[19:31] <+MikeF> I’m Mike Finkelstein. I write stuff. My current game on Kickstarter is There’s a Game in this Book (the 1.5 Edition)
[19:31] <+MikeF> I’ve also produced a few card games: Hipster, Dost Thou Decieve Me, and Dead Wasteland
[19:31] <+MikeF> (done)
[19:32] <+MikeF> >_>
[19:32] <~Dan> Thanks, MikeF!
[19:32] <~Dan> The floor is open to questions!
[19:32] <~Dan> So what’s There’s a Game in this Book about? Is there a setting?
[19:32] <+MikeF> Yes and no
[19:33] <+MikeF> because I had to vague up my first question
[19:33] <~Dan> (Howdy, Crazy-Cabal!)
[19:34] <+MikeF> In effect, There’s a Game in this Book is an open-ended fantasy RPG. You can use the core rules to make just about any character you want, any way you way, with the knowledge that whatever you have envisioned is possible (although you may have to take some crazy disadvantages to get the points to make it work).
[19:34] <~Dan> (Howdy, Lee!)
[19:34] <+MikeF> It has a setting: The World of Towne, but you’re just as free to play in whatever fantasy world you want as in our premade setting
[19:34] <~Dan> So it’s specifically for fantasy, then?
[19:34] <+MikeF> basically: we like house rules and we encourage players to game their own way
[19:34] <+MikeF> well, yes and no
[19:35] <+MikeF> lol
[19:35] <~Dan> 🙂
[19:35] <+MikeF> We’ve had players take the core rules and make a star wars/firefly mashup
[19:35] * ~Dan sees an early trend here. 😉
[19:35] <~Dan> Nice!
[19:35] <+MikeF> one of the early expansions we have planned is the Goblin Realm, a sci-fi twist on the base rules
[19:36] <+MikeF> A lot of questions will boil down to “can I do this” and the answer will always be yes
[19:36] <~Dan> A bold statement!
[19:37] <~Dan> Do you happen to have a character sheet that we can see?
[19:37] <+MikeF> Maybe, but I’ve had a group of players going over this system for the better part of 13 years trying to find ways to break it. So far they haven’t managed to.
[19:37] <+MikeF> Uhm… sure. Two seconds and I can put it up online. I was gonna eventually anyway. 😉
[19:37] <~Dan> Cool. We’ll wait. 🙂
[19:38] <+MikeF> (Link: http://www.dodecasystem.com/files/game_character_sheet_print_15.pdf)http://www.dodecasystem.com/files/game_character_sheet_print_15.pdf
[19:38] <+MikeF> there ya go
[19:39] <~Dan> Okay, let’s take a look here…
[19:39] <+MikeF> lol
[19:39] <+MikeF> to start the discussion, everything on the sheet is laid out to maximize the amount that players can do with their sheet without ever having to reference the book again
[19:39] <~Dan> A noble goal.
[19:40] <+MikeF> surprisingly doable
[19:40] <+GenoFoxx> well now, time to ask the important question…what provisions are available to emulate mecha?
[19:40] * ~Dan chuckles
[19:40] <+MikeF> lol
[19:41] <+MikeF> currently none, although you are welcome to make your own as you see fit (because the answer is always “yes”)
[19:41] <~Dan> GenoFoxx is a big mecha fan. 🙂
[19:41] <+MikeF> That said, in about a year (give or take) we’ll have out our next RPG based on this system: Neon Sentai Hunter Command Go
[19:41] <+MikeF> that one is all about scifi and mechs
[19:41] <+GenoFoxx> Variable Fighters is life
[19:41] <+MikeF> lol
[19:42] <~Dan> So this appears to be an… attribute + skill based system?
[19:42] <+MikeF> depending on the kinds of rules you’re looking for, I could see making a beta version of mecha rules by combining our upcoming Pirate expansion (Raise the Black) with our upcoming matrial arts expansion (The Way of Tseng Dai)
[19:42] <+MikeF> …yes and no?
[19:42] <+MikeF> To get into specifics
[19:42] <~Dan> (Welcome to #rpgnet, Dusque! Is that you, T.E.?)
[19:43] <+MikeF> Attributes serve a kind of double-duty in the game
[19:43] <+MikeF> on one side, they can provide basic makeup to a character — Brawn applies on the to-hit rolls for melee, Vitality gives health, Brains give magic points
[19:43] <+MikeF> but they can also substitute, at a disadvantage, for any Skills you may be missing
[19:44] <+MikeF> that’s why there’s two sets of numbers above the Attributes. If you don’t have a skill in Savvy, for example, you roll your base Savvy instead at a -3 hit
[19:44] <+MikeF> but there are also times where you may have to roll the base Attribute, like a feat of Brawn, and then you use the lower set of number
[19:45] <~Dan> brb
[19:45] <+MikeF> so then sometimes it comes down to “do I spend points on this Skill or do I put into Attributes and asume I can cover for a little while the Skills I need while I try to shore up other holes on my sheet”
[19:47] <~Dan> back, sorry
[19:47] <+MikeF> it’s all good
[19:47] <~Dan> Can you describe the game’s core mechanic?
[19:48] <+MikeF> everything is built around what you can do with a single d12. The point points you spend in a stat — Attributes, Skills, Powers, Magic — the lower you make the target number. 12s and 11s are always sucesses, 1s and 2s are always failures
[19:48] <+MikeF> -point
[19:49] <+MikeF> and then it’s just how you fill in your stats to flesh out the character your way
[19:49] <+MikeF> while the base sheet seems pretty simple, it’s deceptive
[19:50] <+MikeF> there’s a whole host of Advantages and Disadvantages you can take to tweak the stats around (as well as flesh out your backstory). Then there’s Powers and Magic which are written in such a way to allow you flexibility and freedom to interpret how they get used
[19:51] <+MikeF> so, it’s like, the core mechanic is a d12, but that’s just the “what”. What’s really important is the “how”. How do you build the character. How do you use their abilities. How do you flesh out their background to color what you’re doing
[19:51] <~Dan> So let’s see… If you’re maxed out in Brawling, for example, you try to beat a 4 on a d12?
[19:51] <+MikeF> anyone can play a Fighter, but there’s more to a character than what they can do
[19:51] <+MikeF> for basic Brawn checks, yes
[19:51] <+MikeF> I want to life this heavy crate. I roll my Brawn
[19:52] <+MikeF> but then if the box is loaded with anvils, maybe the GOD ads a penality to the roll. “Sure, you can try, but it’s at a 3 point penalty” So then your 4 is now a 7
[19:54] <~Dan> Okay, so here’s where I start poking goodnaturedly at your flexibility claim. 🙂
[19:54] <+MikeF> that’s cool. do it
[19:54] <+MikeF> btw, we once made a handpuppet who was also the greatest wizard in the land. I’m comfortable with that claim. 😉
[19:54] <~Dan> It appears that you have a system with a universal closed scale. Am I mistaken?
[19:54] <+MikeF> …sorry, what do you mean by that?
[19:55] <~Dan> (Howdy, WineDarkSea!)
[19:55] <+MikeF> as in everything rolls the same in the same way?
[19:55] <~Dan> Well, it appears that a 4 is the lowest target number that’s possible.
[19:55] <+MikeF> yes and no
[19:55] <+MikeF> 😉
[19:55] * ~Dan chuckles
[19:55] <+MikeF> 4 is generally the lowest for most rolls, unless we’re talking combat
[19:56] <+MikeF> if you flip to the back side of the first page you’ll see the combat meter, and on there 3 is the lowest
[19:56] <+MikeF> but yes, even with Gods giving adjustments to rolls, 3 will always be the lowest possible success
[19:56] <+MikeF> and 11 will always be the highest a GOD (or bad points) can evern push a stat up to
[19:57] <~Dan> I see… So how does the system handle superhuman individuals?
[19:57] <+MikeF> we work under the assumption that everyone, no matter how good their abilities, isn’t always successful every time. A chance of failure makes the successes sweeter
[19:57] <+MikeF> as an example:
[19:58] <+MikeF> Superman is often described as “boring” because there’s no challenge for him. His best adventures have an element of chance for what he does — he might fail to save Lois, to stop Lex.
[19:58] * ~Dan nods
[19:58] <+MikeF> his stories are “terrible” when the writer is unable to find a risk for him
[19:58] <+MikeF> so while you can get pretty darn good in our game, there’s always a “chance” you could fail
[19:59] <+MikeF> THAT SAID
[19:59] <+MikeF> we do allow characters to spend experience points to pump up rolls
[19:59] <+MikeF> so if you have a bunch saved up and your GOD allows you to spend multiple points at once, you could, in theory, save even the worst rolls from failure
[19:59] <+MikeF> I’ve played with GODs where that was allowed. I’ve played with GODs where they only allowed you to spend one point
[19:59] <+MikeF> so… yeah.
[20:00] <+MikeF> risk and reward, I guess
[20:00] <~Dan> But sticking with Superman for the moment, how would you simulate Super-Brawn?
[20:00] <+MikeF> Magic and Powers
[20:00] <+MikeF> What is it you’d like Superman to do?
[20:01] <~Dan> Hmm. Let’s go with a classic and have him try to pick up a car.
[20:01] <+MikeF> well, there’s a couple of ways we could emulate that in the game. One way is to have him chance it and roll a 12
[20:02] <+MikeF> 12s are critical successes in the game and they give better benefits than a regular roll
[20:02] <~Dan> (Howdy, Geek2theRight!)
[20:02] <+MikeF> plus, if you play with the rules allowing for “exploding 12s” — the ability to reroll a 12 for even better benefit (so long as you don’t get a 1), then maybe Superman roled 2 or 3 (or 8) 12s in a rol
[20:02] <+MikeF> maybe he has the luckiest dice the world of Krypton could offer
[20:03] <+MikeF> but another way to do it would be with Air magic
[20:03] <+MikeF> magic allows people to produce interesting effects and, in the case of Air, that includes pushing objects aroundin a sort of levitation
[20:03] <+MikeF> so maybe Superman goes with his fists to lift the car and, without even realizing it, has a field of Air magic around him that aids him and allows him to lift the car
[20:04] <~Dan> Hmm… *ponders*
[20:04] <+Viktyr> That is a common theory about his powers that drifts in and out of canon over the years.
[20:04] <+MikeF> Were I to purposefully make a Superman in There’s a Game in this Book, that’s how I’d do it.
[20:04] <~Dan> But in the example before last, he’d have to rely on luck to lift the car?
[20:04] <+MikeF> Of course, after the Neon Sentai mech game, I will likely either be working on a High School RPG or my superhero game, World Sentries
[20:05] <+MikeF> well, if he didn’t have Air magic, yes
[20:05] <+MikeF> there are limits because everyone is flawed
[20:05] <+MikeF> no matter how good they are there’s always a chance they could fail
[20:06] <+MikeF> but also, realize, we’re taling about the core rules of There’s a Game in this Book without any modifications
[20:06] <~Dan> Well, true, but one could argue that lifting a car should be a trivial act for Superman — no more significant than a normal human picking up a chair or something.
[20:06] <~Dan> (Howdy, RustedPortal_Donaven!)
[20:06] * ~Dan nods, re: modifications
[20:06] <+RustedPortal_Donaven> Hello Dan and room!
[20:06] <+MikeF> eh… when I see Superman do stuff (or Supergirl on her show), even if lifting a car is “easy” she still shows that she’s at least sweating a little over it
[20:07] <+MikeF> she may be able to lift a car, but it’s never like lifting a feather
[20:07] <~Dan> Do you think a cosmic entity like Galactus would break the game? Do you have any sort of scaling mechanic?
[20:08] <+RustedPortal_Donaven> MikeF – Hrm, like there’s a little internal gear for “superhero” mode?
[20:08] <+MikeF> lol
[20:08] <~Dan> (Sorry. I’m a game reviewer. I try to break games. 😉 )
[20:08] <+RustedPortal_Donaven> +1 to what Dan said…
[20:08] <+MikeF> well, by the base rules of the game, you could build Galactus but he’d only have 50 HP without you using any additional crafting tech from the companion book, Now What
[20:09] <+xyphoid> okay so what if I want to make a character with the power ‘cannot be implemented as a RPG character’ what THEN
[20:09] <+MikeF> the average character in the game, NPC, is somewhere around 12
[20:09] <+MikeF> so your Galactus could exist, but he certainly wouldn’t be as strong as you imagine
[20:09] <+MikeF> but, as a GOD, if you want to make a character immense like that, we fully encourage it
[20:10] <+MikeF> so it boils down to are you wanting to make the character as a player or as a GOD to throw at your players
[20:10] <~Dan> Okay, I have to ask: What does “GOD” stand for? 🙂
[20:10] <+MikeF> there’s a reason Galactus is never the good guy in stories
[20:10] <+MikeF> Game Operator and Decision-maker
[20:10] <~Dan> Cool. 🙂
[20:10] <+MikeF> 😉
[20:10] <~Dan> Actually, I know of at least one case in which Galactus was on the side of the good guys. But now I’m just being a big jerk. 😉
[20:11] <+MikeF> we have an adventure we wrote, Defenders of the Faith, where the old god Azulus (a Titan) comes back and the heroes have to fight him
[20:11] <+MikeF> it’s basically your Galactus scenarious, but it works because he’s a bad guy and the heroes have to find the power to stop him
[20:11] <~Dan> Interesting. So how do you stat up Azulus?
[20:12] <+MikeF> it was by comparison. I don’t want to get into spoiler territory about how the characters could fight him, but Azulus himself was around 200 HP
[20:12] * ~Dan nods
[20:12] <+MikeF> there’s a good twist in the adventure that makes it work
[20:13] <+MikeF> But yes, if you’re using Now What, RustedPortal_Donaven, you can change the magic system completely
[20:13] <+MikeF> and then, in that case, you could make super-powers and run a superhero game in this system
[20:14] <~Dan> Sounds like a literal game changer. What makes the difference that allows for supers?
[20:14] <+MikeF> xyphoid: Well, we don’t have that specific power, but I’d certainly encourage you to talk to your GOD and see what you can come up with
[20:14] <+MikeF> depends on how you want to power them
[20:14] <+RustedPortal_Donaven> MikeF – Quick watch of the video… am I correct in thinking whatever power you come up with falls into the level/roll/output system equally?
[20:15] <+MikeF> RustedPortal_Donaven: Yeah. There are five levels to each Power (and Magic) and the more points you have in it the easier the lower levels get and the more higher levels you unlock
[20:15] <+RustedPortal_Donaven> Got it.
[20:15] <+RustedPortal_Donaven> How quickly does leveling occur?
[20:16] <~Dan> MikeF: Ah, I’ve got one for you… How would you make a superhumanly good archer, like Green Arrow? (I know he’s supposed to be non-powered, but c’mon.)
[20:16] <+MikeF> Dan: I mean, we’re going to get into deeper mechanics here, but the question the because how do you want to differentiate between super powers. Do they all do damage, or does certain powers have a damage potential while others don’t? That would inform how we discuss them going forward
[20:16] <+MikeF> RustedPortal_Donaven: one level per power per dot
[20:16] <+MikeF> max of five
[20:17] <+MikeF> we do go over lifting that cap in Now What and we also show you why that’s probably a BAD idea (but, again, if you REALLY want to, the answer is always “yes”)
[20:17] <+RustedPortal_Donaven> MikeF – Clarification: How many encounters/game sessions to get another dot to advance? And is that by use or experience or…?
[20:18] <+MikeF> Experience is a pool of points given out by the GOD. Sometimes a point here or there for doing something good or funny or really in character. Points spend different on each stat, but I think Powers and Magic they spend at 10 EXP x the NEXT level in a point you want
[20:18] <+RustedPortal_Donaven> Meh, busting cap levels rarely matters. I’ve played D&D in one form or another for… omg a long time, and I’ve never legit made 20th in a game I would call anything but busted.
[20:18] <+MikeF> so if you have the Class Power of Bribe (yes, an actual power) and there’s two points of it, that would cost you 30 points to get to the next level in it
[20:18] <+RustedPortal_Donaven> … and got it!
[20:19] <+MikeF> oh, and Gods are encouraged to give a little pool of EXP at the end of each session
[20:20] <~Dan> I note that this is a class system. What are the classes?
[20:20] <+MikeF> There are twelve classes but don’t think of them in terms of D&D. Just because you’re a Warrior that doesn’t prevent you from learning magic
[20:21] <+MikeF> they’re like professions, really, and each class comes with three powers they share with other classes as well as one power that only they get to have
[20:21] <+MikeF> so the Warrior, for example, has Courage, Lead, and Serenity (Lead from the Knight Class, Serenity from the Monk)
[20:21] <+MikeF> the warrior also gets the Wound power which they don’t have to share
[20:22] <+MikeF> the full list is (from memory): Politician, Knight, Warrior, Monk, Sleuth, Scholar, Artisan, Merchant, Zealot, Outlaw, Trickster and…
[20:22] <+MikeF> uhm…
[20:23] <+MikeF> darn, all but one (looks it up)
[20:23] <+MikeF> Showman
[20:23] <+RustedPortal_Donaven> MikeF – But, you can invent any class and race you want to play and there’s rules for that?
[20:24] <+MikeF> yepper. Now What teaches you everything you need to do that
[20:24] <+MikeF> we give the example of the Drunkard, which we make into a Class
[20:24] <~Dan> I note that you didn’t mention any inherently magic-using classes, like “Wizard”. Thoughts on the subject?
[20:24] <+MikeF> and they get the powers of zone (like the drunk zone) and Absorb (which allows them to temporarily shrug off damage)
[20:25] <+MikeF> Magic is open to all that want to take it
[20:25] <+MikeF> there’s a Disadvantage you can take called Magical Null which gives you a good set of points but completely bars you from magic (including even sensing if magic is around you)
[20:25] <+MikeF> otherwise, you can take any magic you want if you so choose
[20:26] <+MikeF> On the Races: The book provides 12 base races (plus 12 more included because the Kickstarter hit is goal).
[20:26] <~Dan> Do you have any particular magic system?
[20:26] <+MikeF> The Now What book does teach you how to make your own race (if you really want to)
[20:26] <+MikeF> The magic system included in the base book is a set of six Affinities. Earth and Air, Fire and Water, Light and Dark
[20:27] <+MikeF> Each affinity can control and create, as well as possibly having some bonus effects
[20:27] <+MikeF> so Fire and raise heat as well as burn (and make Fire, naturally). Water can cool, control water, and make ice
[20:28] <+MikeF> Dark is also tied to necromancy. Light is the power of healing (as well as lazer beams) and, for most characters, is the spell they’ll need if they want to heal themselves (although the undead need Dark, and Dryads, for example, need Earth)
[20:28] * ~Dan nods
[20:29] <+MikeF> by taking a dot in a magic affinity, you can access to that whole host of abilities and it’s how you want to tap into them that the magic comes to life
[20:29] <&Silverlion> (gonn go offline to read. later all)
[20:29] <~Dan> (Take care, Silverlion!)
[20:29] <+MikeF> (laters)
[20:29] <~Dan> What races are available in the core rulebook?
[20:29] <+MikeF> No need for spells, no forced incantations. You want to cast magic? tap the enegry around you and form the effect in your mind. Done.
[20:29] <+MikeF> a lot of races… one sec…
[20:30] <+RustedPortal_Donaven> MikeF – With the power dot/level system automatically dictating the effects (based on the numbers noted)?
[20:31] <+MikeF> Aerial, Dreamer, Dryad, Dwarf, Elf, Half-Dwarf, Human, Lycanthrope, Mer-folk, Creature-taur, Vampire, Zombie. That’s the original twelve
[20:31] <+MikeF> then we add on…
[20:31] <+MikeF> Bugbear, Cyclops, Ghost, Giant, Golem, Half-Elf, Insectoid, Knoll, Lizardman, Mintoaur, Piskie, and Siren
[20:32] <+MikeF> plus, in Now What, we teach you how to make a race by showing you how to make one. So we also include the Mist Wraiths
[20:32] <~Dan> You have some interesting options there. Aerial = birdfolk?
[20:32] <+MikeF> Winged-humans, yeah. Like Angels, but not religious in that way
[20:32] <~Dan> What are Dreamers?
[20:32] <+MikeF> Dreamers can cross-over into the Astral Plane as a movement action
[20:33] <+MikeF> so they’re humanoid, but not humans
[20:33] <+MikeF> beings that tap into the magic of the Astral existence
[20:33] <+MikeF> and I will note that just about every race (except for Humans, Vampires, and Lycans) have an additional package included to give you a variant of their racial build
[20:34] <~Dan> How do you make Zombies playable?
[20:34] <+MikeF> some, like Dryads, are rare forms — the Hamadryad, which can travel, literally, through trees
[20:34] <+MikeF> Zombies are rough. As long as you keep them fed (on living flesh, once a day) they’re sentient
[20:34] <+MikeF> but if they fail to feed they’ll lose control until they get fed.
[20:35] <~Dan> So they have to attend daily meatings?
[20:35] <+RustedPortal_Donaven> lol
[20:35] <+MikeF> lol, yes
[20:35] <+RustedPortal_Donaven> … I didn’t hear the rim shot
[20:35] <+MikeF> I had one guy play a Skeleton (a variant of Zombies built into the game) who was also a high priest of a lost God. He ate the souls (literally the flesh) of evil men
[20:35] <+MikeF> *rimshot*
[20:35] <+RustedPortal_Donaven> ty
[20:35] <+MikeF> *nods towards RustedPortal_Donaven*
[20:36] <~Dan> How does combat work?
[20:36] <+MikeF> okay, so let’s make this easy
[20:36] <+RustedPortal_Donaven> Well, when two people really want to fight….
[20:36] * ~Dan chuckles
[20:36] <+MikeF> let’s say you have a 4 in Brawn. Brawn is the Attribute aligned with the Melee Skill
[20:36] <+MikeF> lol
[20:36] <+MikeF> so, let’s look at the back of the sheet
[20:37] * ~Dan looks
[20:37] <~Dan> (Did you get the link to the sheet, RustedPortal_Donaven?)
[20:37] <~Dan> (Just in case: (Link: http://www.dodecasystem.com/files/game_character_sheet_print_15.pdf)http://www.dodecasystem.com/files/game_character_sheet_print_15.pdf )
[20:37] <+MikeF> you will notice there we have spots for “Combat Skill” and “Attribute”
[20:37] <+MikeF> there’s also Bonuses you can take if you spend points from Atributes, but I said we were making this easy
[20:37] <~Dan> (Howdy, MonkofLords!)
[20:38] <+RustedPortal_Donaven> I paused on the video
[20:38] <+RustedPortal_Donaven> but got it now!
[20:38] <+MikeF> so you have a 4 in Brawn and let’s just say you also have a 4 in Melee (for the sake of ease)
[20:38] * ~Dan nods
[20:38] <+MikeF> 4 is your Brawn, your Attribute, for the back. Melee is a 4, and that also goes on the back under Combat Skill. You add them together (which should be obvious from the pluses and equals symbol) and you get an 8
[20:38] <+MikeF> that is your Base Attack.
[20:39] <+MikeF> With a sword (or staff, or flute, or whatever, that will always be your base attack)
[20:39] <+MikeF> now, let’s assume the person you’re fighting has a 4 in Speed and a 4 in Parry. further down on the back you will see defend
[20:40] <+MikeF> assuming they aren’t carrying a shield (and didn’t take the Shield skill to go with), they get a 4 for their Parry Skill, 4 for their Speed, and that totals 8 for their Base Defend
[20:40] <~Dan> With you so far.
[20:40] <+MikeF> again, that will always be their base defend against targets right in front of them. Anyone that attacks them always has to contend with an 8 Defend
[20:40] <+MikeF> your Base Attack minus their Base Defend is a 0
[20:41] <+MikeF> a big goose egg
[20:41] <+MikeF> at the top, under combat rolls, you will see the big meter
[20:41] * ~Dan nods
[20:41] <+MikeF> a 0 on the top line (attack – defend) is a 9 on the bottom line (target)
[20:42] <~Dan> I see.
[20:42] <+MikeF> so, in hand-to hand, any time you fight this person, of which you are both evenly matched, you need a 9 or better to hit them
[20:42] <+MikeF> and that’s it
[20:42] <+MikeF> Attack-Defend and then roll
[20:42] <+RustedPortal_Donaven> The runner always gets the tie! (Except Netrunner trace attempts).
[20:42] <+MikeF> lol
[20:42] <+RustedPortal_Donaven> Is there an active defense, increase that number?
[20:42] <+MikeF> no
[20:42] <+MikeF> for once it’s not a yes or no
[20:43] <+MikeF> although…
[20:43] <+RustedPortal_Donaven> In “Now What”…
[20:43] <+RustedPortal_Donaven> 🙂
[20:43] <+MikeF> if you have the Active Class Power of the Monk, Dodge, you can get into kungfu style dodging and then… kinda yes?
[20:43] <+RustedPortal_Donaven> Cool.
[20:43] <+MikeF> so I guess… no and yes.
[20:43] <+MikeF> lol
[20:43] <~Dan> Heh. 🙂
[20:44] <~Dan> How does damage work in the system?
[20:44] <+MikeF> the weapons (which are listed in the book, unless you decide to Now What your own) all list their damage
[20:44] <+MikeF> most are in the range of 1-8 or so
[20:45] <+RustedPortal_Donaven> Back to Magic: How creative can I get in this system for just exactly what my magic does, how it does it, and what it looks like?
[20:45] <+MikeF> if you hit someone with a normal physical attack it goes to their armor first (which is a pool of external damage points, effectively) before it goes to their health
[20:45] <+RustedPortal_Donaven> (oops, continue damaging Dan)
[20:45] * ~Dan chuckles
[20:45] <+MikeF> buy good armor, soak a lot of damage, and then eventually you may have to soak some to your health
[20:45] <~Dan> So all armor is ablative (I think that’s the right term)?
[20:45] <+MikeF> yes
[20:45] <+MikeF> your Defend is your active defense. Armor is passive point pool
[20:46] * ~Dan nods
[20:46] <+MikeF> Okay, Magic:
[20:46] <+MikeF> Get as creative as you want
[20:46] <+MikeF> we had one player use Water to freeze someone’s blood in their veins (because Water controls fluids and blood is a fluid)
[20:46] <+MikeF> we had two players cast Air and Fire simultaneously to amplify each other
[20:47] <+MikeF> because Oxygen (Air, which controls gasses) feeds the Flames of Fire
[20:47] <~Dan> Clever.
[20:47] <+RustedPortal_Donaven> Woodpecker AoE
[20:47] <~Dan> ?
[20:47] <+RustedPortal_Donaven> Like a fireball, but more pointy
[20:47] <+MikeF> another killed an evil king by using Earth (controlling metals) to crush his crown around his head (squished it like a grape)
[20:47] <+MikeF> lol
[20:47] <+MikeF> well, wood shards certainly.
[20:47] <+MikeF> if we look at the Magic section on the sheet (back side)
[20:47] <+Sprocketsdance> >)
[20:47] <+RustedPortal_Donaven> Okay, but the effect wasn’t just “kill the king” right? Rather, had to meet certain power/damage first?
[20:48] <+MikeF> that’s what I’m getting to right now, actually. 😉
[20:48] <+MikeF> The Affinities section is all about magic (and it’s the section on the right beneath armor)
[20:49] <+MikeF> Your Focus Pool is how much magic potential you have. 1 point per dot of magic you’re casting, so if you have 5 dots in Earth you CAN cast up to level 5 magic. If you only cast a level 3 spell, it uses three points of focus
[20:49] <+MikeF> the spells (Affinities) are listed beside the focus circles, and you can easily see above what you need to roll to cast your magic. Below, in the grey squares, you see your casting potential
[20:50] <+MikeF> X meters distance, x ft (1/3m) volume, x damage dice, x rounds duration, x possible targets (max)
[20:50] <+MikeF> so a level 2 spell has 2 targets, 2 damage dice, etc, while a level 4 spell gets 6 of the same
[20:51] <+MikeF> when they crushed the crown around the king’s head, they focused all that damage on one target (and the GOD said headshots were double damage to boot)
[20:51] <+MikeF> we really meant it when we said you didn’t have to reference the book very often. Everything is listed on the sheet when possible
[20:52] <~Dan> So I see!
[20:52] <+RustedPortal_Donaven> +1 game flow, +1 publishing cost reduction
[20:52] <+MikeF> lol
[20:53] <+MikeF> my primary concern, more, was keeping the book fun to read and not so lengthy people dreaded opening it
[20:54] <+RustedPortal_Donaven> (nods)
[20:54] <~Dan> Can you tell us a bit about the default setting you mentioned, the World of Towne?
[20:54] <+MikeF> lol
[20:54] <+RustedPortal_Donaven> So, is there a…. what Dan wrote
[20:54] <~Dan> 🙂
[20:54] <+MikeF> well, for starters, I suck at naming things
[20:55] * ~Dan chuckles
[20:55] <+MikeF> I had a party I was running through an adventure and I had to come up with a name for the town they were starting in. And my mind blanked. Like, blanked hard
[20:55] <+RustedPortal_Donaven> Do Townes like apples?
[20:55] <+MikeF> I sat there just going “uhhhhhhhhhhhhhhh”
[20:55] <+MikeF> So I was like, “the town of… uhm… Towne.”
[20:56] <+MikeF> it was a joke. We named the near by capitol “Capitole” in the kingdom of “Kingdome”
[20:56] <+MikeF> just a big dumb joke. But then when I ran my next game, my players were all “can we play in Towne again?”
[20:57] * ~Dan chuckles
[20:57] <+MikeF> so eventually I came up with a story for it. The town was founded by Lord Towning, and was once the capitol of the Kasreich kingdom until they moved the capitol to the much larger (and easier to defend) city across the continent, Thornhollow
[20:57] <+MikeF> over time we’ve fleshed out a number of places (like Rondstadt, this world’s version of Raveloft, more or less)
[20:58] <+MikeF> and it just because the place we always play in. So when I was naming the setting nothing seemed more appropriate than “The World of Towne”
[20:58] <+MikeF> it started as a joke, but it really is a playable world
[20:58] <+MikeF> the GOD I play with right now has populated another of the continents. Once of the other continents is our Asian setting
[20:58] <+MikeF> (where the Way of Tseng Dai expansion comes from)
[20:59] <~Dan> Are you familiar with Tales from the Floating Vagabond?
[20:59] <+MikeF> I’ve heard of but haven’t really looked into it
[21:00] <~Dan> I ask because when I played in a game of the in-the-works new edition, we were in a world created by someone with writer’s block. Everything was named the Town, the Building, the Other Building, etc.
[21:01] <+MikeF> lol
[21:01] <+MikeF> I’ve been there
[21:01] <~Dan> But I digress!
[21:01] <+MikeF> in fact, in the back of both books are Name Generators in case you have a bout of that
[21:01] <~Dan> Nice.
[21:01] <+MikeF> There’s a Game has a name generator for naming your character (male and female variants)
[21:01] <+RustedPortal_Donaven> Do you want Brother Jimmothy? This is how you get Brother Jimmothy.
[21:01] <+MikeF> Now What has has a town name generator as well as a tavern name generator
[21:02] <~Dan> What variety of fantasy is the World of Towne?
[21:02] <+MikeF> There’s also, now unlocked as a big expansion, the Random Dungeon Generator
[21:02] <+MikeF> that is an expansion everyone would like whether you’re playing in this RPG or any other. It’s versatile
[21:04] <+RustedPortal_Donaven> What more can you share on that?
[21:04] <+MikeF> the dungeon generator? lots
[21:04] <+RustedPortal_Donaven> yes, sounds cool
[21:04] <+MikeF> the base of it is 288 rooms divided into 12 different zones
[21:04] <+MikeF> so 20 rooms per zone.
[21:05] <~Dan> (Howdy, Jezibel!)
[21:05] <+Jezibel> Hi.
[21:05] <+RustedPortal_Donaven> Hey!
[21:05] <+MikeF> The zones are towns, sewers, castles, ruins, crypts, dungeons, caves, ice caves, waterfall caves, mines, forests, and dark forests.
[21:06] <+MikeF> all the rooms listed in each zone allow you to build out a themed dungeon in that area. ou can do so by rolling on the provided chart, or just mix and match.
[21:06] <~Dan> Sounds like fun. 🙂
[21:06] <+MikeF> each zone also comes with some special rooms (like a throne room in the castle area or a necormancer lab in the crypts)
[21:06] <+RustedPortal_Donaven> One shot evening fun, dig it.
[21:06] <+MikeF> and suggestions on traps you can use as well (including a way to work them randomly into the game)
[21:07] <+MikeF> and because we don’t specifically list any monsters you have to put in or heroes you have to encounter, you can use this in any game you want (There’s a Game or otherwise)
[21:08] <+MikeF> *shameless plug* Oh, and if you get the 1 year of expansions subscription you’ll also get next year’s edition of the generator free as well, and it’ll include three new zones and three more rooms in each zone
[21:08] <~Dan> Nice.
[21:09] <+MikeF> 😉
[21:09] <+MikeF> it’s gonna grow pretty big over time
[21:09] <~Dan> Did you see my earlier question about the World of Towne?
[21:09] <+RustedPortal_Donaven> Nothing shameless in plugging your game here!
[21:09] <+MikeF> oh, I did not, Dan
[21:10] <+RustedPortal_Donaven> (or anywhere)
[21:10] <+MikeF> lol
[21:10] <+MikeF> Well, I’d say it’s high fantasy, although there’s elements of other stuff as well
[21:10] <+MikeF> I guess the best analogue is Discworld in a way
[21:10] <+RustedPortal_Donaven> (Link: http://www.rustedportal.com/journal)www.rustedportal.com/journal for free downloads of upcoming Apocalypse the Risen Kickstarter for 5E and PFRPG
[21:10] <~Dan> Standard medieval tech level?
[21:10] <+RustedPortal_Donaven> 😉
[21:10] <+MikeF> High Fantasy but you can’t help but see some parallels with our world
[21:11] <~Dan> (And yes, game authors are always free to promote in here. 😉 )
[21:11] <+MikeF> yeah, pretty standard except for the Dwarves who are always one step ahead of everyone else
[21:11] <~Dan> Oh? Do the Dwarves have guns?
[21:11] <+MikeF> Well, if your GOD allows it gunpowder is totally allowed
[21:11] <+RustedPortal_Donaven> … on the “creating your own race and class”… that COULD mean “alien” or “robot” or “alien robot”
[21:11] <+MikeF> I mean, China had it since, what, the 12 century?
[21:12] <+MikeF> the Pirates expansion provides gunpowder weapons if your GOD allows them, but also non-powdered versions
[21:12] <+MikeF> and we have plans for a Steampunk expansion that ups the technology level
[21:12] * ~Dan nods
[21:12] <~Dan> Cool!
[21:12] <+MikeF> And yes, if you want to devise ways to make them, you could make robots and aliens
[21:12] <~Dan> Do you include a bestiary in the core rules?
[21:12] <+MikeF> technically the Insectoid race in the book -is- and alien race. Bugs from space
[21:12] <+RustedPortal_Donaven> Steampunk Alien Pirate Technomancer
[21:12] <+RustedPortal_Donaven> done
[21:12] <+MikeF> lol yes
[21:13] <+MikeF> mash them together
[21:13] <+RustedPortal_Donaven> I’m going to mix up all of my SmashUp decks to build characters for your game.
[21:13] <+Sprocketsdance> Sorry all – I’m off to bed. Nice meeting you folks! G’night!
[21:13] <+RustedPortal_Donaven> On that note… do you have plans for a random generator like that?
[21:13] <~Dan> Good night, Sprocketsdance!
[21:13] <+MikeF> Dan: We do not mostly because when we were running the first edition with people at cons we found that most of them didn’t care about the monster book — they usually just made their own and used the base rules of the game
[21:13] * ~Dan nods
[21:14] <+MikeF> We’re going to release monster “expansions” instead, each one themed to match with a zone in the Dungeon Generator
[21:14] <+MikeF> so the first one planned is the Creatures on the Outskirts of Towne expansion
[21:14] <+MikeF> we think it’s more usable that way, and since it’s only an expansion the bar (monetarily) is lower so people can pick the ones they want
[21:14] <~Dan> Great name. 🙂
[21:14] * ~Dan nods, re: usable
[21:14] <+MikeF> RustedPortal_Donaven: A monster generator could be interesting
[21:15] <+MikeF> I’ll have to think on that
[21:15] <+RustedPortal_Donaven> That and PC generator… I mean, the flexibility of the world lends itself well to random generating what everyone plays. Could be really cool.
[21:15] <~Dan> Indeed.
[21:15] <+MikeF> yeah, I could totally see that
[21:16] <+RustedPortal_Donaven> Stretch goal.
[21:16] <+RustedPortal_Donaven> 🙂
[21:16] <~Dan> 🙂
[21:16] <+MikeF> we do have one adventure, the Baron’s Scavenger Hunt, that’s basically an adventure generator
[21:16] <+RustedPortal_Donaven> I’m sensing a theme. I’m all about theme.
[21:16] <+MikeF> there are four teirs of mini adventures the heroes take on (easy, medium, hard, and final)
[21:16] <~Dan> “Final” sounds rather ominous.
[21:16] <+RustedPortal_Donaven> (Which I offer to you as a name for a town. Town of Theme)
[21:17] <+RustedPortal_Donaven> Final = Tomb of Horrors
[21:17] <+MikeF> and all of the mini adventures are written out in the adventure. You let the parties pick the adventures they’re gonna do at random, and they work their way up the teirs as they can
[21:17] <+MikeF> the Final missions are big game ending quests that take the longest to complete
[21:17] <+MikeF> then, at the end, whichever team has scored the most points (completed the most quests) wins the Scavenger Hunt and they get extra prized
[21:18] <+MikeF> We also have plans for a mad-libs style adventure generator that should, hopefully, produce a different adventure every time
[21:18] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:18] <+MikeF> Uhm… buy my stuff?
[21:18] <+MikeF> let me check some notes. One sec…
[21:19] <+MikeF> I mean, there’s all the usual shamless promotion: Share my stuff on social media and help unlock more bonuses. Get all your friend to pledge, if even a little, and unlock more bonuses
[21:20] <+MikeF> I built everything for stretch goals ad unlockable bonuses and I seriously want to give it away, so I just need people to unlock it
[21:20] <+MikeF> other than that… seriously, I love this game. It’s the RPG I always wanted to play, what I ended up trying to make out of D&D and Cyberpunk and Vampire and eventually gave up and made my own instead
[21:21] <~Dan> Awesome. 🙂
[21:21] <+RustedPortal_Donaven> D&D and Cyberpunk and (ahem) *Werewolf…
[21:21] <+RustedPortal_Donaven> 😉
[21:21] <+MikeF> lol
[21:21] <~Dan> Thanks very much for joining us, MikeF!
[21:21] <+MikeF> let’s just go with White Wolf
[21:21] <+MikeF> thanks guys!
[21:21] <+RustedPortal_Donaven> deal.
[21:21] <+MikeF> lol
[21:21] <+RustedPortal_Donaven> Best of luck MikeF!
[21:22] <~Dan> Usual reminder: My tip jar can be found at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ , for those so inclined. 🙂
[21:22] <+MikeF> I played a very broken version of Vampire. The least dark version I could
[21:22] <+MikeF> thanks!
[21:22] <+RustedPortal_Donaven> MikeF – twitter?
[21:22] <+MikeF> @dodecasystem
[21:22] <~Dan> Now, if you’ll give me just a minute, I’ll get the log posted and link you. 🙂