[19:32] <+FezSinister> Hello everyone, I am Matthew Byers the author of the Graveyard of Heroes RPG
[19:33] <+FezSinister> Graveyard of Heroes is a fantasy dungeon crawling role-playing game in the dark/weird fantasy sub-genre. As part of the second wave of the OSR (Old School Renaissance) movement it takes classic role-playing and moves it in new directions.
[19:33] <+FezSinister> This is not a D&D retro-clone therefore you will find: new monsters, new spells, new magic items, new rules, new ways to make characters and a new attitude. Despite all the changes the spirit of classic fantasy role-playing is preserved.
[19:34] <+FezSinister> The base assumption in this game is that all characters will die eventually, some sooner than others. The goal of the characters is to one day achieve a legacy, to make a mark upon the world that will last long after they are gone.
[19:35] <+FezSinister> The game is structured as a race to achieve that legacy before the grimm reaper catches up with you.
[19:35] <+FezSinister> (done)
[19:35] <~Dan> Thanks, FezSinister!
[19:35] <~Dan> The floor is open to questions!
[19:35] <+SolipstryAlex> This sounds like a cool concept! What’s character creation look like?
[19:36] <+FezSinister> Character creation is classless, so you have latitude in character creation
[19:37] <+FezSinister> You select from abilities and skills to make your character as you wish (done)
[19:37] <~Dan> Is there a character sheet that we can see?
[19:38] <+FezSinister> I just posted one on the Fez Sinister Games facebook page
[19:38] <+FezSinister> (Link: https://www.facebook.com/FezSinisterGames/)https://www.facebook.com/FezSinisterGames/
[19:38] <~Dan> Let’s see here…
[19:39] <+SolipstryAlex> The sample character has a handful of skills. I assume there are more to choose from? How many skills do you have total?
[19:41] <+FezSinister> Without counting I would guess there are about 40 skills and your GM can always make more. There are 30 or so abilities some of which you can take more than once. (done)
[19:42] <~Dan> What is the core resolution mechanic?
[19:42] <~Dan> (Welcome, Guest81!)
[19:43] <+FezSinister> For combat it uses: to-hit roll, armor save roll, damage roll. For non-combat situations a skill roll is used.
[19:44] <~Dan> (Howdy, Viktyr!)
[19:44] <+FezSinister> Rolls may be easy or difficult in which case more dice are rolled ad you take the worst or best depending on the situation
[19:45] <+FezSinister> A unified mechanic was not used in this game because this is a classic OSR style design
[19:45] * ~Dan nods
[19:46] <+FezSinister> As soon as you introduce a unified mechanic it becomes a modern game and not a OSR one (done)
[19:46] <~Dan> What dice are you rolling, though?
[19:47] <+FezSinister> For most things d20 or d8. All the standard polyhedrals are used in some way.
[19:48] <~Dan> Can you give an example of skill resolution? Let’s say Arn is trying to use his Hunting skill.
[19:48] <+SolipstryAlex> Where did the inspiration for the “new monsters” come from?
[19:49] <+FezSinister> OK for skills first, Arn wants to see how he did while hunting for the day.
[19:49] * ~Dan nods
[19:50] <+FezSinister> He would roll vs his Insight trait (the controlling trait for hunting)
[19:50] <+FezSinister> Because he has hunting skill he will make a strait d8 roll vs his insight trait
[19:51] <+FezSinister> if he had no skill he would roll twice and take the worst result
[19:51] <~Dan> Trying to roll under?
[19:51] <~Dan> (Howdy, SilverBolt!)
[19:51] <+FezSinister> yes this is a roll low game (except damage)
[19:52] <+FezSinister> If he had skill mastery (hunting) he would roll twice and take the highest.
[19:52] <~Dan> So it sounds like the game uses a similar skill mechanic to WFRP 1e, in which skills simply let you apply the associated attribute.
[19:52] <+FezSinister> er lowest
[19:52] <+FezSinister> I think 5th ed d&d is similar
[19:53] <~Dan> How does combat work? What if Arn tries to hit something with his sword?
[19:55] <+FezSinister> He would make a d20 roll and try to roll less than his Attack Rating stat, then roll vs the target’s armor stat and then make a damage roll if everything was successful.
[19:55] <~Dan> How does the roll against the target’s armor stat work?
[19:56] <+FezSinister> For combat group initiative is used so everyone rolls at the same time
[19:56] <+SolipstryAlex> Dying is a big part of your core concept (which, by the way, I’m a huge fan of). Do you introduce mechanics to promote lethality, or just accept it as inevitable?
[19:57] <+FezSinister> Each monster/character has a Defense Rating that attacks are resolved against. A d20 roll must me made under this number to save.
[19:58] <+FezSinister> The game by its nature is lethal, but this depends on the optional rules used and attitude of the GM
[19:59] <~Dan> So if someone were attacking Arn, they’d first roll 1d20 to try to get under their attacking score, then roll 1d20 and try to get 7 or less due to his DR?
[20:01] <+FezSinister> if your attack rating is 10 and you roll less than that you hit, the defender try to roll lower than the defender’s armor stat
[20:01] <~Dan> Oh, I see.
[20:02] <~Dan> So in that scenario, after the successful attack, Arn would roll against his own DR of 7?
[20:02] <+xyphoid> so a 40k-style armor saving throw?
[20:02] <+FezSinister> Armor Rating is not like armor class in d&d, it is a separate roll (like in 40K)
[20:04] <+FezSinister> While character death is always a possiblility the game rules deal with this
[20:05] <+FezSinister> resurrection is possible with even low level spell casters, just for a limited time
[20:06] <+FezSinister> in that way characters can die between game sessions instead of in the middle of one leaving the player to make up a new character while everyone else has fun
[20:07] <+SolipstryAlex> That’s a good solution to keep the game moving.
[20:07] <~Dan> What does AR stand for?
[20:07] <+SolipstryAlex> (in addition to previous question about monster inspiration): Does my character’s Legacy matter? Like when I die, if I become legendary enough, does that impact the world in some way?
[20:08] <+FezSinister> AR is attack rating
[20:08] <~Dan> How is that determined?
[20:09] <+FezSinister> Legacy is something that can be earned in the game. Abilities affect your character but legacies affect the game world forever more.
[20:09] <+FezSinister> This is your mark on the world
[20:09] <+SolipstryAlex> Tell me more about that!
[20:09] <+SolipstryAlex> 😀
[20:11] <+FezSinister> A legacy is the end game. This is what you want to achieve in the game after your entire adventuring career. It can be things like starting a wizard school, founding a noble lineage,
[20:11] <+FezSinister> becoming a lich and so on.
[20:12] <~Dan> What are the options for Morals?
[20:12] <+FezSinister> The game is the quest for immortality sometimes in name only, sometimes in other ways.
[20:12] <~Dan> (Welcome, Guest80!)
[20:14] <+FezSinister> Once a legacy is gained any new characters that play in that game world will be affected by that legacy.
[20:15] <+FezSinister> I think someone asked about monsters earlier so I will now touch on that
[20:15] <~Dan> What determines AR?
[20:15] <~Dan> (Howdy, LW!)
[20:16] <+FezSinister> Instead of rehashing mythological monsters I made a decision to include mostly pulp fantasy, weird fantasy or dark fantasy type monsters.
[20:17] <+FezSinister> AR is determined by armor with agility modifiers
[20:18] <+xyphoid> how do legacies work mecahnically?
[20:18] <+xyphoid> like are they triggered by you dying, or is it just an up to the GM thing?
[20:20] <+FezSinister> A legacy is earned when you meet certain qualifications (such as level, skills possessed and so on) and decide to retire the character. You don’t earn a legacy by dying in the dungeon. This is a push your luck mechanic
[20:20] <+FezSinister> do you adventure on and try to get a better legacy?
[20:21] <+FezSinister> or die a horrible death and get nothing
[20:21] <+xyphoid> do you get to start your new character at a higher level or anything? presumably it would kind of suck to have a level 9 group and have someone retire to make their wizardcollege and start at 1
[20:22] <+FezSinister> The passage of time is important in this game as it is a limiting factor on achieving a legacy.
[20:23] <+SolipstryAlex> So it almost has Roguelike elements?
[20:24] <+FezSinister> What level you start at is up to the GM. Legacy is a mechanic designed to remove high level characters from play without killing them.
[20:25] <+FezSinister> Adventures are usualy designed by the GM in advance but other play styles are possible
[20:25] <+FezSinister> (done)
[20:26] <+xyphoid> like are there mechanical bonuses for listed legacies?
[20:26] <+xyphoid> can you give some examples?
[20:27] <+FezSinister> Legacies are mostly handled on the GM meta level.
[20:28] <+FezSinister> So if your character becomes known for starting a fighting school, future characters can go to that school or get involved in its activities and politics
[20:30] <+FezSinister> on the other hand if a character becomes a demi-god then a new religion is formed and new characters can be followers and priests of that religion.
[20:32] <+xyphoid> how does time factor into it?
[20:32] <+FezSinister> there are no mechanical rules behind this because it would take up too much space and it is mostly unnecessary.
[20:33] <+FezSinister> Characters have a current age and a max age. current age progresses as you would expect
[20:34] <+FezSinister> but max age goes up by a random amount as you level up, it goes down by a random amount when you get poisoned, get sick, fall into poverty
[20:34] <+FezSinister> you never know where it is going to end up, but you feel it when it gets close
[20:35] <+SolipstryAlex> if you exceed your max age, game over, no legacy? (for that character)
[20:35] <+xyphoid> but as a player you know what your current max age is?
[20:35] <+FezSinister> you know what your max age is (on character sheet). You hit max age and it is game over (no legacy), you ran out of time.
[20:36] <+FezSinister> also every time you are resurrected your max age goes down
[20:37] <+FezSinister> max age is not old age. It takes in consideration sickness, accidents, murder rates and so on
[20:38] <+FezSinister> Life in the middle ages was rough
[20:38] <+SolipstryAlex> “murder rates”–like of the region?
[20:39] <+FezSinister> In the context of the game max age is the time the gods let you live. The more interesting you are to them the more time they give you to amuse them.
[20:41] <+FezSinister> (done)
[20:41] <~Dan> (Howdy, Stephen!)
[20:41] <+xyphoid> in practice would more pcs die from max age or in combat?
[20:41] <+Stephen> Good Evening
[20:42] <+FezSinister> Did I miss any questions? I am typing as fast as I can.
[20:42] <~Dan> You’re doing fine. 🙂
[20:42] <+FezSinister> Death from combat is more frequent by far
[20:44] <+FezSinister> (done)
[20:45] <+xyphoid> so what else is unique here compared to Default OSR D&D?
[20:47] <+FezSinister> Spells are grouped by theme (fire, time, war, etc.) so spell casters are different from one another
[20:48] <+FezSinister> encumbrance is handled with equipment slots so no calculating weight
[20:49] <~Dan> How does spellcasting work?
[20:49] <+Stephen> I think moving to slots over weight makes a lot of sense.
[20:50] <+FezSinister> spell casting is vancian (memorizing of spells), you get a number of spells determined by your traits and never increases, but your spells get more powerful as you increase your spell casting ability
[20:52] <+FezSinister> spell casting comes in 2 varieties (arcane and divine), each works slightly differently
[20:53] <+FezSinister> there are rules for ruitual casting for times you don’t have a needed spell memorized
[20:54] <+FezSinister> Divine spell casters (priests) must have very well defined religions to determine allowed spells and moral obligations. Sample religions are included in the book.
[20:56] <+FezSinister> anything else on magic before moving on? (done)
[21:00] <+FezSinister> Ok if no one has a question I will continue rambling on other subjects
[21:00] <~Dan> What are the limits on spellcasting?
[21:00] <~Dan> Spells per day? Magic points?
[21:01] <+FezSinister> Spell casters get a certain number of spells per day determined by their traits. Usually between 6 and 9 per day.
[21:02] <+FezSinister> these spells will get more powerful as your character progresses
[21:02] * ~Dan nods
[21:03] <+FezSinister> and you can purchase new spell groups as you go if desired
[21:03] <~Dan> What is the human attribute scale?
[21:04] <+FezSinister> Traits are on a 7 point scale so a average person would be a 4.
[21:05] <~Dan> What are the other races included?
[21:06] <~Dan> (Welcome, Guest51!)
[21:07] <+FezSinister> There are no stereotypical fantasy PC races included in the book. I have a number of new ones as examples. A PC race creation system is included with the rules.
[21:08] <~Dan> What are the new races?
[21:08] <+FezSinister> Sample races included are: ape man, deodand, half fey, insect man, raven man, mouseling, mushroom man, octo-man
[21:09] <~Dan> What’s a deodand?
[21:09] <~Dan> (Welcome, Guest35!)
[21:09] <~Dan> (wb, SolipstryAlex!)
[21:10] <+SolipstryAlex> (thanks. Sorry, had to restart unexpectedly after a crash)
[21:10] <+FezSinister> A deodand is a created race of wizard’s assistants. Like flesh golems but with free will, and magically inclined.
[21:10] <~Dan> Huh. Interesting.
[21:10] <+Guest35> Deodands rule.
[21:10] <+SolipstryAlex> Forgive me if this was covered– is this on Kickstarter?
[21:11] <+FezSinister> Yes on kickstarter now
[21:11] <~Dan> (Guest35: You can set your name with the /nick command. 🙂 )
[21:11] <~Dan> (Whoops… Too slow.)
[21:12] <+FezSinister> Deodands are not well liked in society because someone had to die during their constuction.
[21:13] <~Dan> I can see that.
[21:13] <~Dan> Does the game include a bestiary, and if so, how extensive?
[21:15] <+FezSinister> Back to traditional fantasy races, if you want elves and such you can create them using the race creation rules. Everyone has their own idea of what they are like anyway.
[21:16] <+FezSinister> There are just under 200 monsters in the book plus there are random generators for creating new monsters so your players can’t memorize their stats out of the book.
[21:17] <+FezSinister> I have generators for humanoids, dragons, golems, blobs and more
[21:18] <+FezSinister> These random monster generators can create more things than you would ever use. Also the generators give you an idea of what the thing looks like as well.
[21:19] <+FezSinister> You should now want for creatures to use in game (done)
[21:20] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:21] <+FezSinister> Advancement points are given out for meeting quest goals not monsters killed or gold gained. That way you give heroes a reason to do things other than be murder hobos.
[21:22] <+SolipstryAlex> Can they level up even if they leave the parameters of the GMs intended quest?
[21:23] <+SolipstryAlex> err, gain advancement points, rather?
[21:23] <+FezSinister> They will earn less points if they go off script. A good GM will allow the group to choose quests they want to undertake.
[21:24] <+SolipstryAlex> Sure, sure.
[21:25] <+FezSinister> This rule helps GMs keep the players focused on the task at hand
[21:25] <~Dan> (Before I forget, 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/ )
[21:25] <~Dan> (Howdy, Cas_Warner!)
[21:26] <+Cas_Warner> (Yo.)
[21:26] <+FezSinister> Sometimes I change the quest goals if the players want to do something different. But once they choose hold them to it
[21:27] <+FezSinister> (done)
[21:27] <~Dan> Thanks very much for joining us, FezSinister!
[21:28] <+FezSinister> It has been a pleasure, check out my game on Kickstarter
[21:28] <~Dan> Want to post the link?
[21:28] <+FezSinister> (Link: https://www.kickstarter.com/projects/fezsinister/graveyard-of-heroes)https://www.kickstarter.com/projects/fezsinister/graveyard-of-heroes
[21:28] <~Dan> Great!
[21:29] <~Dan> Now if you’ll give me just a minute, I’ll get the log posted and link you.