dan> Do you have a bestiary in the book?
[21:04] <+StephenFSC> One of the fun aspects of the game is that with the right chip you can walk out of 1920’s chicago and know how to pilot a shuttle down to earth. so the expanse of the adventure is not limited by the origin of the character.
[21:05] <~Dan> That’s pretty slick, actually.
[21:05] <+StephenFSC> Yes, We call it the Encounter Encyclopedia. We have been populating it for two years. There are lots of Alien Fauna and Flora, Robots of many types, Drones, Androids, Mutant Earth Animals, engineered biologics, and exotic alien fauna and flora from their home worlds as well as many unique personalities.
[21:06] <~Dan> Roughly how many entries?
[21:06] <+StephenFSC> The adventure module “Doom of the Blasted Earth” is designed for use with the Basic set and adds thirty new creatures to the game in that one module.
[21:07] <+Will> Brainchip is a great way to compensate for several potential problems.
[21:07] <+Will> Then again, I believe i’ve heard many good things about James Ward
[21:08] <+StephenFSC> Thats a good question. I would say we are around 200+ right now and I have another 3 or 4 dozen from manuscripts to add that are not products yet. We plan to publish “monster Manuals” but the real direction is to put the entire encyclopedia online and available via apps or web browsers.
[21:08] <~Dan> (Howdy, Indi!)
[21:08] <~Dan> (Topic: (Link: https://www.kickstarter.com/projects/1644549315/the-ultimate-apocalyptic-planet-77-worlds-rpg-jame)https://www.kickstarter.com/projects/1644549315/the-ultimate-apocalyptic-planet-77-worlds-rpg-jame)
[21:08] <+Indi> Howdy Dan 🙂
[21:08] <+Indi> ty
[21:09] <+StephenFSC> James has a very creative mind and I enjoy working with him very much. We meet in 2004 at Gary Gygax’s home and when James was ill no one would involve him in a big project so I called him and told him about this game concept I had started developing in the late 1980’s and in 2013 we starting working together on it.
[21:09] <~Dan> Can you give an example of one of your favorite critters?
[21:10] <+StephenFSC> The brainchips allow you get get needed skills and knowledge. Its like finding a new magic book. You can only use 3 at a time so choice have to be made. Biochips can give you added strength, dexterity, agility, speed, faster healing, and things like that.
[21:13] <+StephenFSC> wow, there are so many to choose from. How about two off the top of my head. The glitter is a gold dust that swarms like nanites. Imagine being in a dust devil that eats away your armor and skin. The Lava plats that grow in the ash region of the blasted earth are somewhat mobile and defend their viens of rich minerals from each other by firing lava streams to
[21:13] <+StephenFSC> burn away roots. of course when humans come along a stream of molten lava in the chest is not a lot of fun for that character at least.
[21:14] <+StephenFSC> On the fun side, the Gentleman Bot wander out of the mist and insist on helping you with everything. Mostly getting in the way and causing accidents but he is a fun encounter.
[21:14] <~Dan> Pretty exotic. 🙂
[21:15] <+Motulev> why does that remind me of the random encounters in Fallout 2
[21:15] <~Dan> Are the brain chips exclusive to pure strain humans?
[21:15] <+StephenFSC> We have Alien experiments in tanks that use Mental mutations to take over weaker characters so they can escape the world. There is really so much there. We went out and found two dozen authors to write short stories on various aspects of the game to help illustrate examples for people.
[21:16] <+StephenFSC> I have never played fallout 2, but I think I should if that reminds you of the game. sounds like fun.
[21:16] <+Will> You mentioned AI… are there player AI/androids/??
[21:17] <+StephenFSC> Yes, Brainchips ONLY work for humans. Now some minor mutations may still allow you to use some of them but they do not work on full blow mutants or aliens
[21:17] <~Dan> That’s a nice balancing aspect.
[21:19] <+StephenFSC> Will, yes and no. There are not player A.I.s. We do have cyborgs, Robots, and such. If you play a robot that is basicly an A.I. but we reserve the term for the Artificial Intelligences that control the resort, S-Ships, and facilities.
[21:19] <~Dan> S-Ships?
[21:20] <+StephenFSC> I am working on a specific rule set for Robotics so you can build your own given a set of guide lines and limitations as well as custom cyborgs for our Apocalyptic Mars product.
[21:20] <~Dan> (wb, Crazy-Cabal)
[21:21] <~Dan> How extensive are your rules for cybernetics?
[21:21] <~Dan> And is there a drawback to them?
[21:21] <+StephenFSC> S-Ships: sentient ships. The NPC A.I.s in the 77 Worlds are Super human intelligences. They even have emotions. When they were first created they were used in massive battleships (not the best idea humanity had) and those ships are very special encounters and play a role in the history of the game leading up to the great war.
[21:22] <~Dan> They sound like spacefaring Bolos.
[21:23] <+StephenFSC> Right now we have specific types you can play. Custom builds are rules we are still vetting for game balance. So you have to play specific units in the game as it stands today. its not mechwars.
[21:23] <+GenoFoxx> 😦
[21:24] <~Dan> (GenoFoxx really loves mechs. 🙂 )
[21:24] <+StephenFSC> Cybernetic enhancements do have draw backs, An artificial arm may give you great strength but you still need a exoskeloton to lift a lot more than a normal human.
[21:24] <+Doctor> So, when you’re ready, I’d love to talk system
[21:24] <+StephenFSC> We will add them Geno but we do not want to unbalance the game so give us a few more months.
[21:25] <+StephenFSC> ok, lets do a high level of the ward card system. The game is designed to play fast. It does not take hours to build a character and battles run in minutes. A fast play system designed to focus on roleplaying and the story line rather than complex rules.
[21:25] <~Dan> Yes, do you have a character sheet we could see as you talk us through the system?
[21:26] <+StephenFSC> (Link: http://firesidecreations.com/character2)http://firesidecreations.com/character2
[21:27] <+StephenFSC> I really need to do a youtube on the wardcardsystem soon.
[21:27] <+StephenFSC> So, let me talk about the cards then we can talk about the character sheet.
[21:28] <+StephenFSC> Hearts are always positive cards. You hit with a solid strike doing damage to armor and to the entity.
[21:29] <+StephenFSC> Diamonds are a glancing blow which does damage but does not degrade armor
[21:29] <+StephenFSC> black cards represent a miss in combat.
[21:30] <+StephenFSC> all cards have different meaning depending on what you are trying to do. If you trying to get a guard to give you information drawing a heart will guarantee he tells you the whole truthful story about whatever you ask.
[21:30] <~Dan> (Howdy, LW!)
[21:30] <+StephenFSC> Attempting a feat of dexterity, a Clubs card gives you positive results.
[21:31] <+Doctor> As Dan knows, I math a lot. How often is the deck shuffled and/or cards returned to the deck?
[21:31] <+StephenFSC> Trying to figure out some technology, a diamond card is a success. The degree of success depends on the value of the card drawn. Higher values indicate you understand more and Aces are the highest card.
[21:32] <+StephenFSC> A man after my own heart. I made James add more shuffle demands in the game on day 2.
[21:33] <+GenoFoxx> ((laters))
[21:33] <+StephenFSC> Anytime an ace is drawn everyone must shuffle their cards and include the discard stack. So in theory you could draw an ace of hearts twice in a row
[21:33] <+StephenFSC> Anytime a joker comes up you shuffel and anytime the deck is used you shuffle.
[21:34] <+StephenFSC> Each action you take you draw cards based on your level. so the higher rank you attain you more cards you draw which improves your chance of success.
[21:35] <+StephenFSC> So a rank 3 character will draw 2 cards while a rank five will draw 3.
[21:35] <+Doctor> How does that work with the ace?
[21:35] <+Doctor> sorry trying to get a feel for it
[21:35] <+StephenFSC> Back to card suites, the Spade is normally a negative card. However when your attacked drawing a spade as a defense card will reduce the damage you take or cause the attacker to miss all together.
[21:36] <~Dan> Is the idea to take the best card, with no other cards mattering?
[21:37] <+StephenFSC> Ok. let say your trying to figure out some technology you found in the badlands. You are rank five and draw three cards one is an ace of diamonds, you would use the ace and place the other two in discard. The ace means you completely understand the tech and can use it right away. Because it was an ace you then shuffle all cards back into your draw deck
[21:37] <+StephenFSC> Correct, Dan
[21:38] <+StephenFSC> Now on Multiple shot weapons the other cards can matter for the extra shots.
[21:38] <+Doctor> “your draw deck” does each player have a deck?
[21:38] <+StephenFSC> Each player has their own deck of cards. But when any player hits an event that causes a shuffle everyone shuffles their decks. The game master also has their own deck(s)
[21:39] <+Doctor> ah, that changes things
[21:39] <+StephenFSC> For example, a character wants to climb a building wall to get to the roof. The Game Master knows there are lots of hand holds on the wall. He tells the Rank 3 card drawing characters that they need a club draw to be successful. The player draws 3 cards and gets a club. That character makes it to the top of the building. If they didn’t draw a club, they would
[21:40] <+Doctor> are aces the only thing that returns cards to the deck?
[21:40] <+StephenFSC> The game has been played in the last three Garycon’s and all my games the cards seem to remain quite random.
[21:40] <+StephenFSC> Aces, Jokers, runing out of cards in the draw deck. Now there is one more aspect to the card system.
[21:41] <+StephenFSC> Every character has what we call four creation cards.
[21:41] <~Dan> “If they didn’t draw a club, they would…”
[21:42] <+StephenFSC> These are determined when the character is created and always remain the same. You can use any of the creation cards at any point in the game. so if you have a heart and a spade you can two opportunities to influence an action in your favor by playing your creation card when then causes a shuffle as it goes into your deck and off your character sheet
[21:42] <+StephenFSC> If they didn’t draw a club, they wouldn’t have climbed the wall.
[21:42] <~Dan> Gotcha.
[21:43] <+StephenFSC> So you have two strategies with creation cards. If they are good, use them quickly so you can draw them again or horde them for that critical momement in the game when you must succeed or must not get hit again.
[21:44] <+StephenFSC> I can tell you, that can be a very hard decision to make.
[21:44] * ~Dan nods
[21:44] <+StephenFSC> ♠ SPADES For example, a character gets stopped by the police. The Game Master draws a 10 ♠ and the disposition of the police is angry and confrontational. A draw of a 2 ♠ would mean the policeman was mildly irritated.
[21:44] <+StephenFSC> A draw of the ace ♠ would have the policeman take the character to jail no matter what the character tried to do. In other words, the higher the ♠, the worse the trouble the character experiences. In battle the character always has one chance to try and draw a ♠ in his defense against a successful attack. See the combat rules for more information.
[21:46] <~Dan> So the suit says what happens and the number says to what degree it happened?
[21:46] <+StephenFSC> I am not sure how well this is coming across. In con games most people have picked this up in five minutes. Its quick and easy to play, hard to cheat on, and makes for a fun fast action
[21:47] <+StephenFSC> Yes, its a scale of positive to negative across 12 points (2 to 14)
[21:48] <~Dan> In combat, are the numbers translated to damage?
[21:49] <+StephenFSC> Other factors can influence this, some character types have the ability to improve initial reactions so gain 2 to 6 points in their favor. While certain actions may cause the points to count against you.
[21:49] <+StephenFSC> Yes, they are. let me find a good example for you.
[21:50] <+StephenFSC> OK, i dont have one handy so I am going to do this off the top of my head. Lets say your in combat with a guard who has a police shield which provides 3 protection.
[21:51] <+StephenFSC> Your first strike you get a 4 of diamonds and the guard draws a diamond in defense (fails) so he takes 4 points of damage.
[21:52] <+StephenFSC> Your second strike you get a 10 of hearts. The guard draws a 4 of spades. Two things happen. First your had a heart for his shield drops from 3 protection to 2 protection because of this solid strike. Second he 10 damage he would take is reduced 1 for the shield damage and 4 by his spade. so he takes 5 damage.
[21:53] <+StephenFSC> When shields or armor are damaged they need to be repaired. if they hit 0 they are considered destroyed.
[21:54] <+Doctor> Seems reasonable. How many playtests has this been through?
[21:55] <~Dan> How is weapon damage reflected?
[21:55] <+StephenFSC> It has been out for two years. We have run games at conventions for three years now. I have run several dozen playtest.
[21:56] <+StephenFSC> Weapons in the game have a set amount of damage. Hearts do Full damage if a successful hit occurs and half damage if a diamond hit occurs.
[21:56] <+StephenFSC> Some weapons do various damage based on range or power setting.
[21:57] <+Doctor> So why the KS? just raising exposure or?
[21:57] <+StephenFSC> There is a detailed combat example on the website. It walks through a four way battle and illustrated each of the rules
[21:58] <~Dan> I’m confused…. It sounded like the number on the card affected damage in your example.
[21:58] <+StephenFSC> raising exposure and funds to print a hardback of the Blasted Earth which is a new book for the game. The Basic rules have been out for two years. The Blasted Earth provides the new setting and expands the rules as well as adding character types.
[21:59] <+StephenFSC> Sorry, I moved between the basic rules and the expanded rules on you. In the basic set we had fixed damage for faster play.
[22:01] <~Dan> So in the expanded rules, do the weapons add to the number on the card?
[22:02] <+StephenFSC> Round 1: On the first round, the guards run toward the characters, and the archers shoot two arrows apiece. Being rank 2, the archers draw two cards for the first arrow and then one card from the deck for the second arrow. Their card draws are 4/5, 9 and 7/Q, K. The 4 hits the first guard and does 7 damage. The guard flips a for defense, but his shie
[22:06] <+StephenFSC> The number on the card does not affect damage done in the core rules only the suite.
[22:06] <+StephenFSC> For most classes of weapons.
[22:07] <+StephenFSC> WEAPON TYPESSHORT RANGESOLID STRIKEGLANCING HIT Energy Combat Knife2 Ft.1510 Military Combat Knife2 Ft.63
[22:07] <+StephenFSC> well that did not copy in well.
[22:08] <+StephenFSC> We have weapon tables that detail the damage for Hearth and the damage for diamonds.
[22:08] <~Dan> Maybe you could use an example from the pregen characters on the website?
[22:09] <+StephenFSC> ok. lets do that. Looking at the Adventurer.,
[22:10] <+StephenFSC> You see the mace does 10 damage with a heart draw and 5 with a Diamond. It has no special attributes.
[22:10] <+StephenFSC> So the value of the card does not matter with most weapons only the suite.
[22:11] * ~Dan nods
[22:11] <~Dan> Where are the attributes and skills on the character sheet?
[22:11] <+StephenFSC> Damage is affected by suite, weapon, defenses, and defense draw. What happens on those strikes can be determined by the card value in the advanced rules.
[22:13] <+StephenFSC> First you have the creation cards. there are minimum values required for some character types. These are however, mostly random draws. Once draw 8 cards and placed them as they are drawn into two rows of four. You then pick a row and you can swamp one card from the other row.
[22:14] <+StephenFSC> These make your character unqiue as they have the ability to use those creations cards once in every game session to affect the outcome of an action.
[22:14] <+StephenFSC> Each Character Type has specific abilities to that character type, In the case of the Adventurer a high spade also represents success. while its a failure for other character types.
[22:16] <+StephenFSC> On the second page of the character sheet you see a chart which details what the card suite mean.
[22:16] <~Dan> So what is the Adventurer’s Strength, for example?
[22:17] <+StephenFSC> These are older character sheets. The new one with mutations and special abilities will be on the website in April with the roll out of the Blasted Earth.
[22:18] <+StephenFSC> Strength in concept is represented by the Spade in this case it is a King. 13 out of a potential 14.
[22:18] <~Dan> The creation cards determine the attributes?
[22:19] <+StephenFSC> However, the game mechanics does not deal directly with a characters ability scores like other RPGs. It is assume most human are similar in nature and the character type abilities replace the increased abilities from say a strength of 18 in D&D.
[22:21] <+StephenFSC> Character type really indicate increased abilities in specific area’s rather than attributes. However, the Adventurer is required to have a high spade which he can play at anytime to leverage his abilities. So in a game he is more likely to do more damage overall and more likely to completely block an attack.
[22:22] <~Dan> Interesting.
[22:22] <+StephenFSC> The game gives advantages based on character type and rank achieved over ability score. It plays a little different but has a similar but less dramatic effect
[22:23] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[22:23] <+StephenFSC> A Tinker for example with their abilities are more likely to figure out technology than other types so in the course of the game you see those bonuses reflect that
[22:25] <+StephenFSC> 77 Worlds is a story driven game that focuses on role playing over stats. The rules are light and designed for quick play. Characters in the game can gain any skill but each type has their special abilities that make them generally better in specific areas.
[22:26] <+StephenFSC> At first glance, the game is a bit different. We have found over the 18 or so con games that everyone really enjoys it once they play for a few minutes. We will have a quick start quide for new players at garycon for free and it will be available in pdf form on the website in a few days.
[22:27] <~Dan> Sounds good!
[22:28] <~Dan> Thanks very much for joining us, StephenFSC!
[22:28] <+StephenFSC> There will be an encounter encyclopedia which contains the collective monsters and npc’s in the various stories and adventures plus hundreds of other mutations and aliens on like soon.
[22:28] <+StephenFSC> Thank you for inviting me. It was fun.
[22:29] <~Dan> Obligatory reminder to my readers: 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/
[22:29] <~Dan> And now, if you’ll give me just a moment, I’ll get the log posted and link you.