[19:32] <+LanceHawvermale> My name is Lance Hawvermale. I’m a novelist under contract with St. Martin’s Press, and I owe that career to Dungeons & Dragons. My first publication was a short adventure in DUNGEON magazine, followed by appearances in other TSR publications. So RPGs allowed me to get my foot in the door. I’m here today to talk about PRINT THE LEGEND.
[19:32] <+GenoFoxx> ((today’s the 8th not the 9th))
[19:33] <~Dan> (My bad.)
[19:33] <+LanceHawvermale> Hey, 8th or 9th, it’s all good. : )
[19:33] <~Dan> You’ve got the right day, Lance. Carry on! 🙂
[19:34] <+LanceHawvermale> My introduction to RPGs was the famous Menzter “red box” back in 1984. But I really fell in love with BOOT HILL. And so now I’ve written my own Western RPG.
[19:35] <+LanceHawvermale> (In other words, yes, I’m old.)
[19:35] <+LanceHawvermale> I’m happy to field any questions about Westerns–both RPGs and films–and games in general. Fire away!
[19:36] <~Dan> Thanks, LanceHawvermale! The floor is open to questions!
[19:37] <~Dan> What sort of Western is this game meant to emulate?
[19:37] <+SolipstryAlex> Big fan of Westerns. First, what kinds of things do you do mechanically to emulate the feel of westerns?
[19:38] <+LanceHawvermale> I wanted a set of rules that was realistic and easily accessible. Death can come quickly. To answer the “mechanics” question, I’ll paraphrase my response to that question from a Kickstarter backer . . .
[19:38] <&Doctor> Okay, so some people get put off by this question, so I’ll try to phrase this correctly… Why does this game exist? There are several very good Western RPGs out there already; what does this game do that they don’t or where does it succeed where they fail?
[19:39] <~Dan> (Question pause after Doc’s question.)
[19:39] <+LanceHawvermale> I didn’t want PRINT THE LEGEND to be driven by the mechanics of the game. Actually, the opposite is my design philosophy. Instead of the mechanics influencing the story, I give the GM and the players all of the influential power .. .
[19:40] <+LanceHawvermale> The straightforward percentile system does not propel the action in a particular direction, nor does it contribute to the game’s ambience. I prefer the mechanics to be almost invisible–almost flavorless, really. . .
[19:40] <+LanceHawvermale> With a little effort, you could use the PRINT THE LEGEND percentile system in a World War I setting, or a Victorian England setting, or even a fantasy setting. . . .
[19:40] <+LanceHawvermale> I’m a storyteller by trade, and that expresses itself at our gaming table. The characters’ actions, as dictated by the players, generate the campaign themes and construct extraordinary tales of heroics. The mechanics we use are simply there to resolve actions. The rules do not, in and of themselves, bring the Western setting to life.
[19:40] <+LanceHawvermale> I leave that entirely up to you. (DONE!)
[19:42] <~Dan> Did you see my question, Lance?
[19:43] <&Doctor> (and mine)
[19:44] <+LanceHawvermale> Dan and Doc, I think the answer to both your questions is the same. PRINT THE LEGEND offers the GM a realistic way to deliver combat, in that any greenhorn with a store-bought six-gun can kill you just as dead as a seasoned War veteran with a well-oiled Colt . . .
[19:45] <+LanceHawvermale> This is not an RPG for power gamers who are able to gain the upper hand by min-maxing their characters. The game emulates Westerns where the shootouts seem more “real” instead of Hollywood, at least inasmuch as any game is real . . .
[19:46] <&Doctor> So how do you get that realism with minimalist/narrative mechanics… just crank up the leathality?
[19:47] <+LanceHawvermale> Doc, it’s not so much “cranked up” as just very straightforward. Example:
[19:47] <~Dan> Hmm… Doesn’t sound like the mechanics are that narrative to me.
[19:47] <~Dan> Sounds more like they don’t get in the way of the narrative.
[19:48] <&Doctor> Without going into the mechanics, it’s something of a toss up. I’ve seen “the rules don’t get in the way” be used as code for “we don’t have rules for a lot of things” far too often to just assume
[19:48] <+SolipstryAlex> “I prefer the mechanics to be almost invisible–almost flavorless, really. . .” Sounds consisent.
[19:48] <+LanceHawvermale> Your character, Doc Scurlock (who is buried about 10 minutes from my house) has a 50% chance of hitting an outlaw. If successful, you determines damage. The odds are that your shot isn’t lethal. But it might very well be. In other words, ANY shot from ANY shooter with ANY gun can kill a man graveyard dead.
[19:48] <+LanceHawvermale> Dan: There isn’t much at all in the way of narrative in the rulebook. It’s all crunch.
[19:49] <+LanceHawvermale> The narrative is up to the GM and players. (Done. Keep firing!)
[19:50] <~Dan> Doesn’t this level of realism run counter to the game’s title?
[19:50] <~Dan> (*fans the question hammer*)
[19:50] <&Doctor> Fair enough. So if violence is very leathel and/or somewhat random, what is the game about?
[19:51] <+LanceHawvermale> Dan, ah, a very intuitive question. The rules (which cover just about every situation, Doc) are simple, straightforward, and somewhat generic. This leaves all of the theater and drama in the hands of the GM and players. They create the legends. The rules do not.
[19:52] <~Dan> (Howdy, Will!)
[19:52] <+LanceHawvermale> Doc, the game isn’t really “about” anything. The crunchy rules hint at the world and provide many ideas for YOU to make it “about” something. Is the campaign about a cattle drive? A range war? Veterans trying to make their way after the War? Freed slaves? Mexican vs. Texans? The rules provide for all of that.
[19:53] <~Dan> (Will: (Link: https://www.kickstarter.com/projects/hawvermale/print-the-legend-a-tabletop-rpg-of-the-american-so)https://www.kickstarter.com/projects/hawvermale/print-the-legend-a-tabletop-rpg-of-the-american-so )
[19:54] <+LanceHawvermale> Nowhere in the book does it say something like, “This is a game about cowboys vs. Indians, or outlaws vs. the law.” You make those determinations. I’ve given you a wide-ranging but simple set of rules to make all of those things possible.
[19:55] <~Dan> We’ll look at the specifics in just a bit here, but is it fair to say that this is a generic system that happens to offer some details about a particular time period?
[19:55] <+LanceHawvermale> Gambling, sweat lodges, prostitution, snake bites–even standing atop a moving train. It’s all there. Dan, the answer is YES. This system has been fine tooled for the grit of the Western genre, but you could soften it up a bit and move it to a different time period.
[19:56] <&Doctor> Right, but let me refine that. If violence is clearly not a mechanical focus, where, if anywhere, does that focus lie? Is there a social system? Stealth? From your description, it sounds like the game isn’t really driven by the gunslinging aspect of the West, so I am wondering where that drive comes from… What you anticipate characters spending their time
[19:56] <~Dan> Do you have a character sheet that we can see?
[19:57] <&Doctor> _doing_
[19:58] <+LanceHawvermale> There is a social system, a professional career system, a stealth system. There’s also rules for building your ranch or attacking a defended fort. I’m really trying to put the DRIVE in the hands of the GMs and players. We lean too heavily on the system to make our heroes instead of the other way around.
[19:58] <+SolipstryAlex> How do the skills break down? In other words, how, in your game, would Rooster Cogburn be differentiated from, say The Man With No Name?
[19:58] <+LanceHawvermale> Dan, the character sheet is complete and will be shared with all backers as part of the unlocked stretch goals.
[19:59] <+SolipstryAlex> Actually it’s possible you just invalidated my quesiton with your previous answer 🙂
[20:00] <+LanceHawvermale> SolipstryAlex: The system allows you to improve skills instead of advancing in level. So if a player chose to raise Revolver to the epic level of Eastwood, that’s his or her option. Or you could ignore that and focus entirely on a social skill or perhaps Riding–or even Preaching. It all depends on which direction the GM and players want to go.
[20:00] <+Will> Any hooks to push it toward weird, either supernatural or, say, Wild Wild West?
[20:01] <+Will> (Sorry if that’s already been touched on)
[20:02] <+LanceHawvermale> Will, oh, man that Weird West stuff is quite popular, and I’m all for mixing genres–with that one exception. I want my Westerns straight. : ) So, no, the book tries to be historically accurate. But the rules are flexible enough to account for any undead you want to introduce to the campaign. : )
[20:03] <+LanceHawvermale> Warning: If you’re looking for some crazy new dice mechanic, you won’t find it here. The system uses d100 for every check. Boring, maybe, but incredibly easy to learn and super flexible.
[20:04] <+LanceHawvermale> (Done. *takes a long drink of Texas sweet tea*)
[20:04] <~Dan> What elements make up a character? (Attributes, skills, class, etc.)
[20:06] <+LanceHawvermale> Dan, attributes are what you’d expect to find highlighted in the West. They cover manpower and reflexes, but trail smarts are also important. As for skills, we have just south of 85, and hopefully we’ve managed to cover every type of profession and talent one would find in such a setting. But you’ll also need some Luck, which is sometimes the only . . .
[20:06] <+LanceHawvermale> . . . thing to save your life.
[20:06] <+LanceHawvermale> Renown has a value, so that sometimes your name alone is all it takes to get the job done.
[20:06] <~Dan> What are the attributes?
[20:07] <+SolipstryAlex> Does every character have the ability to use all of the ~85 skills? or just the few they’re trained in?
[20:09] <+LanceHawvermale> Strength, Coordination, Intelligence, Willpower, Reflex, Movement. Plus some special luck- and renown-related items. SolipstryAlex, you’ll begin play with perhaps half a dozen skills. However, you can try just about anything, even if you don’t have the skill. Maybe you’ll get lucky. (Though it’s hard to run a telegraph machine if you don’t know Morse.)
[20:09] <&Doctor> With 85 skills, do you worry about Bloat?
[20:10] <+SolipstryAlex> It’s d%. What’s my chance of success for a skill I don’t have?
[20:10] <+Will> Is this anything like Chaosium’s Basic Roleplay System? It sounds at least vaguely similar.
[20:11] <~Dan> (Howdy, NM_Alan!)
[20:11] <+LanceHawvermale> Doc, we trimmed the bloat from a larger list. Believe me, I’ve been through the 80+ skills and decided they were necessary. There are just too many occupations and talens in the West. You need Mining, Wrangling, Cooking, Tracking, Spear, et cetera. There are no skills that are useless or redundant.
[20:11] <&NM_Alan> (hey folks)
[20:11] <&NM_Alan> Is this the western game Q&A?
[20:11] <~Dan> (Yup!)
[20:11] <&NM_Alan> Oh! I have questions then! Most execellent.
[20:12] <&NM_Alan> Link to project? and maybe character sheet (I know Dan probably asked)
[20:12] <~Dan> (Link: https://www.kickstarter.com/projects/hawvermale/print-the-legend-a-tabletop-rpg-of-the-american-so)https://www.kickstarter.com/projects/hawvermale/print-the-legend-a-tabletop-rpg-of-the-american-so
[20:13] <+LanceHawvermale> SolipstryAlex, if you don’t have a skill, you use what is called a “default check.” Take the “trained” value in the skill, cut it in half, and add 10. That’s your chance if you’re unskilled.
[20:13] <&Doctor> Will, that’s what I was thinking, but without the 85 skills
[20:13] <&NM_Alan> wait
[20:13] <&NM_Alan> 85 skills?
[20:14] <+LanceHawvermale> Of the 80+ skills, you’ll start with maybe half a dozen, and you’ll likely never possess more than 12 or so. It’s just not realistic for one man to know that much about everything.
[20:14] <&NM_Alan> so…
[20:14] <&NM_Alan> hang on
[20:14] <&NM_Alan> so in a given session how many skills are used?
[20:14] <+LanceHawvermale> But we had to begin with every possible profession you could have in the West. Bartender, blacksmith, actor . . .
[20:14] <+Will> Doctor: Which is one thing that reminded me of BRP, since my experience with CoC was mostly like that.
[20:15] <+LanceHawvermale> In a given session, each player might use one or two of their skills (in addition to combat skills). Maybe you’ll use Roping and Climbing. Or Accounting and Surveying.
[20:15] <+LanceHawvermale> A good GM will make sure to present players with plenty of opporunties to let their skills shine.
[20:16] <&NM_Alan> Ok.
[20:16] <+LanceHawvermale> *realizes he’s a terrible speller in a chat room–yikes!*
[20:16] <~Dan> What is the relationship (if any) between attributes and skills?
[20:16] <+LanceHawvermale> Okay, my spelling aside, skills get their base starting score from their linked attribute, Dan.
[20:17] <~Dan> So does that mean that defaulting is 1/2 the attribute +10?
[20:18] <+LanceHawvermale> This is a game for GMs and players who want to take complete control of the flavor of the campaign as well as its focus.
[20:18] <+LanceHawvermale> Dan, yes! That’s right.
[20:18] <&NM_Alan> So you start with 3.5% of the skills, and at best have 7% of the skills. If any given skills comes out to 1 or 2 (assuming shooting/gambling skills get used a lot more), I might have to wait sessions to even use a skill I invested in.
[20:19] <~Dan> (Howdy, LW!)
[20:19] <&NM_Alan> Also, is the character sheet prefilled with all the skills?
[20:19] <&NM_Alan> or do you write them in as you make your PC (a la most default Savage Worlds sheets)
[20:20] <+LanceHawvermale> NM_Alan, depending on how long a game session runs, you probably won’t use all of your skills every time you sit down to play, just like a man in the West might spend weeks using Mining, Riding, and Scouting, but when he heads into town for supplies, only then does he use Gambling and Bartering.
[20:20] <&NM_Alan> Sure.
[20:21] <&NM_Alan> That puts a lot of onus on the GM to know which PCs have which skills out of the 85
[20:21] <&NM_Alan> that’s a lotta data to manage constantly.
[20:21] <+LanceHawvermale> NM_Alan: Nope, the character sheet is not pre-filled, as you’d end up with a heck of a lot of skills on there that you rarely used. The sheet has a place to record the skills you’ve purchased. It’s super easy to see on the sheet, and this game has very little data to manage.
[20:21] <+LanceHawvermale> For a data comparison . . .
[20:22] <+LanceHawvermale> PRINT THE LEGEND’s character sheet is as simple as that found in Basic D&D. There is a similar amount of numbers to manage. In other words, not much.
[20:23] <&NM_Alan> Basic D&D…like OD&D? the white book?
[20:23] <+LanceHawvermale> Like the Mentzer red box, BECMI sheet.
[20:23] <~Dan> Is there more to the system than pass/fail? Are there criticals, for example?
[20:24] <+LanceHawvermale> There are indeed lucky and bad breaks, bad. And those can be fun.
[20:24] <+LanceHawvermale> Any skill check can result in a pass/fail, or in a lucky or bad break.
[20:24] <~Dan> How does that work?
[20:24] <&Doctor> Wait, did the red box come with a sheet?
[20:25] <&Doctor> *ADD strikes again*
[20:26] <&NM_Alan> *shrug* it came out before I was born. Like I know. 🙂
[20:26] * ~Dan brandishes cane
[20:26] <+LanceHawvermale> Doc, yes the Mentzer Basic box has a sheet. Dan, let’s say you’re trying to rope an outlaw who’s riding away. On a simple success, you get your rope around him and pull him off his horse. On a lucky break, he falls and spills several Spanish coins at your feet. On a bad break, he pulls you along for the ride!
[20:27] <~Dan> Right, but how are the lucky/bad breaks determined mechanically?
[20:28] <+LanceHawvermale> Since everything is d100, an extremely low roll (01-05) is a lucky break, while 95-100 is a bad break.
[20:28] <~Dan> Hmm. So being better at a skill doesn’t improve your chance for a better result?
[20:28] <+xyphoid> wait, you have prostitution rules?
[20:29] <&NM_Alan> also, isnt’ that the same range as a d20?
[20:31] <+SolipstryAlex> Related: You’ve mentioned Luck a few times. Is that you, the player’s luck, or does your character’s luck come into this as well?
[20:31] <+LanceHawvermale> Being better doesn’t improve your luck. Luck is up to the gods, I guess. There are guidelines for how to handle prostitution, yes, as that profession was a big part of the frontier. By using d100 instead of d20, we have a greater range and more flexiblity. Plus a percentile system is a lot more intuitive for new players. Everybody knows percentages.
[20:32] <+LanceHawvermale> SolipstryAlex: Every character begins with a (very low) Luck score. It’s used rarely. The GM might ask you to make a Luck check at random times. But it’s always used to give you once chance to avoid a mortal wound.
[20:32] <~Dan> I worry that your system has what I call the Accidental Mona Lisa Flaw.
[20:32] <&NM_Alan> is the system a roll under your skill style system?
[20:34] <+LanceHawvermale> NM_Alan, yes, it is. Dan, I’m sure the system isn’t perfect, but I’ll bite: What is the Accidental Mona Lisa Flaw?
[20:35] <~Dan> To be specific, let’s say a character has Artist at 5%. The vast majority of the time, he’s going to paint crapola… but 5% of the time, he’ll create a masterpiece.
[20:35] <~Dan> Put another way, he’ll either fail or perform brilliantly.
[20:36] <&Doctor> Cannot just do “okay”
[20:36] <&NM_Alan> LanceHawvermale how do you differ from BRP from Chaosium? A lot of what I’ve heard sounds very similar.
[20:37] <+LanceHawvermale> No, his skill will never start out as low as 5%. The average skill is 50%. So half the time he paints an okay picture. Half the time he paints a failure. But every now and then, the Muse smiles, and he produces something great. As a professional writer, I can tell you that’s exactly how it works. : )
[20:38] <&Doctor> (you’re in a room with a lot of professional writers)
[20:38] <~Dan> Hmm… Does that mean that the average attribute is 50% as well?
[20:40] <+LanceHawvermale> The average attribute is between 45% to 55%. I wanted the average man off the street to have straight 50% in everything, again trying to be as accessible as possible. NM_Alan, I’m unfamiliar with most of Chaosium’s product line, but I’m reading about it right now . . .
[20:41] <~Dan> So that means that the average Joe will have a 35% unskilled chance. Seems fairly generous. (Not a criticism. Just an observation.)
[20:42] <&Doctor> so what are the advancement costs like?
[20:42] <+LanceHawvermale> Dan, you might be right. But I don’t want to discourage players from trying unskilled actions by making their chances too low. Take the reins of that stagecoach and give it a try!
[20:42] * ~Dan nods
[20:43] <~Dan> Well, I guess the only sense in which it’s a criticism is that it seems to run counter to your otherwise gritty setting goal.
[20:44] <&NM_Alan> How do you handle health and damage?
[20:44] <+LanceHawvermale> Dan, true enough! Doc, skill advancement is probably slower than some players would like. With the rate of XP dispersal and expenditure, you should be able to raise one skill by one increment per gaming session. But the exact pace is totally left to the GM, so he/she can hasten it or slow it as suits the campaign.
[20:45] <+SolipstryAlex> How much is an increment?
[20:46] <+LanceHawvermale> NM_Alan, damage is light, medium, serious, and mortal. Any weapon from any hand can deal any level of damage. But the odds are such that you have a greater chance of dealing a light wound than a serious wound. And wound location (arm vs. head) also dials the damage down or up.
[20:47] <+LanceHawvermale> SolipstryAlex: Skills being at level 0. So you have Riding 0, at 54%. When you spend points to improve this to Riding 1, your 54% becomes 59%. So each level (max level 5) gives you +5% to your base score.
[20:47] <&NM_Alan> how many wound locations do you have
[20:48] <+LanceHawvermale> NM_Alan, a character has 12 wound locations.
[20:49] <&Doctor> wait
[20:49] <&Doctor> nm
[20:49] <+LanceHawvermale> NM_Alan, originally it was 10, because I wanted to keep everything base-10, but that became cumbersome to try and shoehorn everything into such a neat package. : )
[20:49] <+SolipstryAlex> Someone else mentioned the d20-like-ness of crit fail percents. Increments at 5% seems to reinforce the “masking a d20 behind percents for clarity”. No question here, just an observation.
[20:49] <~Dan> How specific are weapon skills? I saw you mention “Spear” earlier…
[20:51] <+LanceHawvermale> SolipstryAlex: Clarity is important, yes. Also, when you have 100 instead of 20, you have a lot more room for modifiers, such as shooting from atop a stagecoach at the woman who just stole your mule and is riding for the border on it–in the dark. Dan, we have about half a dozen weapon skills: Revolver, Rifle, Spear, Bow, Knife, and a couple of more.
[20:52] <~Dan> Sword?
[20:52] <+SolipstryAlex> How specific are your modifiers? It sounds like you have height, moving target, lighting..anything else?
[20:53] <&Doctor> and are all the modifiers in increments of 5%
[20:53] <+LanceHawvermale> Yep, Sword. In fact, I recently ran a game where the characters were chasing after the lost sabre of the conquistador Cortes.
[20:53] <+SolipstryAlex> Doctor took my next question
[20:53] <~Dan> Nice. 🙂
[20:54] <+LanceHawvermale> SolipstryAlex: We have included a lot of modifiers for combat. The baseline modifiers are all in increments of 5%, but the GM is encouraged to push or pull those by a point or two in either direction, as required by the situation. Sometimes as a GM, I just can give a -5 penalty when -3 seems more fitting, given the circumstances.
[20:55] <+LanceHawvermale> I just *can’t* give
[20:55] <+LanceHawvermale> Sorry! My daughter is pulling on my knee. She’s two. : )
[20:56] <~Dan> This is a bit specific, but do you have a rule for “fanning the hammer”?
[20:56] * ~Dan waves to the lil’ lady o/
[20:56] <+LanceHawvermale> Dan, we do! Fan-firing is a very important part of combat!
[20:56] <~Dan> Is it? How does that work?
[20:56] <+SolipstryAlex> Hmm. I can understand the thought behind that, though it is awfully fine resolution.
[20:57] <+LanceHawvermale> You can fire a careful shot, steady shot, hip shot. Those are standard. Some are slower and more accurate. Some are faster and less accurate. And then there’s fan-firing, when you can fire up to six shots in a combat round, but your chances to hit are VERY LOW, as they would be in real life.
[20:58] * ~Dan nods
[20:58] <~Dan> What about the ol’ quickdraw?
[20:58] <~Dan> And showdowns, while we’re on the subject.
[20:59] <+LanceHawvermale> There is the Fast Draw skill, for sure. This allows you to clear your weapon (doesn’t necessarily have to be a gun) without taking any time to do it.
[20:59] <+SolipstryAlex> Tell me about actions in combat. You mentioned different speeds–how does combat order work? I can picture several ways it could be implemented, based on the different speeds of actions.
[21:00] <+SolipstryAlex> Also, specific question: if you fail at fast draw, is that any worse than not attempting to fast draw at all?
[21:00] <+LanceHawvermale> Dan, I covered the “standoff zone” in the comments on the Kickstarter. It’s copied and pasted from the book, so you can get a complete answer.
[21:01] * ~Dan nods
[21:02] <+LanceHawvermale> SolipstryAlex: You can take actions in normal rounds (outside of combat) and within combat rounds. I will post at length on the combat order during my next Kickstarter update. If you fail at Fast Draw, yes, there is a chance that you’re in a worse position than before you started; your gun might be on the ground.
[21:02] <+LanceHawvermale> Wow. And here I was afraid that I wouldn’t get any questons. : )
[21:02] <+SolipstryAlex> I look forward to that update 🙂
[21:03] <~Dan> LanceHawvermale: You’ve got an active crowd tonight, certainly! 🙂
[21:03] <~Dan> Do you cover animals?
[21:03] <~Dan> (Howdy, rpgresearch!)
[21:04] <+LanceHawvermale> Dan, yes, we have rules for horses, horse chases, and cattle drives, as well as critters that can kill and/or eat you: rattlesnakes, bears, wolves, et cetera.
[21:04] <+rpgresearch> hey there Dan
[21:05] <+SolipstryAlex> oh man. Horse chases sound fun. Is that just an opposed skill check, or are there fancier mechanics at play?
[21:05] <~Dan> Any stats for famous Western individuals?
[21:06] <+LanceHawvermale> Fancier, for sure. Horse chases are in two phases, one for when the chaser and chased are fairly close to one another, and another phrase for when the pursuit is happening over longer distances. The rules give horse chases the attention they deserve, given their prominence in Western films.
[21:07] <+LanceHawvermale> Dan, sorry, but there are no stats given for William H. Bonney, Frank James, or Wild Bill. : ) Our timeline starts at 1866, and most of the folks from the “American Myth” weren’t active quite that early.
[21:08] <~Dan> Wow… That’s before cartridge ammo, even, IIRC.
[21:08] <+LanceHawvermale> Dan, correct! Most people don’t realize that.
[21:08] <&Doctor> 1866 is right on the line
[21:08] <&Doctor> the evans repeater existed
[21:09] <~Dan> No Colt Peacemaker, though.
[21:09] <+LanceHawvermale> I am confident that the weapons featured in the rule book are accurate for 1866.
[21:09] <~Dan> Nor Winchester.
[21:09] <&Doctor> The Colt Navy would be the one to go with… 1851
[21:09] * ~Dan nods
[21:10] <&NM_Alan> mm.
[21:10] <+LanceHawvermale> The Colt Navy is in the book. Many more. Including some strange ones you’ve probably not seen before. They were a surprise to me! The Civil War produced some odd guns.
[21:10] <&Doctor> and if I recall correctly there were SSA precursors like the Walter and Patterson…
[21:10] <~Dan> Another specific question: Do you have stats for the LeMat Cavalry Revolver? 🙂
[21:10] <+LanceHawvermale> Yep, the LeMat is there.
[21:10] <~Dan> Awesome.
[21:10] <&Doctor> Kerr’s Patent Revolver…
[21:11] <+LanceHawvermale> You ever hear of a Harmonica Gun? It’s strange but it’s true.
[21:11] <&Doctor> anyway… we could have a “old guns chat” all night
[21:11] <~Dan> I have, yup.
[21:11] <&NM_Alan> so so 17 dinero gets me the softcover and PDF
[21:11] <+LanceHawvermale> One thing that ISN’T there . . .
[21:11] <+Will> Heh
[21:11] <&NM_Alan> you are printing and shipping directly from drivethru?
[21:12] <+LanceHawvermale> . . . there book contains ten original illustrations, but I wasn’t able to afford an individual image of each weapon. That will wait for the deluxe edition. : )
[21:13] <+LanceHawvermale> NM_Alan, yes 17 is the softcover and the PD, and Drivethru is shipping directly. The newspaper add-on (big map, fiction, new weapons, adventure hooks, NPCs) will ship separately.
[21:14] <+LanceHawvermale> Anything else, friends? I’m going to wrap this up a few minutes early and make sure my little girl is actually in bed where she’s supposed to be. : )
[21:14] <+LanceHawvermale> But we could indeed talk old guns for hours. . .
[21:14] <~Dan> No problem, Lance. Is there anything we haven’t covered that you’d like to bring up?
[21:14] <&NM_Alan> I’m good
[21:15] <+SolipstryAlex> Nothing from me. Thanks for your time!
[21:15] <+LanceHawvermale> Hey, this has been super-fun. You folks are very well-informed and very enthusastic. I love gamers.
[21:15] <~Dan> Quick 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/
[21:15] <+LanceHawvermale> Thank you, Dan!
[21:15] <~Dan> Thanks, LanceHawvermale! I hope you’ll visit us in the future!
[21:15] <~Dan> We’re always open for business!
[21:16] <+LanceHawvermale> I certainly will! Everyone, keep your powder dry.
[21:16] <~Dan> And if you’ll give me just a minute, I’ll get the log posted and link you.
[21:16] <+LanceHawvermale> Thanks!