[19:31] <+SolipstryAlex> Hello, I’m Alex Rinehart! In 2010, my sister and I set out to make an RPG that was a compromise between two versions of D&D. Since then, our ‘weekend project’ has grown well beyond its initial scope.
[19:31] <+SolipstryAlex> Now, almost 7 years after it began, Solipstry has evolved into a universe-independent system that has run many genres, including cyberpunk, fantasy, westerns, Atlantean explorers, superheroes, post-apocalyptic, and space marines. We have mechanics for Luck, Power Words, Blocking, mechs and more.
[19:31] <+SolipstryAlex> Solipstry is nearing the end of its Kickstarter run, where we reached our funding goal on day 1. Since then, we have unlocked 4 stretch goals, all aiming to improve the Solipstry experience.
[19:31] <+SolipstryAlex> For the next 2 hours, feel free to ask me about the game, its history, goals, weaknesses, or anything else that crosses your mind! (Link: https://www.kickstarter.com/projects/2018387307/solipstry-a-new-approach-to-tabletop-rpgs?ref=6on0t5)https://www.kickstarter.com/projects/2018387307/solipstry-a-new-approach-to-tabletop-rpgs?ref=6on0t5 (done)
[19:32] <~Dan> Thanks, SolipstryAlex! The floor is open to questions!
[19:32] <~Dan> First, to be clear, this is all system, no setting, correct?
[19:33] <+SolipstryAlex> Correct! One of our focuses is allowing GMs to tell their stories in their own worlds, no matter what they are.
[19:33] <+SolipstryAlex> We don’t want anyone bogged down by existing lore when they just want to make their own story. So, universe-independent, with all the flexibility that that entails.
[19:34] <~Dan> Cool. Do you have a character sheet we can see?
[19:34] <+SolipstryAlex> Absolutely!
[19:34] <+SolipstryAlex> (Link: http://solipstry.com/resources/Editable%20Character%20Sheet.pdf)http://solipstry.com/resources/Editable%20Character%20Sheet.pdf
[19:34] <~Dan> Let’s have a look here…
[19:35] <+eezo> (Q&A going on?)
[19:35] <+SolipstryAlex> The third page is largely unnecessary, just for high-level characters who want more space to track Talents, Equipment, Abilities, etc.
[19:35] <~Dan> Okay, so! This appears to be some form of attribute + skill system, using attribute modifiers, correct?
[19:36] <~Dan> (eezo: Yup!)
[19:36] <+eezo> (Dan: sorry for disturbing! Just got home from a long shift. Kinda knackered.)
[19:36] <~Dan> (No problem!)
[19:36] <+SolipstryAlex> Correct! We have 8 attributes, Strength, constitution, intelligence, wisdom, charisma, Dexterity speed, and luck.
[19:36] <+eezo> (*shushes*)
[19:37] <+SolipstryAlex> Each of those attributes starts between 10 and 30, and can be increassed each time you level up (usually once every session or 2, especially at first).
[19:37] <~Dan> What is the dice mechanic?
[19:37] <+SolipstryAlex> Each of those attributes contributes slightly to the skills they govern, and also serve for prereqs, which removes the direct abstraction of level
[19:38] <+SolipstryAlex> (so we no longer have an abstract “you aren’t high enough level”, but an in-universe “you aren’t strong enough”)
[19:38] * ~Dan nods
[19:38] <+SolipstryAlex> The dice mechanic is d20, with occassional d100 rolls (rolling under Luck for those times when it really is Luck—Did you leave an errant fingerprint at the crime scene?).
[19:39] <+SolipstryAlex> Damage is done form a d2 up to a d10, but instead of rolling massive piles of dice, you multiply. (so instead of 5d8 its 1d8 x 5).
[19:39] <~Dan> Roll under for the d20 as well?
[19:40] <+SolipstryAlex> This maintains the average ( 22.5, for this case), but maximizes extremes, rather than averages (I can expand on that if need be)
[19:40] <+SolipstryAlex> d20 is NOT roll under– skill checks are made by rolling a d20 and adding in the modifier for the skill, and comparing to a DC.
[19:41] <~Dan> Ah, I see.
[19:41] <+xyphoid> So very D&D3 remniscient?
[19:42] <+xyphoid> How do you scale DCs – what kind of level scale do you use?
[19:42] <+SolipstryAlex> I’m glad you asked that one! I mentioned that this game started as a compromise between two versions of D&D, WAAAY back in the day. Those version were 3.5 and 4e. So the difficulty will resemble that, yes
[19:43] <+SolipstryAlex> the reason for the initial dispute is that 3.X is great at encouraging roleplay, because you have a ton of skills, and spend all your time in character creation on skills, but combat gets repetitive.
[19:43] <+SolipstryAlex> 4e has the problem where you spend all your time picking powers, and thus want to use them, so it gets bogged down in the (admittedly more fleshed out) combat.
[19:44] <+SolipstryAlex> In Solipstry, EVERYTHING is a skill (Stabbing, “magic”, lockpicking, enlightenment…) and the time you spend at character creation directly reflect what you care about
[19:45] <~Dan> I note that unlike D&D variants, you make combat skill-based.
[19:45] <+SolipstryAlex> in short, we noticed that people spend time in game proprotional to what they spend time on at creation, and that doesn’t always faciliate roleplay. In 4e, there’s a dearth of roleplay, in 3.x, combat is very repetive
[19:45] <+SolipstryAlex> about scaling DCs–
[19:46] <~Dan> (Welcome, Guest66! Please set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:47] <+SolipstryAlex> We provide suggestions for tasks at various levels, and have those scale statistically (easy should succeed ~75%, average ~50%, hard ~25, and so on), but because our levelling system eschews experience, the party can be varying levels.
[19:47] <~Dan> (Thanks, Rae! Here for the Q&A? 🙂 )
[19:48] <+SolipstryAlex> So the GM may have to tinker with those DCs. This ties into probably the biggest weaknesses of the system– it puts a little more onus on the GM than some other systems)
[19:48] <+Rae> (Yes. I am the sister in this project. 🙂 )
[19:48] <~Dan> (Ah, saw you in the video. Welcome! 🙂 )
[19:48] <+Rae> (Thank you!)
[19:49] <+SolipstryAlex> As Dan pointed out, combat is skill based. This is exactly what I was talking about, by making everything a skill, and thus equally weighted, we eradicated the problem of “where to focus character creation (and thus the game)”. Now players can dictate what their character is about, rather than the system inherently deciding for them.
[19:49] <+xyphoid> so you can end up with PCs with zero fighting ability?
[19:50] <+Rae> I have played them, even. They are still worthwhile in a combat situation, whether or not they can “fight”.
[19:50] <+SolipstryAlex> You can end up with PCs who are not particularly suited for combat, sure! If they choose to fight, they’ll still likely have a +1 bonus, even if their damage output is marginal
[19:51] <+SolipstryAlex> (the least amount of damage that can be done is by an unarmed, untrained small creature, which would just be 1 static damage on a hit. For a medium creature, it would be a d2 * 1. Melee / ranged is more powerful, but unarmed gets the advantage of multiple attacks with minimal training)
[19:52] <+SolipstryAlex> In order to be completely worthless in combat, you’d have to not take any of the defense, buff, Ability, or weapon skills, and choose not to use other skills to roleplay out of it (the common 3.x rogue way of dealing with combat)
[19:53] <+Rae> Or Enlightenment, you can’t take that either. Or, theoretically Ride/ Drive
[19:54] <~Dan> I note that you use Strength for melee combat. Do you have a way of avoiding the Ninjasaurus Effect?
[19:54] <+SolipstryAlex> Enlightenment is our buff skill. It can take the place of religion, modifying the source code of the environment, undertsanding a thing *so well* that you can become an avatar of it, etc.
[19:54] <+SolipstryAlex> You’ll have to elaborate on what that is, and I may have an answer 🙂
[19:55] <~Dan> It refers to systems using strength-based melee skill, in which a big, stompy monster would be a master fighter based on its strength.
[19:55] <~Dan> As opposed to a clumsy creature that does lots of damage when it hits.
[19:56] <~Dan> (Welcome to #rpgnet, Shingan!)
[19:57] <+Shingan> Hey
[19:57] <~Dan> (Here for the Q&A, or just hanging out? 🙂 )
[19:57] <+SolipstryAlex> Sure. Attributes are mostly used for prerequisites, rather than directrly aiding in combat (that would be the melee weapon skill, in this case). The melee weapon skill would allow said monster to hit accurately, and hard, but without Speed or Dex, it would be limited to one attack per round (speaking from a melee weapon frame of rference)
[19:58] <~Dan> Hmm. I see…
[19:59] <~Dan> Looks like you decided to use AC for armor rather than damage reduction?
[19:59] <+SolipstryAlex> Correct. We have Talents for DR, but AC in this way is two fold:
[19:59] <+SolipstryAlex> 1. simplicity–hit or miss is easier for new players, rather than having to subtract every time.
[20:00] <+SolipstryAlex> 2. An obvious leftover from our D&D roots 🙂
[20:01] <~Dan> Speaking of which, you deserve a complement in the way you present your game.
[20:01] <+SolipstryAlex> Thank you. Though I’m not sure exactly what you’re referring to.
[20:02] <~Dan> To be specific, it’s the fact that you don’t act as though D&D is your only frame of reference and that you’ve done something innovative by, say, using skills for combat.
[20:03] <~Dan> Not to say that’s not a good change, mind you…
[20:03] <~Dan> …It’s just that many authors present stuff like that as the Next Big Thing, you know?
[20:04] <+Rae> Thank you. We just don’t believe that we are the next big thing. We do some things really well. We do a lot of things pretty well. There are things we suck at. We know. And that’s true of any system, I think.
[20:04] <+SolipstryAlex> Sure, I get you. We defintely have made lots of innovations. After a few weeks, we had a really good mix of 3.5 and 4e. And the first person we showed it to said “Why stop there?” So I read about 2 dozen RPG books and video game manuals, and I made nots on what they did well, what they neglected, what /i/ wanted as a player.
[20:04] <~Dan> Does that make sense? I guess I’m trying to say that you show an understanding of what you have here, what the benefits are, etc.
[20:05] <+SolipstryAlex> So we added things like the luck mechanics, and Power Words, and the ability to have someone hold a sword AND use magic at first level, rather than having to choose at Character creation
[20:05] * ~Dan nods
[20:05] <~Dan> What are Power Words in this context?
[20:06] <+SolipstryAlex> Absolutely, as Rae said, we aren’t the best system for everything, and depending on what your goals are as a GM, there may be a better system for you. But we do some things (easing in new players is one) very well.
[20:06] * ~Dan nods
[20:07] <+SolipstryAlex> Power words let you bind any spell to any word. They allow you to A) be really cool in roleplay scenarios, and B) to shift the initiative order.
[20:07] <+Rae> “Alexa, send that guy a fireball.”
[20:07] <~Dan> Can you give an example?
[20:07] <+SolipstryAlex> For example, if I bind the shield spell to “Taxi” and some yeti throws a boulder at me, I can scream “Taxi!”
[20:07] * ~Dan chuckles
[20:07] <+SolipstryAlex> if I haven’t acted yet, I will immediately cast shield
[20:08] <~Dan> Cool. 🙂
[20:08] <+Rae> Or Inspector Gadget.
[20:08] <+xyphoid> do noncasters get any interesting combat mechanics?
[20:08] <+SolipstryAlex> if I have acted, my next turn will effectively be forfeit as I cast shield (presumably after tI get hit by the yeti’s boulder)
[20:08] <~Dan> (PM to Shingan.)
[20:08] <+Rae> He pretty much uses Power Words.
[20:08] <+Rae> Block is a super cool non-casting mechanic.
[20:09] <~Dan> Was Block what SolipstryAlex just described?
[20:09] <+SolipstryAlex> If you choose to not use spells at all, we have some suggestions to keep you balanced (like becoming immune to Ability Drain effects and getting an extra Major Skill at character creation). There are other ways to keep it balanced, but that’s one of our default suggestions in the book
[20:10] <+Rae> Not quite. Shield is an /Ability/ . Those are special powers from magic, tech, what have you.
[20:10] <+Rae> They are based on skills for each of four types. Block, on the other hand, is its own skill.
[20:10] <+SolipstryAlex> Block is very different–block lets you sacrifice your standard action to say “I’m going on the defensive”. Any attack that would hit your AC before the end of your next turn, you get to try to deflect (by making a block check)
[20:11] <+SolipstryAlex> With Talents, you can deal damage on a successful block, deflect projectiles back towards their originator, and instill status condtiions on those foolish enough to challenge you.
[20:11] <~Dan> Status conditions?
[20:11] <+xyphoid> do you pull over marking or the equivalent from 4e?
[20:11] <+Rae> Abilities are great because of the way skills work. Unless, as Alex said, you choose to not use them at all, everyone has some Abilities. They are part of what makes you special. Maybe it is just a thing you do with a sword, but it is still a *really* cool thing.
[20:12] <+Rae> We do have a mark mechanic, yes.
[20:12] <+xyphoid> score
[20:12] <+Rae> And lots of Ability and Talent support for it.
[20:12] <~Dan> (Howdy, jeffszusz!)
[20:12] <+SolipstryAlex> We’ve got a handful. Reduced speed, can’t regen Ability points, limited to one action, etc
[20:13] <+SolipstryAlex> You can see more status effects in our inititaive cards on kickstarter
[20:13] <+SolipstryAlex> re: marking, we have a couple Abilities for it (not all of our Abilities are offensive, we have utilities, and some that enhance your next combat attack). One ability marks all people within a certain range,
[20:13] <+SolipstryAlex> andother ability marks all people within 2, pulls them adjacent, and then lets you make a melee / unarmed attack on each of them.
[20:14] <+SolipstryAlex> So you can dish out damage, and then hope you can survive being surroudned by a bunch of foes you just marked 🙂
[20:16] <~Dan> How do you cover multiple genres?
[20:16] <+Rae> We don’t tell you which one to have, basically.
[20:16] <~Dan> Maybe too broad of a question, but… do you use a generalized power mechanic?
[20:16] <+Rae> Our skills are generalizable, and equipment is up to you.
[20:17] <+SolipstryAlex> What do you mean by power?
[20:17] <+Rae> We give broad strokes with mechanics, and you as the player/ GM fill it in.
[20:17] <+SolipstryAlex> As Rae is saying, we’re generic in that we abstract almost everything (Race is small, medium or large, with race-specific bonuses between you and your GM, which we provide several examples of in the book)
[20:17] <~Dan> Well, there are spells, psionics, superpowers, miracles, etc… Do you use the same basic system for all of them?
[20:17] <+SolipstryAlex> Ah yes!
[20:18] <+Rae> All Abilities. Or Enlightenment.
[20:18] <+SolipstryAlex> We have four skills that would fall under “power”, as well as enlightenment, which are personal buffs.
[20:18] <+SolipstryAlex> So we have Control, Enhancement, Destruction, Utility
[20:19] <+SolipstryAlex> which tells you WHAT you can do. HOW you do it, is up to you (nanobots, psionics, flamethrowers, pulling poewr from another dimmension, spellcasting, being a mutant, chanelling the sun god….)
[20:19] <~Dan> Technology is abstracted along with powers?
[20:19] <+Rae> Also, Enlightenment has support to make it not just personal buffs.
[20:20] <+Rae> Absolutely! Tech is a main feature in our flavor as well! We tried to represent lots of things equally.
[20:21] <+Rae> A laser gun is still a ranged weapon. An EMP falls under the Ability Empulse.
[20:21] <~Dan> You mentioned mechs earlier, I believe. How would you create one using these rules?
[20:21] <+SolipstryAlex> Oh man, vehicles
[20:22] <+SolipstryAlex> so a mech would be created almost exactly like a character, but using a different set of attribtues. A vehicle has speed, like a character, but uses technology instead of int / wis to determine its abilities.
[20:23] <+SolipstryAlex> It has hit points and damage reduction, so that peeople v mech is less effective than mech v mech
[20:23] <+SolipstryAlex> and it has skills that aid in the person using it (Interaction would be the pilot’s interactoin + the ship’s Communications, for example)
[20:24] <~Dan> Would powered armor use the same method?
[20:26] <+Rae> Power Armor would be heavy armor. It might have Augments, or special effects attached to it. Likely your GM would pull these from existing Talents or Abilities.
[20:26] <+Rae> The difference being that Power Armor does not, traditionally, need a “pilot”.
[20:26] <+Rae> More a wearer.
[20:27] * ~Dan nods
[20:27] <+SolipstryAlex> You could also talk to your GM and say somethign like “It’s heavy armor, but you want it to also [give damage reduction, make you hit harder, whatever]. So you get [x bonus], but it costs you 10 ability poitns each step you take, or each time you utilize that benefit there’s an ABility point cost.
[20:27] <+SolipstryAlex> Ability points are generic for this exact reason, they tell you *what* you can do 🙂
[20:28] <~Dan> How would you handle a multi-function power like Weather Control?
[20:29] <+SolipstryAlex> So I would handle it from one of two ways– if the user solely wanted it to be from a utility standpoint, it would be a utility spell, similar to State Change (which lets you shift thigns between liquid, solid gas, etc)
[20:30] <+SolipstryAlex> If they wanted to also have offensive abilities, I’d split it into existing abilities, like Arc and Storm.
[20:31] <~Dan> (Howdy, Catseye, Frankto!)
[20:31] <+SolipstryAlex> If someone wanted their whole character around it (like Storm from X-Men), it would likely be a Utility Ability for things like start, end rain, and Destruction abilities for more combat-focused weather (things like Lightning Storm, Permafrost, or Wreckage Zephyr would already fit nicely)
[20:32] <~Dan> (Howdy, Monochrome_Tide!)
[20:32] <~Dan> (Welcome to #rpgnet, Bo!)
[20:33] <+SolipstryAlex> I hope that answered your questions about Stormlords
[20:33] <~Dan> Sounds a bit like you have a “cafeteria” system when it comes to powers rather than an effects-based one.
[20:33] <~Dan> You have.
[20:33] <+SolipstryAlex> That’s… assuming I understand your meaning, entirely correct.
[20:34] <+SolipstryAlex> If, on the other hand, I’ve misunderstood, well, who can say 🙂
[20:34] <~Dan> Well, I mean picking and choosing from ready-made powers rather than building them from the ground up based upon their effects.
[20:34] <+SolipstryAlex> That was my assumption 🙂
[20:34] <+SolipstryAlex> Though, you can build your own really easily, should you want someting we managed to miss.
[20:34] <~Dan> Except insofar as you assemble powers to simulate broader abilities, like Weather Control.
[20:35] <~Dan> Assemble multiple powers, I mean.
[20:35] <+Rae> Building them from the ground up is something we investigated. Some systems do it. It tends to mean you spend 8 hours in creation, in my experience.
[20:35] <+SolipstryAlex> Or have LOTS of tables and crunchy point buy. Both things we wanted to avoid.
[20:35] <~Dan> Yeah… and some systems really go nuts with what’s a “power”.
[20:35] <+Rae> Blugh. Crunch.
[20:36] <~Dan> I recall seeing the Champions version of a shotgun, for example, broken down into its component power elements.
[20:36] <+Rae> There is that as well. We did an, honestly, obscene amount of paring down and balancing to try to make everything even between types, and manageable.
[20:36] <+Rae> ‘Cause that’s… too far.
[20:36] <~Dan> (wb, Bo!)
[20:37] <+SolipstryAlex> I don’t want to call out any systems, but just as many as I looked at and said “ooh, that’s an interesting mechanic”, I looked at and said “uhhh, I don’t want to get that complex”
[20:37] * ~Dan nods
[20:37] <+SolipstryAlex> (one system in particular had 20 pages dedicated to firing a gun, including things like wind direction and the phase of the moon)
[20:38] <~Dan> Heh. 🙂
[20:38] <~Dan> Do you have any sort of scaling mechanic?
[20:39] <+SolipstryAlex> Good question!
[20:39] <~Dan> Thanks! 🙂
[20:40] <+SolipstryAlex> So the party may not (and probably will not) level up at the same rate
[20:40] <+SolipstryAlex> we have rules for “level one” monsters and skill checks, and mechanics in place to scale them up,
[20:41] <+SolipstryAlex> but we’re more of a “if you’re a master chicken-kicker, chickens aren’t going to get automatically harder to kick, just because you’re better at it. If you’ve never fought a giant rat, that Wendigo will probably feast upon you”
[20:42] <~Dan> Good to know.
[20:42] <+SolipstryAlex> It’s possible those quotes got away from me a little in that answer.
[20:43] * ~Dan chuckles
[20:44] <~Dan> I was thinking more in terms of size, though. Can the system handle a massive space battleship as easily as it handles an individual?
[20:44] <+SolipstryAlex> Our “monster manual” of sorts (which is totally not necessary to play, everything you need is in the core book), doesn’t have “levels”. it’s mostly lore-based, in case you need an idea of what to threaten your squishy little heroes with
[20:44] <+Catseye> Monster manuals may seem optional. But honestly. They rarely are.
[20:45] <+SolipstryAlex> We have monster templates, and rules for how to level them and create your own. Shrug. You be the judge 🙂
[20:45] <+SolipstryAlex> Ah! absolutely! Just like we scale hit points and movement up for ships, you might have to make some generalizations like lumping a fleet into one “initiative spot” (just to speed things along). So you might have to increasd the scale from 1 inch = 5 inches up to 1 inch = 1 mile, but it can be done.
[20:46] <+SolipstryAlex> (one of the default scenarios I run for introducing people involves shirnking them all down to 6 inches. So the system is worded to accomadate that)
[20:46] <~Dan> (So it’s a short adventure?)
[20:46] <+SolipstryAlex> –we don’t have “Take x damage every Y feet”, it’s “take X damage every time you fall a distance equal to your height”
[20:46] <+Rae> (hahaha)
[20:46] <+Catseye> I wasn’t here at the start of the conversation. What is this game?
[20:47] <+SolipstryAlex> (Link: https://www.kickstarter.com/projects/2018387307/solipstry-a-new-approach-to-tabletop-rpgs?ref=6on0t5)https://www.kickstarter.com/projects/2018387307/solipstry-a-new-approach-to-tabletop-rpgs?ref=6on0t5
[20:47] <+SolipstryAlex> Solipstry! Universe-independent, aimed at new players.
[20:47] <+SolipstryAlex> And at letting GMs tell *their* stories, without being weighed down by other people’s lore. Welcome.
[20:48] <+SolipstryAlex> most GMs I know aren’t just storytellers. They’re worldbuilders. Rarely do they love telling stories out of a book, we usually like making our own stories.
[20:48] <+SolipstryAlex> That’s been my experience, anyway.
[20:48] * ~Dan nods
[20:49] <~Dan> Well, you have to know your intended audience.
[20:49] <+Rae> We watch them sleep.
[20:49] * ~Dan laughs
[20:49] <+SolipstryAlex> I can’t confirm these allegations, Dan.
[20:50] <~Dan> 🙂
[20:50] <~Dan> You’ve touched on this a bit, but what elements of the system make it ideal for newcomers to the hobby?
[20:50] <+SolipstryAlex> I’m glad you asked!
[20:51] <+SolipstryAlex> 1. We eliminated clunky and math-heavy mechanics like experience. Instead of the GM calculating and then throwing numbers at you, we have a simplified experience system:
[20:51] <+SolipstryAlex> You use a skill, you get better at that skill. You get better at enough skills, you level up!
[20:52] <+SolipstryAlex> 2. We reduced dice rolling. We don’t have you pick up a bucket of d6, we have you roll 1d6 and multiply it (It’s repeatedly been true in playtests that multiplying goes faster than adding. I can speculate as to why, but I’d need grant money to know for sure 🙂 )
[20:52] <+SolipstryAlex> I’ve talked about how we’re pretty anti-supllement, so I’ll close this question with
[20:54] <+SolipstryAlex> 3. Our combat system is as as complex as you make it. We have rules for flanking and cover, for tactical options, or you can 3.X it and just swing your stabby-stick every round. You can play with Marking or Delaying and Initiative shifting (I touched on power words earlier)
[20:54] <~Dan> (Howdy, Le_Squide!)
[20:54] <&Le_Squide> (Hey Dan!)
[20:54] <+SolipstryAlex> We’ve been described as “somewhere between FATE and pathfinder” in terms of crunchiness. While I like that description, I have to say we’re probably closer to the Pathfinder end of that particular spectrum.
[20:55] * ~Dan nods
[20:55] <+SolipstryAlex> Easy enough for noobs, but complex enough to entertain veterans and power gamers.
[20:56] <~Dan> So you have levels… Do you have classes?
[20:57] <+SolipstryAlex> Even if you’re a dedicated magic user (probably the most complex option), you have at MOST 9 spells at first level (likely slightly fewer), 2 from each school. Compare that to, say 4e, where even a no-magic fighter has 2 at wills, an encounter or 2, at least one daily, and a whole 5 pages of character sheet at first level. It gets overwhelming.
[20:58] <+SolipstryAlex> We don’t have classes! Classes, to me are tied very closely with system. Look at Shadowrun, they do this well (despite not *actually* having classes, but that’s another story): They have a street samarai, a decker, and a mage. Each of those builds to the lore and the world around them.
[20:59] <+SolipstryAlex> In a western, you have the opportunity to tie in a gunslinger or a marshall and give them different abilities that tie into the world. Different contacts, affluence and influence.
[20:59] <+SolipstryAlex> In a sky pirates game, the pilot would have more prestige amonst the upper class, while the mechanic has black market contacts and can barter for cheap prices. These kinds of things flesh out the system.
[20:59] <+SolipstryAlex> AND they’re all inappropriate for a universe indpeendent system for that reason
[21:00] <+SolipstryAlex> SO what we do is ahve you boil down your class into what it does. Are you a rogue? Okay, so you’re good at stabbing, not being seen while your stabbing, picking locks before you stab, and talking your way out of being caught stabbing.
[21:00] <+SolipstryAlex> That’s a “class” that’s a collection of skills.
[21:00] <+SolipstryAlex> It ALSO gives you the freedom to make something that doesn’t have a standard “class”
[21:01] <+SolipstryAlex> You can combine skills in any ways that you want, for any non-standard ‘class’
[21:01] <+SolipstryAlex> (done)
[21:01] <~Dan> Cool…
[21:02] <~Dan> So “Occupation” doesn’t really do anything directly?
[21:02] <+SolipstryAlex> Correct. It’s more of a ‘encourage roleplay’ kind of thing.
[21:02] * ~Dan nods
[21:02] <+SolipstryAlex> Things that get overlooked during CC, that only take a few moments, that help players.
[21:02] <+SolipstryAlex> After all, it’s an RPG, not a miniatures game 🙂
[21:03] * ~Dan nods
[21:03] <~Dan> Sure!
[21:04] <~Dan> Do you have any built-in mechanics to make setting more grim-and-gritty or more swaashbuckley?
[21:04] <~Dan> The system, rather
[21:05] <+SolipstryAlex> That is the exact kind of question I would ask 🙂
[21:05] <+SolipstryAlex> Off the top of my head, I don’t think we do, no.
[21:05] * ~Dan nods
[21:05] <~Dan> Fair enough.
[21:05] <+SolipstryAlex> Like we say on the kickstarter, if there’s a setting that you like, and there’s a system for it, it *probably* does that thing better than we (or any universe indpeendent system) does
[21:06] <+SolipstryAlex> if you like a setting and can’t find mechanics that you like, you should be able to shift it to Solipstry easily, and if it so happens that you want to tweak the mechanics further, well, feel free 🙂
[21:06] <~Dan> So as-is, how cinematic would you say the system is on a scale from 1-10, 1 being totally gritty and 10 being The Avengers or something.
[21:08] <+SolipstryAlex> I’d say that largely depends on the GM (Rae feel free to weigh in). The system itself lends to cool moments with Fortune Points, where players can give themselves a boost before an important roll. This definitely adds to the “okay guys, DON’T MESS UP!” feel, that I associate with cinematic feel.
[21:08] <+SolipstryAlex> But, combat is, almost universally, the slowest part of an RPG. While we try to speed it up with a high-damage, low HP approach, it can still bog if you’re fighting endless waves of space-squids pouring through a rift in the galaxy.
[21:08] <+SolipstryAlex> As it does.
[21:08] <+Catseye> I looked at the character sheet. It didn’t seem to have a space for powers or special abilities.
[21:09] <+SolipstryAlex> Did you check out the second page?
[21:09] <~Dan> (Howdy, Silverlion!)
[21:11] <~Dan> (Welcome to #rpgnet, Guest78!)
[21:12] <~Dan> You said you have a “monster manual”… How many entries does it include?
[21:12] <+Catseye> well I’m picking up a book next month that brings character class like fantasy gaming to FATE.
[21:14] <+SolipstryAlex> The Chronicle (our monster manual) will have (after the kickstarter), I think just shy of 60 pages. Which puts it at roughly 30 monsters.
[21:14] <+Catseye> Your game looks interesting. I like that it seems rather straightforward
[21:14] <+SolipstryAlex> I want to say we have 30 before the KS, and the 7 monster mashers, + the 3 bonus monsters that is our next stretch goal would put it close to 40.
[21:15] <+SolipstryAlex> I should get exact numbers on that, sorry for not having them on hand.
[21:15] <+SolipstryAlex> Catseye– thanks, straightforward was a goal!
[21:16] <+Catseye> I’m a Hero System veteran. I’m always looking for an easier way for my gaming.
[21:16] <+SolipstryAlex> FATE is good for storytelling, one of the issues we felt compelled to make this is because of the lack of tactics present in FATE, combat wise.
[21:16] <+Catseye> Actually, Let me get something for you.
[21:16] <+SolipstryAlex> To be perfectly honest, the hardest person to sell Solipstry to (or at least to get to jutsify their purchase) would be someone who owns Savage Worlds and is happy with it.
[21:17] <+SolipstryAlex> We exist in a very similar space, though they have loads of supplements.
[21:17] * ~Dan nods
[21:17] <~Dan> A fair assessment.
[21:18] <+Catseye> (Link: http://www.rpgnow.com/product/149698/Aperita-Arcana-fantasy-for-Fate-Core)http://www.rpgnow.com/product/149698/Aperita-Arcana-fantasy-for-Fate-Core
[21:18] <~Dan> In the time that remains, is there anything we haven’t covered that you’d like to bring up?
[21:18] <+Catseye> This is the book I plan to order for Fate. If you look over that summary. You may end up being surprised
[21:19] <+SolipstryAlex> I’d like to touch just a little more on the Luck system.
[21:19] <~Dan> Sure!
[21:20] <+SolipstryAlex> Every character has Luck, which grants them Fortune Points. These can be spent before ANY roll (skill check, damage, anything) to increase that roll by 1 for each point spent. With Talents, you can steal Fortune from your ‘friends’, can add after a roll has been made, reroll, or even take additional actions.
[21:20] <+SolipstryAlex> (remember that we multiply damage, so spending FP on damage is doubly (or more!) effective)
[21:21] <~Dan> (brb)
[21:21] <+SolipstryAlex> (done)
[21:23] <+SolipstryAlex> Catseye– I would actually disagree. Fantasy is one of those spaces where I would advocate one of the (many) established (and good!) fantasy systems, rather than beinding a universe-independent system to your bidding.
[21:24] <~Dan> (back)
[21:25] <+SolipstryAlex> a final point on Luck–DMs can also use it to determine things like Loot, or if a trap has already been triggered, or a myriad of other things.
[21:25] <~Dan> Thanks very much for joining us, SolipstryAlex and Rae!
[21:25] <+SolipstryAlex> Thanks for having us!
[21:26] <~Dan> Just a quick reminder to folks that my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:26] <~Dan> Give me just a minute and I’ll get the log posted and link you!